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If I decide to use
after, but currently
My guide currently is outdated and I am very lazy when it comes to making guides :P
Thanks =D
Hello, I'd like to make some questions about the builds in CS Spring on Kha'Zix.
The Hexdrinker is done under what circumstances? Is just for protect from mid laner burst damage?
Why the Void ***alt is being evolved first?
Thanks for the guide, really good one =)
My guide currently is outdated and I am very lazy when it comes to making guides :P
The Hexdrinker is done under what circumstances? Is just for protect from mid laner burst damage?
Why the Void ***alt is being evolved first?
Thanks for the guide, really good one =)
I've been trying out spellvamp quints on him and greatly enjoying the boost to both early and late-game sustain.
My thoughts on Muramana are below. Take them with as much salt as you wish, because the build I use is just the build that works for my personal playstyle.
Part 1: Kha has 980 mana at level 18, which means 1980 mana with Muramana. This means that Awe should be generating 38.8 AD, adding to the 20 that Muramana naturally gives you for a total of ~59 AD. If you happen to be building Triforce anyway, this goes up to 63, which actually makes Muramana one of the stronger AD items in the game.
Part 2: Charging Manamune is easier than you're making it seem -- part of this is because Manamune has an unlisted functionality: it stocks up to three 'charges' that can be triggered in quick sequence. If, for example, you take 20 seconds returning from base or roaming to bottom and then fire off a quick E-W-Q combo over the course of 2 seconds, you'll gain 12 mana, not 4. Secondarily, don't forget that once you've got your Manamune you can stack it with both your basic attacks and your spells, so you get a lot of incidental mana. Assuming that I don't get far behind (or get so far ahead that I skip straight to Triforce), I'm typically able to comfortably morph to Muramana around the 18-25 minute mark (depending on when I went back for the tear and upgraded to Manamune).
Part 3: Although it's not quite as strong as some other AD items (discounting the toggle, which adds a not-to-be-taken-lightly ~300 damage to your Attack-->Q-->Attack rotation), Muramana is *extremely* efficient. The whole item only costs 2100 gold and some time, which is quite cheap compared to items like the 3300g Ravenous Hydra. This makes it, in my opinion, a suitable option for a Kha'zix who is not snowballing as well as he'd like to.
TL;DR: Muramana isn't quite as bad for Kha as you're saying it is. It's also not so good that you *must* build it, but it isn't non-viable.
The Leap's bbcode is missing here o w o
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Umm, also would you be very much interested to teach a noob how to jungle with Kha'zix?
I'm not close to the champion role or the jungling role. PM me if you're free and can be super patient with this scrub. ty <3