Kha'Zix Build Guide by DR34MK1LL3R
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Not Updated For Current Season
Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
Hello, and welcome to this Kha'Zix guide, " Kha'Zix, God of Summoner's Rift." This is the second guide by me, DR34MK1LL3R. I am only posting this build so that people have this as an option. It may not be the prettiest or best written guide, but I assure you, it get's the job done. This is just how I play Kha'Zix. As with any guide, these are just my opinions and suggestions, not rules. Any and all feedback is welcome, whether it be what item(s) do(n't) work on Kha'Zix, any problems in the guide, or anything that may or may not be misunderstood/unexplained. Thanks for reading this guide by me, DR34MK1LL3R.
Potent Pros and Condemning Cons
+Catastrophic Chasing Skills
+Carnivorous Clear Time
-Critically Countered by CC
-Horrifically Hard to Master
Sorcery is great because of the bonus cooldown reduction.
Butcher is used for jungling because you deal more damage to monsters with basic attacks.
Deadliness grants us more AD per level.
Havoc increases our damage dealt.
Weapon Expertise give us a nice addition of armor penetration.
Lethality increases our critical strike damage.
Brute Force gives us more AD early game.
Frenzy adds attack speed for every critical strike we deal.
Sunder adds even more armor penetration.
Executioner allows us to deal more damage to enemies lower than 50% health.
Perseverance gives us more HP regen depending on how much health we are missing.
Tough Skin decreases damage we take from monsters.
Hardiness gives us more armor.
Resistance gives us more magic resist.
Bladed Armor deals damage to monsters that deal damage to you.
The offensive masteries are basically the same as the jungling ones, except for one difference. Instead of putting two points into Butcher we put two points into Fury for the attack speed.
The laning defensive masteries are also essentially the same as the jungling ones, except for the fact that instead of three points in Perseverance and two in Tough Skin , we put four into Durability for the HP per level, and one into Veteran's Scars for the bonus HP early in the game. Also, instead of two points in Hardiness we put three in Hardiness , since we will normally be against another AD champion, and leave the one in Resistance .
Greater Quintessence of Attack Damage
Greater Mark of Attack Damage
Greater Glyph of Magic Resist
Greater Seal of Armor
These runes are taken utilizing bonus AD, Armor, and Magic Resist.
We take the Greater Quintessence of Attack Damage for the bonus AD early in the game. It is a nice amount early on, so it benefits us.
The flat AD marks are taken for basically the same reason as the quintessences. We take these over armor penetration marks because jungle creeps have a low amount of armor, so you are already basically dealing true damage.
Flat armor seals are used when jungling for the added defense against the creeps.
The Greater Glyph of Magic Resist is used to give us even more resistance to jungle monsters, allowing us to have more sustain.
Greater Quintessence of Attack Damage
Greater Mark of Attack Damage
Greater Glyph of Scaling Magic Resist
Greater Seal of Armor
These runes are used for the bonus AD, Armor, and Magic Resist, with a little deviation from the jungling runes involving the glyphs. The laning runes have scaling magic resist, and the jungling runes are flat magic resist.
The reason we take the scaling magic resist glyphs when laning is because we do not need the magic resist early in the game, but we will need it later in the game, so the scaling blues give us more MR later in the game than flat blues would.
Savage Summoner Spells
Viable Laning Spells
Ignite is a very good viable spell when laning. I take this sometimes when I know I will need the extra damage.
I use Teleport normally when top laning, because of the bonus utility it gives. Low on HP and mana? Recall, fill up, buy a few pots or a longsword, Teleport back to lane, with almost no time lost. Teleport is also viable when jungling as an alternate ganking method.
Flash is always viable.
Viable Jungling Spells
DEFINITELY take smite when you are jungling. It is a must have when jungling as basically anyone.
Same as above Flash.
Evolutionary Explanation of Abilities
Kha'Zix's passive is Unseen Threat. This passive can be used as an extra damage output for Kha'Zix. When Kha'Zix is not visible to the enemy team, he gains Unseen Threat, causing his next basic attack against an enemy champion to deal 15/20/25/35/45/55/65/75/85/95/110/125/140/155/170/185/200/220 + (50% of ability power) bonus magic damage and slows by 25% for 2 seconds. Unseen Threat lasts until consumed and has no cooldown.
Taste Their Fear
Passive: Marks isolated targets.
Active: Deals 70/100/130/160/190 + (1.5 per bonus attack damage) physical damage to a single target. Damage against isolated targets is significantly increased to 100/145/190/235/280 + (2.0 per bonus attack damage).
Evolution: Evolved Enlarge Claws
Increases damage to isolated targets by 12% of their missing health (max 200 vs monsters). Increases range of Taste Their Fear and Kha'Zix's autoattacks by 50.
Kha'Zix fires spikes that explode on contact, dealing 75/115/155/195/235 + (0.9 per bonus attack damage) physical damage to all nearby enemies. Kha'Zix is healed by 40/70/100/130/160 + (50% of ability power) if he is within the explosion radius.
Evolution: Evolved Spike Racks
Enhances Void Spike to fire three spikes in a cone. If available, Void Spike will also consume Unseen Threat to slow and damage all enemies struck.
Kha'Zix leaps to an area, dealing 65/100/135/170/205 + (0.8 per bonus attack damage) physical damage to enemies in the area he lands.
Evolution: Evolved Wings
Increases Leap's range by 300 and causes kills and assists to refresh Leap's cooldown.
Passive: Each rank of Void Assault allows Kha'Zix to evolve one of his active abilities, granting it an additional effect.
Active: Kha'Zix enters stealth for 1 second and gains Unseen Threat, gaining 40% movement speed. Kha'Zix can cast Void Assault again within 10 seconds after activation. There is a 2 second cooldown between each cast of Void Assault.
Evolution: Evolved Active Camouflage
Allows Void Assault to be cast up to three times. Kha'Zix also takes 40% reduced damage while in stealth.
Amazing Ability Sequence
This ability sequence may seem abstract, but it definetly works for me. I have a decent w/l ratio with Kha'Zix. I have 3 wins and 1 loss in ranked, but my normals ratio is something around 3/1.
Anyways, the reason I max Void Spike, is for the damage output it gives. It has splash damage, which is great when clearing waves/the jungle, and when poking. Once it is maxed it deals a decent amount of damage. When Void Spike is evolved, it shoots the spikes in cone in front of Kha'Zix. When clearing minion waves or jungle creeps, this is basically a one shot clear at level 11.
I max Leap second when jungling, because we will need the Q later. While Leap is an amazing skill, it does not take precedence over Taste Their Fear when jungling, because the cool down is still relatively high even when maxed.
Next, I max Kha'Zix's Q, because it gives us more damage output. Once maxed, Taste Their Fear deals out 190 damage, plus the 1.5 AD ratio. This does a significant amount of damage against isolated targets by increasing the damage to 280 plus a2.0 AD ratio. Once evolved, the damage is increased versus isolated targets.
Skill Void Assault whenever possible.
When laning, we max the skills the same as when jungling.
Skill Void Assault whenever possible.
Entertaining Evolution Choices
Taste Their Fear's evolution is used for bonus damage vs. isolated targets. Once evolved, it increases damage to the target by 12% of the targets missing HP. It also increases range of Taste Their Fear and Kha'Zix's basic attacks by 50. This can be evolved when you had an amazing early game and can burst opponents hard with your Void Spikes and Leap. It increases your burst, allowing you to Leap in, Void Spike them in the face, and then Taste Their Fear to finish them off. I normally evolve this last.
Void Spike's evolution is a great poking ability. When evolved, it allows the spikes to shoot in a cone of three spikes. It also allows the spikes to consume Unseen Threat if available, slowing and damage all targets affected. I normally evolve this first, because you should still be in lane/jungle when you hit level 6, so it is great wave/jungle clear.
The evolution for Leap is amazing. After you evolve it, the range is increased substantially, and it refreshes on kill or assist. There is a video of this in the section titled "Gruesome Gameplay." I normally evolve Leap second, but it is purely situational.
The evolution of Void Assault can be used if you are doing poorly in game, or also if you just need the extra utility. If Void Assault is evolved, it allows you to cast it three times instead of the standard two, and it also reduces damage taken by 40%. I normally do not evolve this at all.
Some of you may have noticed that the full item builds are the exact same when jungling or when laning. This is because this build is lethal. The differences between jungling and laning is the method with which you attain the build.
Hunter's MacheteILLERFLFILLERHealth Potion x 5F
Starting the game we buy a Hunter's Machete and 5 Health Potions. The Hunter's Machete will later build into another item.
FISpirit StoneFILLERLLERFILLERBoots of Speed
After our first gank on a lane or first clear (if no lanes require a gank), we purchase either a Spirit Stone and Boots of Speed/ Health Potions. The Spirit Stone gives us 14 HP regen and 7 mana regen.
Spirit of the Elder Lizard
This is the very first full item that we buy. It gives us 45 AD, 10 cooldown reduction, 14 HP regen, 7 mana regen, and passive called Incinerate. I will now explain Incinerate. Basic attacks and non-DoT spell damage burn the enemy hit for 6-40 (based on level) true damage over 3 seconds. Cool right? That means that for every Leap, Void Spike, or use of Taste Their Fear that you hit, the enemy takes true damage per second. We will later sell this item for the slot and for a bigger and better item, like the Infinity Edge, or something of the sort.
FILLElRFILLE FILlLER FILLERFILER FILlLE l
Crystalline FlaskFILLEBoots of SpeedfillHealth Potion x3FILLELong SwordfillHealth Potion x1
These are the three choices we have when starting when laning. All situational. When laning against someone with skill shots, I recommend the boots start. When laning against a ranged champion with great poke, Crystalline Flask will become your best friend. If laning against someone you counter, or you have confidence that you can win the lane, go with the Long Sword start.
This is the second full item we build when jungling, and the first full item when laning. This is a must have for any AD champion, because it gives us 70 AD and 12 life steal. It also has a stackable passive, which gives us 1 AD and 12% life steal per kill. It caps at +30 AD and +6% life steal, giving us a full amount of 100 AD and 18% life steal. So on every basic attack or ability we use, we are dealing 100 more physical damage and are refunded 18% of the damage as health.
The Black Cleaver
The next item we purchase is The Black Cleaver. This is a great item for basically any AD champion. It gives us 55 AD, 10 cooldown reduction, and 200 HP. It a great passive with two parts to it. The first part gives us 10 armor penetration. The second part also gives us armor penetration, but with a little of a difference. Every time you deal physical damage to an enemy champion, their armor is reduced by 5% for 4 seconds. This stacks up to 5 times, which adds up to a 25% armor reduction against enemies.
The Frozen Mallet is a nice item when playing a squishy AD champion because it gives us 700 extra HP. It also gives us 30 AD, and a nice passive. The passive is basically a built-in slow. Every basic attack slows the enemies movement by 40% for 1.5 seconds.
The Zephyr is an item that was added in season 3. This is a well-rounded item. It gives us 25 AD, 50 attack speed, 10 cooldown reduction, 10 movement speed, and 35% tenacity.
This is a great item for AD champions when tanks start stacking armor. It gives us 40 AD and 35% armor penetration.
Ionian Boots of Lucidity
These are the main choice of boots that I choose when playing as Kha'Zix. They give us 45 movement speed, and 15% cooldown reduction.
We get this enchantment mostly when playing as Kha'Zix. It gives us a bonues 15 movement speed, which is valuable for Kha'Zix because it increases his mobility.
This is the final build that I attain when playing as Kha'Zix.
Awesome Alternate Items
Alternate Item List
Blade of the Ruined King
This item was added in the season three patch. Even though it was recently nerfed hard, it still has a great use. It gives us 25 AD, 40 attack speed, 15% life steal, and has a nice passive that deals damage based on the target's current health. This synergizes well with Taste Their Fear. Use this against champions that stack HP, such as Dr. Mundo, Zac, Volibear, Vladimir, or other champions that benefit from HP.
Use this item when spamming skills. If you are going to get this at all, I recommend getting it early to have a good start towards your Muramana.
This was added in a fairly recent patch. It builds from the Quicksilver Sash. It gives us 60 AD, 45 magic resist, and a great active. Once activated, you remove all debuffs from your champion, and gain 50% MMS for 1 second. Buy this if the enemy team has a large amount of CC.
This is another item added in season three. The Ravenous Hydra builds out of the Tiamat. It gives us 75 AD, 15 HP regen, 12% life steal, two passives, and an active. The first passive allows the Ravenous Hydra to benefit from life steal. The second passive makes your attacks deal up to 60% of your AD to nearby enemies, decaying down to 20% to enemies at the furthest range of the passive. The active deals 100% of your AD to nearby enemies, decaying to 60% to enemies furthest from the center of the range of the active.
This is a well-rounded item. It gives us 30 AP, 30 AD, 30 attack speed, 10 critical strike chance, 250 HP, 200 mana, 8 movement speed multiplier (I am still not quite sure what the multiplier does), and two passives. The first is basically the same passive as the Phage. Basic attacks have a 25% chance to slow the targets movement by 30% for 2 seconds.
Alternate Boots List
Boots of Mobility
These boots are a viable choice because of the passive. When out of combat for 5 seconds, you gain 60 MMS. Useful for ganks or returning to lane.
Boots of Swiftness
The Boots of Swiftness are viable because they give you 60 MMS and reduce the effect of slows by 25%
Alternate Enchantment List
This enchantment is viable because it reduces the cooldown of the summoner spells Teleport, Ghost, and Flash by 25%.
This enchantment is useful when the enemy has penetrated your first tower, as you can return to your lane quite quickly using this enchantment. When in the spawn fountain, it instantly refreshes your HP and mana, and gives you a 200% MMS boost which decays over the next 8 seconds.
Kha'Zix's gameplay is a little different than other AD champions. Kha'Zix is known for his vast maneuverability, and the ability to jump in, burst an opponent from 100% to 0 in just a few seconds, and jump out. His evolved Leap is an amazing tool to have.
When starting out the game, you will want to play a little defensive pre-3. You will most likely just walk around last hitting, and occasionally poking the enemy with your Void Spikes. Post level 3, you become a little more dangerous. You now have the ability to jump in, Q>W, and walk away, dealing 225 damage, not counting AD. If they retaliate, just Q>W again and jump away. Once you hit level 6, I recommend evolving Void Spike. After evolving, you can start roaming. If you brought teleport with you, you can teleport to other lanes and help shove the lane.
Mid game, you start becoming more and more dangerous with better items. After you complete The Black Cleaver, you can basically roam around using your Void Assault to gank other lanes, basically coming out of nowhere with a burst of physical damage. You will generally be squishy the entire game, unless you decide to grab an early Frozen Mallet.
Coming into the team fight stage, the area which needs the most work with Kha'Zix, you might generally not know what to do/when to initiate/when to split push. If you are going to initiate, you can either A, Leap into the fray, most likely dieing instantly unless it is only 2 enemies, or B, Void Assault straight through the enemies, picking off their AD/AP Carry, but most likely dieing. If you are waiting for an initiate, be on your toes ready to Leap straight in and pick someone off instantly with your insanely high burst. Normally in team fights, Kha'Zix should just wait at the back of the fight, just spamming Void Spike right into the middle of everything, but once enemies start getting lower and lower, just Leap in and smash them all. Here is a video of Alex Ich using Kha'Zix's evolved Leap for a pentakill in the LCS.
When jungling as Kha'Zix, I normally do a Smiteless buff start, whether it is for the blue buff or red. Always remember to ask you mid laner and top/bottom laner(s) to help you with a leash, which reduces damage take and time for first clear. Normally, I will not gank any lane until I am level 3, so that I can unleash the full combo that Kha'Zix has to offer. I prefer to start with the wolves to blue buff start, but I have occasionally done a wraiths to red buff start as well. I personally think that the blue start has a faster clear time, because of the added mana regen and cool down reduction, and also because you save the red buff until right before you gank, giving you more damage output. Red start is possible, but not preferred.
For the blue start, we first run to the giant wolf camp. There, we get a heavy leash from your team. After you kill the last wolf, you run up to the ancient golem camp, where you get another hard leash, to save your smite. You then run down to the wraith camp, where you can use your smite on the large wraith. Once you finish that, keep going downwards until you get the the double golem camp. When finished with those, go back up to the lizard elder camp. By then, your smite should be back up for use. After securing the red buff, you are free to gank whichever lane needs it. If both lanes are doing well, clear out some more wolves and wraiths.
The red start is basically the same as the blue start, except you do the blue start basically backwards, switching the wraiths for golems on the path. Just so everyone knows, when I made this map, I totally forgot about the inner walls, so the blue lane just goes straight through them to the wraiths. I must not have been thinking correctly. It works either way, I'm just throwing this in here so nobody yells at me for it.
After a gank, you will most likely return to the spawn pool, unless you came out unscathed. When returning to the spawn pool, you can either get a Spirit Stone and a Boots of Speed, or you can build straight into the Spirit of the Elder Lizard. After the recent nerf, the Spirit of the Elder Lizard is not as powerful, but still gives you a fair amount of AD, some nice mana regen and HP regen, some cool down reduction, and a great burn passive, for a small price compared to other items. We will later sell this, but it is great early-mid game.
In summary of this guide, Kha'Zix is an amazing assassin with a cool kit, and who has about as much burst as basically any APC. He has high mobility, was used by Alex Ich for a PENTAKILL in the LCS, and is used by other pros such as Wingsofdeathx. Kha'Zix is viable as a jungler, top laner, or even a mid laner. He is a well rounded champion, and is one of my favorite to play.