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Kha'Zix Build Guide by brother2553
[In-Depth] [Preseaon 6] Back in Bug-iness (?)By brother2553 | Updated on November 12, 2015
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To be precise it wasn't before the changes of Preseason 6 because I'm friggin lazy and school and all that.
I will try to catch up with the patch 5.22 ASAP as I think that it contained a few passive buffs for my favorite Alien-Bug.
So in the next days I will spam the hell out of Kha'Zix and try out as much as I can.
Hi, my summoner-name in League of Legends (and mostly any other online game) is "brother2553".
Over the past three season I worked my way out of Bronze IV and I am currently in Platinum III but rising. For the last years I have always loved the playstyle and mechanics of Kha'Zix which is why i would consider him as my favourite champion. Now that he is mostly dead in the competetive scene and Solo Q (Thank you tankmeta) I am trying to show more people how powerful he still is. That's why this guide exists and will probably get updated as new patches strike Kha'Zix or the jungle in general.
When Kha'Zix is not visible to the enemy team, he gains Unseen Threat, causing his next basic attack against an enemy champion to deal bonus magic damage and slow.
Tip: Use this passive heavily to your advantage! Try to gain it in brushes while fighting to get some extra damage and slow to kill an enemy. Your ulti also procs this passive so you can use this when ganking.
Taste Their Fear
Deal physical damage to a single target. Damage against isolated targets is significantly increased. Kha'Zix passively marks enemies that are isolated from nearby allies. Evolving claws increases damage to isolated targets even further. Kha'Zix also gains increased range on both Taste Their Fear and his basic attack.
Tip: You can use this ability while still in-air with your Leap. This can help you when you are going for an execution or an ambush.
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. Evolving spike racks causes Void Spike to fire three projectiles in a cone. Spikes will also apply Unseen Threat to all enemies caught within the area of effect.
Tip: Try to spam this spell while jungling but wait for the creeps to get your health lowered a bit. By that you make sure to maximize Void Spike's ability to heal you.
Kha'Zix leaps to an area, dealing physical damage to enemies in the area he lands. Evolving wings increases Leap's range dramatically and causes a kill or assists to refresh the cooldown of Leap.
Tip: You can actually use the reset of Leap to get a double jump. I can pull this move of myself but have never been in need to actually do it in a ranked or normal game. Only go for this move if you are confident to pull it of as failing it could get you killed.
Each rank of Void Assault allows Kha'Zix to evolve one of his active abilities, granting it an additional effect. Upon activation, Kha'Zix enters stealth and gains Unseen Threat, increasing Movement Speed. Kha'zix can cast Void Assault again for a short time after activation. Evolving active camouflage allows Kha'Zix to cast Void Assault up to three time and makes the stealth duration longer
Tip: Don't be shy using your ult in a situation. It is exremely powerful and has a low cooldown. You can also just use Void Assault to get extra passive-procs while chasing someone. In combat try you can also use Void Assault to wait for the cooldown of Taste Their Fear and Void Spike to go off to make sure you are winning a fight.
Greater Quintessence of Attack Damage: These help you with your AD-scaling abilties and your AA's so you can kill the jungle creeps aswell as your enemies even without items.
Greater Mark of Attack Damage: Some might prefer Armor-penetration runes but personally I can not recommend these since your abilities scale quite heavily with your AD which you should use to your advantage.
Greater Seal of Armor: These help you survive with your first and second jungle clear which is why I can only recommend taking flat-armor runes instead of scaling ones.
Greater Glyph of Cooldown Reduction: Together with your masteries you have 10% CDR as soon as you enter the SR which helps your clearing and fighting over the course of the whole game by lowering the cooldown on your spells (especially Taste Their Fear)
Greater Glyph of Magic Resist: These ones can be swapped out easily since they really are not gamechanging. I just take scaling MR so I have some defense when I am ganking an AP-laner.
Skill your abilities like that in normal cases. You want 3 points in Void Spike because the heal has been buffed and you have really sustained jungle clear. After that max your Taste Their Fear to shreck enemy carries in the midgame. After that just finish of maxing your Void Spike and put the points that are left over into your Leap.
Use this skillorder if you want to really use your powerspike with level 6 and your evolved Taste Their Fear. Sadly though you feel the difference in your jungle sustain because your Void Spike will not heal you as much.
This skill order isn't that special but I wanted to mention it nonetheless. Use it when you are starting gromp. You will clear it a bit faster since he counts as isolated for your Taste Their Fear. The downside is that you lose a bit more health. Choose here depending on your goals. Take clearspeed if you want to invade or more health if you want to powerfarm.
This skillorder is pretty bad in my eyes but you can make it work if you are really gankoriented. Your Void Spike won't heal you at all so jungling will get your healthbar reaaal low.
Summary: You have to try out a few ways of skilling Kha'Zix because every way will change your playstyle more or less. Just choose the one you like the best or you think fits the matchup the best.
Which Ability you evolve changes your playstyle and probably even your build so choose wisely.
In the following I am going to summarize every single Evolution and when I would recommend which one.
Evolving: Taste Their Fear
Evolving Taste Their Fear is highly recommended. It provides you with huge burst and gives you good oppurtunities to pick out a carry of the enemy team. I normaly evolve this ability first so i can use my level 6 as a powerspike.
Evolving: Void Spike
I can't really recommend evolving Void Spike since you should just dive in and kill one target. If you feel like your team needs more poke or waveclear you should definetly go for it though.
Evolving Leap is defintely the most fun evolution of Kha'Zix as it allows you to make nice plays, ganks and PENTAKILLS. I normally skill this one second right as the mid-game teamfights should start.
Evolving: Void Assault
Evolving your Void Assault is my personal favourite for my last evolution at level 16. To be honest it is not gamechanging but instead just a nice tool to outplay the enemy team or to watch enemies waiting for their death. I tried out evolving it first and it really made some nice ganks possible but i really lacked damage (when evolving Leap second) or mobility (when evolving Taste Their Fear) in the mid-game.
My personal favourite and recommended other therefore is :
> > >
- Take the Red One if you are facing larger damage-sources (Katarina, Vayne, Riven) and/or jungler that could 1v1 you in the early- to midgame (especial if they are fed [e.g. Lee Sin, Nocturne, Olaf]).
- Take the Blue One if you feel like you need more burst and chasing power. I normally build this one if I am facing both a laner and a jungler that uses speedups instead of jumps to escape. (e.g. Rumble, Orianna, Nunu)
Take the Purple One if you are behind or just feel like powerfarming for a game.
- Also: If you notice that you keep forgetting about using the red or blue smite either work on that problem or just go with the purple one for a while since you dont want to waste your recources.
Unarguably it is strong and goes perfectly along with Kha'Zix' burst-heavy playstyle, so take it if you are new to the jungle or this champion.
In my eyes though the cinderhulk-enchantment can be quite a strong alternative too. It helps you with some tankiness throughout the whole game so you can backline-dive even harder. It's also strong with the recent changes to the black cleaver and together with a LW and a Hydra you should not really lack any damage. Build it espacially if your team is lacking in tankiness or if you need to deal with alot of damage when fighting the enemy backline.
This is how the SR looks when you enter it first and without my highelo Inkscape-skillzz that I will present you in the next pictures.
In this image I added a few markings for the camps and buffs on the SR. The two yellow markings in the river represent the Rift Scuttler . (That you should really kill every now and then as it grants you with vision and gold)
This is the first and basic jungle route that will provide enough money to you to buy a jungle-item and a few wards. Start this one with a pull on the Gromp on either side of the map. Then go for the blue-buff and the Wolves . Leave the Crimson Raptors to your side and kill the red-buff. After that you can go for a mid or top gank or jump over the wall to the Ancient Krugs
This one is an alternative to the two-buff-farm-route that you've just seen. It basically allows you to gank with level 3, a red-buff and full mana. After ganking and farming you can then take your first blue-buff or give it to your midlaner. Be careful though that your blue isn't stolen by the enemy jungler. When you are taking the first camps try not use any health potions or at least only one as you will back shortly afterwards anyways.
The green helixes symbolize your backports.
This early route is the one with the highest risk but also the highest reward. If you can kill your oponent, take his red-buff or force his Flash, it can win you the whole earlygame and thus allow you to snowball the game. For this route to work you need to know where the enemy jungler is starting his jungle-route and then hope he goes for his red-buff. If you start blue-side you can normaly kill the Rift Scuttler on your way to the enemy jungle and use it to heal up with you Void Spike. If the jungler doesn't show up you can also do the Ancient Krugs so you can react quickly if he decides to come later. If you are starting red-side, take the Gromp and run over to the oponents red-buff. If it isn't a OP- Gragas you should normaly be able to pull something off here. If you get to kill him here you should try to defend your own red-buff as quickly as possible as some players might go for that in reaction. If you are really fast you can also try to kill him again at his blue buff. This strategy is especially effective against Rengar as he should drop farily low from the first camp already.
The red helixes symbolize the spots where you can kill your oponent.
NOTE: ALWAYS WATCH OUT ON YOUR ENEMIE'S LANERS AS THEY MIGHT COME AND KILL YOU! DON'T GET CAUGHT OUT AS IT LOSES YOUR JUNGLE AND THE LANE THAT GOT A KILL OR A ASSIST!
Note: You can interrupt or pause your routes to pull off a early-gank or to help out a laner that is in danger. The routes I described are always best-cases and you should always react to the situation of the game!
Some normal games:
Some ranked games (I think these took place around Gold II or something):
We also played some teamranked but I honestly can't say that we had the greatest of enemies in these games: