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Kha'Zix Build Guide by UserMurph

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League of Legends Build Guide Author UserMurph

[6.20] Full AD Assassin Kha'Zix

UserMurph Last updated on October 5, 2016
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
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.


Natural Talent
Bounty Hunter
Battering Blows
Piercing Thoughts

Ferocity: 12

Dangerous Game

Cunning: 18

Tough Skin
Runic Armor
Veteran's Scars
Legendary Guardian

Resolve: 0

Threats to Kha'Zix with this build

Show all
Threat Champion Notes
Kha'Zix Detailed Matchups Coming Soon
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Welcome to my Kha'Zix build guide! I hope that you will find it more than enough to help you with all your needs as a Kha'Zix player, whether it be itemization, jungling, or fighting and being useful at all stages of the game! This guide will chronologically move down as the game progresses, starting with all your pregame needs, transitioning into early game jungling, and then into a late game beast!
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About Me

Hi, I go by the username UserMurph on EUW servers.
This is my first ever mobafire guide, so make sure to leave any feedback in the guide discussion.
I am a jungle main, specializing in assassins. Kha'Zix has been forever one of my favourites and I hope to teach you all some nice tips and tricks on this fantastic champion!
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About Kha'Zix

So who is Kha'Zix, and why should you play him? I will take you on a short introduction to the lore and play style of this interesting bug


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.

Play Style

Kha'Zix is an attack-damage assassin, utilizing stealth and a long range Leap to catch his targets off guard, feast on his prey, and get out. The fact Kha'Zix can escape so easily after level 11, with his evolved Leap, is what makes me prefer him to all the other jungling assassins in the game.

Catching a Kha'Zix can prove very difficult, as the range he can cover with his Leap, Void Assault and Flash is pretty huge.
Your basic combo will consist of Leap, Void Spike in mid air, then use a combo of Void Spike and Taste Their Fear to finish off your target.

If you are level 11, you should have evolved E, meaning you can easily leap over a wall to escape. If not, try using Void Assault and take an unpredictable pathway to juke out your opponents. Don't be afraid to use Flash whilst invisible if you need too, the particle will still be seen, but your destination will be covered by Void Assault. More information on combo's down below.
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Skill Sequence

(To be remade)
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Skill max I like to go Taste Their Fear first, Void Spike second and Leap last, with Void Assault whenever you can.

I take 2 points in Void Spike at levels 2 and 3 instead of Taste Their Fear because it gives you extra sustain in the jungle, which Kha'Zix really needs on his first clear.

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Build this if you plan on ganking/fighting early, but you clear will be harder to begin with. Evolutions

As a standard, you should always evolve in this order:
Taste Their Fear first because the increase damage on isolated targets is huge.

Leap second because around level 11, team fights will start to break out and this allows for you to assassinate low hp targets and escape safely. Also the increased range is very nice.

Void Spike third because of the extra poke it grants you, and the extra hitboxes making it very hard to miss.

I do not recommend evolving Void Assault as the benefits you get from it just are not as good as from the other abilities.

Situational Evolutions

If the enemy team persists on skirmishes, consider evolving Leap over Taste Their Fear as you will have a harder time isolating targets.

If your team has absolutely no disengage and you are being stomped in the mid game, evolve Void Spike over Leap to help get away. However, I strongly suggest you evolve Leap in nearly all situations over Void Spike.

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Pros / Cons


+ Amazing Duelist
+ Very high damage
+ Good scaling into late game
+ Very flexible to suit your team
+ Great outplay potential
+ Snowballs insanely well
+ Great gap closers at level 6 and 11
Kha'Zix is an amazing pick in solo queue. He, like many other assassins, thrives off of chaotic team fights which occur frequently in teams with no co-ordination. This is an even strong point with the re-introduction of solo queue for higher ELO in Season 7. He has very high mobility with Leap and Void Assault and with insane damage from Taste Their Fear, it makes him one of the strongest duelers in the game.


- Very hard first clear
- Weak to revealing champs
- Weaker against a well co-ordinated team
- Expensive build
Kha'Zix has a very hard first clear, and newer Kha'Zix players will struggle with it a fair amount. If you start botside, check who your top laner is and if they can give you a decent leash, as starting blue side is a little bit easier. Also consider exchaing Refillable Potion for 3x Health Potion as your W sustain will be enough after the first clear.

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Greater Seal of Armor

Greater Mark of Attack Damage

Greater Glyph of Scaling Cooldown Reduction

Greater Glyph of Magic Resist

Greater Quintessence of Attack Damage


  • Greater Seal of Armor: Gives some extra defensive stats, and as the jungle camps deal physical damage it will help slightly with your first clear, which is not so good.



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Savagery - This helps with your clears, which are not great. Wanderer is not needed due to your high mobility from Leap and Void Assault.

Assassin - Runic Affinity is not so useful, as you should be handing over blue buffs due to your easy 40% CDR, and 0 AP. Secret Stash is not needed as we use Hunter's Potion. Assassin helps with your overall kill and dueling potential, something you excel at.

Merciless - Merciless will increase your dueling and assassination potential, much more useful than Meditation

Dangerous Game - You will not be hitting champions enough to make Bandit worth it. Dangerous Game is by far the better option.

Precision - Extra ArmPen, making you deal extra damage. This build is all about ArmPen, which is why I pick it over Intelligence , however should you want the 45% CDR, feel free to swap Precision for Intrlligence.

Thunderlord's Decree - Extra Burst, will really help you in fights and can turn the tide of battle easily. Consider Stormraider's Surge if you have issues sticking to targets, or prefer to take Skirmisher's Sabre over Stalker's Blade. Obviously do not take Windspeaker's Blessing .


Sorcery - It makes your abilities do more damage, which makes you scale better into the mid/late game. However if you are looking for some more early game pressure, Fury is a good option as well.

Double Edged Sword - If you are more confident with Kha'Zix, take this for sure. It will help you assassinate targets more effectively. However, if you struggle a lot with your first clear, consider taking Feast, as it might just save you.

Vampirism - Synergises nicely with Sorcery, giving you 4% spell vamp. I find that Natural Talent takes too long to become effective, where as this will help you win tight fights. However, this one is more personal preference.

Bounty Hunter - Since you have one slow in your kit, Oppressor will work, however the damage increase is 2.5%, and since your slow does not last very long, you will only have the amplified damage for a small while. You will be roaming all over the map as a hyper mobile jungler, so picking up 3 different champ kills is not that difficult which then overshadows the benefit from Oppressor .

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Core Items


  • Youmuu's Ghostblade: This is a fantastic item on Kha'Zix as it provides him with extra attack damage and armour penetration, as well as some move speed to keep up with your target and get in rage for Smite and Leap. It should be built after Tiamat.

CDR Boots

Common Items

Ravenous Hydra
  • Ravenous Hydra: Very very strong item on Kha'Zix and should be bought nearly every game. After Stalker's Blade - Warrior buy the Tiamat, then complete the item later if you need. It provides very good lifesteal. Only do not finish it if you are very behind and other items need to be prioritized, such as Mortal Reminder, but even so, you should still aim to get it done, even as a 6th item.

Lord Dominik's
  • Lord Dominik's Regards: As your hp will be roughly the same as an ADC with this build, this is a fantastic item. It gives you bonus AD vs targets with more hp. If their ADC is a massive issue, do not buy it. If their tank is doing very well, or there are 2+ tanks, you should definitely buy it. This is not as prioritized as Ravenous Hydra due to the fact it is more situational, but it synergizes extremely well with the rest of the build.

  • Duskblade of Draktharr: This is a strong item, as it fits the assassin playstyle very well. It gives you a nice chunk of ArmPen, and the passive will ensure your victim does not escape with a slither of health. Do not build if you are not doing very well, or there are not many squishy targets to assassinate. This item is normally the one you would replace with another situational one.

Situational Items

Maw of Malmortius
  • Maw of Malmortius: Very nice item for all champions. Take it if there are 2/3 AP champions on the enemy team, or at least one of them is getting fed. Build the Hexdrinker early on, before Youmuu's Ghostblade if there is a fed AP laner already, or build it after if there are 2/3 AP champions on the team. Finish it into a Maw of Malmortius whenever you need the extra stats. Maw of Malmortius is still a very strong item on Kha'Zix with this build with the ArmPen is provides.

Mortal Reminder
  • Mortal Reminder: This is a very nice item on Kha'Zix, due to the ArmPen once again being very good on him, and the Grievous Wounds are great against champs such as Soraka, Sona or Vladimir. You should build this item if they have a strong healer, such as a Soraka, but do not have many tanks. You should not build this and Lord Dominik's Regards as the passive does not stack, so prioritize Lord Dominik's Regards over this as it will help with your assassination potential more. If there is just a single tank, or no tanks, consider this instead if they have a healer.

Death's Dance

Ninja Tabi
  • Ninja Tabi: If their ADC starts to snowball out of control, these could be a good option with the damage reduction. Consider picking them up if you can make up the 40% CDR elsewhere.

Merc Treads
  • Mercury's Treads: If they have a lot of CC or their AP champions start to get fed, these are a good option. Consider picking them up if you can make up the 40% CDR elsewhere.

Guardian Angel
  • Guardian Angel: If you are the fed hypercarry of the team, buy this as a 5th/6th item. If you have a large proportion of the kills or you are very important in fights, then this will allow you to continue the fights and hold on to your shutdown gold. The damage from your other 5 items is enough to compensate for this being a defensive item.

Bad Items

Black Cleaver

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[10/09/16] Guide Created
[10/09/16] Added "Runes" Chapter
[10/09/16] Added "Masteries" Chapter
[10/09/16] Added "Lore" Chapter
[11/09/16] Added "Itemization" Chapter
[14/09/16] Updated "Skill Sequence" Chapter
[18/09/16] Updated "Itemization" Chapter
[20/09/16] Completed "Situational Items" in "Itemization" Chapter
[25/09/16] Completely Redone "Masteries" Chapter, Guide slightly broken right now as I do not have time to fix
[26/09/16] Major improvements to the start of the guide
[26/09/16] Began to transition chapters in to one for custom TOC