Kha'Zix Build Guide

For the Swarm - Jungle Kha'Zix

Updated 4 years ago
  • 6
    Greater Mark of Attack Speed (+1.7% attack speed)
  • 3
    Greater Mark of Attack Damage (+0.95 attack damage)
  • 9
    Greater Seal of Armor (+1 armor)
  • 9
    Greater Glyph of Magic Resist (+1.34 magic resist)
  • 3
    Greater Quintessence of Attack Damage (+2.25 attack damage)
Skill Order
1 1 1 1
2 2 2 2
3 3 3 3
4 4 4 4
5 5 5 5
6 6 6 6
7 7 7 7
8 8 8 8
9 9 9 9
10 10 10 10
11 11 11 11
12 12 12 12
13 13 13 13
14 14 14 14
15 15 15 15
16 16 16 16
17 17 17 17
18 18 18 18

[highlight]November 25th, 2012[/highlight] Began updates for Season 3 - masteries replaced. [highlight]December 11th, 2012[/highlight] Updated item Build [highlight]December 14th, 2012[/highlight] Made a few corrections Removed the Smite damage table as smite has been buffed. Will add a new table for it when i can procure one. [highlight]January 16th, 2013[/highlight] Updated per patch changes. [highlight]February 20th, 2013[/highlight] Removed person stat information on items as items are seeing way to many changes right now. When items begin to settle, I'll readd the information.

[highlight]Who am I?[/highlight] I'm Slater, I've written numerous Guides over the years for the Monster Hunter series, as well as several other games. I've written a several Guides for League of Legends, and I'm a Guide Moderator For I Main support for my main role, and I play jungle as my secondary role. [highlight]Who is Kha'zix?[/highlight] What happens when you combine a zergling, a hydralisk and a mutalisk? You get Kha'zix, League's resident Zerg solider. Like the zerg, he has a nasty habit of rapidly evolving to make himself stronger. From making his claws deadlier, to growing wings, the longer the game progresses, the deadlier he becomes. He carries the fury of the swarm on his shoulders as he heads into battle, and he will make sure his enemies feel that fury. Kha'zix is an assassin/AD caster, and works well as either a solo top, or as a jungler, for the purpose of this guide, I will only focus on him as a jungler. As a jungler, Kha'zix has decent clear times, and some good ganking ability. His increased damage potential against single targets makes him great for ganking mid and top lanes, where champions tend to be left alone, and easy to peel from their minion wave. His passive is easy to abuse as well, as there are many ways to keep him hidden from enemy view. He has huge range on his W, and his ult can be activated multiple times before going on cool down. He also possess a unique "evolution" system, effecting allowing him to make 3 of his skills even more powerful then they previously were. [highlight]Pros[/highlight] [highlight]-[/highlight] Free slow [highlight]-[/highlight] Long range on his W [highlight]-[/highlight] Increased Damage against single targets [highlight]-[/highlight] Ult can be activated multiple times [highlight]-[/highlight] Unique Evolution system [highlight]-[/highlight] Passive is easy to abuse [highlight]-[/highlight] Decent scaling [highlight]Cons[/highlight] [highlight]-[/highlight] Blue Buff dependent early [highlight]-[/highlight] E has too big of a cool down [highlight]-[/highlight] Has no hard CC [highlight]-[/highlight] AoE on W is small [highlight]-[/highlight] Heal on W isn't very significant [highlight]Statistics[/highlight] [highlight]Health[/highlight] 430 (+85) [highlight]Health regen.[/highlight] 6.25 (+0.75) [highlight]Mana[/highlight] 260 (+40) [highlight]Mana regen.[/highlight] 6.75 (+0.5) [highlight]Range[/highlight] 125 [highlight]Attack damage[/highlight] 50 (+3.1) [highlight]Attack speed[/highlight] 0.665 (+2.7%) [highlight]Armor[/highlight] 15 (+3) [highlight]Magic res.[/highlight] 30 (+1.25) [highlight]Mov. speed[/highlight] 325

[imgext=] [highlight]Greater mark and Greater Quintessence of Strength[/highlight] Flat attack damage runes over the scaling attack damage runes gives you a much greater boost to your damage at the start. Listed below, I show the difference between flat and scaling damage runes(note that each is listed as if you are using a full compliment of those runes: 9 for marks, 3 for quintessences) Greater Mark of Strength - .95 = 8.55 Greater Mark of Might - .13(2.43) = 1.17(21.87) Greater Quintessence of Strength - 2.25 = 6.75 Greater Quintessence of Might - +.25(4.5) = .75(13.5) As you can see, Scaling runes will add up to a greater bonus in the long run, but as a jungler, it would be best to have the biggest boost possible at the start. If you're hoping to snowball into late game however, then I would advise using the scaling runes. [highlight]Greater Mark of Alacrity[/highlight] 6 of these will provide the same amount of attack speed that 3 greater quintessence of alacrity will. The boost of attack speed helps when clearing camps by allowing you to apply your basic attacks more often. While in later levels, 1 or 2 abilities can clear camps faster, the attack speed increase can translate into fighting enemy players. [highlight]Greater Seal and Greater Glyph of resilience[/highlight] Using both of these runes provides you with a good boost of armor that's great to have in the early stages of the game. If you take into account having 3 points in the hardiness mastery, starting with cloth armor, and Rengar's natural starting armor of 16, you will begin the game with 59 points of armor, which is none too shabby. [imgext=] This page takes a heavier spin on the armor aspect. Designed for use against teams much heavier on Attack damage based champions. However, you don't have to limit it's use to just that option. If you feel that this larger amount armor is more useful to you in the jungle, then by all means go with it. Keep in mind though that Kha'zix gets punished very easily by ability power based champions, so you'll have to build either mercury's treads, or rush your hexdrinker to make up for the lack of magic resistance you posses.

[title][img=skills/khazix/p.png] Passive: Unseen Threat [/title] [number]When Kha'Zix is not being seen by nearby enemy champions, he gains Unseen Threat. Unseen Threat causes his next basic attack against an enemy champion or Evolved Void Spike to deal 15 / 20 / 25 / 35 / 45 / 55 / 65 / 75 / 85 / 95 / 110 / 125 / 140 / 150 / 160 / 170 / 180 / 190(0.5 per ability power) bonus magic damage and slow by 25% for 2 seconds. Unseen Threat lasts until consumed and has no internal cooldown. Being visible to enemy wards, minions or neutral monsters has no effect in Unseen Threat becoming available. [/number] [title]Explanation:[/title] A very easy to abuse passive. Simply remaining out of view of any enemy champion will cause this passive to activate, and will remain active until you strike an enemy champion with a physical attack. Later on, if you choose to evolve Kha'zix's W, the activation will be consumed upon use of the ability, giving it bonus damage and the slow(and ranged slows are great for chasing or escaping). It's so easy to abuse because there are numerous ways to constantly activate this passive. Anything you can do to keep the enemy from seeing you will keep it going such as clearing jungle camps, staying within the fog of war, hiding in brush, using your ult, will all activate the passive. Being seen by minions or wards does not effect this passive's activation, you must be within Champion sight range to prevent the activation. The Damage from this Passive is miniscule at the start, But grows with each level. It scales with 50% of his ability power, which is great scaling ratio for an AP caster, but not so much for an AD caster. However, because of how easy it is to abuse his passive, you really don't need to build AP for this. Simply having this passive proc several times during a fight is powerful in it's own right. Possibly the best part of this passive, even better then the extra magic damage, is the slow. A 35% slow with a 2 second duration that is free is nothing to scoff at. At early levels, this can be very devastating while players still have yet to complete their boots. As the game progresses, the slow wont be as hurtful, but any slow used against a straggling enemy is hurtful in some way. If you choose to evolve his W, you now have a much better chasing and escaping tool by being able to slow enemies from afar. [title][img=skills/khazix/q.png] Q: Taste Their Fear[/title] [number](Passive): Kha'Zix marks enemies that are isolated from their allies. (Active): Deals physical damage to a single target. Damage against isolated targets is significantly increased. Evolved Enlarged Claws: Increases damage to isolated targets by 12% of their missing health (max 200 vs monsters). Increases range of Taste Their Fear and Kha'Zix's Basic Attacks by 50. Physical Damage: 70 / 100 / 130 / 160 / 190 (+1.5 per bonus attack damage) Physical Damage (Isolated Target): 100 / 145 / 190 / 235 / 280 (+2.0 per bonus attack damage) Cost: 25 Mana Cooldown: 3.5 seconds [/number] [title]Explanation:[/title] [imgext=] [highlight]Basic[/highlight] As Kha'zix Approaches enemies, they will become marked(blue circle for classic Kha'zix, a red reticle for mecha Kha'zix). This mark signifies that the target has no allies within a 500-600 unit radius, and thus will take increased damage from this skill. In order to get the most damage out of this skill, not only must you peel the target away from their teammates, but from their minion wave as well. The initial damage of the skill is low, relying highly on the skill's good scaling to do the most damage, thus the reason for trying to get your target alone. Against lone targets, it's not only the initial damage that increase, but the scaling on the ability increases by 80%. The skill also possess a low cooldown of only three and half seconds. This gives you some easily spamable damage which is made even better by it having such a low mana cost of only 25 mana. this low cost helps to make up for his other skills which are heavier on the mana costs. [highlight]Evolved[/highlight] When Evolved, Kha'zix gains increased Attack range on his basic attacks, and his Q. While 50 units of extra range doesn't seem like much, keep in mind that most melee champions have a basic attack range of only 125 units. By increasing his basic attack range by 50 units puts him in league with champions like Jarvan, Hecarim, and Nautilus for example, all melee champions with 175 attack range. This increase in range to his Q is also very handy in it's own, and can make the difference when trying to finish off a fleeing enemy. However, the range isn't great enough to effectively steal something like dragon, and still escape enemy players alone. [title][img=skills/khazix/w.png] W: Void Spike[/title] [number]Kha'Zix fires spikes that explode on contact, dealing physical damage to all nearby enemies. Kha'Zix is healed if he is within the explosion radius. Evolved Spike Racks: Causes Void Spike to fire three spikes in a cone. Void Spike will consume Unseen Threat to slow and damage all enemies struck. Physical Damage: 75 / 115 / 155 / 195 / 235 (+0.9 per bonus attack damage) Heal: 40 / 70 / 100 / 130 / 160 (+0.5 per ability power) Cost: 60 / 70 / 80 / 90 / 100 mana Cooldown: 8 seconds Range: 1000 [/number] [title]Explanation:[/title] [highlight]Basic[/highlight] [imgext=] Kha'zix fires a single, skill shot bolt, that explodes upon contact with any enemy unit. The explosion deals damage to all nearby enemy units. The radius of the explosion however is small, so it's important to aim the shot carefully so that it either damages multiple champions, multiple minions, or still manages to damage an enemy champion despite minions being in it's path. The blast provides a heal for Kha'zix, But requires that you must be inside the radius to receive it. This isn't much of an issue during jungling as you'll often always be close to the minions, but against enemy champions, you'll most likely be using this to hit fleeing enemies, or to poke with before team fights ensue. At 1000 units of range, it's relatively easy to use the skill to harass from a far, hit enemies on the other side of walls, and get a last hit in against a fleeing enemy. The heal of this skill is relatively low, and is not a very reliable heal. This is because like I mentioned previously, you must be within the blast radius to receive to the heal. The heal also scales off of AP. While it's scaling for AP is great, it's still an underwhelming heal even at max rank. This heal would be more significant if you received the heal from further away, or the heal was equal to a percentage of the damage that the skill dealt. Try not to count on this heal to save you. You may luck out and be saved by it, but it's not something to will occur very often. [highlight]Evolved[/highlight] [imgext=] Kha'zix now fires three bolts in a "cone" pattern as opposed to just one bolt straight ahead. Whats great about this is that it gives you spread on the ability, thus giving you a much better damage field. It also comes in handy when chasing by making it harder for an escaping enemy to "juke" the skill. Another interesting note is that the bolts will not strike the same target, even at point blank range. One bolt will strike a champion, and the others will continue to their max range if they fail to collide with an enemy unit. In a 1v1, this could be annoying as you now have 2 bolts that will completely miss, thus preventing you from having an even greater damage output. However, In team fights, this is great as one champion will not suck up all that damage, allowing you to strike multiple champions, and increasing your chance at gaining assists. When evolved, the skill will also consume Kha'zix'x passive activation when the ability is used. This Increases the damage potential of the skill, and giving you a ranged slow. A ranged Slow is priceless when you are attempting escape, or attempting to chase a fleeing enemy champion as it can make the difference between getting away with your life, and making sure an enemy doesn't escape with theirs. [title][img=skills/khazix/e.png] E: Leap[/title] [number]Kha'Zix leaps to an area, dealing physical damage to enemies in the area. Evolved Wings: Increases Leap's range and causes kills and assists to refresh Leap's cooldown. Physical Damage: 65 / 100 / 135 / 170 / 205 (+0.8 per bonus attack damage Cost: 50 Mana Cooldown: 22 / 20 / 18 / 16 / 14 seconds Range: 600 [/number] [title]Explanation:[/title] [highlight]Basic[/highlight] [imgext=] A great ganking, chasing and escape tool. This skill possess the same initial range as Rengar's passive ability to leap from cover, however, Kha'zix doesn't require cover to use his leap, and does not require an enemy to leap to. This means that Kha'zix can use this to close gaps faster, Jump walls to cover ground faster, and escape pursuers. When Kha'zix lands, He deals physical damage to all nearby enemy units in an AoE. This Can be great when used in conjunction with an evolved W during team fights to get as much damage out to as many targets as possible. The damage from the Leap however is not fantastic, so don't rely on it to be a massive damage tool. The biggest draw back to this skill however is it's cooldown. At rank 1, it carries a 22 second cool down, which is terrible for an ability like this. The cool down does get better over time, but as it is more of a utility skill then a damage skill, it'll be a long time before you start leveling it past rank 1. Try not to use this skill against small camps early in the game. While it may be tempting to do so as it will let you clear camps faster, you may have to use it to suddenly make an escape, or a lane may be in need of a gank. [highlight]Evolved[/highlight] [imgext=] When Evolved, The range of this skill increases by Quite a bit. You now have the ability to jump virtually any wall on the map, thus giving you a much greater presence. Your ability to escape pursuers goes up, making you extremely difficult to chase down, as well as the opposite of making it easier for you to chase down enemies. Along with increased range, the skill now instantly refreshes it's cool down when you receive an assist. This gives you greater presence in fights, by allowing you to reach and finish champions that have peeled away from the fight, And essentially create more AoE damage, thus increasing your chances at Assists(which brings the benefit of receiving gold to work on your items). [title][img=skills/khazix/r.png] R: Void Assault[/title] [number](Passive): Each rank of Void Assault allows Kha'Zix to evolve one of his abilities, granting it an additional effect. (Active): Kha'Zix enters stealth for 1 second, gaining 40% bonus movement speed. Entering stealth grants Unseen Threat. Void Assault can be cast a second time within 10 seconds at no cost. Evolved Active Camouflage: Void Assault can be cast three times. Kha'Zix takes 40% reduced damage while in stealth. Cost: 100 mana Cooldown: 100 / 90 / 80 seconds [/number] [title]Explanation:[/title] [imgext=] [highlight]Basic[/highlight] Whenever you place a point into this skill, you activate the passive portion of this skill. This passive effect awards you with an "Evolution" point. You will receive 3 of these per game(A forth can be earned under special circumstances) to use on any of his four skills. This makes Kha'zix unique in that he can permanently make himself deadlier with out having to pay additional costs to achieve it. Once this skill has been ranked, a new option sub menu appears above your skills. This menu displays all 4 of his skills in their evolved icons. Clicking on any one of these icons will start the evolution process, which takes a few seconds to complete. Because there is a casting time on the evolution, make sure you're in a safe position before doing so, or you'll open yourself to severe punishment from the enemy. The active portion of this skill is similar to Rengar's "thrill of the hunt". When activated, Kha'zix enters stealth, which grants him a large movement speed boost, which lasts one second. In addition to the stealth and movement speed boost, Kha'zix has the ability to activate the stealth again with in 10 seconds of the first activation. Because of the way Kha'zix's passive works, this skill allows you to abuse the passive activations during fights. Now you have the ability to apply that extra damage and slow to multiple targets, or to the same target more than once. This skill is also great for escaping and chasing and ganking. This is thanks to him being able to become stealthed and the movement speed increase. The stealth will allow you to "pull the wool" over your enemies eyes, making it easier to "juke" around them to either escape in a different direction then they're expecting, or to get around them to finish off the weakest member of their group. The movement speed bonus plays in by allowing you to create greater distance, or close a great distance much faster. Being able to enter a lane unseen when ganking gives you a much greater chance at pulling off a successful gank. [highlight]Evolved[/highlight] When evolved, Kha'zix now gains the ability enter stealth 3 times with in that 10 second period. This takes everything I just covered, and multiplies it. Not only is it far more difficult for anyone to escape you, or chase you, but your damage output increases as does your ability to distribute slows to the enemy team. The more you can abuse his passive, the more valuable you become to your team. In addition to a third activation, Kha'zix will now take 40% less damage. Not less physical damage, not less magic damage, but both. If you are within sight of a turret, pink ward, or an enemy with an oracles active, the enemy can see you and target you, So being able to reduce the damage the enemy can do to you by nearly half is an amazing defensive tool. Even if the enemy cannot see you, You can still take damage from attacks like skill shots and AoE. So again, you will take less damage from these attacks.

[center][img=skills/khazix/q.png] Levels: 1, 4, 5, 7, 9[/center] This is your Primary damage skill thanks to it's spamability. Makes securing Dragon and Baron much easier to do as they're solitary monsters. Allows you counter jungle your enemy properly much faster. You want to upgrade the damage on this as soon as possible. [center][img=skills/khazix/w.png] Levels: 2, 8, 10, 12, 13[/center] Your primary Poking ability. It's mana cost gets bigger as you rank it, thus at early levels preventing you from using it as often as you'd like without the aid of a blue buff. Rank this second when your mana pool begins to get big enough to handle more frequent use of this skill. [center][img=skills/khazix/e.png] Levels: 3, 14, 15, 17, 18[/center] This skill does deal damage, but is not as strong as his Q and W. The cool down goes from being too long, to still being rather long. This serves as more of a gap closing Utility spell, thus you should always max it last. [center][img=skills/khazix/r.png] Levels: 6, 11, 16[/center] Like any ultimate skill, It becomes available for upgrade every 5 levels, starting at level 6. When it becomes available, it takes absolute priority for ranking over all other skills. Never rank another skill over this, as this skill carries an even bigger importance with each ranking.

Evolving your skills shouldn't be a difficult decision. Your choices for evolution should be dependent on your need to get the most out of each skill to fit the game. Some games you may find that you need to evolve his Ult, while other games you may not need to evolve his W. Keep your personal play style in mind when evolving as well. If you prefer to evolve the same 3 abilities each time, then that is what you're most comfortable with, and that's what you should stick with. Try to keep in mind what skills should be evolved before others. You may like to use the same evolutions every game, but you wont always be able to stick to the same evolution order. Increased escape/chase capability may be more important in one game, while another game may warrant an increase in ranged attacking ability. [img=skills/khazix/q.png] >>> [imgext=] Kha'zix receives an attack range boost of 50 units for his basic attacks and his Q. While it may not seem like much, 50 units puts Kha'zix out of the auto attack range of a lot of other melee champions. This evolution also increases his Q's damage against isolated targets by adding damage equal to 12% of the target's missing health, effectively giving him greater damage against targets who are missing large amounts of health. [highlight]This Skill will most likely always end up being one of the skills you evolve as the range and damage increase are very beneficial.[/highlight] [img=skills/khazix/w.png] >>> [imgext=] Allows Kha'zix to fire three bolts, instead of one. The bolts are fired in a cone pattern. His W will now apply the effects of his passive upon use, which will apply the passive's effects to all enemies that are struck. Minion waves and camps can be cleared much faster, and strike multiple champions that are spread apart. [highlight]Can make jungle clears go faster, the firing cone is large making it easier to aim, and the passive consumption makes it a skill to keep in high regards for evolving.[/highlight] [img=skills/khazix/e.png] >>> [imgext=] Extends Kha'zix's jump range by about 150 units more then its basic range. Whenever Kha'zix scores a kill or an assist, his E is refreshed, allowing him to use the skill again. Kha'zix can jump nearly any wall on the map now(the exceptions being the the large "peak" of top lane on blue side/bot lane purple side across from the turret, directly behind red buff, and the walls behind the first turrets in mid lane), strengthening his ganking, chase, and escape potential. [highlight]Though it increases his mobility, it's the least important skill when it comes time to evolve anything compared to other skills. However, the ganking potential of the skill greatly increases.[/highlight] [img=skills/khazix/r.png] >>> [imgext=] Allows Kha'zix to activate his ultimate 3 times, instead of 2 times, before it goes on cool down. Kha'zix also takes less damage while under the effect of the stealth as well. This gives Kha'zix increased damage through passive abuse, and the ability to survive against AoE spells much more efficiently. [highlight]An additional activation improves damage output potential, and lowered damage against you improves survivability, a skill that should be kept in high regard for evolution.[/highlight]

Either of the starting options is fine, But each has it's distinct advantages and disadvantages. [highlight]-[/highlight][imgsmall=items/hunters-machete.png][imgsmall=items/health-potion5.png]: Increases clear speeds in the jungle, a perfect replacement over the old boots +3 potion. [highlight]-[/highlight][imgsmall=items/cloth-armor.png][imgsmall=items/health-potion5.png]: Increases your survivability in jungle, allowing you to remain away from base for a longer period of time. During your first trip back, you need to begin working on Wriggle's Lantern. Picking up the spirit stone will give you increased jungle clearing ability, as well as sustain in the jungle, While vamp scepter gives you improved sustain in the jungle, and allows you to possibly pick up additional items that build into your other core items. Its time to finish your boots, and either build a Brutalizer or Hexdrinker. Either is fine, but depending on the situation, you may have to go with Hexdrinker depending on enemy team comp. If they're heavy in magic based damage, you will have to put off that burtalizer for the survivability from hexdrinker. With core items finished, it's time to move into the more advanced items. [center][img=items/spirit-stone.png][/center] A great item for increasing your jungle sustain. It grants increase health regen(2.8 per second), and increased mana regen(1.4 per second), helping you to remain in the jungle longer, and recover from camps. It retains, and improves upon the passives that are carried by hunter's machete. These passives increase the damage you deal to jungle monsters(not minions), allowing you to clear the jungle faster, without having to pump gold into high damage items. This is item is a perfect replacement for the staleness of wriggles lantern, and it builds into 2 items that Kha'zix can benefit from. [center][img=items/the-brutalizer.png][/center] The Brutalizer is a decent item, as it provides some very good benefits early. 25 AD early in the game is strong, but CDR and armor pen are big deals early on, especially CDR. CDR helps to improve your DPS by allowing you to use abilities much more often. [center][img=items/mercurys-treads.png][/center] Mercury's treads grant you increased movement speed over boots of speed, along with additional Magic Resistance. This magic resistance makes it great to use against ability power heavy teams. Another aspect of these boots is it's passive ability which reduces the duration of all debilitation's on your champion. This ability alone can sometimes make these boots the best choice. [center][img=items/ninja-tabi.png][/center] These grant you additional movement speed like mercury's treads, but instead of the bonus magic resist, they give you additional armor. They also pack a very useful passive which reduces all damage from basic attacks by 10%, which makes them very useful against an enemy AD carry for example. However, they do note reduce magic damage nor do they reduce damage from turrets. [center][img=items/the-bloodthirster.png][/center] It's a great choice whether you're wanting to snow ball into late game or not. It provides a great boost to not only your attack damage, but it gives a hefty amount of life steal. With it's rework, it presents a much stronger starting presence then it used to, and having that 10 bonus ad transferred to being static AD makes a large difference. It did take a a drop in over all life steal, but that doesn't mean this item is any less effective, it is still great item for high damage, and sustain. [center][img=items/the-black-cleaver.png][/center] The new version of black cleaver is so much better then before. Dropping it's AS boost was a great idea, as it traded that out for a much better passive. While granting AD, Health, CDR, and flat armor pen, its passive allows it to shred armor even further. Before, it's passive would shred by only using auto attacks and as a flat amount instead of as a percentage. Now this Item shreds armor whenever you strike an enemy with any physical damage source, making this item great for AA based champs, and AD casters alike. [center][img=items/maw-of-malmortius.png][/center] This item gives you additional Attack damage, and additional magic resistance. It's first passive gives you additional attack damage for each 2.5% of health you're missing, which can possibly make a difference in a fight, the determining factor of whether you're the winner or loser. It's second passive is an improved version of it's base item hexdrinker. When your health drops below a certain point, You're granted a shield which will absorb 400 magic damage. This makes this a great item to have when facing a team heavy in AP reliant champions. [center][img=items/wits-end.png][/center] Wits end is a great item. It provides you with increased attack speed and additional magic resist. It comes with 2 on hit passive abilities. The first applies a small amount of magic damage to each of your basic attacks. The second increases your magic resistance by 5 points for 5 seconds each time you strike an enemy. This ability will stack 4 times, granting you an additional 20 magic resistance. [center][img=items/last-whisper.png][/center] Fair amount of bonus AD, but provides a solid amount of armor penetration. If you find yourself lacking Punch late game, and you really want to have that punch, this item is for you. However, Don't build this in the place of a much needed defensive item. This item wont help you much if you can't stay alive, so don't think of this as a must have, only a maybe. [center][img=items/quicksilver-sash.png][/center] Provides a good boost to your magic resistence, and it has an activated ability that can be priceless against specific enemy team compositions, namely those with multiple champions possessing hard crowd control effects. Upon activation, all debuffs and crowd control effects are removed. This is very handy during team fights for keeping you in a state capable of of not being melted due to slows, stuns, defensive debuffs, etc. It's relatively low price makes it affordable even if you should be having gold issues. [center][img=items/spirit-visage.png][/center] Spirit Visage is a great item, for it's price, it grants you additional magic resistence, Bonus health, cool down reduction and an increase to all of your regeneration effects. If you find yourself in a situation early on in which the enemy team's AP champion/s are putting forth more damage then you expect, you may need to pick this up. It's increase to your health regeneration will also provide you with a better sustain, effectively allowing you to stay in the jungle longer. [center][img=items/guardian-angel.png][/center] Upon death, Guardian angel will revive you with 30% of your maximum health, thus the more health you have, the better off you can return with. This carries 2 benefits, as well as a draw back. It gives you a second chance to fight the enemy, allowing you to either reduce their numbers, or reduce their health enough for your team to finish them should you die again, or you're able to escape alive. It allows you a chance to maintain your killing streak, should you be able to stay alive and escape. It's draw back however is that competent players will wait for you to revive and then instantly kill you again. Keep that in mind when considering it's use. [center][img=items/spirit-of-the-elder-lizard.png][/center] This item brings some increased damaging capability to Kha'zix. It carries the health regen and mana regen of its predecessor item, as well as improving upon it's "butcher" passive(increasing it by 5%). The item grants you some pretty decent bonus AD, thus improving the power of your spells. But what really makes it so good is it's unique passive. It adds true damage to all of your attacks, including your skills(so long as those skills are not DoT skills). This means that everything you do, deals even more damage that cannot be countered by any defenses. With Kha'Zix, this further improves damage with him when paired with his Passive AND his isolation damage. Even his Leap's AoE will apply this damage as well. [center][img=items/spirit-of-the-ancient-golem.png][/center] This Item can bring some much needed tankiness to Kha'zix, helping him to survive in the later stages of the game. It carries the health regen and mana regen of its predecessor item, as well as improving upon it's "butcher" passive(increasing it by 5%). What it brings on it's own, is a hefty health bonus, some decent armor, and a Tenacity. These three stats improve your ability to survive fights and it is capable of being bought early on, though should never be bought over more important items on ADC oriented champions.

[imgext=] As Kha'zix is mana dependent in order to use his skills, He can burn through his mana at early levels in the jungle very fast. To counter this, you be taking a route that has you secure the first blue buff for yourself. You don't need to start at blue first, you can start at wolves first, then move to blue after(blue should spawn just after you finish wolves anyway). I personally recommend you always start at wolves first. [highlight]Note: The numbers on the map do not equate to the actual order of the jungle route, it is just an option, and representation of the camps.[/highlight] [highlight]1. Wolves:[/highlight] Here you'll need to have a teammate/s help you. Once they spawn(usually at about 1:40), Get the first hit in so the damage is directed at you. Your teammate/s should be focused on withering down the wolves, but not killing them. This makes it easier on you as you'll take less damage in the long run, and the wolves will drop much quicker. You should have started with your Q, so you'll be able to use that to help speed up the kills here. [highlight]2. Blue Buff Golem:[/highlight] Like with the wolves, you'll need a bit of assistance. One teammate should "leash" the golem for you. In other words, they'll strike it first so that it's aggro turns on them, allowing you to get in free damage before it turns it's aggression onto you(which will note take long after it begins to move). However, it's fine for them to leave after a single hit if you happen to have another teammate nearby, which is most often the case. This teammate will help damage it enough so that you can dispose of the golem after they leave while taking as little damage from it as possible. [highlight]3. Wraiths:[/highlight] After you finish the blue buff golem, move onto the wraith camp. This is a relatively easy to clear camp, and shouldn't take you very long to clear. You can choose to focus the smaller wraiths first, saving the large one for last, or kill the big one first, then the small ones. Either way is fine, keep in mid though that killing the large wraith will restore a bit of your health, and mana. [highlight]4. Double Golems or Back to Wolves:[/highlight] When you finish off the wraiths, Wolves will have respawned. Here you have the choice of returning to the wolves and killing them again, or going to the double golem camp. If you decide to head to golems, keep in mind that you're missing out on additional gold and experience by passing up wolves at this point. Because the small camps respawn every minute, if you head to golems, kill them, wraiths will respawn and you'll head back to them, then to wolves. However, if you kills wolves first, head to golems, kill them, then go back to wraiths, Wolves will have respawned again. [highlight]5. Red buff lizard:[/highlight] At some point, you need to stop at this camp. Having the red buff is very helpful when you go to gank lane. You should approach this camp during your first run through of the jungle only if you have smite ready for use. This is due to the fact that you want to stay in the jungle as long as possible, and if you try to kill the red buff lizard without smite, you take more damage then you should(you could possibly die to him even), and you'll end up burning through your potions. Thus it is important that you have smite available.

Ganking is the act of assisting another lane by putting the enemy team in that lane at a disadvantage and either forcing them to disengage and retreat, thus giving your teammate/s some relief, or killing them, thus giving everyone that was a part of the kill additional gold, and creating relief in that lane for your team. Ganking is best done when a lane is pushed in your team's direction, thus exposing the backs of the enemy. This gives you and you're teammates a better chance at scoring a kill. Ganking a lane that isn't pushed is harder to do. This is because the enemy is positioned closer to their own tower, thus giving them the ability to more easily escape the gank alive. [highlight]Using your E for ganking[/highlight] Kha'zix's E makes for a great ganking tool for its ability to close gaps between you and your target, not to mention the damage it will deal if you manage to successfully land on the enemy. Often, the enemy will retreat when they see the enemy jungler enter the lane for a gank, thus the importance of needing to close gaps if you're wanting a successful gank. His leap should also put you within range of using exhaust, to further prevent an escape, and lowering their ability to defend themselves. You need to determine your point of entry, which isn't difficult to do, especially when the lane is pushed rather hard. You want to enter in a way that you will land behind the target, or close enough to put you to the side of the target, if the target spots you early, save your leap until you can get close enough to ensure you'll land it. If you can do this correctly, you're already off to a great start. keep in mind that you will not be able to use you E again to chase with. [highlight]Top lane[/highlight] Top lane provides you with the ability to gank from a bottom position. This means you will be traveling up to the lane to gank it. When ganking this lane, there is the main entrance to the lane from the river. Purple side poses another entrance that branches into their jungle and to the river. Blue side however does not posses this entrance. You can attempt to gank blue side at top by going through the jungle and then into the lane, but this exposes you to vision from their turret, as well as damage from that turret. This lane will generally try to place a ward in the bush on the left side of the river wall, and in the bush between the entrance to the river and purple jungle. be weary of these areas, as well as further down river, being warded. You wont be able to gank from the bush on purple's side, but it is very possible to gank from the bush on the left side of the river(more so if you're on blue side and purple is pushing the lane). [highlight]Mid lane[/highlight] Mid lane gives you the ability to come in from either the top portion or bottom portion of the map. This lane features to entry points by land on both side, and a line of brush in the north and south river that extends from wall to wall. You also need to keep in mind that one or both of these bushes could be warded, which means that you wont be able to properly gank the lane. Don't fret though, When they see you, they will generally back off and retreat to their turret while you're in the bush in order to avoid getting killed. If the enemy stays, it could mean that they've got their jungler nearby. Take this as a warning that if you attempt to gank, you will get counter ganked. Note that the placement of the enemy ward will be in a position that they will see you even if you choose to come at them from the river entrances to their jungle, avoiding the bushes. Of course, your solo mid may also have warded these bushes, thus pretty much turning things into a stand off, or 2v2 fight will ensue. [highlight]Bottom lane[/highlight] Bottom lane is much like top lane, save for the fact that the entrances are reversed, and you enter from a top down position. Be weary though as bottom lane should normally be more difficult to gank then the other lanes. This is because the lane has 2 enemy champs in it, and one of them(the support), buys wards very often. Because of this, the river can be warded as far up as dragon, giving them a very good head start on avoiding you. However, moving in the direction of the lane can force the enemy to disengage and retreat, or the exact opposite and they'll head straight at you. It they disappear from your vision, then back off, and return to the jungle.

[highlight]Starting the game[/highlight] After selecting your starting items, Head on over to the wolf camp. [highlight]!!!BE PREPARED FOR A LEVEL 1 INVASION!!! do not make the mistake of assuming that the enemy team will not invade.[/highlight] With this in mind, your teammates will generally, take positions to watch for the enemy in case they do attempt invade. Keep yourself close by to give aid in case the enemy team does attempt to invade. If no invasion occurs, you will need to return to the wolves before the spawn. Once they go down, take the first blue, and head to wraiths. You want to hit level 3 as soon as possible to improve your early ganking ability. Keep checking the mini map every few seconds in order to get a basic detail of each lane's status. If you notice that your teammates are closer to their own turret instead of being in the center of the lane, go ahead and pan your camera over to that lane. If you see that your teammates are being pushed, then you may want to gank that lane to help give your team some relief. If there are no lanes in need of assistance, continue on your jungling route. You can still gank, but the enemy is more likely to escape, thus costing you time that could be used gaining gold and experience. [highlight]Don't return to base to soon![/highlight] Try and stay out in the jungle for as long as you can. This is so that you can [highlight]A.[/highlight] prevent yourself from falling to far behind in levels and gold, and [highlight]B.[/highlight] be able to help your team by ganking a lane when they need one. If you can, try to stay out in the jungle until you hit level 6. This will give you a great start on your experience. It will also allow you to have a much greater amount of gold, thus possibly giving you the ability to buy multiple items when you return to base(you may be well able to finish off a few core items). [highlight]Creating Map Vision[/highlight] Make sure that during your first return trip to base, you pick up at least one ward(one ward is better than no wards). This ward is for you to use to assist either top lane or mid lane(bottom lane's support should have things covered for their lane). Place this ward into either a position that that will serve to help both mid and top lanes, or place it at which ever lane seems to be generating the most trouble from the enemy jungler. Either way, you will either end up warding for both of these lanes, or you may not have to ward for them at all. In the event that you don't have to ward for these lanes, use the wards that you have to keep in eye out on Dragon, or for tracking the enemy jungler so you can be ready to counter jungle them at some point. If things happen to be going badly for you this early, don't fret, this is only the early game, meaning things are still up in the air and can change in a heart beat.

By this point in the game, you should have your core items finished, and starting work on more advanced items. Dragon secures become more important by this point, so make sure you keep it warded and pay attention to that point of the map. If you see something going on over there, you and you're team may need to intervene as the enemy team may be trying to take dragon. The experience an gold from dragon is important, so don't let the other team have it, but do not just aimlessly walk into a fight where you are severely outnumbered unless you can pull off a successful dragon steal for sure. [highlight]Laning phase[/highlight] The first half of the mid game is still apart of the laning phase, which is approaching it's end. So keep moving from jungle camp to jungle camp as you normally would. Remember to still keep an eye on other lanes, and apply aid when needed. By this point, wards will start to become even more valuable, so be sure to place wards at important places such as river entrances, the enemy jungle, your jungle, and Dragon and Baron. When the laning phase ends, you don't want to be running around alone to much, lest you be caught unaware and killed. Stay with, or close to teammates in case any of you come under attack so that you may provide aid to one another. [highlight]After the Laning Phase[/highlight] In addition to securing dragon, you should be assisting your teammates in attempts to take down any turrets that the team is focusing on. Destroying these turrets not only offers you and your team some benefit with extra gold, but it clears a path for you're team into the enemy base. When going after the turrets, you do not need to continue on to the next one after destroying one. If you see that the enemy is building some resistance around their turret, do not dive in at the turret, and do not dive in at the enemy. Just stick with your team, and allow your team to poke at the other team.

The laning phase is long over, and it's getting close to the time to end the game. Dragon secures are still important as they will net your team gold to finish off items they'll need for any upcoming team fights. Baron is also an aspect to consider. Yes Baron can be fought and killed during the mid game, but he becomes much more focused during late game as teams are trying to finish the game. Keep him warded and watch for the enemy team attempting to take him. Do be advised that the enemy team will be using Baron as a challenge to your team to enter into a team fight with them, or surrender Baron to them. Your team will possibly do the same as well. During this stage of the game, there will be few to almost no small skirmishes, as most skirmishes will be team fights. Success or failure in a team fight can determine who wins the game, which is what makes these fights so important. Forcing the enemy to engage you in a team fight allows your team the opportunity to remove several threats from the game temporarily in order to make your push into their base much easier, and thus more successful. [highlight]Taking the enemy base[/highlight] If your team manages to make it into the enemy base, your next target is the first inhibitor you come to. Destroying this inhibitor allows your nexus to spawn super minions, which are very useful should your team be forced out of the enemy base. If your team is not forced out of the base, you will obviously move next into destroying the turrets protecting the nexus. These turrets are positioned rather close together so fighting enemy champions under them is much more difficult as you could draw the attention of both on to you(which is even worse should you be at half or lower in health). Focus on the turrets unless the enemy begins to appear in numbers forcing you to back off. When the turrets come down, focus everything on the nexus, ignoring enemy champions. I say to ignore them because their attempts to stop you will mean nothing should you destroy their nexus, and if you managed to move your creep wave up to the nexus, they could finish it off in the event the enemy does kill you. [highlight]Defending in late game[/highlight] On the other side of things, the case in which the enemy is forcing its way closer to or into your base, you'll need to defend it with all efficiency. If you posses a competent team, you should be able to successfully defend your base. Just do as you would in any team fight, and use your turrets to your advantage. If your team succeeds in defeating the invading players, now would be an intelligent time for your team to push into the enemy base. If there are enemy creeps still in your base, leaving one player behind(possibly even yourself) there to mop them up is a wise decision as it will allow your creeps to advance onward as well. Just because the enemy team is dead however does not mean you will win the game. If there are still enemy turrets present, you will have to deal with them, and you may also need to bring down the enemy inhibitor. As the Enemy team respawns, they may do one of two things: [highlight]1.[/highlight] those who respawn may run forward to put up some resistance. This can be favorable to you because if your team out numbers them, you can kill them off and thus keeping your team in an advantageous state. [highlight]2.[/highlight] they'll stand by and wait for other members of their team to respawn, and then charge in on your team. This could be potentially bad for your team as you and your teammates very likely wont be full on health/mana, and facing down a team of players with full health/mana puts you at a disadvantage. So its wise for your team to back off at this point, you repelled them from your base and managed to push the waves to their base, which is a great victory onto itself.

In a team fight, the goal is obviously to win the fight by eliminating all enemy players, or enough of them that it forces the remaining players to flee in fear of giving up an ace. When engaging in a team fight it is important to know who among the enemy are the biggest threats. These are the players you need to focus and kill first. Not focusing these players(this includes your whole team) can lead to your team losing a fight. With out their biggest threats around, the enemy team will not be able to win the fight(unless some circumstance places your team at a disadvantage). Another important aspect to remember is don't get kited away from your team. If an enemy who is nearly dead tries to escape, don't just blindly rush after them. Your team could still be facing down the other 4 enemy players, so stay with the big fight to give your team an advantage in manpower. If the player that ran off decides to come back, then feel free to end them. Only chase down a fleeing enemy if the enemy team has taken several losses, and it is assured that not only can you finish your target, but that your team is guaranteed to win the fight. Kha'zix is an assassin, and possess greater damage against isolated targets, thus you need to target those who are separated from their team enough to trigger the isolation damage on your Q. Your E and Ultimate can help you to get close to them, and escape when the enemy team turns on you. This puts you in a compromising position though. Carries tend to try and stay in a position that places their teammates in front of them for cover purposes, and you're not a tank, thus you wont last long should they turn their focus on you with your E and Ultimate on cool down. So instead, stick with your team, Focusing the same targets they focus until the enemy team begins breaking up. At this point, You can then begin targeting isolated units as they attempt to escape. Catching them shouldn't be an issue, and once you do catch up to them, You should me more than capable of finishing them off quickly. [highlight]Team fights around structures[/highlight] During mid and late game, team fights will break out around turrets. The key here is not to be all gung ho. Stick with your team as they poke at the other team, all the while waiting for one of the enemy champions to make a mistake. If you find an enemy out of position, such as they moved up out of the turrets range(which is protecting them for the most part), and your team pounces on him, then you now have a fight. Here you can attempt to kite enemies out of turret range to allow you and your teammates some ease from the additional damage of the turrets. Fighting under the enemy turret may be completely unavoidable, so do not count on your enemy to follow your team out of turret range, unless they have a clear advantage. Either way, as you would with any team fight, you need to focus down on the biggest threats and kill them ASAP. If you are on the defending side of things, you want to try and get the enemy fight you under the turret. Doing this is made easier by having a champion such as Blitzcrank for example, who can initiate the fight by simply pulling an enemy player under you tower(Nautilus works to, just not as well). If your team does not posses the means to pull an enemy player out of position, that's fine, just be ready and do not stand still as you're teammates with greater range poke at the enemy. If you find the enemy is not willing to engage under your turret, that is fine as well as an intelligent group will back off if they find the situation to be unfavorable and not correctable. When they retreat, do note follow, stay back for a moment to be sure they left and than go about what ever business you were attending to. [highlight]Team fights at Dragon and Baron[/highlight] Both Dragon and Baron are located in alcoves along the river. While Dragon can be kitted out of his alcove, baron cannot. Fighting in the alcoves has it's good and bad sides of things. First being that you have no way to escape unless you have flash, or an ability to jump over walls. As Kha'zix, you have the ability to leap over the walls to safety if need be, so long as you haven't burned your leap already. The second being that you have only a small amount of space to maneuver, which gives the enemy(as well as you) an easier time landing skill shots. Another issue with team fights in these areas is that one side will almost always be out numbered, meaning your team could be placed into a situation where you have to deal with a sixth source of damage. However, these locations are perfect for forcing the enemy team into a team fight, which makes it best for your team to ignore engaging Dragon or Baron, and wait for the enemy team to make their way there to challenge you. [highlight]Dragon Alcove[/highlight] [imgext=] [highlight]Baron Alcove[/highlight] [imgext=] [highlight]These two locations on the map are the exact same, just flipped from blue side bottom and purple side top.[/highlight] [highlight]1.[/highlight] This first point of entry can only be achieved by a few champions do to the larger cluster of trees. Evolving your E will allow you to jump over this expanse, to either enter or escape the alcove. [highlight]2.[/highlight] This entry point can be crossed without an evolved E. Any champion can "jump" this section of the wall with the help of the flash summoner spell. [highlight]3.[/highlight] Like the second point, it can be traversed with flash, or with out an evolved E. [highlight]4.[/highlight] This path leads in from Blue's jungle, or Purple's jungle into the river. The bush located here can serve as an ambush spot against people approaching from point 4 and point 5, or those approaching straight from mid lane. [highlight]5.[/highlight] Leads into the river from Purple's jungle, Blue's jungle, or mid lane. Players will generally approach the alcove from this point in a direct line, thus making it easier to ambush them from the isolated bush. Place a ward in this area often to prevent surprises. [highlight]6.[/highlight] This path leads to Purple's buff golem, or Blue's buff golem. A ward should be placed at this entry before attempting Dragon/Baron. [highlight]7.[/highlight] This is another entry point from Blue's or Purple's jungle, and from bottom/top lane itself. Minions in the lane will provide vision of anyone approaching from the lane. If the waves are pushed up, the placing a ward near the lane serves as a great warning.

[center][img=champ/khazix.png] vs [img=champ/rengar.png][/center] When Both Kha'zix, and Rengar are on opposing teams, at an unspecified time during the match, when certain conditions are met, an special event triggers. Kha'zix must have used all 3 of his evolution points, And Rengar must be in possession of a Bonetooth Necklace(currently speculated to require 14 trophies on it). If the conditions are not met, the event will not trigger. Once one has killed the other(assists count), the event ends and will not appear again for the rest of the game. Each champion receives a non stat effecting bonus that requires them to kill the opposing champion. When one champion has slain the other, or received an assist in the others death, they receive a special bonus. If Kha'zix kills Rengar, Kha'zix gains a forth evolutionary point. This allows you to have a fully evolved Kha'zix for the rest of the game, as opposed to only having evolved 3 skills. If Rengar kills Kha'zix, Rengar's Bonetooth Necklace becomes a new Item called, "Head of Kha'Zix".

When Playing Kha'zix, think of him as a squishier, less powerful version of Rengar. Where Rengar can decimate groups, Kha'zix can decimate single targets. Being a jungler allows you to really shine as the assassin that he is. Hes not difficult to use, but is prone to being punished hard for your mistakes. So play smartly, and you'll succeed. Thank you for taking the time to read this guide, and hopefully you can take enough from it to aid you in your endeavor to learn Kha'zix and dominate the jungle with him.

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