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Recommended Items
Spells:
Flash
Smite
Items
Ability Order
Unseen Threat (PASSIVE)
Kha'Zix Passive Ability
Dedication
A machete, four health potions, and a Warding Trinket (Yellow).
Swap out your Yellow Trinket for a Red Trinket, ESPECIALLY IF YOU ARE GOING TO USE THE SWEEPING LENS. IF NOT, KEEP YOUR WARDING TOTEM. Attempt to back immediately for these items, especially if you have 1100.
Ancient Lizard for AD and Gold, CDR for more Damage from Q spam, two long sword for more AD. (UPGRADE YOUR BOOTS WHENEVER POSSIBLE.)
The Brutalizer gives you a lot of Attack Damage, and some Armor Pen. for desert. Grab whatever you can for a Hydra, and rush it; grab the Vamp Scepter first, since it will give you Attack Damage and Lifesteal. If you can, grab a Tiamat INSTEAD. If not, grab the long sword and Regen Bead.
Grab the Tiamat as soon as possible. Rush Hydra.
Get whatever you can from section #6. (Preferably in its order, grab items from the list.)
Final Build: You'll have %40 Cooldown Reduction, a huge amount of Armor Pen., and somewhere around 300~450 Attack Damage late game. 1v1, you will most likely win no matter who it is. (SWAP OUT THE ANCIENT LIZARD FOR AN ITEM WITH COOLDOWN REDUCTION. YOU WILL NEED CDR TO SPAM YOUR Q IN FIGHTS + HEAL WITH W + JUMP MORE.)
Evolve W: This allows you to do more CC to your enemies, also allowing you to give your team mates a chance to clean up if you go suicidal with huge damage vs. enemies.
Evolve R: Giving you more mobility and escape, your ultimate evolved can let you go in, do your combo, refresh your passive, and go back in again repeatedly. This is preferred if you do the most damage and you are focused.
Offensive Mastery Choices:
The Double Edged Sword as a melee is a must, since it allows you to do an averages 1% damage increase.
5% Cooldown Reduction gives you more Q's for faster killing and executing.
2 more damage to creeps - Self explanatory.
A bunch of scaling AD? - Self explanatory.
5% more damage to champions below 50% hp allows you to easily take down probably 25%~40% if they're isolated.
Restoration effects per kill - Self explanatory.
Armor & Magic Pen - Self explanatory.
+3% more damage - Self explanatory.
Defensive Mastery Choices:
2 hp per 5 allows you to get a whole lot more hp regenerated early on, unless you wish to be executed.
5% armor and magic resistance counters the offensive mastery that shreds it.
1 less dmg from jungle creeps - Self explanatory.
36 hp and +3% more max hp - Self explanatory.
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