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Choose Champion Build:
-
Solo Top / Mid
-
Jungle
Recommended Items
Spells:
Ignite
Flash
Items
Ability Order
Unseen Threat (PASSIVE)
Kha'Zix Passive Ability
Introduction



Feel free to send in your own results using this build. Feel free to also send in your results if you didn't use my build exactly, nothing is set in stone! If you would prefer your summoner name above your results, tell me so in your comment/PM giving me the link.
Spoiler: Click to view

spaaaaaaace |
Pros
+ // Great dueler. (1v1er) + // Decent lane sustain. + // Flexible. + // Great running away power. + // Is good at all stages of the game. + // Cool in-game appearance. |
space |
space |
Cons
- // Requires good positioning. - // Teamfights can be hard. - // Hard to play. - // Focused . - // ![]() |

Offensive Tree
-
Summoner's Wrath : With this guide you will be taking
Ignite and the extra 5 AD early game will help out tons with your ability damage and last hitting powers. If you do not take
Ignite, this will still improve
Exhaust and
Ghost. If you take none of these, put another point into
Butcher to improve your last hitting.
-
Fury : Attack speed is another essential for AD champions. While this build doesn't focus on attack speed, it's still a nice thing to have.
Sorcery:
Kha'Zix is quite dependent on his abilities and CDR will help you gteatly when combined with your 9
Greater Glyph of Cooldown Reduction.
-
Butcher : For improved last hitting and clearing of camps later in the game. If you feel you don't need the extra help, invest points in either
Destruction or
Havoc .
-
Deadliness : Ahh, more precious AD. In the end this gives you 12 extra AD. It doesn't look like much but in a close fight it can really make the difference. (Assuming you have
Ignite down, that is 20 extra AD of masteries).
-
Weapon Expertise : This is one of the best masteries in the game. Most people don't really notice how much armor is reducing their damage output and this nullifies some of that.
-
Brute Force : More damage, essential for any AD champion. Once again, the extra 3 AD will really help out with last hits and spell damage.
-
Sunder : This isn't nearly as good as
Weapon Expertise but early game 6 armor is quite a bit and this will make a difference. And winning the lane or not can effect the rest of your game.
-
Executioner : That extra 6% damage on low health targets will really help your assassinating powers and last hitting. Also good in duels.

Defensive Tree
-
Durability : The extra 6 health per level will help you out quite a bit, well as far as masteries go. You also need this to unlock
Veteran's Scars which is a truly awesome mastery.
-
Hardiness : The extra 6 armor can easily save your life early game, and in some cases even late game. If you are in draft pick and you see that the enemy top is AP, put 1 point in this and 3 in
Resistance instead.
-
Resistance : The 2 magic resist will help to slightly reduce the damage of any of your enemy top's magic damage abilities (if they have them) and the damage of ganks from mid or an AP jungler.
-
Veteran's Scars : An extra 30 hp. Early game this will help tremendously with taking minion aggro. And I can't count how many times I escape with under 30 health. This thing is a real lifesaver.

Greater Quintessence of Attack Damage: Due to
Kha'Zix's awesome AD scaling, I find that flat AD works better than armor penetration on him. And if the enemies armor is really becoming a problem, just get
Last Whisper earlier. You can swap either these or your marks for armor penetration if you really want it.
Greater Mark of Attack Damage: Once again, flat AD is better on
Kha'Zix. Because of all the extra AD you will have off masteries and runes, (at level 18 with
Ignite down) you will have an extra 32 AD!.
Greater Seal of Armor: Most of the enemies you will be against at top are AD champions, and the extra 12.69 armor will really help reduce their poke. Even if they aren't AD, this will reduce their auto-attack harassment and minion aggro.
Greater Glyph of Cooldown Reduction: As I mentioned earlier, CDR is really effective on
Kha'Zix. These, combined with
Sorcery, should really help you kill your opponents with your abilities and to escape with
Leap and
Void Assault. These, like
Sorcery, are very flexible. Feel free to get MR per level or flat MR runes over this.
Beast Summoner Spells










(Note: After you evolve (if you evolve)







Good Summoner Spells












Bad Summoner Spells
This thing is only good for tower baiting early game. Late game it isn't even worth an ADC auto-attack and if used in a life or death situation, you will still die. If you had any of the Beast Summoner Spells, you could possibly survive.
If you got this in the jungle, you should see a specialist. If you got this in top lane, you do not know how to conserve mana at all. If you really need more mana, just get a flask! (You shouldn't neeeed this for mana though).
Kha'Zix will hunt you down and kill you






-
Unseen Threat: Proper use of this spell can seperate good
Kha'Zix players from bad
Kha'Zix players. As far as passives go, it's one of the best, a good damage increase and an awesome slow. When harrasing the enemy with auto-attacks, only do so when this is active. When fighting people, weave in and out of bushes to continually proc this. You can also use
Void Assault while fighting to get this active.
-
Taste Their Fear (Q): This is your bread and butter and one of the most powerful basic abilities in the game. It scales massively of bonus AD, so getting lots of AD is very important. The ratio against isolated targets is higher, along with the base damage. Try and use this on isolated targets as much as possible, but still use it on targets that aren't. Try and only harass isolated enemies with this. This is also what makes
Kha'Zix very good against long ranged champions. (They are isolated in fights). Max this second for damage.
-
Void Spike (W): This is your only ranged harass and it can hit rather hard. If you want to use it to hurt your enemy, but don't need range to do so, use this up close for the heal effect, even though it scales with AP. This should be maxed first for a massive nuke when evolved as well.
-
Leap (E): This is
Kha'Zix's utility spell and as a result should be maxed last. It can be used to close the gap between you and an enemy, or to run away like a boss. As it still does deal damage, try and land on your enemies when you are using
Leap to reach them.
-
Void Assault (R): Ahh, your ultimate. It gives you stealth for 1 second and an extra 40% move speed for this time.
Void Assault has many more uses aside from running away and, from personal experience, not many people use them. Its first use is, as I said, to run away when the going gets too tough, using stealth and speed to evade your enemies. As you will usually engage with
Leap, this will be needed to get out if you can't beat your opponent. It can also be used to trigger
Unseen Threat so that you can damage and slow your enemies more. It's third use is to engage on a fight, keeping
Leap open for running away. This won't be needed as much if you evolve
Leap. Note that it can be used again within 10 seconds for free. Level it up whenever possible and remember to not use your evolution point in combat.
(No alliteration intended)







Evolved Enlarged Claws (Q): This is
Kha'Zix's best evolution for dueling. You will deal 12% of isolated targets health in bonus damage. On top of
Taste Their Fear's insane isolated damage, this evolution will utterly destroy low health targets. As an assasin, you will be killing the low health guys first and this will help heaps. This can take out squishes that are on around 1/4 health in one shot. It will also increase the spells range and your attack range. However, all his other evolutions bring a bit more too the table and you should generally not evolve this.
Evolved Spike Racks (W): It sends of 2 more spikes to the sides of the original one and applies
Unseen Threat which makes it the best evolution for teamfights but the worst for dueling. What it brings to teamfights however, is nothing small. You can devastate the health of enemies before fights even start while putting yourself in almost no danger. A well placed one can also completely take out a creep wave, no matter how big. In laning, especially in mid, using this can get you easy kills with its insane burst. Using it within close range will heal you for massive amounts as well. Evolve first.
Evolved Wings (E): Firstly, this will increase the range of
Leap. This means you are way harder to chase and that you can easily get up close to your chosen victim. Secondly, it turns your
Leap into
Tristana's
Rocket Jump without the slow, that is that it refreshes on kills and assists. I always evolve this second, after
Taste Their Fear for the greater defensive and offensive power it gives you.
Evolved Active Camoflage (R): Evolving this allows you to enter stealth for a third time to get
Unseen Threat up again and makes you take 40% reduced damage in stealth. It may not seem like much, but it gives
Void Assault a fourth use, reducing the damage from otherwise fatal projectiles. When you think about it, lots of champions have abilities that will take a while to reach you, and using this can save your life. I evolve this third in practically all games.
As per viewer request, I have added this special section to talk about our arch-nemesis;
Firstly, lets look at
Rengar himself. He is a pretty OP guy, but since the Shadow Isles Patch, he isn't actually that powerful. In fact, he was nerfed to the point that
Kha'Zix is better than him in almost every way. This obviously doesn't mean that you will always beat
Rengar players, but it sure as hell makes him manageable.

So it's
Rengar, the big cheese. Facing him in toplane will result in an epic battle to prove who is the ultimate hunter! Using the things you learnt from this guide, and the Shadow Isles Patch, it's time to show them all who is boss!
Well you don't really need to worry about him leaping from the brush onto you for starters, because you can simply
Taste Their Fear and
Unseen Threat him. This will usually result in you dealing more damage to him, and if it doesn't, his health regen sucks now so you will get it back faster. Be a bit more careful around him when he has over 3 of his orange bars up. When he doesn't beat the **** out of him whenever possible and he won't be able to do anything about it without losing even more life.
If you see him using Empowered
Battle Roar to get his health back,
Leap in and pulverise him. In fact,
Leap in and pulverise him whenever you have even the slightest advantage.
If you are both jungling, just counter-jungle him to death, and if you see him, feel free to kill him.

Now lets talk about the hidden passive (or easter egg) between
Rengar and
Kha'Zix. Contrary to popular belief,
Rengar doesn't need to have a fully stacked bonetooth necklace or be level 16, he just needs to possess a bonetooth necklace, at any stacks. You will only need to be level 16 or higher.
When both these conditions are met, the secondary quest called The Hunt Is On will begin at a seemingly random time. It will only end when either
Rengar or
Kha'Zix gets a kill or assist on the other.
If
Rengar wins he will receive a fully stacked bonetooth necklace that can not lose stacks. If you win, you get the coveted fourth evolution point. When the quest is completed, the victor will get a buff that does nothing and reads; (for
Rengar) "
Rengar has slain his otherworldly nemesis
Kha'Zix, proving to the world that he is the ultimate hunter." and; (for
Kha'Zix) "
Kha'Zix has slain his bestial nemesis
Rengar, evolving into the ultimate predator."
Firstly, lets look at




Rengar
Difficulty: 3/5
Abilities





So it's

Well you don't really need to worry about him leaping from the brush onto you for starters, because you can simply


If you see him using Empowered



If you are both jungling, just counter-jungle him to death, and if you see him, feel free to kill him.

Now lets talk about the hidden passive (or easter egg) between



When both these conditions are met, the secondary quest called The Hunt Is On will begin at a seemingly random time. It will only end when either


If








Early Items
-
: Great boots for an enemy team with some deadly AP and/or CC, which would be almost all teams. The CC reduction is especially important because if you are CCed during a team fight, it might give the enemy team the chance they need to take you out.
-
: Choice boots for jungling because of their low cost and the defense they provide against jungle camps. If you are rollin in money or the enemy team has demented amounts of CC and magic damage, get
Mercury's Treads. Good with
Zephyr as you can only get tenacity once.
-
: This is the item that will make jungling relatively easy. With this, you can take on
dragon 1v1 with ease, not to mention jungle camps. Place the ward at the enemy jungler's most important buff or Dragon so you can go kill them and steal it when they go for it.
-
: Ahh we get this thing now, cause it upgrades into
Black Cleaver. It always was a good item with that wicked damage and CDR for a small item, but it didn't upgrade into anything good. Get if after full boots if you wish.
-
: You get the 2nd highest damage in the game off a fully farmed
Bloodthirster and you definitely need it. After you get this bad boy, you can start bursting down lone squishies so fast they shout "OP" in all chat. The base damage on this was also increased to 70 while you can only stack an extra 30, making it easier to get full damage.
-
: So it gives you damage, CDR and health! I know it also gives you all that flat armor penetration and the % armor reduction that is kinda reduced by having
Last Whisper, but this does not make
Black Cleaver in anyway not worth it. It will also give your ADC an easier time crushing your target.
Possible Choices-
: Get this in 100% of ranked games and most other games as well. Get it either 5th or 6th for its awesome life saving capabilities. After getting this you can be far more suicidal in your teamfight goals and will probably not be focused as much. It also gives nice resistances.
-
: Only get this with
Muramana as it isn't worth getting without the extra damage you would get out of
Muramana. Its other benefits are good CDR, more durability and an active that makes ADC's hate you.
-
: Massive mana and some damage are just the beginning of this spectacular item. The active allows your auto-attacks and
Taste Their Fears to do massively increased damage at the price of some mana. Only turn this on when attacking champions and important objectives such as Baron Nashor. If getting this make sure to get
Tear of the Goddess during the "Now You Should Get This" section.
-
: As well as having
Sheen to greatly increase your damage after every spell (and we use heaps of spells) this will also give you great stats all around. The only disadvantage is that it gives critical strike which we don't use. However, it is still easily worth getting for all the other stats.
-
: This is a
Cleanse turned into an item with tons of AD piled on top, not to mention a brief but powerful speed boost since
Kha'Zix is melee. This is great for when you find that you can't do anything in fights due to constant CC. Get this in 100% of games with an enemy
Malzahar.
-
: I would almost always recommend getting this item. The only time you should not get it is when the enemy don't build armor (for some reason). In combination with
Weapon Expertise , you will have 43% armor penetration after getting this and will find killing tanks a lot easier.
-
: Choice item for heavy AP teams and teams with a fed AP carry due to its juicy damage and the strength it gives you against AP attacks. Also makes you more dangerous as you die, increasing dueling power.
-
: A well rounded item that gives
Kha'Zix all that he needs. Since it gives you tenacity it is less beneficial to have
Mercury's Treads and you can consider selling them for
Ninja Tabi.
Enchantments -
: Just a flat movement speed modifier. Its the best when you need to travel around the map a lot or when you need to catch back up to enemies that just used a movement spell.
-
: This is the enchantment I usually get on
Kha'Zix as it makes him very, very hard to escape. As your target attempts to flee you should find that you move much faster than them and the kill should be yours assuming the target's allies don't intervene.
-
: Good late game item for when your base is under siege and you need to be back up and fighting as soon as possible. This is the only case you should get this enchantment.
-
Grab your
Boots and 3
Health Potions and make your way to top. If you are on blue team, help leash your jungle's wolves and blue or guard the blue if they start at red. The same goes for purple team but the other way round.
When the minions reach the lane, focus on last hitting. NEVER push your lane, either by using spells on the minions or battering away with multiple auto-attacks. Hit your opponent with a few
Void Spikes to discourage them from attacking you, or even last hitting. Don't harass them with regular auto-attacks unless you have
Unseen Threat active. If you see that they are isolated, use
Taste Their Fear on them.
If the enemy jungler ganks you, quickly
Leap or
Void Assault out unless they are both on quite low health and you think you have the health and damage to burst them down. If you are on purple team and the enemy jungler starts on blue, I suggest getting
Leap first or second to escape in case you are level 2 ganked.
If you are zoned or getting killed lots, make sure to buy gold gain items and get your jungler to gank top frequently. If the enemy is isolated and you think you can beat them, use the 1v1 combo mentioned in the next chapter.


When the minions reach the lane, focus on last hitting. NEVER push your lane, either by using spells on the minions or battering away with multiple auto-attacks. Hit your opponent with a few



If the enemy jungler ganks you, quickly



If you are zoned or getting killed lots, make sure to buy gold gain items and get your jungler to gank top frequently. If the enemy is isolated and you think you can beat them, use the 1v1 combo mentioned in the next chapter.
There is 1 main combo for fighting 1v1s with Kha'Zix. It can be shortened or lengthened based on how strong your target is. (Remember to try and fight while the target is isolated).
Add
Ignite/
Exhaust at the end if the target is still alive. If you have
Youmuu's Ghostblade, use it after
Void Spike. Keep repeating this combo if required. You can also use
Void Assault to engange the fight or to keep getting
Unseen Threat up.
Add






Note that these are not set in stone and are just general difficulty levels. Don't feel invincible against champions I marked as 1 and don't feel hopeless against ones I marked as 5. When it comes down to it, it's mostly based on your skill level compared to your opponents.

Akali is a rather annoying opponent to play against. Before she reaches level 6, she can't really do much but evade you with
Twilight Shroud and last hit. When she hits 6, she will suddenly turn hypo-aggressive and hurt you heaps. The best way to counter her is to harass her tons before she gets 6, zoning her and putting her on low health. This way, she won't be able to hurt you without getting a gray screen. If you fail to do this or she goes back to base play very defensively and just try and last hit. If it gets really bad, invest in an early
Hexdrinker.

You won't see many
Amumus in top but sometimes you will have to face one. Stay behind creeps to avoid a
Bandage Toss, ult and jungle gank. To avoid this completely, place a ward near baron and the tri-bush if your purple team.
Amumu can't beat you 1v1. Make sure to
Unseen Threat attack him and shoot
Void Spikes at him, to keep his health lowered. When you see that he is isolated, go in for the kill with the 1v1 combo. Pretty soon you should be fed. At this point, start helping out your mid a bit with well timed ganks.

Alas, you have to harm a fellow of the Void. And he can be quite tricky too!
Cho'Gath has pretty good lane sustain through his
Carnivore passive and can burst you down when you think you are safe with
Feast. He also has the health to survive your combo. Just concentrate on farming and harassing him and try to zone him so he doesn't regain life. Dodge his
Ruptures by moving toward him or to the sides as most
Cho'Gaths will use it behind you. If he is isolated and on around half health and he uses
Rupture, use
Leap to get to him and start bursting him down. Without
Rupture, he will be forced to burn
Flash/
Exhaust or die. Check to see how much damage his
Feast does so you know if you have the health to attack him at anytime.

Darius isn't as bad as most people think. Focus on last-hitting and harassing him with
Void Spike. Since his range is bad, he won't be able to do much about this. When you try and last hit, he will probably use
Decimate. The best thing for it is to walk towards a creep and then quickly juke back when you think he is about to
Decimate. If he blows it and is isolated,
Leap onto him and combo him to hell. This will either kill him or put him in no condition to stop your last-hitting. If he is beating you, call for lots of jungle ganks so you can get more gold and levels than him. Use
Exhaust on him when you think he is about to
Noxian Guillotine. If he pulls you and is isolated, stay close to him and kill him.

This guy generally goes jungle but he can sometimes be found top. Stay behind minions to avoid his
Infected Bonesaws. Harass him with a few
Void Spikes and call for jungle ganks to wipe him out. If he is isolated and on low health, leap on him and force him out of the lane, or even kill him. NEVER tower dive a
Dr. Mundo. If he is chasing you, weave unpredictably so that you aren't slowed by his cleavers. Always take
Ignite.

She deals more damage than you. It's that simple. Stay back and try and last hit as well as harass her at range. Ask your jungler to camp top and start
Cloth Armor and 5
Health Potions. If you are in draft pick and you see a
Fiora pick before you, do NOT go top at all costs. Only try and harass her up close when you see that her
Burst of Speed and
Riposte is down. Don't attack her when you see
Riposte active. EVER! When she uses
Blade Waltz, flash into your tower so she comes with you or use
Void Assault. Alas, if the
Fiora knows how to play, she will not ult you while
Void Assault is up. If you go her into the tower
Exhaust her and spam all your skills on her. This is one of the only ways to kill a good
Fiora player. Another is too relentlessly attack her, which may or may not lead with you on top, depending on a number of factors. Good Luck!

Gangplank is a very easy opponent for Kha'Zix. Unless his
Parrrley crits you, there is not much he can do. If he comes to
Parrrley you, retaliate with
Void Spikes or an
Unseen Threat auto attack. Save
Exhaust (if you have it) until after he eats some oranges, or it will be k. Pounce on him and kill him whenever you have around the same health and he is isolated. If he uses
Cannon Barrage, simply
Leap through it and it's not k. Also don't tower dive him unless he is really low, cause a crit
Parrrley could kill you or he might just eat some oranges.

Garen is a pretty easy opponent to beat if you know how. Most
Garen's will try and
Decisive Strike you alot. When they go in for this, strike back with
Taste Their Fear and an
Unseen Threat auto attack. He will lose more than you. Make sure to harass him with
Void Spike so he doesn't get his health back from
Perseverance. When he starts using
Judgment,
Leap over him so he can't escape back to his tower. Then use your combo on him. If there is a pattern of him escaping through the river when you do this, tell your jungler to wait in the river bush. Never fight
Garen on low health.

Gragass is an easy opponent. His only form of harass is
Barrel Roll which you can dodge easily by doing things such as moving forward not backward when he uses it. Don't make a pattern of how you dodge it though, or he will change his strategy and hit you. Keep harassing him with
Void Spike. If you see him channeling
Drunken Rage in an isolated location,
Leap onto him and use your combo. His combo involves
Body Slaming into you and then using
Barrel Roll and
Explosive Cask. If he starts this combo,
Leap behind him. He will probably only have his
Explosive Cask left at this point, maybe nothing. Go and combo him and the kill is yours.

This first paragraph was written (with a few tweaks by me) by NoizeKill. I wrote the second and third ones though.
Hecarim is a better jungler than laner, since his ganks are SO strong (especially with a
Youmuu's Ghostblade or a
Shurelya's Battlesong (Movement gives him AD)). However, as a laner he can get more farm and turn into that lategame everythingkilling firetruck.
Hecarim's early game is kinda weak though, since his
Rampage was made to keep
Sheen stacks up, but unfortunately (for him), you can't buy a
Sheen at level one. Also, his mana costs are terribly high when spamming
Rampage in duels, with a blue buff these problems are gone, but since he is now laning, it is way harder to get than when he would have been the jungler. After level 6, and he has gotten some items (maybe a
Sheen), DON'T ENGAGE. Hecarim's mid game is TERRIBLY STRONG and he can almost kill ANY champion. In lategame, FOCUS HIM DOWN.
Hecarim can probably 1v3 and WIN and ESCAPE.
Yep, so it's up to you to shut him down before it's too late. Go in with
Unseen Threat, use 1 or 2
Taste Their Fears, use your passive and
Void Spike him, then, walk into a bush and repeat. It's quite easy. If he uses
Spirit of Dread while you are attacking him, simply get out, either by walking or using
Leap. Deny him farm so he can't get
Sheen.
Once you get to the second half of the laning phase, your life is going to start getting pretty difficult. With
Sheen and an expanded mana pool, not to mention his ultimate,
Hecarim can probably 1v1 you unless you are fed on CS/kills. At this stage, start calling for lots of ganks. Even though he will probably escape from any ganks you attempt on him, it will still zone him giving you an edge in farm and levels.

Akali
Difficulty: 4/5.
Abilities









Amumu
Difficulty: 1/5
Abilities





You won't see many






Cho'Gath
Difficulty: 3/5
Abilities





Alas, you have to harm a fellow of the Void. And he can be quite tricky too!












Darius
Difficulty: 3/5
Abilities













Dr. Mundo
Difficulty: 3/5
Abilities





This guy generally goes jungle but he can sometimes be found top. Stay behind minions to avoid his





Fiora
Difficulty: 4/5
Abilities





She deals more damage than you. It's that simple. Stay back and try and last hit as well as harass her at range. Ask your jungler to camp top and start













Gangplank
Difficulty: 1/5
Abilities















Garen
Difficulty: 2/5
Abilities
















Gragas
Difficulty: 1/5
Abilities
















Hecarim
Difficulty: 3.5/5
Abilities





This first paragraph was written (with a few tweaks by me) by NoizeKill. I wrote the second and third ones though.










Yep, so it's up to you to shut him down before it's too late. Go in with






Once you get to the second half of the laning phase, your life is going to start getting pretty difficult. With


Irelia
Difficulty: 4.5/5
Abilities





Her passive doesn't work on you and that's about all you have going for you. Her sustain is quite nuts with










Jarvan IV
Difficulty: 2/5
Abilities














Jax
Difficulty: 4/5
Abilities
















Jayce
Difficulty: 4/5
Abilities





He's ranged and he's TANKY! It's like a





Kayle
Difficulty: 3/5
Abilities





I must say, this is a very equal lane, atleast from my experiences. Just try and farm and stay back a bit when she uses





Kennen
Difficulty: 2/5
Abilities













Lee Sin
Difficulty: ?/5
Abilities





More information needed. Come back later.

Malphite
Difficulty: 3/5
Abilities





You can't stop the rock, but he can't stop you. His









Maokai
Difficulty: 3/5
Abilities




Aren't many






Master Yi
Difficulty: 2/5
Abilities





This lane barely scraped in to get a 2, just because he can kill you. But hardly ever. Just keep harassing him and he will go into







Mordekaiser
Difficulty: 4/5
Abilities










Nasus
Difficulty: 3/5
Abilities












Nautilus
Difficulty: ?/5
Abilities





More information needed. Come back later.

Nidalee
Difficulty: 1-3/5
Abilities





If it's AP





If she is AD


Nunu
Difficulty: 3/5
Abilities





This is a surprisingly hard lane for













Olaf
Difficulty: 5/5
Abilities





Yeah, your screwed. Avoid this lane at all costs. His




Pantheon
Difficulty: 3/5
Abilities
















Poppy
Difficulty: ?/5
Abilities
Rammus
Difficulty: 3.5/5
Abilities




Since








spaaaaaaace |
Pros
+ // Good clearing speed. + // Good sustain. + // Awesome counter-jungling. |
space |
space |
Cons
- // Meh ganks. - // Little CC. - // Not the fastest clearing speed. - // ![]() |
Now, when the jungle rework comes,


As you can imagine, your masteries will be different with jungling. Yes, I just change my masteries. This section goes over jungling masteries. The masteries I took when going solo top will be mentioned pretty briefly here.





Offensive Tree
-
Fury : Needed for weapon expertise and the attack speed is kinda nice.
Sorcery: The ability to use your spells faster will result in faster clearing speeds.
-
Butcher :
Kha'Zix isn't the best at killing jungle camps and taking this really helps. 4 damage will add up and improve your clear time.
-
Deadliness : You won't really notice this while in the jungle, but we still need to think about late game.
-
Weapon Expertise : This is one of the best masteries in the game, in the jungle too. Yeah jungle creeps have armor as well, not to mention the champions you are ganking.
-
Brute Force : More damage to take out those jungle camps.
-
Sunder : With this you can be doing nearly true damage to some of the weaker camps.
-
Executioner : Jungle camps get below 40% as well!

Defensive Tree
-
Summoner's Resolve :
Smite will now be giving you an extra 10 gold per use. This actually turns into a lot of money over the course of the game, and it makes it easier to get the gold for your first back items.
-
Hardiness : 6 armor will be reducing lots of camp damage over the course of the early game.
Perseverance: Once again, you need to keep your health up.
-
Tough Skin : You need to keep your health up if you want to counter-jungle and gank well and this is the best mastery for doing so.
-
Bladed Armor : This thing is probably the best jungling mastery there is. You are certainly gonna kill the jungle camps faster with this.

The skill sequence is the same as if you were going solo top. A point in




Now the big question is, what do you evolve when jungling as
Kha'Zix. Well, there are lots of choices you are going to have to make.
First, evolve either
Taste Their Fear or
Void Spike. It really depends on the situation. If your lanes have lots of CC, evolve
Taste Their Fear first to deal extra damage while your ally holds them in place. If your lanes have little CC, evolve
Void Spike first so you can slow your target from far away, letting you and your ally kill them. Of course, you will have less damage this way, but you need to slow down your enemy from afar so that you can attack them.
Next you should evolve
Leap for its increased utility in either the final ganks of the laning phase or the first teamfights of the mid game.
Lastly you should evolve
Void Assault for the extra increase in utility it gives you. You should never evolve the ability that you neglected to evolve at level 6.

First, evolve either




Next you should evolve

Lastly you should evolve



Everything described in this section is for someone on Blue Team. If you are on Purple Team, just reverse it.
After purchasing your














When you gank, try to avoid









After this first gank you should probably go back on the spot unless you need just a bit more money for something. After shopping get some more levels by clearing jungle camps and ganking lanes in need. After you successfully gank it may be a good idea to push the tower with your laners so that they can roam a bit themselves. Remember to make life hell for the enemy jungler as much as possible and to cover the lanes when required. When the game transitions into mid game, just carry on as you would if laning.

Mid Game

By now the first few towers are down, and some teamfights are happening. If the enemy top remains in the lane, you should also stay to prevent them from pushing your towers and/or getting fed on CS. Make sure to ward the river and be aware if the enemy team is MIA. Try and kill the enemy top as much as possible if you have even the slightest advantage over them and make sure to not fight them with their minions if possible.
If the enemy top has joined their team you can either push the top towers (I suggest doing this if you haven't yet taken the Outer Turret) or also join your team. Make sure to ward possible routes the enemy may take to reach you and kill you. If you join your team and a teamfight erupts, you have to be ready.
Teamfight!

There are 2 main teamfight combos. These combos should be executed on the biggest, isolated damage threat. If no damage threats are isolated, go for the squishiest damage threat. The first combo is for when you have not evolved

Remember to flick on





If you have evolved




At this point, most towers are gone and
baron nashor has probably been slain. You can almost never go anywhere alone, the 2 exceptions been when the enemy team are all dead or all faraway from you. Unless the enemy ADC sucks really bad/is completely underfed, go for them. In Late Game, the ADC will almost always have the highest damage output and need to be shutdown fast. Even if you die killing them, your team's ADC can then slaughter the enemy team relatively unchecked. Late game
Kha'Zix can also backdoor if the situation calls because of his good escaping abilities, but try and do this while the enemy are far away. When backdooring, you should almost always retreat if you have just killed a tower/inhib as the enemy team will come running. If you see an enemey that is away from their team, feel free to assassinate them. Remember that late game
Kha'Zix is very hard to 1v1 if you play right.



I hope you enjoyed my guide on
Kha'Zix and learnt how to play him better. Always remember that this is a guide not a build. So if you don't like my build, leave me a comment explaining why and don't just downvote me. Perhaps list a few items you would like to see included. If you didn't like the information in the guide or felt it was missing something, tell me what it is.
The jungling section will be done next and try not to hate me too much for putting it off so long.

The jungling section will be done next and try not to hate me too much for putting it off so long.
Firstly, I would like to thank jhoijhoi for the guide on making guides (found here) the dividers, and some of the template.

Others who have helped me are;

Others who have helped me are;
- StreatRiot15 for suggesting an alternative build.
- Mushra for reminding me about AD
Nidalee.
- Scotchbandit for showing me how the hidden passive works.
- destructionshark for prompting me to make a special section regarding the interactions between
Kha'Zix and
Rengar.
- NoizeKill for writing down some counters.
- TinyStar for my signature and the borders in "Hall of Fame" which will be everywhere when I can be bothered. :D
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