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Kha'Zix Build Guide by Zee Led

Jungle Whisky's Kha'Zix Guide for Winners

Jungle Whisky's Kha'Zix Guide for Winners

Updated on May 30, 2019
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League of Legends Build Guide Author Zee Led Build Guide By Zee Led 26 2 39,928 Views 2 Comments
26 2 39,928 Views 2 Comments League of Legends Build Guide Author Zee Led Kha'Zix Build Guide By Zee Led Updated on May 30, 2019
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Runes:

1 2
Domination
Electrocute
Sudden Impact
Eyeball Collection
Ravenous Hunter

Precision
Triumph
Coup de Grace
Bonus:

+9 Adaptive (5.4 AD or 9 AP)
+10 Adaptive (6 AD or 10 AP)
+5 Armor

Spells:

LoL Summoner Spell: Challenging Smite

Challenging Smite

LoL Summoner Spell: Flash

Flash

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

Champion Build Guide

Whisky's Kha'Zix Guide for Winners

By Zee Led
Introduction
Hello!
I'm Whisky, mostly playing on EUNE server. My peak rank was D1, currently maintaining diamond elo in EUNE and EUW servers. I'm playing Kha'zix since season 4. I have over 55k maestry on that champion and I want to share what I learned about him in this guide.
About kha'zix
If you like some early game power assasin, I'm sure you will love Kha'zix. This champion is strong in every stage of the game and very fun to play. His ganks are quite easy and you can use this champion to counterjungle, if you get ahead.
Pros and cons

Pros:

+Huge burst damage
+Strong ganks
+Mobility
+Strong in every stage of the game
+Quite easy to master
+Stealth
+Very good in 1v1's
+Perfect for soloQ

Cons:

-Very useless when behind
-Vulerable to CC's
-Small sustain in fights

Abilities
Unseen Threat (passive)
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.

Taste Their Fear (Q)
Deals 50/75/100/125/150 (+130% bonus Attack Damage) physical damage. If the target is Isolated, the damage is increased by 100% (0).
Evolved Reaper Claws: Increases the range of Taste Their Fear and Kha'Zix's basic attacks by 50. If target is Isolated, refunds 45% of Taste Their Fear's cooldown.



Void Spike (W)
Fires exploding spikes, dealing 85/115/145/175/205 (+100% bonus Attack Damage) physical damage to enemies hit. Heals Kha'Zix for 60/85/110/135/160 (+50% Ability Power) if he is within the explosion radius.
Evolved Spike Racks: Void Spike fires three spikes in a cone and slows targets hit by 60% for 2 seconds. Reveals enemy champions hit for 2 seconds. Isolated targets are slowed for 90% instead.



Leap (E)
Leaps to target area, dealing 65/100/135/170/205 (+20% bonus Attack Damage) physical damage.
Evolved Wings: Increases Leap's range by 200, and the cooldown resets on champion kill or assist.


Void Assault (R)
Passive: Each rank of Void Assault allows Kha'Zix to evolve one of his active abilities, granting it an additional effect.

Active: Kha'Zix enters stealth for 1.25 seconds ignoring unit collision and gains Unseen Threat, gaining 40% movement speed. Kha'Zix can cast Void Assault again within 10 seconds after activation. There is a 2 second cooldown between each cast of Void Assault.

Evolved Adaptive Cloaking: Void Assault's stealth duration is increased to 2 seconds per cast and the number of casts is increased to 3.
Ability evolving
The standard ability evolving I use is Q->E->W.

Q
I start with Q evolve, because it gives you bigger chance to win 1v1's early and allows you to counterjungle the enemy, also helps a lot with top/mid ganks, since there is usually one target there.



E
For the next ability to be evolved I chose E, honestly because I like it more than any other choice. It allows me to towerdive the enemy on ganks with little chance of dyeing, since you get your E reset, it improves your botlane ganks and mobility.



W
The last choice is W, which gives you poke and since it's level 16, it's very useful, because it's the part of the game, where you usually have many teamfights.
Standard pathing
This is my standard jungle pathing on both - blue and red side. The picture doesn't include ganks, because I wanted to explain it a bit. Also pathing should be different if your champion is weaker early than the enemy jungler. You can gank top or mid after 3rd or 5th camp on the blue side. On the red side you can also gank mid/top, but after 4th and 5th camp. Scuttle contest. On the picture I marked 5th camp as top stuttle on both sides. Why? Because it's easier with my pathing, so you don't have to rotate half a map just to get the bottom one. In some cases, you might be forced to. If your champion is weaker than the enemy jungler, change your pathing. If you see him doing top scuttle, don't approach, go to bottom crab ASAP and try to kill it, before enemy jungler comes to you. Standard recall is after 5th or 7th camp.
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Whisky's Kha'Zix Guide for Winners

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