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Ability Order
Unseen Threat (PASSIVE)
Kha'Zix Passive Ability
Introduction


- Everything said in this guide is from MY opinion. If you don't agree with item,runes or masteries choises let me know that in the comments, so I'll be able to improve this guide.
- Before you downvote please try this guide. Tell me in the comments section what should I change in this guide and please put an explanation of why should I change those things.
- This is my first guide and I'm not the best with coding. So if someone is up to help me with the coding, feel free to tell me.



A vicious Void predator, Kha'Zix infiltrated Valoran to devour the land's most promising creatures. With each kill he absorbs his prey's strength, evolving to grow more powerful. Kha'Zix hungers most to conquer and consume Rengar, the one beast he considers his equal.
When Kha'Zix crossed over into this world, he was fragile and ravenous. The animals he first encountered were too small to fuel the rapid evolution he craved. Kha'Zix focused his hunger on the most dangerous creatures he could find, risking his life to satisfy his need. With each kill he feasted and changed, becoming a stronger, faster predator. Kha'Zix soon chased his prey with unrestrained aggression, believing he was unstoppable. One day, while savoring a fresh kill, the predator became the prey. From cover a creature pounced in a blur of fangs and steel, tackling him to the ground. It roared in his face slashing and clawing, and Kha'Zix felt his blood spill for the first time. Screeching in fury, he sliced at the brute's eye driving it back. They fought from sunset to sunrise. Finally, near death, they reluctantly separated. As his wounds closed, Kha'Zix burned with anticipation at the idea of devouring one who could match the Void's strength. He resumed his search for powerful prey with renewed vigor. Someday, Kha'Zix will feast on Rengar.
''Kill. Consume. Adapt.''
–Kha’zix


Rengar never knew his real parents, but was raised by a human who was revered as a legendary hunter. He was an ideal pupil, intently absorbing the lessons of his father, and improving them with his uncanny feral instincts. Before his mane had fully grown, Rengar set off on his own and claimed a wide territory for himself. Along its perimeter, he mounted the skulls of his slain prey - a warning to would-be aggressors. He thought undisputed reign of a region would fulfill him, but instead, he grew restless. No beasts in his domain proved challenging prey, and without formidable adversaries to push his limits, Rengar's spirit waned. He feared that no worthwhile game remained, that he would never again feel the thrill of the hunt. Just when things seemed their bleakest, he encountered the monster. It was a disturbing, alien thing, distinctly out of place in his world. It bore huge scything claws and devoured any animal that strayed across its path. Overzealous at the prospect of a challenge, Rengar ambushed the monster in haste. It far outclassed anything he'd hunted before. Their fight was savage, and each suffered crippling wounds. Rengar lost an eye, but the most grievous blow was to his pride. He had never before failed to make the kill. Worse yet, the severity of his injuries forced him to retreat. Over the following days, he hovered on the threshold between life and death. He was wracked with pain, but beneath it, he felt a glimmer of joy. The hunt was on. If such powerful beings existed in the world, he would find them, and stack their heads high. The monster, however, was a kill he wanted to savor. On his den's largest wall, he reserves a space for the beast's head, a trophy he swears will one day be the centerpiece of his collection.
"Prey on the weak and you will survive, prey on the strong and you will live."
-Rengar


It's now official ; if





THIS IS NOT THE END !- Even if there's not an enemy



PROS:
- Great jungler
- Great ganks
- High mobility
- Huge burst
- Good at farming
- High survivability
Leap [E], Void Assault [R]
- Extremely fun to play
- Assasin
- Not TOO item dependant
- Pretty easy for anyone to play.
- Great solo top with his W heal
- Amazing build damage with Q
- Ultimate makes you and another ability stronger
- Steal is very fun to use and great ganks.
- Lean, mean, ganking machine when roaming/jungling the right way
- Great at assassinating enemy champions (AD Carry in teamfights)
- Great harass with
Leap [E] and
Taste Their Fear [Q]
- EVOLVES. EVOLVES. EVOLVES.
CONS:
- Very squishy early game
- Low Hp early game can sometime leave you out matched top lane - Mana dependent in early game
- Not so much cc
- Need to know when to roam and when to lane
- You will be a target in team fights
- E has a long cooldown and short range before evolved
- Late game your damage can fall off if other team is really tanky
-You shouldn't be scared of that 'cause with right items you can easily counter those tanks. Taste Their Fear [Q] is MOST useful if enemy is isolated
- Pro and good enemies will take ADVANTAGE of that by hiding with minions, so make sure to be able to use it at it's FULL potential !- Relies heavily on the bushs to make FULL advantage of his passive
Unseen Threat
- Needs some farm to be useful to the team
Leap [E] and Void Assault have long cooldowns - you will die if caught unprepared while these are down.
- So be SURE you are safe when these are on cooldown





Flat damage marks and quints for extra damage.
Flat armor seals to help counter most top lane picks.
Magic resist per level glyphs to make him tankier.
Armor pen marks and quints would also work.
Greater Mark Of Desolation : 9
Greater Quintessence Of Desolation : 3
__________________________________

Greater Mark Of Strength : 9
0.95 Attack Damage Per Rune
-Total of 8.55 Attack Damage
These runes are great for





Greater Seal Of Resilience : 9
1.41 Armor per rune
-Total of to 12.69 armor
It allows you to mitigate against early game harass at bot/top lane which the AD carry (or the top bruiser/tank) will auto attack to HARASS you. It also allows you to take some minion damage if you do happen to HARASS and draw minion AGGRO since minions are REALLY strong early game

Greater Glyph Of Shielding : 9
0.15 magic resist per level (2.7 at champion level 18) per rune
-Total of 24.3 Magic Resist at Level 18
These runes are used to make you not completely vulnerable to AP burst casters. It's scaling because they're not as EFFECTIVE early game as they are late game, not to mention your MR DOESN'T increase every level and these essentially give you a scaling. It may also help against HARASSING AD Carries/Supports with magic damage skills. And if you lane mid it will help you SURVIVE longer against the enemy AP burst caster.

Greater Quintessence Of Strength : 3
2.25 attack damage per rune
-Rounded up to 7 Attack Damage
It gives a small amount of additional damage to your abilities, it allows early game HARASS and easier LAST hitting.
NOTE : Please remember that these Runes are not the only SOLID Runes to go with, there are alternatives that depend on your playing style. If you think there is better runes, please tell me in the comments section.

I take 21-9 Masteries, getting all the AD Masteries in OFFENSE, and

9-21 masteries could also work if you were going for more of a bruiser/tanky build.
________________________________________
Offensive Masteries

This is the mastery that IMPROVES your



You gain 3 Attack Damage from this mastery at 4 point, it basically allows you to farm MUCH better, it allows for more HARASS and some


This gives you 6% attack speed at 4 points, since


This is great for some late game damage, and all your physical damage including your abilities will utilize the 10% armor penetration. It may be really USEFUL and save you some late game.

This gives you .5 AD per level at 4 points, totaling to 9 AD at Level 18, which is pretty nice, it gives you some MORE Attack Damage on top of your runes and Brute Force + the base scaling.

This gives you 10% more critical damage, it WON'T be super EFFECTIVE early game simply because you don't rush critical strikes early game, but as the game progresses and you start buying your


This gives you 3% lifesteal at 3 points, which is pretty nice, I mean you get some health just from auto attacking. This combined with Vampiric Sceptor + x2


This gives you +6 armor penetration at 3 points, which is nearly half of how much armor you receive from your runes. It allows for better HARASS and auto attacking the opposing AD carry.

This increases your damage dealt by 6% when a target is below 40% health and this scales TREMENDOUSLY with your


_________________________________
General Explanation
Standard AD carry offensive masteries placement. The reason for that is you benefit from all the stats that are given. The other offensive masteries is damage intended for Ability Power champions, and

_________________________________
Defensive Masteries

This gives you 6 armor if you put 3 points in. This on top of your runes, passive, and high base armor? It makes trading with you even MORE difficult!

This is just the best in slot giving 2 magic resist at level 1, better than taking less damage in minions or putting a point in something that IMPROVES a summoner spell you're NOT using.

This gives 6 health per Level (108 health at level 18) at 4 points in. This combined with your armor/magic resistance can make you more tankier than other AD carry, and gives you more overall SURVIVABILITY.

If you place one point into this, you receive 30 health. 30 health is VERY nice for the laning phase, again like Durability, combined with your passive can make you more tankier.
_________________________________
General Explanation
Why DEFENSIVE Mastieries? Because


Early game :
Choosing boots:
Take






At Level 1, I get


Next time I go back, I start building a






Now, I get



Core items :
When jungling; Your first item is














Mid/late game :
Now, I complete my first main damage item, a



The next big item I get is a




If you don't find the




If you need some tankiness to SURVIVE fights, now would be the time to get a



Late game :
Now I turn


My last item is




Other good items include :






________________________________________
Situational Items :
Some days just don't work out! These are the days where your CORE build isn't providing enough damage, or if you KEEP dying. That's why we need Situational items, which offer replacements for your build to help you ADAPT to the enemy team (It's like

Do you find that you're getting focused by the enemy team A LOT? Buy a






All items shown here should REPLACE your


If you have a BIG problem with AD carrys take this item! It also gives you MORE attack damage because of your HIGH life due to

Inifinity Edge:
Take Inifinity Edge if you think you NEED a higher crit chance and MORE damage.

Enemy team stacking armor? No problem. Just take

ELIXIRS! :
You have 250 + extra money ? You have


When to buy them?
- Before Baron
- Before teamfights
- After complete build

Green Sight Wards and pink Vision Wards can both be purchased from the Consumables tab in the shop. Sight Wards cost 75 gold and offer normal vision in an area around where they’re placed. Vision Wards cost 125 gold and offer both normal vision and stealth detection in an area around where they’re placed.
Both types of wards have a 3 minute duration and can be killed with 3 normal attacks. The duration of an allied ward can be checked at any time by clicking the ward and looking at the resource bar; this is a countdown timer that lists the remaining time in seconds. When placed, they are briefly visible and targetable to enemies, meaning they can be killed if nearby opponents react quickly. Wards can be placed a moderate distance away from your champion, allowing you to place them over walls.
The stealth detection from Vision Wards allows them to see stealthed units, including champions and placeable objects such as other wards. However, if a Vision Ward is placed outside of a bush, that ward will not grant vision on stealthed units inside the bush, even if vision is granted in the bush through other means.
Oracle’s Elixir is a 400 gold consumable that grants stealth detection to the player who purchases it. This buff lasts until the player dies. Like Vision Wards, you will need to be inside a bush to see stealthed units within the bush, regardless of whether you have vision in the bush from other sources.
One more thing about Oracle :
Make sure you carefully check for enemy wards as you pass through a bush while you have Oracle’s Elixir active. If you’re moving quickly and are watching other events, you can miss wards that will only pop up for a half second or so. Be deliberative when moving between bushes to make sure you’re not missing anything
Reveal Abilities :
Some champions, such as Nidalee and Caitlyn, have abilities that temporarily reveal their opponents through the fog of war. This grants vision on the opponent, but it does so in a mechanically interesting way — you can see your opponent’s wards if the affected player moves in range of them. This doesn’t work for all abilities that make an opponent visible, and it doesn’t work 100% of the time even for abilities that do, but keep an eye out when you reveal a player with traps or other abilities.
COUNTERWARDING :
Warding is the process of increasing your own map vision and map awareness through the use of wards. Counterwarding is the process of removing your opponents map vision and map awareness by getting rid of their wards.
Counterwarding is important so long as it offers a tangible advantage to your team. If your team will not or cannot realistically use it to their advantage, getting rid of a ward is a costly investment: if you’re using a Vision Ward, you’ll be paying a premium; if you’re using Oracle’s Elixir, you’ll be putting it at risk if you move significantly out of position to destroy the ward.
What amounts to a tangible advantage? In the early game it can mean being able to push and zone your opponents more effectively because they’re afraid of being ganked.
Being able to engage Dragon and Baron Nashor before your opponents are aware, or in such a way where they cannot guess how much health these monsters have while you’re fighting, is an advantage. In this case, I recommend warding before these objectives become available in the mid and late game, as it will give you warning if a team is aware of the timer and is preparing to fight them the moment they respawn.
In the early game, counterwarding tends to be specific, and pink Vision Wards are often suited to this. As the game progresses, denying more vision across the map allows your team more latitude and better opportunities, and this is where Oracle’s Elixir tends to be more effective.
Counterwarding is virtually always good in a game, but is often not necessary for every single ward. Don’t put yourself in a position where you’re being baited into bad situations by counterwarding wards you didn’t need to take out.
Both warding and counterwarding are mind games, and the better you shut down your opponent’s vision while increasing your own, the more your team can engage based on reality while your opponents must engage based on perception.
- Try to ward in some strategic points to help yourself and you team to control the map. When you control the map, you control the game !
- Credits to Cinderhelm for this part. It's to help new players that are not experimented with wards.


Your MAIN damage tool is

Your 2nd important ability is



EVOLVING!
That's the BEST thing about

Explanation to this order:

EVOLVING

For the LAST point of EVOLUTION, it's up to you, it depends MOSTLY on the situation.
At Level 3 and 4, you can EITHER get his Q or E. I take another point in Q for even MORE burst, but if you need his E for a SAFE escape mechanism, get it FIRST. MAX his E LAST, because it's MOSTLY a utility spell.
At Level 6, 11, and 16, take OBVIOUSLY points in his ULT.
At Level 6, EVOLVE his Q. At level 11, I suggest evolving his E. At level 16, you can either evolve your W or your R, depending on your situation. If you need the utility of his ult to be a better assassin, evolve it, but otherwise, evolve his W for the healing.
_________________________________
Unseen Threat
Kha'Zix's passive is
Unseen Threat. When
Kha'Zix leaves the line of sight of all enemy champions, his next basic attack on a champion deals bonus magic damage (+0.5 AP) and slows them by 35%.
-this is something REALLY easy to MISS, but it's a HUGE advantage in lane. It lets you EFFECTIVELY deal damage via HARASS to champions that out range you, with the slow, and all you have to do to get it back is walk INTO a bush. Big thing to keep in mind here is that the damage SCALES with AP, so WHILE the damage is scary early game, late game its only worth because of its slow; i should also say, this is where the MIND GAMES start.
________________________________________
Taste Their Fear [Q]
Kha'Zix's Q is
Taste Their Fear. It's a single target nuke that deals 70/100/130/160/190 physical damage. If the target is far away from its allies,
Taste Their Fear deals 100/145/190/235/280 damage instead. Targets that are isolated are marked on your screen with a flashing reticule. When playing against
Kha'Zix, you will see a flashing symbol over his head, indicating that you are isolated.
-This is your BREAD AND BUTTER in teamfights. You should be using this to farm up minions. Try to land it on enemies as OFTEN as possible and get your enemy ISOLATED so your damage is increased TREMENDOUSLY.
________________________________________
Void Spike [W]
Kha'Zix's W is
Void Spike. It's a 1000 range line skill shot that does 75/115/155/195/235 AoE physical damage at reaching the end of its line, or when it comes in contact with an enemy. If
Kha'Zix is within the AoE effect, he regenerates 40/70/100/130/160 health (+0.5 AP).
-This is the ability you will be using LATE game to farm up and get your enemies OFF guard and you may get a KILL or TWO !
________________________________________
Leap [E]
Kha'Zix's E is
Leap. He jumps to a target location with a range of 600, and deals 65/100/135/170/205 AoE physical damage in an small area around him.
-
Kha'Zix's "E" is what SEPARATES a GOOD from a BAD player. Knowing WHEN and WHERE to use it, can turn around the WHOLE game even if your team is LOSING badly.
________________________________________
Void Assault [R]
Kha'Zix's ult is
Void Assault. He goes into stealth for about a second and gains 40% increased movement speed. It can be used twice within 10 seconds before going on cooldown.
-You should FIRST EVOLVE your
Taste Their Fear [Q] so as you BENEFIT from the INCREASED range and by the 12% missing health. After that comes the tough part since you NEED to consider MANY things. If you EVOLVE your
Void Spike] [W] it means you WILL have a greater EFFICIENCY in farming but a LOW efficiency in ganks since the range of your
Leap [E] would be low and you will be MISSING out on MANY kills. What you NEED to consider is if you are farming WELL without the NEED of your EVOLVED
Void Spike [W]. If the answer is YES then go for
Leap [E]. So you reached Level 16 and it's your third EVOLUTION and your FINAL unfortunately. EVOLVING your ULT will allow you to BENEFIT from your ULT and Passive ONE more time but is it really worth it? Look at the increased range that an EVOLVED
Void Spike [W] has to offer. You should REALLY think of HOW your EVOLUTION will change the END of the game !
________________________________________
Kha'Zix's ult also allows him to evolve one of his skills* each time he levels up his ult. Each skill can only be evolved once, and evolving a skill gives him a graphical upgrade:
Taste Their Fear [Q]: Receives a large damage buff equal to 12% of the target's missing health, increases the skill range, and your auto attack range is increased as well. His claws grow larger.
Void Spike [W]: Fires 3 spikes instead of 1, and applies
Unseen Threat. The spikes protruding from his shoulders become larger and more numerous.
Leap [E]: Greatly increases his
Leap range by nearly double and refreshes
Leap's cooldown after getting a kill or assist. He grows wings out of his back.
Void Assault [R]: Can be activated 3 times before going on cooldown, and while in stealth, he takes 40% reduced damage. He becomes red.
-Remember, if you can score a PENTAKILL with Kha'Zix, you receive a 4TH EVOLUTION POINT. Also, if you kill a fully stacked
Rengar after your 3RD EVOLUTION POINT (Level 16), you can also get a 4TH POINT.
______________________________
Skills explanation:
Unseen Threat: This passive helps a LOT in early game, because of the bonus and slow. when fighting use your
Void Assault +
Unseen Threat bonus to hit extra damage 2 times (3 with EVOLVED camouflage [R])
• This passive is REALLY good, because of the slow. But don't FORGET the damage when you're laning, mainly top
• The passive goes up when you're NOT in the VISION of the enemy team (You don't appear on their minimap, you're in a bush/fog of war), and is spent ONLY when you basic attack hits a champion or when you use your EVOLVED
Void Spike [W]
• Walking OFF a bush to attack a champion, and going BACK to bush readies the passive AGAIN, so try to exchange NEAR bushes
• If you walk into a bush and DOESN'T have the passive up, it will go up UNLESS the bush is WARDED.
• Activating
Void Assault [R] will make the passive go up, EVEN if there's a Pink ward or Oracle's on the enemy team.
Taste Their Fear [Q]: This ability is your MAIN way to hit, because of the low cooldown and extra damage to ISOLATED enemies also helps to LAST hit because of the little range (more with EVOLVED claws [Q])
• Level up first
• SPAM it EVERY time you can because it have low cooldown and my build gives even more CDR.
• EVOLVE claws 1st (3rd if jungling)
• Some times SAVE it for hit ISOLATED targets
• Does NOT proc on-hit effects, but cooldown is low enough to KEEP the
Sheen proc up.
• Not ONLY increases in range when EVOLVED, but also INCREASES basic attacks range!
• Great FINISHER on ISOLATED targets if EVOLVED
• With the Mecha Skin, it's SO EASY to say which target is isolated (WORTH BUYING)
• Don't think you do extra damage on ISOLATED targets, ONLY this skill have this effect on minions
• Works on jungle camps if they are ALONE (kill little lizards NEAR blue and red to use
Taste Their Fear [Q] , ALSO works on Dragon and Baron Nashoor
• Hit and auto attack FIRST, then follow up with Q for the MOST out of this skill
Void Spike [W]: This ability is your main to hit/heal if you are jungler also helps fighting and have some range, if people is out of range for
Taste Their Fear [Q] and
Leap [E] is on cooldown you can LAST hit whit it also with EVOLVED spikes can hit 3 enemies in ONE hit.
• Level second equal with
Leap [E]
• Use it in the jungle to hit 3 minions at ONCE and heal, or to hit 3 champions at a short range with ONE shot
• If jungling EVOLVE spikes at 1st or 2nd)
• Hit enemies RUNNING or in front of you for a heal
• DON'T use to HARASS, too much mana for low damage. MOST important part is the healing effect
• When EVOLVED, the aim is a REAL skillshot of three projectiles, unlike
Twisted Fate's Wild Cards
Leap [E]: This ability is your ESCAPE/CHASE/GANK/JUKE mechanism because it can go over MANY walls and also hit DECENT damage at Level 5, jump with
Leap [E] and hit with
Taste Their Fear [Q] instantly to a FIRST big hit (EVOLVE wings makes it LONGER and refresh cooldown on KILLS/ASSISTS).
• SAVE this for CHASE/ESCAPE/GANK/JUKE instead of using INADEQUATELY because it have more cooldown than other abilities
• EVOLVE wings 2nd or 3rd
• With EVOLVED wings you can JUMP FURTHER and the cooldown refresh on KILLS/ASSISTS so use it also to LAST hit even if face to face
• Level up 2nd or 3rd equally with
Void Spike[W] (3rd if jungling)
• One of the BEST jumping skills EVER, with range and AoE like
Tristana's
Rocket Jump, resets on KILLS and ASSISTS, have a low cast time and scales with AD
Void Assault [R]: This is the ultimate of
Kha'Zix, it makes him INVISIBLE, grant him a boost of speed, and with EVOLVED camouflage, damage resistance and the MOST important: can be casted 2 times in a row! (3 time when EVOLVED camouflage) so it is GOOD for GANKING or RUNNING, because they'll not see you coming!
• Level it up EVERY time you can, OBVIOUSLY, because it's your ult
• Just when you LEAVE the bush START using it,
Leap [E] on the enemy, SLOW with your Passive and get a SUCCESFUL gank
• EVOLVE camouflage 2nd or 3rd
• THE MAIN USE FOR THIS SKILL IS TO KEEP YOUR PASSIVE UP
• It's NOT a stealth system since it only last ONE second
• However, ONE second CAN BE enough to juke, but NOT to hide
• See Juking section for MORE detailed information




-this is something REALLY easy to MISS, but it's a HUGE advantage in lane. It lets you EFFECTIVELY deal damage via HARASS to champions that out range you, with the slow, and all you have to do to get it back is walk INTO a bush. Big thing to keep in mind here is that the damage SCALES with AP, so WHILE the damage is scary early game, late game its only worth because of its slow; i should also say, this is where the MIND GAMES start.
________________________________________





-This is your BREAD AND BUTTER in teamfights. You should be using this to farm up minions. Try to land it on enemies as OFTEN as possible and get your enemy ISOLATED so your damage is increased TREMENDOUSLY.
________________________________________




-This is the ability you will be using LATE game to farm up and get your enemies OFF guard and you may get a KILL or TWO !
________________________________________



-

________________________________________



-You should FIRST EVOLVE your






________________________________________
Kha'Zix's ult also allows him to evolve one of his skills* each time he levels up his ult. Each skill can only be evolved once, and evolving a skill gives him a graphical upgrade:







-Remember, if you can score a PENTAKILL with Kha'Zix, you receive a 4TH EVOLUTION POINT. Also, if you kill a fully stacked

______________________________

Skills explanation:



Tips and Tricks
• This passive is REALLY good, because of the slow. But don't FORGET the damage when you're laning, mainly top
• The passive goes up when you're NOT in the VISION of the enemy team (You don't appear on their minimap, you're in a bush/fog of war), and is spent ONLY when you basic attack hits a champion or when you use your EVOLVED

• Walking OFF a bush to attack a champion, and going BACK to bush readies the passive AGAIN, so try to exchange NEAR bushes
• If you walk into a bush and DOESN'T have the passive up, it will go up UNLESS the bush is WARDED.
• Activating


Tips and Tricks
• Level up first
• SPAM it EVERY time you can because it have low cooldown and my build gives even more CDR.
• EVOLVE claws 1st (3rd if jungling)
• Some times SAVE it for hit ISOLATED targets
• Does NOT proc on-hit effects, but cooldown is low enough to KEEP the

• Not ONLY increases in range when EVOLVED, but also INCREASES basic attacks range!
• Great FINISHER on ISOLATED targets if EVOLVED
• With the Mecha Skin, it's SO EASY to say which target is isolated (WORTH BUYING)
• Don't think you do extra damage on ISOLATED targets, ONLY this skill have this effect on minions
• Works on jungle camps if they are ALONE (kill little lizards NEAR blue and red to use

• Hit and auto attack FIRST, then follow up with Q for the MOST out of this skill



Tips and Tricks
• Level second equal with

• Use it in the jungle to hit 3 minions at ONCE and heal, or to hit 3 champions at a short range with ONE shot
• If jungling EVOLVE spikes at 1st or 2nd)
• Hit enemies RUNNING or in front of you for a heal
• DON'T use to HARASS, too much mana for low damage. MOST important part is the healing effect
• When EVOLVED, the aim is a REAL skillshot of three projectiles, unlike




Tips and Tricks
• SAVE this for CHASE/ESCAPE/GANK/JUKE instead of using INADEQUATELY because it have more cooldown than other abilities
• EVOLVE wings 2nd or 3rd
• With EVOLVED wings you can JUMP FURTHER and the cooldown refresh on KILLS/ASSISTS so use it also to LAST hit even if face to face
• Level up 2nd or 3rd equally with

• One of the BEST jumping skills EVER, with range and AoE like




Tips and Tricks
• Level it up EVERY time you can, OBVIOUSLY, because it's your ult
• Just when you LEAVE the bush START using it,

• EVOLVE camouflage 2nd or 3rd
• THE MAIN USE FOR THIS SKILL IS TO KEEP YOUR PASSIVE UP
• It's NOT a stealth system since it only last ONE second
• However, ONE second CAN BE enough to juke, but NOT to hide
• See Juking section for MORE detailed information

I take









Get

AVOID summoner spells like




Your route SHOULD be:
1.Blue buff
2.Wolves
3.Wrath
4.Double Golems
5.Red Buff
Tips:
-If you're doing Red or Blue Buff you should FIRST kill the 2 SMALL monsters, so

-If you LOST some health stay NEAR the monster and use


Jungling as

- Relieve the PRESSURE of your teammates IN lanes
- Allow you to have MORE access to BOTH blue and red buffs
- Help you make ganks
- AND! Save teammates from dying
First you SHOULD start up with


On your first buy get



GANK, GANK and MORE GANK! If you don't then it's as if the game is 4v5, ALWAYS keep that in mind. DON'T be USELESS to your team !
Baron and Dragon Steals As you may ALREADY know

Ganking:
HOW to gank:
- DON'T gank if your teammates are too LOW in health.
- Try to be SNEAKY.
- Gank when there's NOT wards.
- If there IS wards, try to gank FAST to take the enemies by SURPRISE when they tough they could SEE you !
- Use
Leap [E] to get to your target.
- Do ONE normal attack to slow him with your Passive
Unseen Threat.
- Use
Taste Their Fear [Q] and
Void Spike [W] for damage.

Juking is HUMILIATING ! It's an ART! And




•

• As


• Void Assault [R]ISN'T a stealth system like




• As SOON as you enter a bush when being chase, you can WAIT at the edge of the bush until you chaser come at you, then activate your ultimate as the chaser walks into the bush, letting you go for a direction without his knowledge! It's VERY effective at top and bottom lanes, where are they double/tri bushes!
• If you




Attack from BEHIND or from the FLANK. As





Another IMPORTANT thing is to punish your enemies for being out of POSITION. The jungle need to be ALL warded when there's an assassin on the team, and if your support is not helping with it, you SHOULD do it. With this, you can see a carry alone in the jungle and make him REGRET his mistake! This will CLEARLY give your team the upper hand in the incoming fight they HAVE to initiate.
Team fights:
Your ROLE in teamfights is to sit BACK and wait for the RIGHT opportunity to strike so as you can score some EASY kills for your team. Just don't OVEREXTEND and let your tank go in. It is NOT bad either to try and get some turrets down time to time since that will help you WIN the game.


AP




This is achieved by this combot Q -> ]]







-Thanks.
NOTE that i do NOT own images used in this build.
Here is some quotes you SHOULD always remember ;
- It Does Not Matter How Slowly You Go As Long As You Do Not Stop - Confucius
- Never Consider The Possibility Of Failure; As Long As You Persist, You Will Be Successful - Brian Tracy
- Strength Does Not Come From Physical Capacity It Comes From An Indomitable Will - Mahatma Gandhi
- Relentless, Endless Remorseless, Victorious Are The Traits Of A Man Who Never Gives Up
- A Champion Is Someone Who Gets Up, Even When He Can't - Jack Dempsey
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