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Kha'Zix Build Guide by GreenFrogs

This build has been archived and is for historical display only.

PLEASE NOTE: This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.


Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.


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League of Legends Build Guide Author GreenFrogs

The Definitive Kha'Zix Guide - Mid (Needs updating)

GreenFrogs Last updated on August 20, 2013

Ability Sequence

2
8
10
12
13
Ability Key Q
1
4
5
7
9
Ability Key W
3
14
15
17
18
Ability Key E
6
11
16
Ability Key R





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.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Pickpocket
Intelligence
 
 
 
 
 
 
 
Nimble
 
 

Utility: 0


Guide Top

Introduction

PSA: This guide needs to be updated. Until I find the strength to sit down for 30 minutes and fix everything, please use Dyrus' Guide.

Also, I am archiving this because I no longer play Kha'Zix. The recent nerfs to his W and W+E combo have, in my opinion, hurt him. While his Q was buffed, to me, he now lacks what made him fundamentally fun and strong. I may make a Jarvan mid guide as I enjoy him in the mid lane, and in the lower to mid elo range, he can destroy most anyone who is not prepared and unaware of the playstyle he utilizes in midlane. Thanks for the support and all the feedback, and people sending me messages with scores. The last few I never updated and added, but I appreciate it very much. Thanks again :)


Hey there! Green Frogs with a Kha'Zix that will rock your socks and guarantee a win every game. Includes items builds, summoner spells, how to lane, how to team fight, a list of ALL the champions, all of them, and their difficulties. No joke. And how to do everything with Kha'Zix. Everything. I've played a lot of games as Kha'Zix and watched a lot of professionals play him, no doubt many of you seeking to improve have as well. Here we're going to try to analyze the best ways to play him and when to use certain builds and strategies. And please, read the guide, at least a bit, before you vote. It's a lot, so at least get like, 1/3rd of the way through before you vote. Otherwise, enjoy the guide :)

NOTE: I have started the champion section. It is a long and tough section, but I believe I am almost half of the way through. I am constantly adding to it, and will hopefully be able to complete it in less than a week. The more I learn, the more I can teach. I'm sorry if you get all butthurt and downvote my guide because you can't learn about how to lane against every single champion. If it's urgent, post a comment. I'll try to treat your butthurt.

NOTE: And actually now that I think about it, I'll be adding a "how to zone" section below, soon.

ANOTHER NOTE: Here guys. If you really want to learn how to play league, this video will explain everything.
/league-of-legends/champion/khazix-105


Guide Top

Who is Kha'Zix, the Voidreaver?





A vicious Void predator, Kha'Zix infiltrated Valoran to devour the land's most promising creatures. With each kill he absorbs his prey's strength, evolving to grow more powerful. Kha'Zix hungers most to conquer and consume Rengar, the one beast he considers his equal.

When Kha'Zix crossed over into this world, he was fragile and ravenous. The animals he first encountered were too small to fuel the rapid evolution he craved. Kha'Zix focused his hunger on the most dangerous creatures he could find, risking his life to satisfy his need. With each kill he feasted and changed, becoming a stronger, faster predator. Kha'Zix soon chased his prey with unrestrained aggression, believing he was unstoppable. One day, while savoring a fresh kill, the predator became the prey. From cover a creature pounced in a blur of fangs and steel, tackling him to the ground. It roared in his face slashing and clawing, and Kha'Zix felt his blood spill for the first time. Screeching in fury, he sliced at the brute's eye driving it back. They fought from sunset to sunrise. Finally, near death, they reluctantly separated. As his wounds closed, Kha'Zix burned with anticipation at the idea of devouring one who could match the Void's strength. He resumed his search for powerful prey with renewed vigor. Someday, Kha'Zix will feast on Rengar.

"Kill. Consume. Adapt."
―Kha'Zix


Guide Top

Pros/Cons

Perilous Pros





+Super bursty
+Low CD on a strong skill
+Dumbest harass ever
+Powerful gap closer
+Able to adapt with ultimate passive
+Purple bro!
SPACE

SPACE

Careless Cons





-Prone to early ranged aggression
-Must manage mana
-No actual damaging ultimate
-Squishy until Fro Mal
-Nothing Else


Guide Top

Abilities

  • Unseen Threat: (Innate): When Kha'Zix is not visible to the enemy team, he gains Unseen Threat. Unseen Threat causes his next basic attack against an enemy champion or Evolved Void Spike to deal 15 / 20 / 25 / 35 / 45 / 55 / 65 / 75 / 85 / 95 / 110 / 125 / 140 / 155 / 170 / 185 / 200 / 220 + (0.5 per ability power) bonus magic damage and slow by 35% for 2 seconds.
    Unseen Threat lasts until consumed and has no internal cooldown.

    Fantastic passive that not only does extra damage, but also applies a 2 second slow. An evolved Void Spike will also proc this passive.

  • Taste Their Fear: (Passive): Kha'Zix marks enemies that are isolated from their allies.

    (Active): Deal physical damage to a single target. Damage against isolated targets is significantly increased.
    Cost: 25 Mana
    Cooldown: 3.5 seconds
    Range: 325 - 375

    Evolved Enlarged 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 Basic Attacks by 50.

    Powerful single-target burst ability. Did I mention its cooldown is rediculously low? Unfortunately, it does not proc on-hit effects. That would just make Kha'Zix stupid-dumb.
  • Void Spike]: (Active): Kha'Zix fires spikes that explode on contact, dealing physical damage to all nearby enemies. Kha'Zix is healed if he is within the explosion radius.
    Cooldown: 8 seconds
    Range: 1000

    Evolved Spike Racks: Causes Void Spike to fire three spikes in a cone. Void Spike will consume Unseen Threat to slow and damage all enemies struck.

    Bread and butter skill. Well, maybe that belongs to his Q, but this is the ultimate siege and harass skill. If you have blue buff and are pushing down mid, SPAM THIS. It's got a fantastic range and does an enormous amount of damage. Also procs The Black Cleaver. It also clears minions waves like a boss. AP Yi, meet Kha'Zix.

  • Leap: (Active): Kha'Zix leaps to an area, dealing physical damage to enemies in the area.
    Cost: 50 Mana
    Range: 600 - 900

    Evolved Wings: Increases Leap's range by 400 and causes kills and assists to refresh Leap's cooldown.

    Superb gap closer with a long range after evolution and a refresh that makes one kill snowball into many.

  • Void Assault: (Passive): Each rank of Void Assault allows Kha'Zix to evolve one of his abilities, granting it an additional effect.

    (Active): Kha'Zix enters stealth for 1 second, gaining 40% bonus movement speed. Entering stealth grants Unseen Threat. Void Assault can be cast a second time within 10 seconds at no cost.
    Cost: 100 mana

    Evolved Active Camouflage: Void Assault can be cast three times. Kha'Zix takes 40% reduced damage while in stealth.

    Its active is meh... But the evolutions are fantastic. Use it to reset your passive or to escape. Or to just be like, BAM can't hit me. I will explain in a later section how to when you should evolve your abilities.


Guide Top

Runes/Masteries

Runes

Greater Mark of Attack Damage
9

Greater Seal of Armor
9

Greater Quintessence of Attack Damage
3

Greater Glyph of Scaling Magic Resist
9

Quick note: If you're below level 20, don't buy any tier one or two runes. They're a waste. Wait until you hit level 20, then you can go ham.



Obviously, we want to go flat ad, so any trades early game go in your favor. A decent alternative is flat armor pen, but it's up to you. I just like the extra ad. Flat armor is essential. You are a melee champion. AP mids have autoattacks. Early game, they hurt without any armor. Magic resistance per level is fantastic on Kha'Zix. I wouldn't switch these out with anything else. Flat magic resist is also good, but I prefer the scaling ones better. But again, personal preference. Whatever works for you. So go ahead and put on crit runes. I dare you. You won't.



Masteries
1/1
4/4
2/1
4/1
3/1
1/1
2/3
3/1
1/3
4/2
2/1
2/3
1/3

BOOM bro. 21-9. Pretty self explanatory. We want damage. Enough to make enemies poop their pants when they notice their screen is gray because somehow, they just died. But we also want survivability so we don't **** OUR pants when the same, inevitably happens to us. Joking. Kha'Zix doesn't die. He's dumb OP.


Guide Top

Build

There are a lot of different ways you can build Kha'Zix and it's all dependant on who you're facing and what they're building. I'll try to explain as best I can what to buy and in what circumstances.





I normally start flask and 3 potions. I don't really need a ward early because I don't go too super aggro unless I know I'm safe via seeing the enemy jungler somewhere else, etc. It gives me a ton of sustain, enough to be able to go back and pick up a vampiric scepter + boots, or a brutalizer if I get enough gold.

NOTE: This is quick, but since the nerfs to Crystalline Flask, it's a lot more viable to go seven Health Potions, two sight wards, and Mana Potions. Still personal preference. With this you get a lot more sustain and it's the same as starting dorans or something similar. I'd still pick up the Crystalline Flask though if you're in for the long run, because it saves you gold.





Powerful mid-tier item that makes any trades go in your favor. If you can pick this up on your first back you'll be golden. The armor penetration and cooldown reduction as well as the AD make for a mean mid laner. Hold onto this item and only upgrade it as you're third or fourth item. It's not viable to rush The Black Cleaver.





These are the boots you're going to always want. Unless their entire team is AD and they have zero CC, grab these. Not only do they stop the enemy mid laner from doing anything to you, but the tenacity is also great. Just a great boot to have. If you need to roam more often and pressure other lanes, Boots of Mobility are the way to go.





League of Black Cleavers. What else can I say? Seriously though, a fantastic item on Kha'Zix. All of his abilities proc its passive and it's just a really strong item. Health, AD, armor penetration, and cooldown reduction. What more can you ask for? DO NOT rush this. I used to and it's still a strong item, but it's much better to get a The Bloodthirster first. In fact, keep The Brutalizer and only upgrade to The Black Cleaver as a third or fourth item.





While the lifesteal isn't as effective as I'd like it to be, (Q does not proc it), it still gives 100 AD and you don't have to b because of health issues. Just find a wave and heal up. Fantastic item on Kha'Zix and they are stackable. If you need more AD rather than armor penetration, it's sometimes better to swap this out for any of your other items.





If the enemy team does not have a lot of armor, don't get this item. But if it's late game, and at least one person is tanky enough to attract your attention, grab it. This with The Black Cleaver makes for a nasty combo. Just look at all the true damage I give. Everywhere. Fine item but never get it first.





First time I thought of this, I wondered why? It's 700 health. On an assassin. Why build that much? Well, a few reasons. It gives 30 ad. Not bad, not fantastic, but still not bad. 700 health makes you a target people don't want to focus, especially at lower elo. There they go by health, so that soraka that's worth 19 gold? She's dying first. It also gives a slow and while you already have one, this is permanent. Nobody will escape once you hit them. Overall it's a strong item that will help you last after you insta-gib their adc. Never rush this item though. This is a later game item.

NOTE: I've realized it's actually way better to get a Warmog's Armor if you need health. It's very strong right now. I'd go Warmogs, but still your decision.





Great item for late game. The extra armor and magic resistance coupled with a health item. It's still a fine item even after its nerf, but now it's just more circumstantial.

NOTE: If your Guardian Angel is on cooldown, and you're finished with your build, it's better to buy a warmogs until the cooldown is back up. Or, you could just buy both.






Right now this item is extremely efficient and strong. For the gold you put in the stats you get back are fantastic. You'll see this item on squishies all the time because it gives a lot of health. It's also rushed by a lot of uncommon candidates now. I would never really rush this on Kha'Zix though. You'll do almost no damage unless the target is completely isolated.






This is actually a great item. Kha'Zix needs mana to keep up the harass, and with the active and your Taste Their Fear, you can do a massive amount of single target damage. It also gives a decent amount of AD. If you're going for this item, you must pick up the Tear of the Goddess as you're first item to start gaining stacks. Otherwise do not go for this item.






It's come to my attention that people are bringing an Elixir of Fortitude into lane to start because it can secure early game dominance. It gives a boost in flat health as well as AD. If you feel you can zone or snowball your lane against your opponent simply by knowing which champion you'll be laning against, take this with some potions. It can guarantee a victory in lane if used correctly.






I think this is a fantastic item right now. The only real counter to Blade of the Ruined King. I pick this up if they have a formidable AD champion, a fed ADC, or it gets to the late game. It's certainly not an item you would rush or pick up second or third, but a 5th or 6th item depending on the game. You'll just have to experience multiple games with this in your build to figure out the right time to build it, because its timing is situational.


boots of lucidity


These boots are your offensive boots. If survivability is not your concern, and you need to output more damage, these boots, coupled with The Brutalizer or The Black Cleaver, give you 25% CDR. With blue, you'll be maxed, and you'll be able to spam your abilities.


Guide Top

Laning Phase

So how do we actually play this purple guy? Well, we play him like a boss... After early game.

Pre-Laning Phase



After you pick up your first batch of items, run to your jungle and protect it like you would any match. This means either watching blue or red buff to scout for any enemy invasion. If nothing happens, great! You don't have to deal with a whining jungler. If something does happen, oh well. Have the rest of your team come up to fight, because you can win. Chances are the enemy team will be grouped in a bush, and you, or a teammate will have seen them coming. Use your Void Spike to harass the enemy in their bush. You'll know if it hits because it will make a certain animation regardless of whether or not you can see the enemy. Just do not get in range of any stuns or cc, because that will mean 1st blood. Essentially, you want to poke them down with your teammates at your back, because Void Spike, after it hits, does a small amount of AOE damage, which means you'll be hitting everyone on the other team. After an initiation, feel free to get a penta kill and win ALL the lanes.

Laning Phase



For the first few levels if you're going against someone ranged, you're gonna have to suck it up and play like a pansy. You use too much mana to realistically trade with them, and they can just heal it up with one Health Potion. Just try to last hit as best you can, but don't be dumb. It's okay to fall behind by 5 or so cs if it means not taking a bunch of harass and potentially getting yourself killed. But don't just sit there and give up. Once you hit level 3, you're going to want to have all three of your abilities. DO NOT USE YOUR Leap TO HARASS... unless you notice the enemy jungler elsewhere. This ability has a moderate cooldown and is your only escape mechanism. If you use this to harass and the enemy jungler is nearby, you're going to either end up burning Flash, or die. If you see the jungler elsewhere, you can finally tell your lane opponent to back up, because you're strong too. One Leap, Taste Their Fear, and Void Spike will set them in place. It should do almost half their health if you do it correctly, also depending on the enemy champion. But be wary, the combo, early, takes a lot of mana. Do not spam this. Essentially your going to want to keep farming until you at least grab a The Brutalizer. Then, once you've gotten your blue buff, you can start getting kills.

MOAR Laning Phase



So if you've gotten this far without your enemies telling you to rush mid because you're already 23-0, you suck. Kidding.. At least be 22-0. After you grab your The Brutalizer, you're gonna focus on getting The Bloodthirster. You can be more aggressive, as a full combo will send your opponent out of lane, and chances are, they won't be able to burst you down. Continue farming and roam if necessary. Make sure to take ALL the blue buffs. Possibilities of team fights will be occurring soon so make sure your ready. Your Void Spike makes team fights very hard for the enemy. If you can manage to get off three of those and hit at least two people with each one you've almost secured the fight with the amount of damage you've done.

Mid Game



There will be more roaming and contention towards objectives like dragon and buffs. Keep everything you need warded (warding will be explained in a later section). Your objective during this time is, as always, to continue farming, as well as pushing. Taking the tier 1 mid tower is a powerful objective, as it opens up more control in the enemy jungle, or rather less control for the enemy. You do not want to be traveling alone in enemy territory unless it's warded and you know where the enemy is. To push effectively your going to want to use your Void Spike on all of the minions. Go to the side of the wave and fire it so it hits both the caster minions and the melee ones. This should instakill the casters and leave the melee ones one autoattack from death. This will allow you to roam more, or, if you've gotten far enough ahead of your lane opponent, pressure them so hard they can't CS. Even under their own tower. Simply put, if you're going against someone who's not building any resistances, you can pretty much successively dive them when they're at 3/4 health. Continue to abuse your power if you have it. If you've been bullied and and not strong, or even behind (yeah right), then your going to want still push, since you can pick up all the CS and exp instantly, and then roam and try to secure kills and make dem plays in other lanes. But don't get cocky or overconfident. Don't make it a game of throws.

NOTE: I'm not sure if I already mentioned it, but early game be smart about skirmishes. Take into account minion damage and location. Use enemy cooldowns to your advantage and try to get them to fight so your minions will attack the enemy champion. Early game is about surviving, while afterward it's about getting kills unless you're going against another melee champion who you cant poke you down before going all-in.


Guide Top

Teamfights and Late Game



So by this point, you should have at least 3 items plus your tier 2 boots. Actually, just a quick note about CS to guide you in the right direction, because while a lot of people define mid and late game by time, it's not necessarily accurate. I define early, mid, and late game by where your standing. Simply, if you're fed at 20 minutes, and have most of your build, it's probably mid game for everyone else, but you've already reached late game. The sooner you can reach a late game build, the better. Back to the note about CS. To guide you with that, I'm going to explain how much CS you want by 20 minutes, and from that number, you can determine if you're ahead, behind, or if the game's already been won. An average amount of CS you want by 20 minutes would be around 130. If you have this, you're doing fine. This, plus some kills, means your ahead. If you've got 160, it means you're a bit ahead. That plus some kills, go dive some towers like a man. If you've gotten 200 CS by 20 minutes, you're a god. You don't even need kills. Just man mode it. This plus kills means wherever you are on the map is a bad place for opponents. Now don't go killing yourself, but you're pretty much golden in any fight.

So now that that's done, time to talk about your role in team fights. Riot actually programmed a code into Kha'Zix that makes him a penta kill factory. It's really easy, you just press q,w,e, and r. A lot. Yep. That's it. Okay now to talk about which order you do that in. Seriously, here's how you do it:

You're an assassin, albeit having a decent amount of defensive stats. You can instagib almost anyone who's squishy, and with your ult and Leap reset, your relatively safe. You do not want to initiate the fight. You are not a tank. After the fight starts, you go for the highest priority target on the team. You are not an adc, and you do not need to kite or attack the thing nearest to you in fear of getting blown up. You gotta manmode it and go for their highest damage dealer. You are not a peeler either. Your ability set is not designed for keeping people safe, it's for killing enemies. Now when you jump on that target, if they blow everything to get away, which may happen, it's not always the best idea to continue chasing. You have a lot of damage, and by sending their damage dealer out of the fight whether through death or making Ezreal Cleanse, Flash, and Arcane Shift, away, you've done your job. Unless you know your team can completely sweep the floor with the other four enemies, don't give chase, turn around and go deal some damage. The reset on your Leap makes you exceptionally well at cleaning up fights as well, so if your late and you see someone low, you can proceed to clean up. With your low cooldowns, aoe, and reset, you should have more than enough damage to win fights. Be careful of getting focused though. That's why you wait for your tank and front line to try to soak up some stuns and CC first and go in. Treat it like Katarina. You don't want to go in why their Alistar still has Pulverize or something to stop you. Now I'll explain late game objectives. Here goes.

How do you win in league of legends? Ask that to yourself. Some people say by winning your lane or killing enemy champions. While those all contribute, seriously think of the real reason. How do you get the victory to appear on your screen? By destroying the enemy nexus. And to do that, you need to get rid of all the towers and the inhibitor in the way. And while no list is definitive because they all depend on the circumstances of the game, I'm going to try to give you some general examples of what you should do after you win a fight or after you lose a fight.

AFTER WINNING A FIGHT



Congratulations. You just won a fight. Take a look at who is left on each team. If the entire enemy team is dead, you cannot die, no matter how low your health is. You most definitely want to destroy towers. Tier 1 towers, the outer row, are very important. Take them if you haven't. Tier two towers as well. But the real example here is when the inhibitor is an option opposing baron . Which do you take? Well while a lot of people say baron will give us inhibitor, think about this? The enemy team can turtle in their base. As long as their inhibitor is up, lanes can push for them and they can defend and outlast your baron. If there's an inhibitor down, you can let minions push that wave while you split push another. That not only opens the option of getting more towers, but by splitting up the enemy team to go and defend their base, you can force towers down, and win teamfights. Not only that, but depending on which inhibitor you've taken, you can take baron without any contention. Now when do you go for their nexus? When you know you can grab it. There's no point in attacking nexus towers if you can't win. Sure you can take one out, but by wasting your time and not going back, the enemy can regroup and rush baron while your back at your base. You only want to siege the nexus if you've taken baron . So to wrap it up, take inhibitor to put pressure on the enemy and make sure they don't rush baron while your backing. If you already have an inhibitor and you've won a fight, take baron . Do not push into the nexus until you've taken other towers if you can't win after one fight. In simpler words, if winning the game outright is not an option, take other towers and push other lanes. Yeah is probably really confusing so please leave comments if you don't understand the order of objectives. It's more of a late game list.

Now if enemies are alive, but you outnumber them, push. You can siege towers and take inhibitors because of the numbers advantage. But you have to remember, depending on the tier tower, enemies can be fully healed, so if you've won the fight but your low, be very careful. Your options are limited to pushing lanes and taking outer towers, but never risk your life for a tower, because the counter push can be devastating.

AFTER LOSING A FIGHT



Sucks bro. I'm sorry. But it's okay. At this point, take the time to look at team comps. Is your team stronger late game? Does your team excel at poking or some aspect? Are they good at disengaging or counter engaging? Or all they all in? Ward up and hope they haven't taken baron . You wan't to play to your team's advantage so identify that, and notify your team so they adapt a similar play style. Look for opportunities to counter push, or split push if the enemy is not strong enough to dive a 5v4. Wards are important. Without them you lose control of the jungle, especially when you've lost towers. If you have a good turtle team, use it. Also, look at the enemy team. Is their gold everywhere, or is it just on one or two champions? If it's only on one champ, you're fortunate. Unless they're a tank, if you can catch them out of position once, or take them out immediately after the fight starts, you can win a fight. Look for opportunities to take them out and ward. Catching someone by themselves at this stage can spell disaster. You must play as a team. And try not to waste summoners or high cooldown spells if you're sure you can kill the enemy. By that I mean in a situation where you catch someone by themselves. Don't blow Requiem when the rest of your teammates are bashing the enemy. To be honest though, you're really not going to understand how to manipulate the game and strategize unless you practice. Hopefully though, these guidelines help you make some calls and win some games.


Guide Top

Warding

Quick tips about warding below...




  • Yellow: Protecting your buffs.
  • Blue: Ganking protection.
  • Red: Dragon and Baron.
  • Orange: To counterjungle.



    Thanks to Apotheosis


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Evolving Abilities

Short guide about what abilities to evolve and when.



Taste Their Fear: While evolving this ability increases the range of Taste Their Fear and your autoattacks, it only procs extra damage on isolated targets. I'm not saying it's not strong, but most targets once you've evolved this will probably not be isolated. Also think of it like this: If you don't have enough damage to kill the target with a normal Taste Their Fear, you're probably not going to be able to even if you've evolved it. But note, you're probably going to kill them with it anyways. If you're going to evolve this, make it the third and last evolution.

Void Spike]: Bread and butter. Always evolve this first. You can wave clear at level 7 and 9. That's also why you max this. The harass is also very powerful. If you have a poke comp the sheer damage you'll be doing from miles away is enough to instagib people... from range. Dumb.

Leap: Very strong ability. Not in the fact that it does a lot of damage, but that whenever you get a kill or assist it gets reset. That, and the range is ridiculously long. Evolve this second, unless you really really want to get it first, or want Taste Their Fear. Evolving this makes dives easier, as the retaliation the turret normally gives you, that smackage, gets avoided.

Void Assault: The evolutionizer. Fine ability, and while this and Taste Their Fear are the abilities people debate about (which one to evolve), it's normally better to evolve this one. Don't think of it because the ult is better, but because his Q is not as good. The damage reduction and extra stealth is strong. Not fantastic, but strong.

So overall, you're going to want to evolve your Void Spike first, then your Leap, and normally your Void Assault. If you really think Taste Their Fear will make a difference as opposed to Void Assault, take it, but never first or second. Always third.


Guide Top

ALL the champions

In this here section ( Graves accent), we're gonna talk about all the possible, and impossible matchups. That's right ladies and gents. A short guide to every champion in the league of legends and how to lane against them. Important note though: I will be treating this part of the guide as if you do not have a jungler. I will however, take into consideration the enemy jungler? Why am I doing that? Because any lane can be won with a gank. I'm trying to show you how to win without depending on someone else, but while still using precautions towards an enemy unknown. So without further ado, let's begin.




Ahri

Difficulty: 4/5

Ahri's a tough cookie. See, the problem mostly stems from two things: her Charm and Spirit Rush. As a melee champion, you'll always be vulnerable to Charm, which gives her a massive edge. Not only will you're damage output cease, but you'll get hit by everything, and that's a lot of damage. Her Spirit Rush is also a way better gap closer than your Leap or Void Assault, which means it's going to be very hard to secure a kill, or escape. You're going to want to play it passive and make plays when you know her abilities are on cooldown. Specifically, bait out her Charm and only go all in when she can't ult out. Be wary of jungler pressure because if you do get hit by her Charm, you're probably done. It'll be a tough lane, and coming out with just CS and no kills is fine. If anything, you're going to have to try to out-roam her, which is also very hard because she brings a lot to the table when ganking other lanes. You can equally push back with your Void Spike, but don't expect an easy lane.



Akali

Difficulty: 3/5

This one's annoying, and a bitter fight, but winnable. You both have invisibility and strong gap closers, but Akali's Shadow Dance can only be used on a target. You also both have decent aoe, albeit yours being stronger. The key here is showing her who's boss. She's got sustained damage, but so do you with your short cooldown on Taste Their Fear. You can also damage her while she's in her shroud with your Void Spike. You can win a fight 1v1 against her, but it'll have to be when she's isolated. Be wary of her combo once she hits level 6. Take advantage of her short range pre-6 and try to gain an upper hand by out-damaging her and out-ranging her. If worst comes to worst, you can always time your Leap with her Shadow Dance so you drag her into your tower. If you can do that, she can say gg. Otherwise, in a fair fight, you should normally come out on top. Still gonna be annoying though.



Alistar

Difficulty: 2/5

If your wondering why I put 2/5 instead of 1, it's because this guy is a cow with a lotta CC. 1v1, your gonna trash him. You outrange him, outsustain him, out damage him. You have gap closers, etc. You're just way better. That's probably why you'll never lane against him. If you do though, word of caution. The person playing him is probably good, and going ap. If you get trashed, send me a message so we can laugh about it together, cause lemme tell you, it's hilarious. But seriously though, if you do lane against him, just be slightly wary of the jungler. If the enemy jungler brings damage and Alistar gets a Pulverize off, it's gonna be annoying. Otherwise, afk farm: Both the creeps and the cows.



Amumu

Difficulty: 2/5

Again, not a hard lane. You do everything better than he does. But still, be careful. He brings just as much CC as Alistar if not more. One Bandage Toss and you might be done if the enemy junglers there. Otherwise, now it's creeps and mummies.



Anivia

Difficulty: 3/5

Oh the ice bird. Well, this one's gonna be passive. Once she gets her ult, it's just gonna be push kingdom in mid lane. Both you and her. Otherwise pre-6, she's very reliant on her Flash Frost. If she can land that on you, she can deal a significant amount of damage without taking any herself. If you can dodge it, she's gonna need more than bandaids after you're done. Once she hits 6, you can still dodge her Q, but she can still do a lot of damage. Shouldn't be too tough, but if she's smart, she'll just farm from a distance. Remember early game she has very long range auto attacks that can prove annoying if she's relentless with them. If you can manage to egg her, she's got nothing on you. Your constant damage from your Taste Their Fear should be more than enough to secure the kill. Just be wary of that stun, as it can prove a swift death.



Annie

Difficulty: 4/5

This little girl packs a lotta punch for someone her size. Especially against Kha'Zix. While the lane is winnable, it's gonna prove very tough, but that mostly revolves around one thing: Annie's stun. Whenever that's up, be very careful. Because you're melee, it's going to prove hard to CS as she can zone you. Early game, you need to take advantage of every moment she doesn't have it up and punish her. You can actually zone her because your Void Spike will end up doing more damage, and if she ever gets in range of Taste Their Fear she's gonna feel the pain. But once she hits 6, you gotta be careful, because she can do a lot of burst damage. You're only saving grace is that her stun has a travel time, which lets you do precisely that: travel. If you time it right, you can leap away while the stun chases you, if she uses her Disintegrate. Otherwise, if she drops the bear on you and goes full combo, or spews some flames, it's a guaranteed world of pain. Try to farm and survive. It's gonna be tough.



Ashe

Difficulty: 2/5

This is gonna be a really easy lane. You outdamage her, can similarly slow her, have a gap closer, better wave clear, and more sustain. She's squishy and uses a lot of mana with her Volley. Once you hit level 3, show her who's boss by comboing her. If she stays in lane after a full combo, do it again and slap an Ignite and it's first blood. Otherwise, whenever you have the opportunity, drive her out of lane with your damage. This is gonna be very easy at all stages of the game, because no matter how long the game lasts, ashe will never make it to late game, and you'll always be able to insta-gib her. Otherwise, one thing you do need to be careful of is her ultimate, Enchanted Crystal Arrow, (is it just me, or is that a really long ability name?). If she catches you with that with her jungler nearby, it may prove to be a problem. Easy lane though.



Blitzcrank

Difficulty: 2/5

Seriously. Not a tough lane. Yeah he has a lot of CC, which is why again I'm saying be wary if the junglers nearby, but otherwise, he has nothing on you but a knockup. His pull has too long of a cooldown and just puts him in range of your attacks, which means you'll outrade him. Just try not to dive him because of his passive, which gives him a shield when he drops below a certain amount of health, and because of his CC. If they send Blitzcrank mid, your either gonna have a really easy time, or that Blitzcrank is a pro and is gonna outplay you like a boss. In both situations, your gonna have a fun time.



Brand

Difficulty: 3/5

This guy is skillshot reliant, but can still inflict a lot of damage. Unfortunately, in melee range it's very easy for him to stun you, so try to bait it out of him first before going in. If you can dodge the pillar O' da flames, your good. He can still do a lot of damage though and can push just as well as you. Shouldn't be tough if you can dodge things because he's very squishy once you get in range, but if he lands his stuns, you're gonna lose. It's similar to Ahri, expect he has no mobility, that's why he's 3/5.



Caitlyn

Difficulty: 3/5

She's actually surprisingly annoying and efficient at kiting you. From her net to her very long range, it's going to be an annoying lane. You still outburst and outdamage her though, so if you can dodge her skill shot and traps, you shouldn't have too much trouble. Early game is where it's going to be tough because of her range. Try to make it to level 3, then combo her if you can. Once you get blue buff though, your Void Spike is going to drive her out of lane fast.



Cassiopeia

Difficulty: 5/5

This is gonna be a tough one. Cassiopeia has sustained semi-long range damage, with an aoe ultimate that stops you in your tracks. I would attempt switching lanes with an ally, because of the constant harass Cassiopeia can output and the kill potential she has. If you can't, it's going to be really hard for you to farm. You can try to combo her down, but since her cooldowns are so short, it'll most likely end up in you taking too much damage to stay in lane, or dying. Your only saving grace is in the fact that almost all of her abilities are skill shots and avoidable.



Cho'Gath

Difficulty: 3/5

While Cho'Gath is known as one of the best laners in the game, as in very difficult to defeat, it's not impossible. He's got sustain, CC, an aoe silence, and a true damage ultimate. It's a lot to deal with, but your ultimate goal is to come out of lane ahead of him. He uses a lot of mana early game, so take advantage of it



Corki

Difficulty: 4/5


Thing is, Corki can fight you. And he has a gap closer and shreds as much armor as you. He also has strong long range harass, like yours. What makes him different though, is that he's ranged. This is a tough lane because he can bully you really hard. You have to catch him when his gap closer is down and dodge his armor shred with your ultimate. He also has serious mana problems. If he burns his mana you can go on him. If he's not burning mana, he can't realistically out-trade you. Tough lane, but still winnable.



Darius

Difficulty: 3/5


I honestly haven't seen a lot of this guy in season 3. Still a beast though, but not too hard for Kha'Zix. You have range. He doesn't. You just can't really go all in, although his Crippling Strike doesn't do anything to you because you don't rely on autoattacks speed and you have your Leap for an escape. You can also juke his ultimate, momentarily, if you ult. This shouldn't be a tough lane, but late game Darius is always a beast. So if he starts building health you're going to have a slight problem because he can still deal a lot of damage while being tanky.



Diana

Difficulty: 3/5


Even though she got nerfed, she's still a tough cookie. She's got a lot of burst at level 6 and she can still fight you early. You will normally outrade her though and have more sustained damage. If anything, get her to jump on you out of minion range so she becomes isolated, then she loses. Still be wary and don't underestimate her. She also has strong roaming so you need to make her pay for it by either counter-ganking the lanes she ganks or pushing and taking her tower. Not too terrible of a lane.



Dr. Mundo

Difficulty: 2/5


He's got no deeps! What can I say. Early game, he shouldn't even be getting any gold. It's so easy to zone him and his only effective trading tool is his cleaver which hurts him if he misses, so make him miss. If he uses Burning Agony he's going to end up pushing the lane, which is bad, and he has no sustain until level 6, not taking into account the small health regen from his passive, but still. This is a simple lane, you just can't let it get to late game, because then Dr. Mundo just doesn't care. That tower? Nope. Fountain lasers of destruction? Nope. But seriously, who lanes Dr. Mundo?



Draven

Difficulty: 4/5


Actually surprisingly hard. His harass against melee champions is through the roof. And it's hard to jump on him because of his knockback. You need to use your Void Spikes when he goes to catch one of his spinning blades. Pretty much, if you don't take advantage of knowing where he's going to stand and jump on him then, you're going to lose you're lane. Once you get enough damage to burst him from almost full health to none, you can just jump on him because he has no escapes, just a knockback, which is easily baitable. Be wary early game though, because he can zone you hard.



Elise

Difficulty: 5/5


Tough lane. She's got a lot of utility and damage and harass. She can fight you 1v1 and win and she can escape and dodge your abilities. You can push better than her, but that's about it. If you want to win this lane you have to outplay her. Otherwise I would not lane against her. She can zone you early and fight you all game long and win. I'd suggest switching lanes.



Evelynn

Difficulty: 3/5


You're both melee and you both have good sustained damage. You also both have strong burst. She can roam more effectively than you can, but you can push better than she can. You can avoid fighting her after she ults with your Leap if need be because her shield will make it an even fight. Otherwise you outdamage her with your Taste Their Fear. You also have better harass. It shouldn't be a hard lane but if your Leap is down, she can get the jump on you and end you pretty quickly.



Ezreal

Difficulty: 3/5


Not a tough lane, but an annoying one. If you can catch him with his Arcane Shift down, he's dead. But he has range and out harasses you. You can also dodge his ultimate rather easily with a well placed Leap. In an all in fight, you win. You also push better. Just be wary early game because he can zone you. Otherwise not a hard lane if you don't get completely denied at the start.



Fiddlesticks

Difficulty: 4/5


Really, really, annoying. This guy. Dude. This. Guy. Fortunately you rarely see him in lane but if you do go up against him, he's just super annoying. You have nothing to stop his Drain. You can Leap out of it, but most of the time he'll have feared/silenced you and you just get owned. Thing is, he doesn't have burst damage; just sustained. He also cannot wave clear. The strategy here is to try not to all-in him unless you know you can kill him in two seconds and to push so he can't farm under his tower. Realistically, if you burst him down and he's still alive, he's going to win the trade because of his Drain. You have to harass him enough, which will be hard considering he has insane sustain, and then jump on him and kill him before he can get halfway through his Drain. It's a tough lane and be careful of getting baited because his ultimate will do deeps. A lot. Of deeps.



Fiora

Difficulty: 3/5


Honestly not that hard of a lane. I'm pretty sure her Riposte will not reflect your Taste Their Fear. It's not an autoattack so it shouldn't. You have better harass. And the winning factor? If she ults you, you Leap into your tower and she says gg. Just don't fight her straight up if it's gonna be a long fight, because she's one of the strongest duelers in the game. Poke her down enough until you can jump in a take her down.



Fizz

Difficulty: 4/5


Tough one. You have to survive early game and fight him while he's isolated or he's going to out-damage you. He can avoid anything you throw at him and can successfully harass you with his combo. His ult gives him a lot of strength, but you can avoid it with your Leap. It's a really close match but if you can get a little advantage, you're going to win, same case vice versa though. Try to fight him when his Seastone Trident is down. You just have to out-farm him with your Void Spikes and push the lane, make him use his leap ability(it won't let me code it properly sorry) to try to farm and jump on him as soon as it's down. Mid game he gets tough. It's really whoever grabs the first advantage here. You're both strong snowball champions.



Galio

Difficulty: 3/5


While I was originally going to put him as 2/5, I made it 3 for a few reasons. The main reason why this is an easy lane is because Galio can't utilize his passive effectively. That's what makes him strong against most AP mids: he can build magic resistance and still gain damage. He can't do that here. That's not to say he still can't do damage. Galio does a surprising amount of damage and his ultimate is very strong. It's enough to put him in the "beware" category. Just don't get caught off guard and don't get baited and you should be fine. If you play it like a normal lane and don't go super aggressive you'll be able to easily beat him. You can dodge most of his abilities and you do a lot of damage and if you time it correctly you can bait out his ultimate. Be careful though, because he can push very effectively.



Gangplank

Difficulty: 3/5


This is not a very difficult lane, nor is it overwhelmingly easy. You guys have similar ranged harass, but yours can heal and is AoE. You can push much better than he can. You can also escape his ultimate with your Leap. While he does have Raise Morale to give him a strong buff and make him pretty tough to 1v1, you come out ahead simply because you out-harass him and out-damage him if he's isolated. You just have so much more mobility and wave clear that you can easily push him to his tower and deny him gold. It's also very easy to zone him, because his Parrrley is too short of a range for him to farm effectively if you're zoning correctly.



Garen

Difficulty: 3/5


Garen. This guy, is annoying. Really annoying. To win this lane you have to use your Leap effectively. Essentially, if he starts to spin, get out of it. If you cannot escape, don't just run away. He's going to get free hits on you regardless, so you might as well trade with your Taste Their Fear and Void Spikes. His silence is terrifying and if you're not very healthy and he gets his combo off on you, you're probably dead. You also have to keep his passive in check. Every 7 seconds, I believe, make sure to hit him with something, or he'll start regening health like a boss. You cannot all-in because he'll win that trade every time. You have to use your range and your mobility to outplay him otherwise he will win the lane and end up zoning you hard. And DO NOT get confident if you get ahead of him or kill him. You can be ahead of Garen by a decent amount of farm and champion kills and he can still probably destroy you if you go all in.



Gragas

Difficulty: 4/5


This is actually a deceiving lane. If Gragas doesn't want to fight you, he doesn't have to. He can just farm and clear waves from a distance. He also does quite a bit of damage to you and his combo, if landed correctly, and blow you up. He's got good sustain and his Drunken Rage makes him strong AND hard to kill. It's winnable if you can bait him in because you can dodge every one of his abilities and once he blows his Body Slam he has no escape. It's winnable but if he's playing smart he will harass you from long range while farming. Very difficult but if he ends up playing a long-range passive game, just do the same and farm and try roaming because you can shove the lane almost as fast as he can.



Graves

Difficulty: 2/5


Lol Graves. Easy lane. He's got no CC, and only a short gap closer. He's got a decent amount of burst, but you can easily dodge it. He's got range, but he's just too squishy and doesn't do enough damage without burning through his mana to realistically fight Kha'Zix. Should be an easy lane as long as you're careful for the first few levels. You can easily send him out of lane with a combo and end up zoning him after you take an advantage.



Hecarim

Difficulty: 2/5


Rather easy lane. Hecarim got worse early game but better late, which just means you have to prevent him from getting there. Unfortunately for him, that's rather easy. You out-sustain him, out-push him, out-damage, trade, etc. His only saving grace is his mobility which won't be used offensively considering he'll just lose the trade, but rather to escape death. Either way, you're going to end up killing him and zoning him, or just zoning him from the start. He can't fight you. Beware late game though, as he becomes a monster. Otherwise, easy laning phase.



Heimerdinger

Difficulty: 3/5


This guy is annoying. Really annoying. He will push your lane hard and make it hard to farm early and harass you down with his rockets and turrets if you get too close. Fortunately, once you evolve your Void Spike, you'll be able to push him almost as effectively as he does to you. He's squishy and you can easily dodge most of his damage by jumping out of his turret range and dodging his grenade. Early game it's going to get very annoying and if you let him take advantage of you he can effectively zone you for a long time. Otherwise once you get some damage and can hop on him and blow him up you're going to send him out of lane. Beware of his health regeneration passive early because most trades he'll end up healing and you'll just waste a lot of mana. You shouldn't see Heimerdinger much but if you do just play patiently and try to farm up until you can kill him outright.



Irelia

Difficulty: 4/5


Tough fight. She can out-sustain you and will win in an all-in fight and her CC will get you killed. The only advantage you have over her is your range and that your gap closer does not have to be targeted. Be careful because she can combo-jump to you from very far away using your minions if they're close to dead and it's very hard to dive her with her health-based stun: If you have more health than her you get stunned, viceversa, you get slowed. It's a particularly tough lane but winnable. You have to choose your fights location and time. When she's isolated is best and when her Transcendent Blades are down, otherwise you'll lose the trade. They also must be quick fights and common for two reasons: one, you can't all-in her, I already said that, and if you harass only sparsly, she'll just use her sustain. This will be a tough lane and will rely on knowing her cooldowns and picking your fights correctly. I'd avoid this lane if I were you though.



Janna

Difficulty: 1/5


This is one easy lane. I've played AP mid Janna before, and she's fun, but she is insanely squishy with something like a base 16 armor. Pretty much, she has range and annoying CC, but once you hit level 3, one combo + Ignite can normally kill her. Just make sure she uses her tornado beforehand so you don't get interrupted and can't walk away with a kill. If you want to guarantee a kill, do it once without Ignite. That will get her chugging potions and maybe burn her Flash. Otherwise, if you can combo her twice, she's dead. Easy lane because you can destroy her early game. Eventually she'll just be able to clear waves with her tornado, but you can still insta-gib her at almost any time during the game.



Jarvan IV

Difficulty: 3/5


Pretty simple lane, but be careful because he can bring a lot of CC to the table if the enemy ganks. Don't get overconfident and play it well early. You can shut him down hard early and end up zoning him. He uses a lot of mana and if he decides to spam it you can just let him waste it and passively win the lane because he won't be able to fight you. You can also escape his ultimate with your Leap which is a plus. Just play semi-aggressive early game because he can't realistically trade with you, especially if he's isolated. You also push a little better than him, using less mana as well. Shouldn't be a tough lane, just beware of the CC.



Jax

Difficulty: 4/5


Jax isn't the "most prolific tournament fighter" in the league of legends for nothing. This guy is tough. He can trade with you well while you can't all-in him. Do not use your Leap to engage, especially if his Counter Strike is up. In fact, you shouldn't engage on him if it's up at all. Even though your Taste Their Fear will hit through it, the stun will devastate you. He can output a lot of damage and, of course, the later the game gets, the harder it is for you to fight him. The lane is winnable but you have to beat him pre-6 and use his cooldowns to your advantage. Otherwise, I would try to switch lanes.



Jayce

Difficulty: 4/5


Another tough lane. He can match your damage up close with his hammer form and can harass you from afar with his ranged form. It's also very tough to keep up constant damage if he doesn't want to all-in because of his mobility. You have to take advantage of the short cooldown on his ultimate and jump on him when he's trapped in his ranged form. He cannot trade equally unless he is in his hammer form. It's a very tough fight and he can easily zone you. I would avoid this lane if possible, but it's still winnable if you get stuck with it. You just have to dodge his Shock Blast and fight him when he's in that ranged form. Easier said than done, by far.



Karma

Difficulty: 1/5


Lol okay. This is a really easy lane. Just one word of caution: Just because she's never played doesn't mean she doesn't do any damage. Don't just assume she is not going to do any damage, she can. Don't go ham and just play it like a regular lane and you'll win. There's really not much else to say. She does get stronger the lower her health is though if you need to know anything, so remember that. Otherwise, not a hard lane at all.



Karthus

Difficulty: 3/5


This is actually a really easy lane. Karthus has no hard cc and the majority of the damage he'll do in lane is skill-shot based and has a delay. It is spammable though. Beware of the slow on his wall: you can use your Leap to make sure he doesn't do any damage. Be careful of dives because, well, his ultimate, Requiem and all the damage he can do if he lands a q on you alone. He's very squishy and not strong early so once you get you're combo take advantage of it. Beware after the laning phase. Karthus is one of the strongest, if not the strongest late game AP carry in the game. The amount of damage he can do to your team is insane and that's before he even dies. His ultimate is game changing and hits every target on the map. You may kill him for firstblood, but he may well up killing you 30 minutes later for a penta kill. You must isolate him at the start of the teamfight and make sure he doesn't get in the middle of you're team. His ultimate is inevitable so always remember that. It can be canceled if he's alive though, through either cc or death. As any long range champion can, he may just end up farming from long range making it very hard to deal any damage on him. If that happens, well, good luck. Same with Gragas: you'll have to bait him out then kill him.



Kassadin

Difficulty: 3/5


Annoying. Not hard, but annoying. His passive doesn't do anything to you because you're an AD champion which is a plus. He's got a really short cooldown gap-closer, which if used repetitively drains him out of mana very very fast, but does increasing damage. You are both melee and both have ranged abilities, but his silences while yours slows. He has his own slow but it must be charged up through being in range of spells casted, including enemies. In an all-in, you'd win everytime, but unfortunately, Kassadin isn't the type of champion who does that: he's an assassin who excels at getting a kill and escaping. His early game is weak because he can only rely on one ability to inflict damage, his Null Sphere, until level 6. Take advantage of this and zone him. The worst that will happen is that he'll burn his mana while trying to harass you down. The silence is annoying, but it's not terrible. Once you hit level 3 a combo should do a lot of damage to him and he shouldn't be able to trade effectively. If you deny him early, he cannot be the annoying monster he is for the rest of the game. Once he hits level 6 though, watch for his roam. It is very dangerous. Punish him for it.



Katarina

Difficulty: 3/5


Not that difficult of a lane. She does have annoying harass, but if she jumps on you, she gets heavily out-traded. You can Leap out of her ultimate if you're in danger of dying, but most of the time, if she decides to jump on you, you can inflict a lot of pain right back on her. You can zone her effectively because your Void Spike will out-damage her Bouncing Blades. Pre-6 take advantage of the fact that you will win almost every trade. Be careful of her roaming though and again, punish her for it by either pushing and denying CS as well as taking the tower, or counter-ganking the lane she's going for.



Kayle

Difficulty: 4/5


Kayle, is a lane bully. One especially effective against melee champions. While you can disregard the slow as long as your Leap is available, it does a decent amount of damage and she can follow up with her ranged sword swings of destruction. She will end up zoning you and while if you all-in you will win the fight, if she doesn't die she will eventually end doing more damage in retaliation and harass. Her sustain is also very annoying. It's a small heal, but enough to make a difference. Once she hits level 6 it's almost impossible to kill her because if she times her ultimate correctly she will negate all of your damage. She's very strong right now and while the lane is winnable if you can get an early advantage, perhaps an early kill while one of her abilities are on cooldown, you can win. Other than that, I would avoid this lane.



Kennen

Difficulty: 4/5


Another tough lane. Kennen can spam his abilities all day long effectively zoning you. When he uses Lightning Rush he gains armor and gap close like a boss. He will end up zoning you because he can spam him abilities and his autoattacks are extremely annoying and synergizes with his Electrical Surge. If you try to all-in you will inevitably get stunned and probably killed. He's not the strongest AP champion and his use has been declining, but he's still capable of dealing a decent amount of burst damage as well as sustained damage. Be wary of this lane. It's winnable if you combo him early, preferably before he starts to whittle you down with his autoattacks and abilities. You can send him out of lane earlier than he can if you reach level 3 before he does. Otherwise switch lanes if you're not confident you can.



Kha'Zix

Difficulty: ?/5


Well, if you're playing normals you'll inevitably run into another Kha'Zix, especially in the current state he is in: a strong AD casting powerhouse. Since you already know what he's capable of, this lane is determined by the person who makes the first mistake. After that, the other will just end up zoning and winning the lane, unless they're seriously outplayed/out-harassed. What can I say? Just farm like a boss and if he goes aggressive make sure you fight where he's isolated and your not: in the middle of your minions. That's all. Good luck, and may the best Kha'Zix win.



Kog'maw

Difficulty: 1/5


This is a very easy lane. Kog'Maw does not have, at least early game, near the amount of damage he needs to trade with you. He has no escape, albeit a skill-shot related slow. Play carefully from levels 1-3, and once you get your combo jump on him. Two combos plus an ignite are more than enough to kill him. It's an easy lane because you can snowball from it hard to the point where if he comes in range of your Leap without Flash, he dies. Just beware his passive if you're low. Late game though, if you can't reach him, he will kill your team. Luckily, you're Kha'Zix.



LeBlanc

Difficulty: 4/5


Tough lane. Once she hits level 2 she can start causing a lot of pain, and with her silence and her strong juking potential, it's very hard to pin her down directly after her combo. Be very careful once she hits level 6. Not only can she blow most champions up with a combo, but now her roaming potential becomes a big deal because of the short cooldown on her ultimate. One thing to note though, is that she is extremely squishy. If you can ambush her, it's almost an instant kill. Her passive will really annoy you because it will give her a chance to escape or just completely fool you if the LeBlanc is smart. I'd avoid this lane unless you can get an early advantage because even if you can survive the burst, the silence makes retaliation very difficult.



Lee Sin

Difficulty: 4/5


Yeah this is actually a pretty annoying lane. It's not really the fact that he can reveal you while stealthed that gives him the upper hand, though it is helpful, it's more that he can do a lot of damage, has fine sustain, and better gap closers (as long as he can land his Q). His burst at level 6 also makes it hard for you to trade with him because if you jump in with anything below 7/10ths of your health he can combo you for a large amount of damage. A good lee can outplay most champions because of the sheer mobility, AD burst, and decent sustain. It's no wonder he was one of the first AD bruisers to go succeed at mid. To beat him you have to know his cooldowns, which are pretty short, which is fairly difficult, and fight him when his Q is down. If you can fight him while his W and Q are down, the trade will go in your favor. Otherwise he can juke out your Void Spike as well as your Leap with a simple w and then procede to dump on you with a nasty combo, especially since you just used your Leap. If you can get a lead snowball it. Otherwise I would try not to lane against him.



Leona

Difficulty: 2/5


This is not a realistic lane. The thing here to remember is her CC. She'll never out-trade you but don't take her lightly. Try to fight her when her armor buff is down and just remember if the enemy jungler comes to gank and she has all of her CC up, you'll be stuck their for a while. Otherwise, it's very hard for her to win because you're both melee and she doesn't have much to deal with you. You can also easily dodge her ultimate with your Leap.



Lulu

Difficulty: 3/5


This one is surprisingly annoying. Lulu is a decent mid laner and if she gets a lead she can punish you bad. If you jump in she'll turn you into a critter then proceed to super slow you making your harass almost nothing. She's also very hard to kill once she hits 6. You can win the lane if she doesn't get an early lead, but it'll be very annoying.



Lux

Difficulty: 3/5


So this one is hit or miss. Once you hit level 3 and get your combo if you know the enemy jungler isn't in a position to gank, hop on Lux with your Leap and unleash hell. She probably won't be bringing much armor so you'll take out around half her health. If she doesn't start using health pots after your first combo, the second one is a guaranteed kill. Pre-6 you're in full control of the lane because she doesn't have the ability to blow you up. Even post-6, before she gets any AP, she can only take away about 1/2 to 6/10th's of your health with a full combo. That's a full combo which shouldn't be happening if you bullied her during the early stages of the game. Another problem for her is that she has to get the chalice or she'll be going oom very often if she tries to compete with your waveclear. That give MR and she doesn't get AP until she gets the Athenes. Take advantage of the laning phase here to set her back because she is very squishy and extremely susceptible to ganks, especially if you see her use her Light Binding and if she doesn't have Flash, it's almost a guaranteed kill. Ward up, keep track of the jungler, and zone her hard, because you have insane killing power in this lane.



Malphite

Difficulty: 3/5


You'd think he wouldn't be that hard, but Malphite does a surprising amount of damage to squishies, especially if he maxes Q. Thing is, he has no killing power on you alone, but he is very dangerous coupled with his jungler. He has a lot of mana problems early game so take advantage of it. Push him into his tower and make him waste mana on creeps. If he doesn't, you just gained a lead. If he does, he'll have to b and he won't be able to fight you, which means you can gain a lead by denying him creeps and xp. Do not over estimate his tankiness. If he is isolated you can still do a massive amount of damage to him. He still has mana problems without blue. This is more a top lane matchup, but if you happen to go against an AP malphite, word of advice: he hurts. Don't let him take blue, or he will bully you out of lane and take your harass with his shield. His burst is also very strong and if you aren't healthy when he goes in, he'll probably kill you.



Malzahar

Difficulty: 4/5


Malzahar is very strong against melee champs. That's the one thing you have to remember. The main fact is because he can combo you if you go in to do damage, and the suppression stops anything. This is the one time I might pick up a Mercurial Scimitar. I wouldn't rush it, but I'd pick it up as one of my last items for the late game. The thing is, Malzahar is a strong laner. He can CS easy with his space aids, E, and you can't stay too close to the minions while it's on because it will spread to you and do a fair amount of damage. Do not underestimate it. His Q is a strong silence and can mess you up if he lands it after you Leap, and his W is mostly there for both late game and comboing with his ultimate. The problem here is he can push almost as strongly as you and his ultimate will dissuade you from going all in. I'd try to avoid this lane because once you jump in, he can drop all of his abilities on you and you're dead. You must initiate while his CDs are down or you will not kill him unless he is extremely behind. The good thing is, he's not a strong late game champ. He is single target and situational with his W and Q, and he must stand in place to only lock one person down. I would try to just farm early and clear waves once you evolve your W, then go and roam. You have more pressure and a much better late game. If you can catch Malzahar with his pants down, no ultimate, you can win. Otherwise, don't even try it.



Maokai

Difficulty: 3/5


Not a tough lane, but do not underestimate Maokai. His E, if both parts hit, actually has the highest base damage of any non-ultimate ability in the game. He has a snare which makes ganks scary, and if he goes AP a decent amount of poke and burst damage. Whether he builds tanky or AP, you can 1v1 him and win because you have sustained damage. Be careful diving though, because his snare + his ultimate and make your dives backfire hard. Also make sure the jungler isn't nearby if you decide to go all in. Otherwise, if you play normally you will end up on top.



Master Yi

Difficulty: 2/5


This one is pretty darn easy for multiple reasons. I will go over both AP and AD yi.

AP Yi: Very easy because he has no burst or sustained damage and will never kill you. That, and you will know where he'll land if he Qs. If he Qs you, just Leap back into your own tower and he'll end up in a really bad spot. Just a regular lane. Once he's level 6, it'll be pretty tough to kill him if his ultimate is up, because your slow won't affect him and he'll just run away. One thing to beware of though, is don't dive him if his Meditate is up, because it give him a lot of armor and magic resistance, enough to tank through a lot of your damage. Unless he's at very low health. His heal isn't as strong anymore, so ignite isn't even necessary to secure a dive like that.

AD Yi: Still easy. He can't duel you unless he gets a lead and some nice items. You have superior harass, poke, and will trade better in those one or two auto engagements because of your Q. Just play the lane normally. Just be a bit careful once he hits level 6 because he can duel pretty well against a melee. Even against kha'zix. Again, use his Q to either pull him into your turret if he targets you, or to predict where he'll end up so you can harass him.



Miss Fortune

Difficulty: 2/5


Again, another easy one. She has no gap closers and is only a nuisance at level 1 and 2 (if you don't level leap second). Once you get leap and after one or two void spikes, you can leap and combo her for an easy kill. The reason why I don't go all in with a full combo when she's at full health, is because it wont kill her, and a smart ranged player will chase and harass you back after you start backing up. Otherwise, very easy lane. And if she ults just leap behind her, or next to her.



Mordekaiser

Difficulty: 3/5


Not a difficult lane, but not a breeze. Mord will inevitably push your lane, so if your junglers smart, they'll be on that. Early game you will 100% outduel mord. Wait until he uses his abilities to push or attempt to harass you, and if he misses, just jump on him and go to work. The shield, this early, will absorb almost nothing. Back up after your harass while he's running away so he can't get back in range to hit you back when you're retreating. Rinse and repeat. Just beware of his level 6 and don't dive him if his ultimate is available because it gives him a burst of health back when he uses it and at that point you might underestimate his shield. A good mord, once he gets a bit of damage, will stay and fight and try to back up and avoid your attacks when his abilities are off CD so as to maximize his shield against your damage while still constantly damaging you. But you should be able to easily snowball this early, especially since he has no escapes.



Maorgana

Difficulty: 3/5


This lane is annoying. Very annoying. She'll just push your lane and piss you off early. Wait until you get your full combo and try to bait her snare before you jump on her. If you can bait and dodge a snare pre-6, just jump on her face and blow her up. Her shield only stops your slow and the extra damage from your passive. Post 6 you have to be careful because of her ultimate. If you can, try to bait it out of her then leap away. Otherwise, she cant kill you with a full combo anytime soon so feel free to try to duke it out. The only thing here is she's got quite a bit of good CC, so be very aware of where their jungler is if you're going to engage her.



Nami

Difficulty: 2/5


Pretty simple lane. You can dodge every thing that's a threat that she can throw at you with your leap. Her Q can just be juked because it's very slow, and her ultimate can either be juked if she casts it from afar, or just leapt out of. She's squishy and has no gap closers, and her damage output will never be scary enough to be threatening for you. She has okay kite if your leap is down with her auto attacking slows, and a moderate heal that also does damage for trading exchanges, but the fact that you have a gap closer makes this an easy lane. She will kite you and not let you gap close via mobility if you don't have your leap, so be wary for that. Otherwise, just poke once or twice with void spikes, then leap in for an easy kill.







IN PROGRESS BROHOS




Guide Top

Log

I guess here, Ima just log everything. Whenever I update my guide and why. If someone leaves me notable advice that I take into account and implement into the guide, I will cite them. I've no idea of the format of a log on mobafire, so I'm just gonna wing it :)

January 21:

Added the how to not play league video: It's a great video; lotsa laughs.
Added Gragas to "ALL the champions"
Added Graves to "ALL the champions"
Added Hecarim to "ALL the champions"
Added Heimerdinger to "ALL the champions"
Added Irelia to "ALL the champions"
Added Janna to "ALL the champions"
Added Jarvan IV to "ALL the champions"
Added Jax to "ALL the champions"


January 22:

Added Jayce to "ALL the champions"
Added Karma to "ALL the champions"
Added Karthus to "ALL the champions"
Added Elixir of Fortitude to "Build"
Added the jungling summary to the "Introduction"
Added Kassadin to "ALL the champions"
Added Katarina to "ALL the champions"

January 23:

HIT 5000 VIEWS!.. and 27 comments :)
Added Kayle to "ALL the champions"
Added Kennen to "ALL the champions"
Added Kha'Zix to "ALL the chapmions"


January 24:

Added Kog'Maw to "ALL the champions"
Added LeBlanc to "ALL the champions"


February 9th:

Added Lee Sin to "ALL the champions"


February 18th:

Added Leona to "ALL the champions"
Added Lulu to "ALL the champions"


March 11th:

Whoahahaha we hit 100k views! Awesome. Thanks for the support guys :)


March 16th:

Added Lux to "ALL the champions"
Added Malphite to "ALL the champions"
Awwww Yeaaah we made the top guide :) Thanks guys. Seriously. Couldn't have done it without you.


March 26th:

200k views! Thanks guys :)


March 27th:

Updated starting items for maximum efficiency.


March 29th:

General additions. Ranting in the intro. Etc.


March 31st:

Added Malzahar to "ALL the champions"
Added Maokai to "ALL the champions"


April 27th:

Added Master Yi to "ALL the champions"
Added Miss Fortune to "ALL the champions"
Added Mordekaiser to "ALL the champions"
Added Morgana to "ALL the champions"
Added Nami to "ALL the champions"


May 5th:

Changed starting items in cheat sheet.
Moved PSA to conclusion.



Guide Top

Conclusion

I guess, if I ever get any pictures of any of you playing league of legends naked, I'll put them here. That and your scores after using this guide. I really worked hard on this, and it was quite boring, but I'm glad I'll be able to help anyone out who reads this. By the way though, if you did manage to read ALL of this, props, because I couldn't. Have fun playing Kha'Zix out there!

Lookit! First guy to send me scores.



Thanks to 8HaruhiSuzumiya8 :)




Thanks Esuki :) Sorry your team was heavier than the world. Maybe next time lol.




Thanks to ChaoticMagma! Keep carrying bro :)




Thanks to HollowsxD!


Also wanna give a thank you to NorthernRedStar :) Thanks for the really nice comments bud. I appreciate it.




Thanks to ShoDDey! Keep up the nice plays :)




Thanks to 10086 gg! Good job bro!




Thanks to Myrcyr! Hope the guide helped :)




Thanks to Smudgdge! He gets that big picture like a bro.




Even pre 30's can use this guide! Thanks JM Sanguine :)

Oh and thanks to jhoijhoi for the banners. If you click guide help at the top when you're making a guide, BOOM, you can see her how to make a guide, guide. Which is actually really awesome. Kthanksbai.


PSA: So I know how everyone raves about guides looking pretty, being pleasing to the eye, all that jazz. Well, I just want to clarify. I don't care! To the people who spend all their time either copying some pretty guide or spending hours making it look freaking amazing, well guess what, you're wasting your time. You could be adding content making your guide actually good. Do you want to know why websites like solomid or lolking etc are more respected and not dumped on like mobafire? Because instead of 60% of their guide containing colors and pictures, they actually explain how to play the champion. More to you if you can do both, but I can't, and I won't. A guide is supposed to teach you how to do something. This one is supposed to teach you how to play Kha'Zix. Yeah, some people are gonna say, but it looks ugly, downvote now!, and if I added color but didn't change the content, those same people would probably give me an upvote. When you read a textbook, a math book, a history book, do they have pictures? Yeah. Is 60% of the book made of pictures. Hell no. 90% of the content ARE WORDS. You wanna know why? TO TEACH YOU! So to the people who complain about this being ugly, I have one thing to say: I'd rather know how to play league of legends than know how to code. To the people that can do both, I do respect you, but in all honesty, most don't, and most who are good at the coding, aren't all that good at the game. So if you really want to know how to play Kha'Zix and get better at league of legends, maybe even get yourself to gold, the top 10% of players, then sit down, and read the guide, and stop complaining about this hurting your eyes when all it's doing is helping your mind. It's gonna take practice and it's gonna take time, but I assure you, if you read, understand, and ask smart questions, you will reach your goal. That's my PSA. That's it. Sorry I'm being blunt, but I'm sick of all the pretty **** on this website that takes up space for actual content because to be perfectly honest, even the high rated platinum and diamond people who post content here probably aren't all that good anyways. It's mobafire for a reason, and it'll stay like this for a reason.

PSA #2: And if you downvote this guide, I'm sorry, but I don't respect you. I've played Kha'Zix a lot, I've watched pros play Kha'Zix a lot. You downvoting this guide and build is the same as saying the pros are doing it wrong, because everything about this guide attempts to emulate the pros and the best way I think he can be played. And if you're gonna say, well I'm just copying the pros: downvote, then go downvote every single other good guide here on mobafire, because they're probably super similar to the way the pros play those respective champions.


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