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Choose Champion Build:
Recommended Items
Spells:
Flash
Ignite
Items
Ability Order
Unseen Threat (PASSIVE)
Kha'Zix Passive Ability
Introduction

Hello and welcome to my newest guide on MOBAfire; featuring


- Excellent Burst Damage
- Good Escapes/Gap Closing
- Very adaptable, can evolve to counter different enemy team compositions
- Evolutions offer a unique choice every game
- Very fun to play
- Somewhat easily kited when
Leap is on cooldown
- Passive on
Taste Their Fear is easily countered by sticking close to minions
- Slightly mana-hungry early on, a disadvantage in early laning
Runes




A standard rune format for a melee AD Champion. Taking Marks and Quintessences that grant attack damage, and defense against physical and magic damage with my Seals and Glyphs.
I take these marks to grant a very helpful 15 attack damage off the start combined with your quintessences. This will make last hitting a lot easier, as well as improve your damage output in general to enemy champions. One other option is to take the greater mark of desolation (x9) to grant armor penetration instead. I would recomend these if you don't plan on buying

The armor bonus is very significant early in the game, and will help you take quite a bit less physical damage from your opponents, as well as reducing the damage minions do to you, offering more sustain. I can't really think of any other good options for seals, and so I would highly recommend these.
Exact same reasoning here as with the seals; except these are to protect against magic damage. The only good substitution for these would be nine of the

These scale with your Marks to provide a nice 15 Attack Damage bonus. Very helpful early in the game. And as with your Marks, you can swap these out the greater quintessence of desolation (x3) if you really want to. This can help counter opponents who rush


Again, very standard mastery layout. I take the physical side of the offense tree because it obviously benefits an AD champion like

The three items I strongly think are necessary for your final build.





I would mostly recommend that you take



To round out your build, I would suggest taking


Your choice of boots should be based off of the enemy team. If they are a more AP heavy team with a variety of disables then you obviously want



Before Season 3, the nearly unanimous starting items for all champions were









I would suggest building your


This item is a great way to instantly turn from squishy to off-tank. If your having a lot of trouble and being killed too quickly, then consider taking this instead of

I see the occasional




I simply don't buy this item because it offers similar stats to my other items, just not as well. Its biggest benefit is the active, which I ALWAYS forget to use, making it useless to me.



When Kha'zix is not visible to the enemy team, he gains Unseen Threat, causing his next basic attack against an enemy champion to deal bonus magic damage and slow.
This passive is quite good, offers a slow and a significant damage boost that is fairly easy to use. Just always go into a bush before engaging an enemy in lane, and your first auto attack will always deal bonus damage.
Kha'zix passively marks enemies that are isolated from nearby allies. Taste Their Fear deals physical damage to a single target. Damage increased on isolated targets. If he chooses to Evolve Enlarged Claws damage to isolated targets increases dramatically. Kha'zix also gains increased range on his basic attacks and Taste Their Fear.
This is your main damage ability, and should be maxed and evolved first always. This ability is capable of some really crazy damage output once evolved, and is good early game before level six also. There is absolutely no situation in which I would say to max another skill over this, its your bread and butter, so treat it as such. To gain maximum effect, try to use this on targets that are isolated as much as possible, as this will increase its damage even more.
Kha'zix fires exploding spikes that deal physical damage to all nearby enemies. Kha'zix is healed if he is also within the explosion radius. If he chooses to Evolve Spike Racks, Void Spike fires three spikes in a cone. This attack consumes Unseen Threat to slow and damage all enemies struck.
This is your only ranged ability, it does pretty good damage that turns extreme if evolved. I actually wouldn't recommend using it as a constant harassment tool. For one thing, it is a skillshot that will hit minions, and so easy to dodge; and second, spamming it at range will result in running out of mana quite quickly. To make best use of this ability,

Kha'zix leaps to an area, dealing physical damage upon landing. If he chooses to Evolve Wings, Leap's range increases dramatically. Also, on champion kill or assist, Leap's cooldown resets.
This is a really cool multi-purpose utility ability that can deal some decent damage also. It has a high cooldown, so make sure not to waste it. It is a great escape tool and gap closer, and can get you over some of the walls to juke enemies or surprise them. Evolving it makes it ridiculously long ranged as well as the cooldown refresh that allows you to jump in, get a kill, and then jump out. In lane, you will want to jump on an enemy with this before you use your other two abilities.
Each rank allows Kha'zix to evolve one of his abilities, giving it a unique additional effect. When activated, Void Assault stealths Kha'zix, triggers Unseen Threat, and increases Movement Speed. If he chooses to Evolve Active Camoflauge, Void Assault can be cast three times and Kha'zix takes reduced damage while in stealth.
This ultimate is great in a lot of ways; its a great escape tool, and a good way to ambush enemies, making it so they don't see you until its too late. Evolving it makes it castable a third time, greatly enhancing its usefullness. You can trigger your passive three times in a fight for a huge damage increase, and also stealth three times to help you escape if needed. It's a pretty fun ability, and doesn't require any sort of practice to use properly.
This is by far the best skill sequence for








This evolution sequence will give you the most damage, and is the one I would reommend using almost all the time. The extended range and hugely increased damage from






As you can see, not too much of a change here. The first two remain the same, and that is because they are non-negotiable in my opinion. An evolved






The lores of












The two summoner spells I take on every champion I play, excluding junglers obviously. But they are hands down the two best spells in the game.


I don't really like this too much, as a short ranged teleport is better than increased movement speed; but it does have its merits, and you may wish to take this spell. If thats the case, then replace


This would only really be a viable option for lower leveled new players who don't yet have



This is a pretty decent summoner spell, and although I would much prefer


- Lucorian5
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