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Kha'Zix Build Guide by TheDemoTeam
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Threats & Synergies
Kha'zix is currently one of the strongest junglers in season 8, the majority of tier lists rank him at s tier otherwise known as god tier so learning kha'zix, can definitely benefit you and your ranked climb, although Kha'zix has a steep learning curve this guide should be able to help you learn him faster and address any questions you might have of kha'zix so please enjoy the guide.
The Runes you'll be taking on Kha'zix are pretty simple and there are a few different variations you can go so il be talking about each one.
So these are the Runes that most Kha'zix players take if you look at sites like Probuilds you would see that the pro players are only going Domination and sorcery
There are a few different secondary tree runes you can take that also have a good amount of synergy with kha'zix and il talk a little bit more about that later these runes are pretty much give kha'zix everything he needs so you can get away with going this run setup pretty much every game
Electrocute is probably the best keystone Kha'zix can actually take. It gives you the most reliable damage out of the other 3 domination keystones. Basic attacks and abilities generate stacks on enemy champions hit, up to one per attack or cast. Applying 3 stacks to a target within a 3 second period causes them to be struck by lightning, dealing them 50 - 220 (based on level) (+ 50% bonus AD) (+ 30% AP) Attack damageAbility power Adaptive damage.
Predator is really useless on kha'zix and the worst keystone you can actually take on him, since you already have a gap closer its kind of pointless and it doesn't give you any good damage.
Dark harvest isn't the worst rune you can take but I do think that electrocute works better since it gives you better early to mid game damage. Dark harvest takes to long to get good damage and isn't consistent through many games.
Sudden impact has a lot of synergy with kha'zix's kit since it procs whenever you E and R or Evolve your Ult and go through a bush. Damaging an enemy champion within 3 seconds of using a dash, blink or Teleport Teleport, or exiting from Twilight Shroud invisibility or Ambush 2 camouflage, grants 10 Lethality and 8 Magic Penetration for the next 5 seconds.
The triggering damage will also benefit from the penetration.
This Keystone is debatable because eyeball collection is also a good choice, however, i think that vision is extremely important and with Duskblade it can help get some more vision on the map Scoring a Damage rating takedown on an enemy ward summons a friendly Farsight Ward icon Zombie Ward in its place (10 second assist timer). If the brush where you killed the enemy ward already contains an allied ward, you instead gain a Zombie Ward in your Trinket Slot that can be placed at any location within the next 30 seconds.
Zombie Wards grant Sight icon sight over 1100 units, are visible to the enemy team, have 1 health, last for 60 - 180 (based on level) seconds and don't count towards your ward limit. Additionally, your own wards will summon a Zombie Ward when they time-out. This does not occur if they are replaced due to the ward limit.
Eyeball collection was talked a little bit in the previous keystone explanation and they both have their uses depending on how you want to play the game, eyeball collection will help you snowball but zombie ward will help with vision. Collect 2 Eyeballs from champion kills and 1 Eyeball from champion assists and ward Damage rating takedowns, up to 20. Gain 1 Ability Power or 0.6 Attack Damage (Adaptive) per Eyeball, up to 20 Ability Power and 12 Attack Damage. Eyeball Collection has a 10 second assist timer.
Completing your collection awards an additional 10 Ability Power or 6 Attack Damage (Adaptive).