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Kha'Zix Build Guide by Rylis

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League of Legends Build Guide Author Rylis

Kha'Zix - The Predator from the Jungle

Rylis Last updated on November 6, 2012
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Offense: 9

Honor Guard

Defense: 21

Strength of Spirit

Utility: 0

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Hi I'm Rylis and I play on the SEA server. This is my first time writing a guide so I'm sorry if anything is not clear. This guide is about Kha'Zix the Voidreaver, who I focus on being a duelist assassin. I mainly play him in the jungle because I see a lot of potential in his killing power and ganks.

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My Thoughts on Kha'Zix

Kha'Zix is a character I've seen a lot of people play and fail at, but I don't think he is weak at all. I haven't played him as much as a lot of people have but I love this character and had a lot of success with him so I'll write my first guide on him.

What I've seen people do is go a lot of damage items but they fall behind or just die instantly in teamfights. But I don't think that's right. His skillset does not suit being a burst assassin, but a duelist assassin a little like a fighter.

My build-guide focuses on dealing heavy damage, while being able to survive and bringing utility to your team.

Also I've personally not tried him top lane a lot (Tried it once and failed miserably. I'm bad at laning like that.) He can be strong there, though I feel his jungle ganks are more of a threat because it is easier to apply isolation damage from your Taste Their Fear while ganking (in lane enemies just stand near minions all the time, or maybe I'm just bad).

Also, while CDR is in his recommended build, I don't recommend building much CDR at all. Theoretically it helps you do more damage, but it's more useful to simply build damage instead because the chance if you being in range to use all your skills immediately when they are off cooldown isn't that great unless you are permanently in range of your enemy with a Frozen Mallet, which I do not use in my guide. Also he doesn't do much AOE and if you upgrade his Leap ability he can just jump-fly away from anything after slicing someone anyway, so CDR is not that strong a skill on him.

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Greater Quintessence of Attack Damage

Greater Mark of Attack Damage

Greater Mark of Lethality

Greater Seal of Armor

Greater Glyph of Scaling Magic Resist

I use standard AD jungle runes (3x Greater Quintessence of Attack Damage, 3x Greater Mark of Attack Damage, 6x Greater Mark of Desolation for early damage and jungle clearing, but I think as long as you go AD and Arpen on his quints and marks you'll do fine. He scales well off early AD though, but if you're looking at lategame Arpen is stronger.

For seals I always go Greater Seal of Armor for the armor because I'm in the jungle and the reduced damage helps a lot

Glyphs, I always use Greater Glyph of Scaling Magic Resist but I can see Greater Glyph of Scaling Mana Regeneration or Greater Glyph of Celerity working. I like to be tankier in teamfights and not get instagibbed by APs though.

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I always go 9/21/0 making sure to take Weapon Expertise because it helps his slicing people up power. That one mastery point makes a world of difference whether you kill people or not, especially when you get Last Whisper.

I get most of the jungler masteries in the defense tree because the defensive stats help a lot and Juggernaut helps along with Mercury's Treads. Early armor from Hardiness and Vigor 's health regen are also a bonus, and Tough Skin and Indomitable to reduce damage from jungle minions works wonders.

I could see 19/11/0 masteries working for Sunder while taking [veteran scars] and Indomitable , sacrificing other masteries like Vigor and a little armor from Hardiness .

9/12/9 to help with your early mana with Expanded Mind and Meditation , or going more movement speed in Swiftness and longer buff durations with Runic Affinity but it really is up to the player's preferences.

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My core items are Mercury's Treads, The Bloodthirster, Randuins's Omen, and Last Whisper.

  • Mercury's Treads - Allows you to jump in and take less CC and damage from mages, which always helps in ganks and teamfights. Also the best boots available in the store.
  • The Bloodthirster - It's your core damage item. 100 AD is too much to miss out on when building him.
  • Randuin's Omen - It help you chase down targets especially AD carries. They can't kill you fast if you have this. You can also use this and then use Leap to just escape out of many situations.
  • Last Whisper - It's a lategame item, but having this combined with runes and masteries, you basically halve the opponent's armor for easier slicing up.
Many other items out there can also be considered.
  • Ionian Boots of Lucidity - I guess you could build it if you really like CDR...
  • Ninja Tabi - Get this when the opposing team is very AD heavy with little CC.
  • Aegis of the Legion - I build this all the time for the early tankiness for ganks and skirmishes, and the aura helps your team not die.
  • Hextech Gunblade - It's a really cheesey item but the spellvamp works wonders with Taste Their Fear. Also extra lifesteal and good AD and AP, plus an extra slow. It's a great item if you can afford it.
  • Hexdrinker - It's a good item if you think you're going to deal with a lot of AP damage. It has good damage and a shield for low cost. Get it if you think it's useful in the game you're having
  • Maw of Malmortius - It's an upgrade for Hexdrinker. 1900 gold is really expensive for a little mres and AD, but when it's late and you have money might as well, right?
  • Brutaliser - I don't recommend it but I've seen people do well with it. It has good early damage along with armor pen, but it's an item more for laning than jungling.
  • Phage - More slows sound good? But it really doesn't work that well. What your passive provides is a guaranteed slow. That you can apply 3 times. Phage may help in an extended fight, but you should kill them within 3 hits of your passive anyways.
  • Trinity Force - Same as phage with good all around stats and extra damage, but look at it again. The slow doesn't help much, attack speed does too little, crits are unreliable damage and the extra damage proc isn't needed. While I am a fan of this item on other characters, it just isn't as strong on Kha'Zix.
  • Frozen Mallet - Permaslow? Sounds great but you don't need it. It's a good item if you really need the health to get tankier, but that's it.
  • Warmog's Armor - Health? MORE HEALTH? Get this.
  • Atma's Impaler - If you're getting lots and LOTS of health. I find it usually just easier to build damage though, since you don't rely on crits at all. Building this also simply forces you to build health. My build focuses on not getting burst down and gaining health back through Hextech Gunblade.
  • Guardian Angel - It gives really good stats and a crazy passive. Buy it if you think you get focused too hard in teamfights it will save you and give your team a lot of free damage if the opponents stand on your reviving corpse.
  • Quicksilver Sash - Any chance you'll get CC'd and caught out? This item is the best in that situation. Get rid of pesky Skarner's Impale, Warwick's Infinite Duress or Malzahar's Nether Grasp with this item.

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Summoner Spells

Pretty simple. When you're in the jungle always take Smite, even if you can jungle without it. Smite allows you to secure buffs and objectives for your team (or yourself, if you don't think your midlane is good enough for blue buff)

And then you take Flash because, lets be honest. How many times has it saved your life from so many situations? Or secured kills that get away?

Other summoners you could use are Ghost, Exhaust and Ignite.

Ghost allows you to run really quickly to gank or in teamfights, and it can work if used right. But Flash is simply more straightforward and allows you to make more plays

Exhaust gives you an additional slow and defensive stat reduction if you take the mastery for it.

Ignite gives you more killing power to snowball. Simple as that.

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Skill and Evolution Point Allocation

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

You usually want to take Taste Their Fear at level 1 and max it first. It is your most consistent damage, and it basically gives you all your murdering power. The only time you don't max Taste Their Fear is when you're in ARAM and you want to just poke the enemy forever with Void Spike.

On level 6, you want to upgrade Void Spike because it gives you a ranged slow to catch up to your opponent.Evolved Spike Racks also provide you with an excellent poke and disengage later in the game, and I recommend maxing spikes after Taste Their Fear, simply because the poke is that strong.

On level 11, I like to upgrade Taste Their Fear for increased range and damage. Or if you are really ahead you could upgrade Leap for flying around and slicing people, getting resets when you get kills.

On level 16, I upgrade Taste Their Fear if I didn't at level 11, or I upgrade the Leap or Void Assault depending on what I feel I need. I usually upgrade the Void Assault for the extra Unseen Threat proc (220 + 0.5AP extra damage? Yes please) and 40% reduced damage because it is that much stronger in teamfights.

I personally don't like to evolve Leap simply because it is unreliable and requires you to get a kill or assist before it resets, and the increased range is not as strong as it seems. Getting a reset gives you a nuke of 400 damage with full build, which is reduced to around 200 once you factor in armor. It may seem strong but you'd probably sooner die unless you're really fed. I'd give up this skill over the others simply because there is more utility in other skills.

Of course you can add all of them if there's a Rengar on the other team and you kill him while the event is on, though...

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Start of the Game

Always, always, ALWAYS walk down to the brushes around the river to guard your buff. If you see them invading, GIVE UP ON THAT BUFF AND TELL YOUR TEAM TO GET OUT OF THERE. I don't know how many times the opposing team has done random invades, and we lose the game because people don't know what danger in the fog of war is.

You don't want to be first blooded.

Of course, if your team if good and you have something like a Blitzcrank on your team, you can counter the invade if know where the opponent is. Netting your team first blood is always good whoever it is on.

Of course, in many games there are no invades, so just clear wolves and blue buff. Your top lane or bot lane should help damage it, or you will have to use your pots early. You don't want to do that because keeping yourself healthy helps your ganks a lot.

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Super Cheese

As Kha'Zix, your early dueling power is almost unmatched. Your Taste Their Fear is a 100 + 2.4 bonus AD damage nuke on a 3 second cooldown (with blue buff). With my runes I do about 120 damage with rank one Taste Their Fear. What this allows you to do is hunt the other jungler down.

By adding Leap at level 2, you can jump over the baron/dragon pit and walk into the bush beside the red buff. Assuming the other jungler is doing a standard clear, he starts with blue buff and goes to red buff. You can wait there for him to start it, and then attack him. I think just about all junglers are unable to fight you with red buff attacking them, so one of two things will happen.

  • He will run away instantly if he's smart. You can still chase them with Leap. If he burns Flash, Exhaust or Ghost for it, it's a huge advantage to your team. If you think he is too low to come back for red buff, steal it.
  • They try to duel you and then realise they cannot win. You chase them with Leap and get first blood, and then proceed to steal their red.

Try not to use your Flash or Leap unless necessary (like to secure first blood) as those are valuable escapes if the other lanes come down to try to stop you. If they do, they will lose valuable early exp and gold, helping your lanes win the game.

Most importantly, do not die when they try to kill you because you would give your lanes a huge disadvantage by giving their laners buffs.

Of course, this doesn't work all the time, and I've only failed once because my top lane did not come to help in an extended fight, but it still turned out as a 2 for 2 trade with my team getting first blood, but the buff ended up on top lane so he had a hard time for not coming to help.

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Jungling and Ganking

Other than the Super Cheese plan, take your buffs and try to find ganking opportunities. Your ganks aren't as strong as some junglers pre-6, but it is possible to gank. Try not to fall behind from trying failed ganks though.

You'll usually want to be in a brush and wait for a good time. A good time is when the lane is pushed, but it comes up to your own judgment of course. If possible, try not to use your gap closer first. An optimal gank involves you walking up to them, auto attack to proc Unseen Threat and use Taste Their Fear, preferable while they're not near any minions. When they use their escapes, you can then leap after them guaranteeing more damage if not a kill.

Once you reach 6, your ganking gets a lot stronger. By evolving Void Spike, you can slow the opponent when they try to escape, Leap after them, and then use Void Assault to chase after them.

Try to get a Heart of Gold as early as you can. It helps you survive while you are ganking and the gp/10 pays for all the potions and wards you need. If you do fall behind, or you just feel you need it, try going for Doran's Blades. Don't forget to buy wards because you can't rely on your team to not die derpily.

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Dragon Control

What you can do as Kha'Zix to dragon is just fun. All your Qs have isolation damage, meaning you will take it down quickly. Don't be afraid to spend gold on a Vision Ward to ninja Dragon away. Or start it with your team when the enemy jungler is ganking top. Or after you have killed the opponent bot lane without much losses.

Try to stand near the wall when doing Dragon secretively, so that if, by chance, your opponents come to you, you can Leap over the wall for a clean escape.

Dragon is a small advantage to your team but when you keep timers and getting it every time it spawns the gold gradually adds up into an advantage for your team.

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During mid-game (when towers are down and people start roaming a lot), try to get a bloodthirster if you haven't already got it, and get wards because you can't trust your team to get any. You can constantly poke and clear minions well with evolved spikes to defend turrets. Be sure to run back behind your tower to refresh Unseen Threat. You want to always be ready to use your slow if anyone gets out of position.

Also, Kha'Zix technically has 3 escape skills with your evolved Void Spike. With your 3-way evolved Void Spike (which works like Ashe's Volley), Leap and Void Assault that stealths you and grants bonud movement speed is reeally strong.

If you can, keep wards up to keep track of enemy buffs or when they separate from the team. It means it is a good time to engage with your team if they are nearby. Winning one fight can lead to multiple objectives for the winning team, so take care to not get caught.

During stand-off periods in front of a tower, you can use your evolved void spikes to constantly poke at the enemy. Your poke may not be as strong as Jayce's, but you do decent damage and apply slows for any potential engage. Keep objective timers, and try to take them every time, or battle the other team for it. This is probably the most crucial factor in deciding the game.

Also, be sure to keep Baron Nashor warded at all times. Allowing the enemy team a free Baron can just destroy your whole team. (If you get Baron though, you are a hell lot stronger. 40AD from Baron buff means 100 more damage on Taste Their Fear).

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Kha'Zix in teamfights should just stay back and poke until you see a good opportunity to jump in (again, a judgment thing so it really is up to you).

Your skillset is not made for peeling the opponents off your carries. Instead, try to go for the enemy's carries instead.

If you have Randuin's Omen, be sure to use it when you jump on the opponent's AD carry's face. This prevents them from escaping or simply beating you with their autoattacks for a few seconds. Also, your Void Assault prevents them from attacking you. So if you're in his face, run behind him to cut off his escape and stuff.

Beware when enemies have Oracle's Elixir. It hurts your damage and survivability a lot just by simply rendering your ult useless. Try to get around it or kill the oracle holder early in the teamfight.

Run out of the fight when you get too low. Using Flash to escape is fine as long as you are not dead. If you have Hextech Gunblade, you can stay around in the fog of war to poke with your evolved void spikes charged with your passive. Try to get some health back before jumping in again if the teamfight is still going on.

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Don't be afraid to backdoor open inhibitors if the enemy team is trying to push some other lane. Even if you get called a noob for it (really, you aren't one though. It's their fault for not guarding it). Your strong escape skills allow you to not get caught if you play it right. Other than that, try catching people who are out of position. Of course, stay around your team so that they can back you up, or vice versa. Any fight at this moment could potentially be the last. Be EXTREMELY careful to not die for free at this point.

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Last Words?

I haven't actually tried him in ranked games, but I don't see much of a difference between them. (Hurr, I'm a 1200 elo scrub.) But in my opinion he does not have any counters in the first place if you don't count Malphite who builds armor all the time. I really enjoy playing this character and it's my first time writing a guide. I hope it's not too messy to read. Drop me comments and I'll do changes later. Thanks for reading!

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Thanks jhoijhoi for the guide to guides. If I didn't read it my whole guide would be all text and you all would not be reading this. That is all.