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Introduction
Hi everyone, I'm TRG Shaun Gyle, and this is my ![]() ![]() Without further talk, I present to you, my ![]() ![]() |
Pros
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+ High dueling Power + Bush checking + Heal + Huge burst + High Mobility + Resets + Good Baron/Drake clear |
![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Cons
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+ Susceptible to CC + pretty squishy + Can't start fights + Provides barely no CC |
By playing ![]() ![]() ![]() |
Skilling Order
Unseen Threat:
Kha'Zix gains
Unseen Threat when the enemy team loses Sight of him, causing his next basic attack against an enemy champion to deal [15 - 190](+50% AP) bonus magic damage and Slow them by 25% for 2 seconds.
Taste Their Fear:
PASSIVE:
Kha'Zix marks all visible enemies who aren't accompanied by any of their allies (Champions, friendly minions and turrets) nearby as isolated (neutral monsters don't count)
ACTIVE: Kha'Zix slashes the target enemy, dealing physical damage, increased by 30% against isolated targets.
PHYSICAL DAMAGE: 70 / 95 / 120 / 145 / 170 (+ 120% Bonus AD)
EVOLVED ENLARGED CLAWS:
Kha'Zix gains 50 bonus range on his basic attacks and Taste Their Fear, which also deals (+ 10 × Kha'Zix's level)(+ 104% Bonus AD) bonus physical damage to isolated targets.
You're going to want to max out
Taste Their Fear first before anything Else
Void Spike:
ACTIVE:
Kha'Zix fires a cluster of spikes in a line that detonates upon hitting an enemy, slowing all enemies in a small area 20% for 2 seconds and dealing them physical damage, increased by 20% against monsters.
PHYSICAL DAMAGE: 80 / 110 / 140 / 170 / 200 (+ 100% bonus AD)
Kha'Zix heals himself if he is within the detonation radius.
HEAL: 60 / 85 / 110 / 135 / 160 (+ 50% AP)
EVOLVED SPIKE RACKS: Void Spike fires three clusters in a cone, slows by 50% and grants sight of enemy champions hit for 2 seconds. Multiple explosions do not deal extra damage to the same target or provide
Kha'Zix with additional healing.
You're going to want to max out
Void Spike last.
Leap:
ACTIVE:
Kha'Zix leaps to the target location, dealing physical damage to nearby enemies upon landing.
PHYSICAL DAMAGE: 65 / 100 / 135 / 170 / 205 (+ 20% Bonus AD)
EVOLVED WINGS: Leap gains range and its cooldown is reset on enemy champion takedowns.
You're going to want to max out
Leap second.
Void Assault:
PASSIVE: Each rank in
Void Assault allows
Kha'Zix to evolve one of his abilities, granting it additional effects.
ACTIVE: Kha'Zix enters stealth for 1 second, acquiring
Unseen Threat, gaining 40% bonus movement speed and ignoring unit collision while stealthed.
After leaving stealth for 2 seconds, Void Assault can be cast a second time within 15 seconds at no additional cost.
EVOLVED ACTIVE CAMOUFLAGE: Void Assault can be cast a total of 3 times and each instance grants 2 seconds of stealth.
You're going to skill
Void Assault at level 6 / 11 / 16
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PASSIVE:
![](/images/spacer.png)
ACTIVE: Kha'Zix slashes the target enemy, dealing physical damage, increased by 30% against isolated targets.
PHYSICAL DAMAGE: 70 / 95 / 120 / 145 / 170 (+ 120% Bonus AD)
EVOLVED ENLARGED CLAWS:
![](/images/spacer.png)
You're going to want to max out
![](/images/spacer.png)
Tips and Tricks
- Try to hit kill the small minions of a camp first
- Try to use
Taste Their Fear combined with Smite to secure objectives like drake etc.
- In teamfights try to isolate the carries and burst them down
- Evolve this at lvl 6 or 11 (depends on your playstyle)
![](/images/spacer.png)
ACTIVE:
![](/images/spacer.png)
PHYSICAL DAMAGE: 80 / 110 / 140 / 170 / 200 (+ 100% bonus AD)
Kha'Zix heals himself if he is within the detonation radius.
HEAL: 60 / 85 / 110 / 135 / 160 (+ 50% AP)
EVOLVED SPIKE RACKS: Void Spike fires three clusters in a cone, slows by 50% and grants sight of enemy champions hit for 2 seconds. Multiple explosions do not deal extra damage to the same target or provide
![](/images/spacer.png)
You're going to want to max out
![](/images/spacer.png)
Tips and Tricks
- Try to scout brushes with
Void Spike
Void Spike provide a good AoE clear
- Can be used as heal in the Jungle
- Don't evolve
Void Spike !
![](/images/spacer.png)
ACTIVE:
![](/images/spacer.png)
PHYSICAL DAMAGE: 65 / 100 / 135 / 170 / 205 (+ 20% Bonus AD)
EVOLVED WINGS: Leap gains range and its cooldown is reset on enemy champion takedowns.
You're going to want to max out
![](/images/spacer.png)
Tips and Tricks
- Evolve this at lvl 6 or 11 (depends on your playstyle)
- Look for resets
- You can set up Towerdives, but don't commit to hard.
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PASSIVE: Each rank in
![](/images/spacer.png)
![](/images/spacer.png)
ACTIVE: Kha'Zix enters stealth for 1 second, acquiring
![](/images/spacer.png)
After leaving stealth for 2 seconds, Void Assault can be cast a second time within 15 seconds at no additional cost.
EVOLVED ACTIVE CAMOUFLAGE: Void Assault can be cast a total of 3 times and each instance grants 2 seconds of stealth.
You're going to skill
![](/images/spacer.png)
Tips and Tricks
- Got a fairly short cooldown
- Allows you to switch targets in teamfights easier
- Allows you get out of sticky situation easier
Runes
Runes
![](/images/new-guide/new-runes/precision.png)
![](/images/reforged-rune/fleet-footwork.png)
![](/images/reforged-rune/dark-harvest.png)
![](/images/reforged-rune/phase-rush.png)
![](/images/new-guide/new-runes/.png)
Greater Quintessence of Attack Damage: These scale well with his Q Ability and due to his great scaling on
Taste Their Fear you will love to have any bonus Attack points you can get.
Greater Mark of Attack Damage: Scales also well with
Taste Their Fear and gives you even more speed to clear the jungle and burst of course, then in the early levels you have to rely on your basic attacks as well. Moreover you get more dmg for dueling, especially when your spells are on cooldown.
Greater Glyph of Scaling Magic Resist: You will need those in the late game when facing a fed midlaner or a heavy magic dmg based poke. You shouldn't replace them at all, except if you play vs a full AD team, then go ahead.
Greater Glyph of Cooldown Reduction: Those are great, even it's only a small amount you will notice it when you clear the jungle or fight enemies. Moreover with
Enchantment: Warrior and
Black Cleaver and your Masteries you get the max. amount of Cooldown Reduction you can get.
Greater Seal of Armor: Essential when jungling
Kha'Zix, without them you take way too much dmg in the jungle.
Mastery Explanations
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space |
OFFENSE TREE
Tier 1 ![]() Tier 2 ![]() ![]() Tier 3 ![]() ![]() ![]() ![]() Tier 4 ![]() ![]() Tier 5 ![]() Tier 6 ![]() |
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space |
DEFENSE TREE
Tier 1 ![]() ![]() Tier 2 ![]() ![]() Tier 3 ![]() |
Items
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Core Item for jungle ![]() ![]() |
![]() |
Great for Assasins due to the Tenacity. You Could also go for ![]() ![]() |
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It gives you 40 Attack Damage and 35% Armor Penetration, must buy for every Assasin |
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Gives 60 Attack Damage, 40 Magic Resistance and a nice Passive: Gain +1 Attack Damage for every 2% of your maximum Health you are missing. Through this you get even more AD wich scales well with ![]() |
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Good item for breaking tanks. I prefer this over ![]() ![]() ![]() |
Jungle
Kha'Zix is an extremely strong jungler both for solo queue and for team queue. Most of this is due to the fact that he is extremely mobile with his
Leap and he has resets on this ability when he gets an assist or when he kills an enemy. This makes
Kha'Zix's mid game extremely strong and he can definitely snowball a game on his own due to the fact that he can make easy picks and get out with ease. When playing
Kha'Zix try to have a tank on your toplane, or at least one in your team, otherwise your team will have a rough time if it doesn't know how to play with champion that needs to position himself and flank the enemy team.
Starting as Purple Team you will go for Gromp first and do a simple rotation over Blue Buff down to Red Buff.
As an advanced
Kha'Zix player you may choose to start at Gromp and head for the enemy Red Buff to draw the First Blood, or when he started blue, to steal his Red Buff. If you do that try to go for your own blue afterwards and do the normal rotation.
When you start on Blue Team you will get a leash at Krugs and do the normal rotation over Red buff to Blue Buff.
Again as an advanced
Kha'Zix player you may choose to invade the enemy jungle and try to draw the first blood or to steal the enemies Blue Buff.
Important: Always finish the small minions first then go for the huge one to ensure you get the isolated buff on it!
It's important to know that these are only the standard routes. You can vary your jungle path around this main route, but to effectively jungle you need to ensure you control your buffs, have a sizable experience gain, and are healthy enough to respond to gank and countergank opportunities.
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
Starting as Purple Team you will go for Gromp first and do a simple rotation over Blue Buff down to Red Buff.
As an advanced
![](/images/spacer.png)
When you start on Blue Team you will get a leash at Krugs and do the normal rotation over Red buff to Blue Buff.
Again as an advanced
![](/images/spacer.png)
Important: Always finish the small minions first then go for the huge one to ensure you get the isolated buff on it!
It's important to know that these are only the standard routes. You can vary your jungle path around this main route, but to effectively jungle you need to ensure you control your buffs, have a sizable experience gain, and are healthy enough to respond to gank and countergank opportunities.
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