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Choose Champion Build:
Recommended Items
Spells:
Flash
Ignite
Items
Ability Order
Unseen Threat (PASSIVE)
Kha'Zix Passive Ability
Introduction
Please note, you should not follow any guide exactly, items and skilling should be adjusted accordingly to your teams needs.
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I use the typical 21/9/0 to maximize Kha'Zix burst potential. You should go as far as
Weapon Expertise
. After that it would be possible to pull off a tankier Bruiser Kha'Zix. I choose to take the Offensive tree for more damage and burst, as its your job to take out the enemy Carries.
The 21 points in offensive are to make you into the assassin you need to be. They allow you to not only burst enemy opponents down, but force enemies to either target you or back off when you are around.
Now the 9 points into defensive are to give you a little extra tankiness to take the hits you will undoubtedly be taking.
The 21 points in offensive are to make you into the assassin you need to be. They allow you to not only burst enemy opponents down, but force enemies to either target you or back off when you are around.
Now the 9 points into defensive are to give you a little extra tankiness to take the hits you will undoubtedly be taking.
Runes are all about preference how you want to play the champion, and what your strengths are. For Kha'Zix we want to play off his burst.
~ Greater Mark of Desolation
More damage is, well more burst. Starting with the extra AD allows you to last hit in lane easier and be the bully you want to be in lane.
~ Greater Seal of Armor
~ Greater Seal of Vitality
You have two options when it comes to seals, armor and health. My preference is armor. Armor equals more health if you look at it from how much health you save from attacks. However for the lane phase, if you are up against an AP top, armor looses most of its value until later.
~ Greater Glyph of Magic Resist
~ Greater Glyph of Scaling Magic Resist
~ Greater Glyph of Cooldown Reduction
~ Greater Glyph of Scaling Cooldown Reduction
We have a couple options for our glyphs. Either Magic Resist or Cooldown Reduction. Personally I take the Magic Resist per level. It is worth more when it counts, and it is more cost efficient. Cooldown Reduction is a viable choice, but Kha'Zix is not a terrible Cooldown reduction dependent champion.
~ Greater Quintessence of Desolation
~ Greater Quintessence of Attack Damage
~ Greater Quintessence of Movement Speed
Attack Damage, Move Speed, of Armor Penetration. More choices! I prefer the Attack Damage route, however Move Speed is a strong option also. One of Kha'Zix strong points is his ability to dash around in team fights, so I take the Attack Damage route for even more burst.
Marks
~ Greater Mark of Desolation
More damage is, well more burst. Starting with the extra AD allows you to last hit in lane easier and be the bully you want to be in lane.
Seals
~ Greater Seal of Armor
~ Greater Seal of Vitality
You have two options when it comes to seals, armor and health. My preference is armor. Armor equals more health if you look at it from how much health you save from attacks. However for the lane phase, if you are up against an AP top, armor looses most of its value until later.
Glyphs
~ Greater Glyph of Magic Resist
~ Greater Glyph of Scaling Magic Resist
~ Greater Glyph of Cooldown Reduction
~ Greater Glyph of Scaling Cooldown Reduction
We have a couple options for our glyphs. Either Magic Resist or Cooldown Reduction. Personally I take the Magic Resist per level. It is worth more when it counts, and it is more cost efficient. Cooldown Reduction is a viable choice, but Kha'Zix is not a terrible Cooldown reduction dependent champion.
Quintessence
~ Greater Quintessence of Desolation
~ Greater Quintessence of Attack Damage
~ Greater Quintessence of Movement Speed
Attack Damage, Move Speed, of Armor Penetration. More choices! I prefer the Attack Damage route, however Move Speed is a strong option also. One of Kha'Zix strong points is his ability to dash around in team fights, so I take the Attack Damage route for even more burst.
One of my preferences. You have a strong escape with Leap, Flash adds to it and can be a great chase or safety with a double wall jump/flash.
Ignite! MOAR DAMAGE! Ignite secures kills. Ignite prevents healing. I recommend it, it allows
Another option for Kha'Zix, exhaust is a slow, a damage debuff, and can be an armor/magic resist debuff with Summoner's Wrath .
Unseen Threat
Every time the enemy team looses sight of you, or if you activate Void Assault you will gain one charge of Unseen Threat. What does this mean? On your NEXT auto attack, you slow and deal additional magic damage.
Taste Their Fear
The Bread and Butter skill. This is the I Win button. When you level up this skill, you will begin to see marks around champions who are "isolated" what does this mean? It means hitting and isolated target will cause extra damage. This is no small amount of damage and so can swing a fight really fast. Once evolved, this skill gains an additional 12% of your targets max health.
Void Spike
Void Spike is a skill shot Area of Effect upon hit. It will cause a small explosion on hit that will deal damage and heal Kha'Zix for a small amount. It is decent for last hitting, however is not very mana efficient. It does add a small amount of burst upon jumping a target. Evolving Void Assault turns this skill into a conal AoE attack that applies Unseen Threat
Leap
What makes Kha'Zix an assassin? The ability to dash in and out of fights! What makes leap so amazing is that you can use to to jump walls, or use it for its extra burst damage on an attack. Once evolving leap it will increase its range, and reset its cooldown on kill or assist making it even better.
Void Assault
Whats better than being able to leap in and out of combat? How about a stealth too. Void Assault allows Kha'Zix to go invisible briefly. When activated you also gain Unseen Threat. This is great when you begin team fights for sneaking through or simply to drop out of sight to grab the enemy carry. You can use this ability twice withing a short period of time, once evolved it can be used three times.
As for a skill order, put points into Taste Their Fear as often as possible, your burst is your greatest weapon. At level two take Leap, early game it is to strong of an escape to not have on top lane, in the jungle its great for chasing and initiating a fight for a decent amount of burst. From then on your priority is Void Assault --> Taste Their Fear --> Leap --> Void Spike.
Upon hitting level six and taking Void Assault you gain one point to "Evolve". What does this mean? Evolving a skill adds a bonus effect to that skill (see above). Use your evolve points in the same order as skilling up. You only get three evolves, I prefer to leave out Void Assault. However in certain circumstances where you lack Crowd Control, or if your team is focused around AoE damage, taking a point in this and leaving out Void Assault is a viable way to go. Again use your best judgement, however Leap and Taste Their Fear should be evolved asap, as they are your strongest two.
So how do we win our lane? First and foremost until you buy a few items, you are a glass cannon. Farm. Farm. Farm. You need a strong early start, an early jungle gank would be great. Your first two items will give you some health to allow you to soak the hits you will be taking, then we begin with damage. Within the early lane phase, you want to bully your opponent as much as possible, the best way to do this, is a hit-and-run method. This works by Leap --> Taste Their Fear --> Auto Attack ( Unseen Threat) --> RUN! Do this enough times and you can send them back, or at least give them pause about farming. Another method if you are worried about being ganked, is to run in Auto Attack --> Taste Their Fear --> Leap away. The key to this, is to try and get them isolated, when they back off a bit or go into the brush, jump them, burst, run. ALWAYS enter the brush or back off a bit to reapply Unseen Threat. As soon as you have Void Assault you can 100 - 0 almost any opponent.
If you are winning your lane, or able to at least roam a bit, hit middle as often as possible. Use Void Assault to sneak up and chances are you can burst them down with a little help. If you can ward, the enemy blue and steal it even better.
Now as Mid game hits you should be somewhat tanky, and hopefully working on charging your Bloodthirster. Now for the rest of the game, its your job to take out either the AP or AD carry any chance you get. This precedes throughout the rest of the game. Anytime you see someone alone, kill them. If your team is not warding, you need to. Catch the enemy carry farming the jungle anything, if they die you win team fights.
If you are winning your lane, or able to at least roam a bit, hit middle as often as possible. Use Void Assault to sneak up and chances are you can burst them down with a little help. If you can ward, the enemy blue and steal it even better.
Now as Mid game hits you should be somewhat tanky, and hopefully working on charging your Bloodthirster. Now for the rest of the game, its your job to take out either the AP or AD carry any chance you get. This precedes throughout the rest of the game. Anytime you see someone alone, kill them. If your team is not warding, you need to. Catch the enemy carry farming the jungle anything, if they die you win team fights.
Start the game with either Boots and 3 Health Potion or Cloth Armor and 3 Health Potion. Next we get some health, as soon as you can Heart of Gold, and then Phage. From here if you are having a great game, go Triforce, otherwise Hexdrinker into Bloodthrister. From here you want Guardian Angel. You will be focused when you go after the enemy carries, this helps with taking a few hits, and popping back up to hopefully finish off whoever is left. Frozen Mallet and Atma's Impaler is a great addition to being tanky and adding damage. Finish off your build with Randuin's Omen instead of you have no one else to build it, or if you are being kited hard.
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