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Recommended Items
Spells:
Ignite
Flash
Items
Ability Order
Unseen Threat (PASSIVE)
Kha'Zix Passive Ability
Introduction
I made this guide because I couldn't find any I really liked, so I wanted to share my point of view on how to play
I started to mess around spell vamp, because i really thought it would be wort it to have lifesteal on his
So I decided to make my own guide, cause i also have differents points of view regarding the 3 (or even 4) evolutions of
Pros+ Great burst + Great 1v1 champ + Strong gank potential + Strong escape mechanism + Awesome chaser + Good survivability overall |
SPACE |
Cons- Can have a hard time depending on the matchup - Rengar will always want to kill you - Can be a bit squishy - Good placement skills are required - An animal doesn't have boobs :/ |
Greater Mark of Attack Damage is my favorite option, because it allows you have the bonus damage that is used on your ratio early on. If you don't like it that much, ArPen is still a decent choice.
Greater Seal of Armor for armor, classical choice and strong for a toplane.
Greater Glyph of Magic Resist for magic resistance, always useful for avoiding too much damage from a
Jayce or being ganked by a
Maokai or something like that.
Greater Quintessence of Health for safety. You'll have a strong early game with flat armor, mr and hp. It synergizes well with the other runes. Besides, 50hp can save your *** many times in early game !
Greater Quintessence of Movement Speed gives you a slight boost of ms, which is, imo, nice late game. But feel free to pick another quint.
I like to take 21/9/0 with toplaners, and I think this combination fit
- In the defense tree, since you're more likely facing an ad, take those 3 points in
Hardiness
, then go for the extra life in
Veteran's Scars
.
- In the offense tree, pick classical ArPen and lifesteal in
Vampirism
. I like to take 4 points in
Deadliness
, but don't pick the extra crit damage since, imo, crits on
Kha'Zix aren't worth it.
If you want more safety, go for a classical 9/21/0 with still heading for
When
Cooldown: 3.5
Cost: 25 mana
Passive:
Active: Deal physical damage to a single target. Damage against isolated targets is significantly increased.
Physical damage: 70 / 100 / 130 / 160 / 190 (+ 160% bonus AD)
Physical damage to Isolated Target: 100 / 145 / 190 / 235 / 280 (+ 240% bonus AD)
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
Range: 1000
Cooldown: 8
Cost: 60 / 70 / 80 / 90 / 100 mana
Active:
Physical Damage: 75 / 115 / 155 / 195 / 235 (+ 90% bonus AD)
Heal: 40 / 70 / 100 / 130 / 160 (+ 50% AP)
Evolved Spike Racks: Causes
Range: 600
Cooldown: 22 / 20 / 18 / 16 / 14
Cost: 50 mana
Active:
Physical Damage: 65 / 100 / 135 / 170 / 205 (+ 80% bonus AD)
Evolved Wings: Increases
Cooldown: 100 / 90 / 80
Cost: 100 mana
Passive: Each rank of
Active:
Evolved Active Camouflage:






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