Runes
  • 9
    Greater Mark of Attack Damage (+0.95 attack damage)
  • 9
    Greater Seal of Armor (+1 armor)
  • 9
    Greater Glyph of Scaling Magic Resist (+0.16 magic resist per level (+3 at champion level 18))
  • 3
    Greater Quintessence of Attack Damage (+2.25 attack damage)
Skill Order
Q W E R
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

Hello frequenters of Solomid's lovely and immense guide section! My name is Freshwalrus and I have been playing this game for about 3 years now and am eager to share my knowledge with you. I am unranked, but simply, because I choose to not play ranked. This is one of my first guides so I hope you enjoy it and find it helpful to those interested in playing Kha'Zix, the Voidreaver, to his near fullest potential in the jungle. [.] I say near fullest because Riot limits our item build with the lack of AD caster items xD Lets dive into what Kha'Zix is and how he needs to be played.

I update the grammar, word choice, look of the guide, pictures and sentance structure so much in this guide that I do not believe it would be wise to fill up a chapter with little changes. 10/06/12: [.] Have changed Wriggle's Lantern to Aegis. When I first made this guide I thought to myself, how can I create a build order that can cater to almost any situation that the summoner can face, not the most optimal and what is realistic. Since I could not watch every game everyone who reads this guide plays and tell them what to build when and why, I created an all in one item build that could be changed per situation as necessary, but I realized that i should have just given you guys the most optimal, this is what you will realistically be able to build and what is the best to shoot for. 10/06/12: [.] Overhauled item build. [.] Re-did the math to account for the new build and correct a few errors. 10/07/12: [.] Visual updates and updated the older chapters: Runes, Masteries and Summoner Spells. [.] Updated Item Build section, no deviation in item build. Simply visually better and more in depth. [.] Just TLC. [.] [highlight]Approved[/highlight]. [.] Cleaned up the language involving the interaction between Void Spike and Void Assault. 10/08/12: [.] Ran through some typos and misconceptions. [.] Added more jungle gank options. [.] Added much more depth to the, "Different Playstyles" section. 11/15/12: [.] Added the "Season 3 Changes and How They Pertain to Kha'Zix" chapter.

[highlight]First off lets start this by breaking down each area of the game that is going to change for Kha'Zix[/highlight]: [.] I will not be talking about every single change, mostly about every single item change, because a lot of them, like the [highlight]Archangel's Staff[/highlight] and [highlight]Tear of the Goddess[/highlight] changes do not pertain to Kha'Zix. [highlight]Jungle Changes[/highlight]: [.] No more leashes, considering the new Jungle camps will attempt to attack the nearest target. [.] Jungle creeps will be less vulnerable to AOE, Area of Effect damage, than in Season 2. [.] Jungle camps will have a longer respawn timer, meaning Counter Jungling is more effective. [.] Season 1 had huge respawn times, Season 2 drastically reduced that while concurrently reducing the amount of experience and gold one could farm from the jungle to compensate for the camps being up much faster. [.] Jungle camps now give more gold and experience from each creep. This is so because the creeps are getting more health to combat AoE and more damage to combat Boots and Triple Pot starts. These are all side changes to this re-work of the jungle. The main goal of the Season 3 jungle is to reduce the early game pressure that ganks currently put on the lanes. [.] During Season 2, it was the mainstay to gank Top Lane at around 3:00-3:30 with a level three gank featured in a Chapter below this one. Earlier gank times could be achieved by simply using a level 2 gank. Especially with a Jungler only needing Boots and 3 pots to get to the gank and be healthy enough for it. [.] With Boots on the Jungler, unless the enemy Laner takes boots a 2v1 gank will almost 100% pop summoner spells or net a kill. This drastically limits the amount of competive Top Lane picks because the Top Laner has to have high mobility to escape the gank and be able to farm safely from a distance. Solo Que is different because it is not as coordinated allowing for more risky top lane picks such as Riven. [.] So now the Jungle Creep will have higher health, which means they will take longer to kill, in addition to dealing more damage, which means the Jungler will be less healthy to gank if they start with just boots, and they are less vulnerable to AoE, which means most of the top picked Junglers will clear slower. Junglers will be getting faster levels as well as a drastic increase in gold, many options open up for builds and viable champions. [highlight]Item Changes[/highlight]: [highlight]Removed Items[/highlight]: [img=items/elixir-of-agility.png]: [highlight]Elixer of Agility[/highlight]: [.] Xypherous described it as superfluous. [.] Essentially the argument goes like this: Let's say AD carry "A" is ahead of AD carry "B". If they both buy and use it at the exact same time, it is always better for AD carry "A". The reason this is so is because of the nature of this Elixer, its stat bonuses are multiplicative so it heavily rewards the already winning AD carry. [.] Xypherous also just thought it was unnecessary for the winning team. [img=items/regrowth-pendant.png]: [highlight]Regrowth Pendant[/highlight]: [.] Haven't seen much chatter on this item, can only assume that Xypherous did not like the passivity this item created in certain scenarios. [img=items/meki-pendant.png]: [highlight]Meki Pendant[/highlight]: [.] Same category as [highlight]Rejuvenation Bead[/highlight]. [.] I do not know what will replace this in items that currently require this to be built. [img=items/heart-of-gold.png]: [highlight]Heart of Gold[/highlight]: [.] Utility Junglers will be much less tanky now. [.] Heart of Gold has been a mainstay for pretty much anyone who wanted to build gold items. [.] As long as this was in the game there would be no point in making any other tier 1 items, because [highlight]HoG[/highlight] would have outclassed them all so there would be no point to buy anything other than [highlight]HoG[/highlight]. Almost exactly why no one ever bought [highlight]Moonflair Spellblade[/highlight] or [highlight]Cloak and Dagger[/highlight]. [.] Created too much of a passive advantage for those who built it, they didn't have to do anything that created an advantage and the longer the game went on the better it was for those with [highlight]HoG[/highlight]. [img=items/moonflair-spellblade.png]: [highlight]Moonflair Spellblade[/highlight]: [.] Not much to say, I have never seen anyone buy this that wasn't trolling. [img=items/cloak-and-dagger.png]: [highlight]Clack and Dagger[/highlight]: [.] Same category as [highlight]Moonflair Spellblade[/highlight]. [img=items/ionic-spark.png]: [highlight]Ionic Spark[/highlight]: [.] Xypherous didn't like how much of a niche pick this was, it also had too many conditions to be worthy of a buy. [.] [highlight]Shen[/highlight] was really the only one who could actually build this without being inefficient with their gold and their champion's kit. [.] Other split push champions in almost all cases should have bought [highlight]Wit's End[/highlight] over [highlight]Ionic Spark[/highlight], for both damage and split pushing capabilities. [img=items/force-of-nature.png]: [highlight]Force of Nature[/highlight]: [.] Movement speed and Magic resit are the bane of any caster's existance. [.] As long as this item was in the game no other items in it's category could be created because FoN would just multiply the other items efficiency with it's % movement speed. [img=items/madreds-bloodrazor.png]: [highlight]Madred's Bloodrazer[/highlight]: [.] This has always been a trap item, no matter what the situation and champion it is being used against and what champion built it at any stage of the game. [.] Any combination of standard AD carry items, like [highlight]Infinity Edge[/highlight] / [highlight]Last Whisper[/highlight] / [highlight]Phantom Dancer[/highlight] were always better than [highlight]Madred's Bloodrazer[/highlight] for taking out tanks. [highlight]Black Cleaver and Armor Penetration[/highlight]: Armor Penetration for the longest time has worked as follows: [.] Armor Reduction reduces the opponents armor and does not 'Penetrate' and has always been applied first. [.] Flat Armor Penetration has always applied after Reduction and before Percentage (%) Armor Penetration. [.] The traditional order is Reduction -> Flat -> Percentage [.] The new order is Reduction -> Percentage -> Flat [.] The old order was incredibly inefficient, now it is much less so. [.] I just wish it went like so, Percentage -> Reduction -> Flat, but that might be OP idk. [img=items/the-black-cleaver.png] : [highlight]The Black Cleaver[/highlight]: [.] It losses 30% attack speed, 10 Attack Damage and it's old passive. [.] It gains 10% CDR, 10 Flat Armor penetration and a better passive. [.] It's old and new passive are as follows: [number]Old Passive[/number]: [highlight]"Unique: Your basic attacks reduce your target's armor by 15 for 5 seconds (maximum 3 stacks)."[/highlight] [number]New Passive[/number]: [highlight]"Dealing physical damage to an enemy reduces their Armor by 5% for 6 seconds. his effect can stack up to 5 times on the same target."[/highlight] [.] The new passive works with all forms of physical damage, which includes abilities. As long as the ability you are casting deals physical damage or you are auto attacking, you will proc the new passive. [highlight]Mastery Changes[/highlight]: [.] Feral Pony has not been very Xypherous like with his sneak peaks, so the only meaningful thing I have gleamed that relates to Kha'Zix and most Junglers is that Indomitable has been removed and Tough Skin has been changed somehow. [.] This means that you will get lower in the Jungle so idk how I will do my masteries after these changes come. [highlight]How Do All of These Changes Affect Kha'Zix?[/highlight]: [.] Every single one of his abilities that deal damage will proc the new Black Cleaver passive. [.] Jungle Kha'Zix will get more gold for more items so he can build his carry damage items even faster. [.] I could ramble on and on about every single change, but I feel it would be better to just say this last few generic things. [.] The Jungler gets the farm equal to a little less than the lanes if he chooses to farm the Jungle and the same goes with levels. [.] You can not start Boots and 3 pots except on probably Udyr and Warwick. [.] You can't gank as early, depending on the champion, how you rune and the new masteries/items you might not be able to gank your first clear. I will be updating this guide frequently with the new changes coming up to keep you guys informed.

[img=champ/khazix.png] : [highlight]Kha'Zix[/highlight]: Is a very exciting champion, not just because he is a Void champion (even though its pretty awesome that he is), He is exciting because he is a new addition to the [highlight]AD Caster[/highlight] archtype. [highlight]Does everyone remember Mr. Man Drop?[/highlight] [img=champ/pantheon.png] [highlight]Or Da Croc?[/highlight] [img=champ/renekton.png] [highlight]Or the stealthy Badass?[/highlight] [img=champ/talon.png] Well along with those cool dudes our newest addition to the League, Kha'Zix, belongs to an archtype known to League as the [highlight]AD Caster[/highlight]. [highlight]What is an AD Caster you ask?[/highlight] Well along the same lines as an AP Caster, AD Casters rely mostly on their abilites to deal the majority of their damage. The AD Caster can simply be described as a mix between a Bruiser, such as Irelia or Leesin and an AD Carry, such as Ashe or Graves. Unfortunately, do to Itemization choices and the way their Kits are designed they are at an inherent disadvantage, and thus only work in certain niche team comps. Due to the inherent disadvantage of not being as tanky as a Bruiser, thus not being able to survive in the middle of a fight as long, and not dealing as much damage as an AD Carry late game, due to the fact that they have to deviate from pure damage to build tanky in order to use their close range abilities in team fights, they are not as prevalent in play. Do not let this disadvantage discourage you from pursuing your childhood dream of playing Kha'Zix, or other AD Casters, but take this knowledge and use it to your advantage. Since AD Casters are not the best late game, when should you focus on? [.] Thats right my fellow summoners, the mid-game, so that's what we will do. [highlight]Upsides to AD Casters[/highlight]: [.] They can still build a little tanky and still deal a good amount of damage. [.] Can utlilize more on hit effect items than AP Casters are able to. [highlight]Downsides to AD Casters[/highlight]: [.] Do not nuke as much as AP Casters, as well as not doing as much damage as the AD Carry during late game. [.] Poor itemization choices. [highlight]Changes to come/changes promised[/highlight]: [.] Years ago Riot addressed the issue of the lack of AD Caster items and has been working on it ever since. [.] Morello has stated that in Season 3 this issue will be dealt with, Soon tm* xD. [highlight]Why To Play Kha'Zix[/highlight]: If you are the kind of person who likes highly mobile and extremely potent high risk/high reward champions, Kha'Zix is your Voidreaver! [highlight]Pros[/highlight]: [.] Highly Mobile. [.] Does large quantities of damage. [.] Stealth is good for ganks. [.] Very good at picking the enemy carries. [highlight]Cons[/highlight]: [.] Very squishy. [.] Can be starved for mana early on. [.] Limited by item choices. [.] Forced into the jungle. [highlight]Forced Into The Jungle Because[/highlight]: Kha'Zix is forced into the jungle because of the matchups in toplane. Kha'Zix would get destoyed in any ranked game unless he is the very last pick, as is the nature with most toplaners (but Kha is worse). [highlight]Other AD Casters For Top Lane[/highlight]: [highlight]Renekton[/highlight]: [.] Can build Tanky AD Caster and still be a threat during mid-game and then be a huge wall late-game. [.] Renekton has no mana restrictions, unlike Kha'Zix. [.] The main advantage Renekton has is that with his resource system, [highlight]Fury[/highlight], he can make all of his abilities do additional things or augment them immensely to help out his lane pressence. [.] Renekton has higher burst early with [highlight]Ruthless Predator[/highlight], which also brings a very long stun with it. He has more sustain with a Fury fueled [highlight]Cull The Meek[/highlight], which only needs to hit minions to heal rather than standing next to them with Void Spike. [highlight]Slice and Dice[/highlight] adds more escape options than just one Leap that Kha'Zix has. [.] Overall Renekton is a safer top laner than Kha'Zix is. [highlight]Talon[/highlight]: [.] bursts harder than Kha'Zix and can farm more safely than Kha. [.] Talon's [highlight]Rake[/highlight] ability farms better than Kha'Zix's [highlight]Void Spike[/highlight]. This is so because Rake can pass over minions, has a lower mana cost and is more spammable than Void Spike. Kha'Zix's Void Spike ability does not pass over the first minions it hits, higher mana cost and lower spammability. [.] Rake, [highlight]Shadow Assault[/highlight] and [highlight]Cutthroat[/highlight] are the reason Talon can safely lane in top while building only damage. [.] Shadow Assault has a much lower cooldown than [highlight]Void Assault[/highlight] and has a huge nuke along with the tactical stealth. [highlight]Pantheon[/highlight]: [.] Has very strong poke with [highlight]Spear Shot[/highlight] and with his passive, [highlight]Aegis Protection[/highlight], he cancels out a good amount of damage from the enemy top laner. [.] Pantheon's E ability, [highlight]Heartseeker Strike[/highlight], has a passive component called [highlight]Certain Death[/highlight]. This allows him to farm very well and sustain very well with lifesteal. [.] So even if Pantheon is pushed to his tower, he needs very few items to last hit. This covers AD Casters that would better suited for top lane, which is why I like Kha'Zix in the jungle. [imgext=http://i.imgur.com/N7S72.png] Here are Kha'Zix's base stats, just an extra bit of knowledge you can use to your advantage. With these stats in mind, even if you do not desire to build him the way that I build him, you can use these to see what stats he will have at all levels with your chosen masteries, runes and item build =). Enough of this boring exposition, lets dive into how we should build and play him!

[imgext=http://i.imgur.com/q4sWH.jpg] [.] In my testing I have found this to be best Rune setup for Kha'Zix. Simply because he scales better with [highlight]AD[/highlight] than attack speed and he is not a utility jungler so he can not make full use of movement speed [highlight]Quintessences[/highlight]. [imgext=http://i.imgur.com/t1fZy.png] : [highlight]Greater Mark of Strength[/highlight] Gives you the AD you need to hit harder and have your abilities do more damage. I experimented with combinations of [highlight]Armor Penetration[/highlight] and [highlight]Attack Speed[/highlight] runes but I have found AD [highlight]Marks[/highlight] to be the best. [.] Increases the amount of damage Taste Their Fear and greatly increases the damage to single targets. [.] Greatly increases the amount of damage Void Spike does to the whole camp. [.] Increases his clear speed because Kha'Zix relies on his abilities more than his auto attacks to deal damage. [imgext=http://i.imgur.com/ssPwO.png] : [highlight]Greater Seal of Resilience[/highlight] Every jungler should take these [highlight]Seals[/highlight] for it allows you to stay healthy in the jungle and gank safer. These Runes make a huge difference in the amount of health you will have in the jungle early on. If you were to use different [highlight]Seals[/highlight] you would notice a huge difference in your jungle clear, you would be much lower and would not be able defend your jungle from counterjungling as well as not being able to gank. [.] Necessary to stay healthy in the jungle. [.] Makes you healtheir in the jungle so you are healthier for ganks. [.] Necessary on every jungler just because the creeps deal physical damage, and they hurt early on. [imgext=http://i.imgur.com/Ch3A3.png] : [highlight]Greater Glyph of Sheilding[/highlight] This I find to be mandatory and the best option for any jungler. They outclass the other options and do lots of work later on in teamfights. Simply the best choice. The only other choices we have here are [highlight]Cooldown Reduction[/highlight] per level Glyphs and [highlight]Attack Speed[/highlight] Glyphs. But we do not want to take either of those because Kha'Zix needs as much magic resist as he can get from his runes, he would not make use of the extra [highlight]6[/highlight] magic resist you would get from [highlight]Resistance[/highlight] in the defensive tree. If we build too much magic resist in game, we detract from our damage output which is not a good thing. [highlight]Attack Speed[/highlight] does not scale well with him because he is not relaint upon attack speed to deal the majority of his damage, for he is an [highlight]AD Caster[/highlight]. We need [highlight]Magic Resist[/highlight] per level Glyphs more than [highlight]Cooldown Reduction[/highlight] Glyphs for late game so that is why they are not taken. This is why I say [highlight]Magic Resist[/highlight] per level Glyphs are mandatory. [.] Nothing else compares to these Glyphs. [.] Not much room in Kha'Zix's build so we get magic resist where we can and where its free/efficient. [.] Not good to put magic resist in rune slots for jungling. [imgext=http://i.imgur.com/lp7za.png] : [highlight]Greater Quintessence of Strength[/highlight] For the same reason we take [highlight]AD Marks[/highlight] we take [highlight]AD Quintessences[/highlight]. More damage on his abilities and that leads to a faster clear time [.] Increases the amount of damage Taste Their Fear and greatly increases the damage to single targets. [.] Greatly increases the amount of damage Void Spike does to the whole camp. [.] Increases his clear speed because Kha'Zix relies on his abilities more than his auto attacks to deal damage. [imgext=http://i.imgur.com/Xl4Bi.png] [.] Scales even better with [highlight]AD[/highlight]. [.] It has a [highlight]1.6[/highlight] AD ratio before it is evolved, making it a very strong nuke. [.] After [highlight]Void Spike[/highlight] deals with the little minions, [highlight]Taste Their Fear[/highlight] does bonus damage to the main minion of the camp. [.] Its simple, he scales better off of AD rather than [highlight]Attack Speed[/highlight]. A [highlight]240%[/highlight] Bonus AD scaling ability on isolated targets is extremely potent and needs to be made full use of by stacking AD. [imgext=http://i.imgur.com/lsyWf.png] [.] Scales very well with AD and can hit multiple targets. [.] The more AD you have, the higher damage you do to the whole camp. [.] This is his primary damage tool early on and primary clearing tool all game, stacking AD makes the most use out of its [highlight]90%[/highlight] scaling with Bonus AD. [imgext=http://i.imgur.com/Si6QA.jpg] [.] This is an iteration you can try if you desire, but I would not advise. He scales better with AD than attack speed.

[title][img=skills/khazix/p.png] Passive: Unseen Threat [/title] [number]When Kha'Zix is not visible to the enemy team, he gains Unseen Threat, causing his next basic attack against an enemy champion to deal bonus magic damage and slow.[/number] [title]Explanation:[/title] [imgext=http://i.imgur.com/uvPRk.png] This passive is incredibaly strong for ganking/picking. Reasons why: [.] It is a [highlight]Free 35% Slow Whenever You Gank[/highlight]. You are coming from the jungle, no matter what even if the ward catches you, the next auto attack landed is a pretty decent slow (for free). [.] It is also [highlight]free damage[/highlight], it is not a large quantity early on but it builds and builds into a pretty big nuke. By the time you can evolve his [highlight]Void Spike[/highlight] ability (his W ability), at level 6 through leveling up his Ultimate ability ([highlight]Void Assault[/highlight]), Kha'Zix's passive does [highlight]55 damage[/highlight], for free. [.] Now when [highlight]Void Spike[/highlight] is evolved, when cast it applies Kha'Zix's passive, [highlight]Unseen Threat[/highlight]. So to use his passive to the best of your ability you have to combine the two abilities, [highlight]Unseen Threat[/highlight] and [highlight]Void Spike[/highlight]. [.] Once you get into range of the enemy champion for your Void Spike, you can cast it to cause Unseen Threat to pop to slow the champion from range. [.] The slow and extra damage applies, from range make your passive an extremely powerful ganking tool. [.] Use this corectly and you have extremely potent ganks. When Kha'Zix gets to level 18 the Bonus Damage on Kha'Zix's passive, [highlight]Unseen Threat[/highlight], becomes [highlight]220[/highlight]. Now when we use the same method as when we were ganking at early levels, on the carries in teamfights, a total of [highlight]220[/highlight] free damage whenever you drop sight of the enemy. [.] When a typical end game carry gets around [highlight]1900-2.2k health[/highlight], that is a lot of free damage, this is a highly potent passive and should be used to maximize your damage output on Kha'Zix. [img=champ/rengar.png] 's [imgext=http://i.imgur.com/UfoOL.png] [.] slows by [highlight]50% at lvl 1[/highlight]. [img=champ/drmundo.png] 's [imgext=http://i.imgur.com/7lXI2.png] [.] slows by [highlight]40% at ALL lvls[/highlight]. [img=champ/leesin.png] 's [imgext=http://i.imgur.com/1PEmZ.png] [.] slows by [highlight]30% at lvl 1[/highlight]. [img=champ/nautilus.png] 's [imgext=http://i.imgur.com/KAJfj.png] [.] slows by [highlight]30% at lvl 1[/highlight]. [img=champ/olaf.png] 's [imgext=http://i.imgur.com/IgVH0.png] [.] slows by [highlight]24% at lvl 1[/highlight]. [img=champ/nunu.png] 's [imgext=http://i.imgur.com/AQ1eR.png] [.] slows by [highlight]20% at lvl 1[/highlight]. [img=champ/skarner.png] 's [imgext=http://i.imgur.com/zdyrs.png] [.] slows by [highlight]20% at lvl 1[/highlight]. [img=champ/shaco.png] 's [imgext=http://i.imgur.com/tfBKp.png] [.] slows by [highlight]20% at lvl 1[/highlight]. [img=champ/malphite.png] 's [imgext=http://i.imgur.com/0WTLi.png] [.] slows by [highlight]14% at lvl 1[/highlight]. So comparatively, his slow is stronger than the vast majority of slows of other common junglers with the ability at level 1. Now because they can level up their abilities with slows, over time it gets larger than Kha'Zix's 35% slow. But it is extremely potent early, comparatively. [title][img=skills/khazix/q.png] Q: Taste Their Fear[/title] [number]Deals physical damage to a single target. Damage against isolated targets is significantly increased. Kha'Zix passively marks enemies that are isolated from nearby allies. Evolving claws increases damage to isolated targets even further. Kha'Zix also gains increased range on both Taste Their Fear and his basic attack. [/number] [title]Explanation:[/title] [imgext=http://i.imgur.com/IllEm.png] Your bread and butter! This ability is not the biggest source of damage early on, due to it scaling harder than [highlight]Void Spike[/highlight], but is worth evolving second and maxing second to greatly increase the amount of damage done to isolated targets. [.] [highlight]50 attack range[/highlight] goes unnoticed alot of times but it definately is a major plus. [.] This skill is so good that he does not need [highlight]Wriggle's Lantern[/highlight] to nuke the camps, for his [highlight]Void Spike[/highlight] ability clears the small minions and [highlight]Taste Their Fear[/highlight] drops the remaining creep fast. [.] Riven's Ultimate, [highlight]Blade of the Exile[/highlight], gives her [highlight]75 bonus attack range[/highlight], and she can attack the top laner from behind his creeps. She starts out with [highlight]125 attack range[/highlight], and gets [highlight]200[/highlight] with her Ultimate ability. [highlight]Taste Their Fear[/highlight] in its evolved form, granting a permanent [highlight]50 range increase[/highlight] to his starting [highlight]125[/highlight], is pretty strong for a melee champion. [.] When you are facing a carry alone, this ability absolutely destroys them and is a spammable nuke to be reckoned with. [.] When [highlight]Taste Their Fear[/highlight] is evolved, the enemy has to fear you even more because it becomes an execute along with being a short cd spammable nuke. [.] [highlight]Taste Their Fear[/highlight]'s evolved form adds damage to the ability equal to 12% of the targets missing health, so essentially the lower your target's hp is the better. [.] It scales [highlight]240%[/highlight] with bonus AD, that is a huge huge huge number. When added onto the base [highlight]280[/highlight] base damage of [highlight]Taste Their Fear[/highlight], you chunk extremely hard. With Kha'Zix's base AD at [highlight]50[/highlight] with a [highlight]3.1[/highlight] per level scale, [highlight]Taste Their Fear[/highlight] maxed at level 14, our strength [highlight]Marks[/highlight] and [highlight]Quintessences[/highlight], Aegis of the Legion, Mercury Treads and Trinity Force and our Masteries: [.] We do not count his base AD of [highlight]90[/highlight] at lvl 14, for [highlight]Taste Their Fear[/highlight] only scales from bonus AD. [.] [highlight]Taste Their Fear[/highlight] bonus damage from bonus AD is about [highlight]87[/highlight] extra damage. [.] [highlight]87[/highlight] bonus damage in addition to the [highlight]280[/highlight] base damage = [highlight]367[/highlight] maximum damage with only a [highlight]Phage[/highlight] before mitigation/penetration effects. [.] [highlight]Taste Their Fear[/highlight] is on a base [highlight]3.5[/highlight] second cooldown. [.] With the [highlight]Enlightenment[/highlight] mastery at level 14, we have [highlight]6.3%[/highlight] cooldown reduction. [.][highlight]6.3%[/highlight] CDR makes a 3.5 second cooldown, into about a [highlight]3.28[/highlight] second cooldown. [.] All of these things combined turn our Voidreaver's [highlight]Taste Their Fear[/highlight] ability into an extremely potent nuke. I have found it not very efficient to kill the weaker creeps in a camp first, in order to maximize damage output onto the larger creep. [highlight]Reasons why[/highlight]: [.]You take more damage from the main monster in the camp. [.] Meaning Blue Wraith, Red Wolf, Red Lizard and Blue Golem get more hits on you and you get lower. [.] It may seem like a cool little trick but you actually get lower doing this method. Later on it does not matter because [highlight]Void Spike[/highlight] becomes a huge nuke and decimates the health of the little creeps in the camps, allowing you to make more use of [highlight]Taste Their Fear's [/highlight]passive. [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. Evolving spike racks causes Void Spike to fire three projectiles in a cone. Spikes will also apply Unseen Threat to all enemies caught within the area of effect. [/number] [title]Explanation:[/title] [imgext=http://i.imgur.com/8yAdO.png] This is the skill that allows you to sustain without lifesteal in the jungle early on, and is a very strong AOE nuke. Can be cast in midair during Kha'Zix's [highlight]Leap[/highlight] ability . As well as sustaining you in the jungle, after you evolve it, it grants a ranged slow. It pops [highlight]Unseen Threat[/highlight] from a distace, use it efficiently! In order to use this spell to the fullest extent of its capabilities you need to: [.] At the first camp you do, wait till you have taken [highlight]40[/highlight] points of damage from minions, before you cast this ability. This allows you to make full use of the heal on [highlight]Void Spike[/highlight] when it matters the most, early on in the jungle. [.] After [highlight]Void Spike[/highlight] is evolved through Kha'Zix's Ultimate ability, [highlight]Void Assault[/highlight], [highlight]Void Spike[/highlight] becomes a very powerful ganking tool. [.] When ganking wait until you are in range of the enemy laner. Cast [highlight]Void Spike[/highlight] to apply Kha'Zix's passive to slow and damage the enemy to either force [highlight]Flash[/highlight] or a defensive cd, if none are blown its a free kill. [.] Before level 6, this ability is soley used for damage, and should be used once you can for sure land the ability, because it matters alot that you land as much as you can during the early levels when you are not tanky and super strong. [highlight]*Interesting note*[/highlight] [highlight]Clipping Range[/highlight] = The defined space a champion's character model takes up in League of Legends. [.] As long as the minion or enemy is in Kha'Zix's [highlight]Clipping Range[/highlight], [highlight]Void Spike[/highlight] will hit that target. [highlight]Example[/highlight]: [.] Stand in the middle of wraith camp and auto attack the Blue Wraith. [.] The little wraiths will move within auto attack range and be almost on top of you. [.] Cast [highlight]Void Spike[/highlight] once they move into range and you will hit all of the wraiths. [.] The reason this is so is because of the explosion range on [highlight]Void Spike[/highlight]. [.] This can be done in teamfights and all of the jungle camps. [highlight]*End of Interesting Note*[/highlight] [highlight]How much damage this ability will actually do at level 9[/highlight]: [.] With only Aegis of the Legion, Mercury Treads, Phage, Runes, Masteries and base AD we get a total of about [highlight]111 AD[/highlight]. [.] [highlight]Void Spike[/highlight] has a base damage of [highlight]235[/highlight] at level 5 and at all levels a [highlight]90%[/highlight] bonus AD ratio. [.] Because it only scales off of bonus AD, we do not count [highlight]74.8[/highlight] of his AD. Meaning each spike from [highlight]Void Spike[/highlight] will be doing about [highlight]32.4[/highlight] + [highlight]235[/highlight] base damage, means [highlight]Void Spike[/highlight] will do [highlight]267[/highlight] damage before mitigation/penetration effects. [title][img=skills/khazix/e.png] E: Leap[/title] [number]Kha'Zix leaps to an area, dealing physical damage to enemies in the area he lands. Evolving wings increases Leap's range dramatically and causes a kill or assists to refresh the cooldown of Leap. [/number] [title]Explanation:[/title] [imgext=http://i.imgur.com/ZZgOl.png] I do not evolve this unless I absolutely have to. Unless you know what you are doing do not use this as an engage. This ability is 1 of two disengages that Kha'Zix has, this is a low cooldown disengage that you would rather use than blowing your ult to run away. [.] Has decent damage, I mainly use it as a soft engage/positioning tool. [highlight]Similar to[/highlight]: [imgext=http://i.imgur.com/4UCfo.png]. [.] Just as Tristana's mainly use their [highlight]Rocket Jump[/highlight] as a positioning tool, because it is the only disengage Tristana has other than her Ultimate ability. [highlight]KHa'Zix is in the same situation as Tristana[/highlight]: [.] He has to chose to engage or disengage with both his [highlight]Leap[/highlight] ability and his Ultimate ability, [highlight]Void Assault[/highlight]. [.] If he engages with [highlight]Leap[/highlight], he has to either disengage with his Ultimate or use it to go all in on his objective (the enemy's carry) and hope to get out. [.] If He uses his Ultimate to get onto the carry, he can easily [highlight]Leap[/highlight] if need be. [.] In more situations than not, especially later during the team fight phase, it is better to disengage with [highlight]Leap[/highlight], rather than with his Ultimate. [highlight]The only period of the game that I use Leap to engage is when it's Laning Phase and I am ganking a lane, and choice opportunities mid game and late game[/highlight]. [highlight]My reasons why[/highlight]: [.] Early game it allows you to close the gap to get to your gank target and by the time you need to disengage, if you do, it is up again. [highlight]Generally when you need to disengage with Leap early game[/highlight]: [.] When the enemy jungler counter ganks and you and your teammate do not have the strentgh or resources (hp/mana) to 2v2. [.] When counter jungling and you get collapsed upon by the enemy team. [.] Basically whenever you would die, but do not be quick on the draw to disengage with Leap, know what you as a player, your champion, and what your enemy are capable of and know your limits. [title][img=skills/khazix/r.png] R: Void Assault[/title] [number]Each rank of Void Assault allows Kha'Zix to evolve one of his active abilities, granting it an additional effect. Upon activation, Kha'Zix enters stealth and gains Unseen Threat, increasing Movement Speed. Kha'zix can cast Void Assault again for a short time after activation. Evolving active camouflage allows Kha'Zix to cast Void Assault three times over the course of its duration and reduces any damage he sustains while in stealth. [/number] [title]Explanation:[/title] [imgext=http://i.imgur.com/yfIBE.png] This ability is absolutely amazing, coming out of stealth (an untargetable state unless the enemy has an oracles or pink ward near you) your cooldowns ready to be unleashed upon your prey, is both exhilharating and deadly. [.] Almost always going to be used to bob and weave to avoid damage and to catch opponents off guard. [highlight]Examples[/highlight]: [.] Team fight breaks out, just at the edge of the enemy's vision you stealth into near melee range. This can almost bypass the enemy's front line completely, landing yourself right onto the enemy's carry that you want to lock down. [.] Most likely you will use another stealth to move around in the fight and/or wait for some cooldowns to come up. [.] Last stealth should either be used to catch a straggler, or disengage from a losing teamfight. [.] Mostly a positioning tool used for saftey. You can come from so many directions and angles when you combine Leap and Void Assault, think on your feat you deadly Voidreaver you. [.] Absolutely necessary to evolve third. [.] Gives an extra stealth and movement speed increase. [.] Gives you durability during stealth. [.] Really the only reason you need is the third stealth. Seriously think about if Vayne could cast Tumble to stealth in rapid sucession. Or can you imagine Ahri only being able to use [imgext=http://i.imgur.com/hpZpQ.png] [highlight]TWICE[/highlight]? It would not be nearly as potent. [.] The jukes you can pull with this ability are insane. It also gives you 3 abilities to activate in rapid succession for Trinity Force procs.

[img=skills/khazix/q.png] Max this second for stronger ganks as well as stronger duel potential. This is your primary damage tool later in the game so you have to max it before it gets to late game. [.] Since we need [highlight]Void Spike[/highlight] for a faster clear time, more damage the less time at the camp, we have to max [highlight]Void Spike[/highlight] first. Thus Taste Their Fear takes a backseat to [highlight]Void Spike[/highlight], [img=skills/khazix/w.png] Maxing this first gives Kha'Zix a safe clear, as well as a faster clear than maxing [highlight]Taste Their Fear[/highlight] first. How it speeds up your jungle clear: [.] The more damage the AOE (Area of Effect) ability does, the faster the jungle camp dies, allowing you to move to another camp faster, and thus ganking quicker and levling faster. Along with giving you more money faster. Absolutely needs to be maxed first. [img=skills/khazix/e.png] Take at lvl 4 for a ganking tool, max last. Since the ulility on this ability is greater than the damage, because Kha'Zix's [highlight]Void Spike[/highlight] and his [highlight]Taste Their Fear[/highlight] abilities deal more damage any way, it is maxed last. Reason it is gotten at level 4: [.] Allows you to get [highlight]Void Spike[/highlight] to level 2 for healthier jungling, because the heal and damage increases means he is spending less time at the camp and healing for more, and llows you to get [highlight]Taste Their Fear[/highlight] to level 1 for the gank. [.] You don't need [highlight]Leap[/highlight] before level 4 because that is the average time you are going to be ganking. [img=skills/khazix/r.png] Take whenever possible. Because this Ultimate has so much ultility and is a great positioning/juking tool, it is worth getting whenever possible, meaning you are maxing it first.

[highlight]I want to talk who I am as a player to reflect why I Build/Rune/Set up my Masteries.[/highlight] [.] I. Love. To. Farm. I think I've played hundreds of custom games in my 3 year span in this game. Most of these are practicing last hitting and trying to see how much farm I can get before the game ends, My highest is around 1600 before I got bored. [.] I am a conservative player who likes to create pressure in his own lane rather than roam and create pressure in other lanes. This however does not mean I do not roam when it is called for and when I can pick up an easy kill. [.] I like to be safe. This does not mean I do not takes risks all the time. [highlight]These reasons combined, and many other subtle nuances of my persona, are why I play why I play.[/highlight] [.] They are the reason I take 21 points in defense, not just because [highlight]Indomitable[/highlight] and [highlight]Tough Skin[/highlight] are insanely efficient. I like to be defensive. [.] I rune the way I rune because it is efficient and the [highlight]Seals[/highlight] and [highlight]Glyphs[/highlight] are basically mandatory. [.] They are the reason I build defensively early rather than [highlight]Doran's Blades[/highlight] and [highlight]The Brutalizer[/highlight] first, because I'd rather get to where I need to get safely than build damage. [.] They are also the reason I skill the way I skill. I'd prefer having to be conservative with my mana and have a better farming tool and a ranged slow rather then have one moderately stronger single target nuke that doesn't speed my jungle up as fast. I'd rather have a ranged slow and a third stealth over an increased range on my Leap and an added refresh aspect to it. This is why I play the way I play. [highlight]Now lets look at item builds in general[/highlight]: -There is so much more to this game than reading a Solomid guide and playing it exactly the way it tells you to play. You have to understand and analyze the game. [.] What are each lanes roles under each circumstance, is mid our carry right now, does it need to create opportunities around the map to create global pressure, or are we too weak right now to roam and do I need to play like x and build like x for now? [.] Are there absolutely no ganking options open to you even though your team is raging at you and demanding ganks? Fuck them and farm and play it right, wait for the opportune moment to gank and if your team wants kills they will follow up on the gank. [.] Do not get angry, just because the game is not going in your favor does not mean you can not come back, never ever rage. [.] Are you absolutely crushing and do not need to build defensively? Go for it. [.] Is your top lane getting destroyed by the enemy jungler? If so create pressure bot and take dragon and towers. [.] If you have extra gold during every stage of the game, grab a ward or two. So many aspects to this game that I can not even spend the hundreds of hours writing in this guide to even attempt to show you readers. Everything in this guide based on how I like to play and what I have found to be optimal for my playstyle on Kha'Zix. [highlight]Now for one of the most important parts of playing an AD Caster, the item build[/highlight]! [.] Unfortunately one of the disadvatages to being an [highlight]AD Caster[/highlight] is that you have decently expensive builds, and the jungle role does not give you top like farm. [highlight]If confident in your jungle ability, will be getting a leash and desire a Standard Route, start[/highlight]: [img=items/boots-of-speed.png]: [highlight]Boots of Speed[/highlight] [img=items/health-potion3.png]: [highlight]Health Potion x3[/highlight] [.] This start lets you move to camps faster, thus giving you a faster clear time. Lets you chase during early ganks easier as well. [.] This is the standard starting set for most junglers. [.] Gives +450 effective health with the 3 health potions. [.] He can clear the whole jungle (wolves-blue-wraiths-golems-red-wraiths-wolves) with the primary rune/mastery setup and these starting items on his own without leashes, but is much faster with a leash. So tell your teammates to be cool and give a Void monster a leash. =) [highlight]If new to jungling or plan on counterjungling alot[/highlight]: [img=items/cloth-armor.png]: [highlight]Cloth Armor[/highlight] [img=items/health-potion5.png]: [highlight]Health Potion x5[/highlight] [.] This start gives you 18 additional armor, which is a large quantity at level 1. [.] In addition to significantly reducuing the amount of damage the jungle camps do to you, the health potions give you an effective +750 health. [.] This is the safest way you can go, if you are to meet the enemy jungler these items will allow to take much more punishment. If you live longer, you can do more damage, so says Buddha! [highlight]First item to build[/highlight]: [img=items/aegis-of-the-legion.png]: [highlight]Aegis of the Legion[/highlight] [.] This is better than [highlight]Wriggle's Lantern[/highlight] because Kha'Zix's [highlight]Taste Their Fear[/highlight] ability is already a huge nuke to creeps. [.] Makes you very tanky when you need to be. [.] Grants 15 less AD than [highlight]Wriggle's Lantern[/highlight] but offers up 270 hp, the same Armor as well as 24 magic resist. [.] 325 more gold to build than Wriggle's. [.] Though it is more expensive, the 325 extra gold is negligable, Aegis gets everyone on your team involved in the gank tankier. [.] Half makes up for not having a jungler that's supposed to be a frontlinesmen. Especially if all of of your team is near you, thats 48 Armor, 60 MR and 32 AD. If everyone is near you, that 325 gets you 48 Armor, 84 MR, 17 AD and 270 HP more than Wriggle's Lantern gets you. Definitely better than Wriggle's for defensive stats. [.] So it ends up making up its cost by helping your team out during midgame, while being more beneficial to you than [highlight]Wriggle's Lantern[/highlight]. [.] You could build Wriggle's for an even faster clear, just as Shyvanas do, but I find Aegis of the Legion to much more beneficial to your team than Wriggles. [.] Taste Their Fear is a short CD spammable nuke that when in combination with Void Spike, decimates the camps without Wriggle's. [highlight]*If You Are Aboslutely Dead Set On Buying Wriggles*[/highlight] [highlight]You Buy[/highlight]: [img=items/wriggles-lantern.png]: [highlight]Wriggle's Lantern[/highlight] [highlight]Instead Of[/highlight]: [img=items/aegis-of-the-legion.png]: [highlight]Aegis of the Legion[/highlight] [highlight]*End Of Stipulation*[/highlight] [highlight]After buying Aegis of the Legion, work towards[/highlight]: [img=items/phage.png]: [highlight]Phage[/highlight] [.] Phage gives you what you need early on, health and damage. [.] Phage in combination with Aegis gets you 495 hp, making you very tanky for mid game. [.] You are melee so you need more health to close the gap with and stay strong during ganks and the damage makes your ganks stronger too, also the slow proc is pretty svhweet too man. [highlight]*Side Note*[/highlight] [highlight]Just because you do not build gp/10 on Kha'Zix does not mean you should not buy[/highlight]: [img=items/oracles-elixir.png]: [highlight]Oracle's Elixer[/highlight] [.] The items and masteries you have will make you plenty tanky to support it if you plan on buying it. [.] But because the jungler does not get much farm, buying too many: [img=items/sight-ward.png]: [highlight]Sight Ward[/highlight] [highlight]AND[/highlight] [img=items/oracles-elixir.png]: [highlight]Oracle's Elixer[/highlight] can really hurt you, by delaying your core items for mid-late game. [highlight]*Be Cautious!!!*[/highlight] [highlight]After Phage Build[/highlight]: [img=items/mercurys-treads.png]: [highlight]Mercury's Treads[/highlight] [.] Adds to mid-game tankyness. [.] This item is absolutely necessary early on Kha'Zix. [.] Mitigates the amount of kiting that he can suffer from, and being a melee champion that is extremely important. [.] Not many options for magic resist in an AD Caster's build so we must be efficient. [.] With all these things in mind, boots with tenacity [highlight]AND[/highlight] magic resist are perfect for efficiency. [highlight]Now that you have[/highlight]: [img=items/aegis-of-the-legion.png]: [highlight]Aegis of the Legion[/highlight] [img=items/mercurys-treads.png]: [highlight]Mercury's Treads[/highlight] [img=items/phage.png]: [highlight]Phage[/highlight] as a core build. We can move to the items you will need to deal the damage you need to deal. This core build gives him exactly what he needs to do exactly what he needs to do. [.] Gives him health to bolster his jungle and keep him beefy for ganks. [.] Gives him a [highlight]25%[/highlight] chance to slow on melee hit by [highlight]30%[/highlight] for [highlight]2.5[/highlight] seconds, awesome. [.] Gives him [highlight]Tenacity[/highlight] to reduce the amount of downtime Kha'Zix will acrue from crowd control effects. [.] Gives him magic resist and armor to make his bolstered health even more useful by reducing the amount of damage he takes. [highlight]Work towards[/highlight]: [img=items/the-bloodthirster.png]: [highlight]The Bloodthirster[/highlight] [highlight]The reason we are building Bloodthirster first is that it[/highlight]: [.] You have built tanky and have set the masteries up to be tanky as well, we need damage now. [.] Unfortunately in the jungle role, we can not build whatever we want because of the gold limitation. [.] At this stage of the build we have already spend over 4.4k gold in items, in a game where the jungler typically gets 7k-12k gold, depending on how well you do. [.] The Bloodthirster costs 3k gold, so we still remain in the low end of the gold spectrum so we remain with some wiggle room. [.] Over 7.4k gold in hard items and wards and potions is a good amount of gold to put on the jungler, for a role that can pretty reliably get that amount of gold in a typical game. [.] With this amount of gold we are pretty tanky and deal good amounts of damage. [highlight]The Bloodthirster works very well with Kha'Zix's abilities because[/highlight]: [.] Taste Their Fear is a short cooldown that scales extremely well, 2.4x with bonus AD. [.] The Bloodthirster is the best single item to buy in the game that gives AD. [highlight]After The Bloodthirster, you need[/highlight]: [img=items/guardian-angel.png]: [highlight]Guardian Angel[/highlight] [.] This works perfectly with your kit. You are meant to dive in on the carry and lock it down, this gives you a second life and gives great defensive stats, no reason to not get it. [.] [highlight]68[/highlight] armor and [highlight]38[/highlight] magic resist is extremely efficient for Kha'Zix, well on anyone with this item, for there is not much room in Kha'Zix's build as an AD Caster to build defensively. [.] Allows you a saftey net when diving on an enemy carry. The enemy has to stop you from killing their carry, but focusing you while [highlight]Guardian Angel[/highlight] is up means you just come back to life and your team has more room to breathe. [highlight]Just like mages build crazy spellpen, we must build a[/highlight]: [img=items/last-whisper.png]: [highlight]Last Whisper[/highlight] for the [highlight]40% Armor Penetration[/highlight]. [.] Synergizes with your abilities and makes you hit very hard. Simple. [.] Also grants [highlight]40[/highlight] attack damage making hsi abilities scale even more. [.] Because armor is so easy to stack in this game, [highlight]Last Whisper[/highlight] is mandatory on AD Casters. this is so because AD Casters deal their primary damage through abilities that deal physical damage, which is mitigated by armor. [highlight]After you complete Last Whisper, the next item to complete is[/highlight]: [img=items/frozen-mallet.png]: [highlight]Frozen Mallet[/highlight] [.] [highlight]700[/highlight] health is a large number of health and gives you a lot of wiggle room when it comes to how much damage you can take. [.] The [highlight]40%[/highlight] slow on every hit in combination with the [highlight]35%[/highlight] slow from Unseen Predator are very effective at keeping your prey within the killzone of your abilities. [.] The main reason this is bought is for the extra health and the slow on top of the fact that it gives you 700 health. [.] It also gives you a good amount of AD to increase the damage your abilities. [.] We need to get tankier after buying two carry items, this is the best option at this point. *Now unfortunately, this is where we hit a fork in the road and our item choices become limited.* [highlight]We now are selling[/highlight]: [img=items/aegis-of-the-legion.png]: [highlight]Aegis of the Legion[/highlight] [highlight]And replacing it with one of these three items[/highlight]: [img=items/maw-of-malmortius.png]: [highlight]Maw of Malimortus[/highlight] [img=items/trinity-force.png]: [highlight]Trinity Force[/highlight] [img=items/frozen-heart.png]: [highlight]Frozen Heart[/highlight] [highlight]Why these three items[/highlight]? [.] With Kha'Zix's base [highlight]Magic Resist[/highlight] at lvl 18 being [highlight]51.2[/highlight] along with all the [highlight]Items/Runes[/highlight] we have up to this point, we have a grand total of [highlight]138 MR[/highlight]. [.] We have a total of [highlight]66 base Armor[/highlight] at lvl 18 along with the [highlight]Runes[/highlight], [highlight]Masteries[/highlight] and [highlight]Items[/highlight] we have up to this point, we have a grand total of [highlight]140 Armor[/highlight]. [highlight]So we must choose[/highlight]: [highlight]If the enemy has more AP Than AD, we go[/highlight]: [img=items/maw-of-malmortius.png]: [highlight]Maw of Malimortus[/highlight]: [.] For more [highlight]MR[/highlight] and [highlight]AD[/highlight] a nice sheild and as well as getting stronger the lower you are. [.] Grants [highlight]55[/highlight] attack damage and [highlight]36[/highlight] magic resist which is extremely efficient for someone like Kha'Zix who has few choices for magic resist, so an item that grants magic resist [highlight]AND[/highlight] attack damage is really nice. [highlight]Carry item is[/highlight]: [img=items/trinity-force.png]: [highlight]Trinity Force[/highlight]: [highlight]If you get Trinity Force[/highlight]: [.] Your [highlight]damage sky rockets[/highlight], you become [highlight]much more mobile[/highlight], you [highlight]heal for more[/highlight], you [highlight]attack faster[/highlight] and your auto attacks deal more damage with Trinity Force's passive. [.] [highlight]Taste Their Fear[/highlight] is a smpammable short cd nuke that when combined with trinity's passive, decimates your target. [.] [highlight]Void Assault[/highlight] can be used 3 times after you evolve it, allowing it to possibly be used 3 times in conjunction with Trinity Force's passive. [.] Unfortunately it is too expensive to be in the main build. [.] This is a good item to go if you are carrying hard and have the money to buy it at this point in the game. [highlight]If the enemy has a large quantity of AD[/highlight]: [img=items/frozen-heart.png]: [highlight]Frozen Heart[/highlight]: [.] It gives a large quanity of cooldown reduction which is a huge reason to buy it. [.] By decreasing cooldowns you are indirectly increasing your damage output by allowing you to use your abilities faster, and on and AD Caster that is very good. [.] It gives you more mana allowing you to use more abilities as well. On a chanpion with not the best mana pool : mana cost ratio, it is pretty nice. [.] The passive helps your team out by reducing the damage the enemy AD carry does by reducing how fast it can auto attack. [.] The armor decreases the amount of damage you take. [highlight]Additional choices for a last item[/highlight]: [highlight]We Do Not Take These For Armor[/highlight]: [img=items/randuins-omen.png]: [highlight]Randuin's Omen[/highlight]: [highlight]Frozen Heart[/highlight] is better for Kha'Zix. [highlight]Randuin's Omen[/highlight] is better for the whole team. [.] If you were meant to tank as a role, Randuin's Omen would be the item to pick up. [.] You need to deal damage, [highlight]CDR[/highlight] allows you to do that faster. [img=items/sunfire-cape.png]: [highlight]Sunfire Cape[/highlight]: [.] The [highlight]CDR[/highlight] on [highlight]Frozen Heart[/highlight] is better than the AOE damage effect of [highlight]Sunfire Cape[/highlight]. [.] Gives 59 less armor than [highlight]Frozen Heart[/highlight]. [.] Only reason this could even be considered is because the passive and the health/armor at the early stage of the game you would buy it in for top lane, would allow you to split push. [.] But this is a Jungle guide and I would still not build [highlight]Sunfire Cape[/highlight] even on Kha'Zix as a top laner. [img=items/atmas-impaler.png]: [highlight]Atma's Impaler[/highlight]: [.] Nerf to the passive and its base stats make this item really bad now. [highlight]We Do Not Take These For Magic Resist[/highlight]: [img=items/banshees-veil.png]: [highlight]Banshee's Veil[/highlight]: [.] Too expensive for stats we do not want. [.] Passive is annoying for enemy, but once it's down you are soley relying on the health and MR. [img=items/force-of-nature.png]: [highlight]Force of Nature[/highlight]: [.] Not enough health to make it worth while. [.] No abilities that reduce incoming crowd control effects. Reason why Singed and Mundo can pick it up is because they have crowd control reduction abilities and they build the health to make it efficient. [.] No stats we want to pay 2610 gold for. [img=items/wits-end.png]: [highlight]Wit's End[/highlight]: [.] Scales better with AD than attack speed. [.] Kha'Zix is not a Brusier. [.] No stats we want. [highlight]We Do Not Take These As Carry Items[/highlight]: [img=items/hextech-gunblade.png]: [highlight]Hextech Gunblade[/highlight]: [.] If it were not so expensive and outclassed by [highlight]Trinity Force[/highlight], I would get this item. [.] [highlight]Trinity Force[/highlight] is more expensive than [highlight]Hextech Gunblade[/highlight] but it also so, so, so much better than it at the same time. [img=items/infinity-edge.png]: [highlight]Infinity Edge[/highlight]: [.] Kha'zix is not an AD Carry. [.] He does not fully utilize critical chance, critical hit damage and auto attacks. [.] Too expensive for too many stats we do not use. [img=items/phantom-dancer.png]: [highlight]Phantom Dancer[/highlight]: [.] Does not utilize attack speed and critcal chance. [.] Almost the same as [highlight]Infinity Edge[/highlight], except worse because at least [highlight]Infinity Edge[/highlight] gives 80 AD. [highlight]Fun Builds[/highlight]: [highlight]Extreme Damage[/highlight]: [highlight]Start[/highlight]: [item=boots-of-speed]: [highlight]Boots of Speed[/highlight] [item=health-potion3]: [highlight]Health Potion x3[/highlight] [highlight]First Items to Buy[/highlight]: [item=dorans-blade]: [highlight]Doran's Blade[/highlight] [img=items/dorans-blade.png]: [highlight]Doran's Blade[/highlight] [highlight]Core Build[/highlight]: [item=mercurys-treads]: [highlight]Mercury's Treads[/highlight] [item=dorans-blade]: [highlight]Doran's Blade[/highlight] [img=items/dorans-blade.png]: [highlight]Doran's Blade[/highlight] [item=the-brutalizer]: [highlight]The Brutalizer[/highlight] [highlight]Mid game[/highlight]: [item=the-bloodthirster]: [highlight]The Bloodthirster[/highlight] [item=last-whisper]: [highlight]Last Whisper[/highlight] [highlight]Late Game[/highlight]: [item=mercurys-treads]: [highlight]Mercury's Treads[/highlight] [item=the-bloodthirster]: [highlight]The Bloodthirster[/highlight] [item=last-whisper]: [highlight]Last Whisper[/highlight] [img=items/guardian-angel.png]: [highlight]Guardian Angel[/highlight] [item=frozen-mallet]: [highlight]Frozen Mallet[/highlight] [item=trinity-force]: [highlight]Trinity Force[/highlight] [highlight]I have iterated with this build as well as armor penetration runes with 21 points in the Offense tree and this is what I have found to be true[/highlight]: [.] He scales much better with AD than he does with armor penetration, speaking of runes. [.] We already build Last Whisper so armor penetration runes are a waste. [.] 21/9 masteries make him way to squishy to be any sort of threat during early and mid game. [.] If we build [highlight]The Brutalizer[/highlight] we sell it later for [highlight]Last Whisper[/highlight]. This is why because [highlight]Last Whisper[/highlight] is better for an AD Caster than the active on [highlight]Youmuu's Ghostblade[/highlight] in every regard. [.] If we build [highlight]Doran's Blade[/highlight] x2 and [highlight]The Brutalizer[/highlight] we have to sell them later, making us waste gold in a role where we get less gold than the solo lanes while concurrently having to build expensive items later. [highlight]Very Tanky[/highlight]: [highlight]Start[/highlight]: [item=boots-of-speed]: [highlight]Boots of Speed[/highlight] [item=health-potion3]: [highlight]Health Potion x3[/highlight] [highlight]First Item to Buy[/highlight]: [item=heart-of-gold]: [highlight]Heart of Gold[/highlight] [highlight]Core[/highlight]: [item=mercurys-treads]: [highlight]Mercury's Treads[/highlight] [item=heart-of-gold]: [highlight]Heart of Gold[/highlight] [item=aegis-of-the-legion]: [highlight]Aegis of the Legion[/highlight] [highlight]Mid-Game[/highlight]: [item=mercurys-treads]: [highlight]Mercury's Treads[/highlight] [item=heart-of-gold]: [highlight]Heart of Gold[/highlight] [item=aegis-of-the-legion]: [highlight]Aegis of the Legion[/highlight] [img=items/frozen-heart.png]: [highlight]Frozen Heart[/highlight] [highlight]Late Game[/highlight]: [item=mercurys-treads]: [highlight]Mercury's Treads[/highlight] [item=randuins-omen]: [highlight]Randuin's Omen[/highlight] [item=maw-of-malmortius]: [highlight]Maw of Malimortus[/highlight] [item=trinity-force]: [highlight]Trinity Force[/highlight] [item=wits-end]: [highlight]Wit's End[/highlight] [img=items/frozen-heart.png]: [highlight]Frozen Heart[/highlight] [.] If you desire to go extremely tanky this is the way to do it. [.] I do not reccomend this route for you will not deal the damage you need to deal. Now we need to explore what to evolve on Kha'Zix and why!

For those who prefer to play much more high risk/high reward, and are less conservative than I am, i am here to cater to you as well. In this section I will show you what other ways you can go about dominating with Kha'Zix, the Voidreaver. [highlight]Let us first start with the Summoner Spells[/highlight]: [.] The summoner spell choices still remain the same. [highlight]Summoner's Spells[/highlight]: [highlight]What to Take[/highlight]: [img=summoners/smite.png][img=summoners/flash.png] [highlight]Mandatory[/highlight]: [img=summoners/smite.png] : [highlight]Smite[/highlight]: [.] You have to take it, faster clear time and objective control. [.] If you do not take [highlight]Smite[/highlight], you can not jungle early. The reason why is because of how much [highlight]Smite[/highlight] does to the creeps. [imgext=http://i.imgur.com/NfI4O.png] [.] [highlight]Smite[/highlight] does 445 damage lvl one to the creep you cast it on, it ignores all resistances and is unmitigatable (aka true damage.) [.] If you do not take [highlight]Smite[/highlight] you have to come up with the other 445 damage lvl 1 on your own or set your team back to help you with a super leash, and that is not good for anyone. [.] You will take more damage in the jungle without [highlight]Smite[/highlight] at early levels because you will have to sit at the camps longer, making you weaker for ganks. [.] Your team will not be able to control Dragon and Baron Nashor because you do not have [highlight]Smite[/highlight]. For the enemy has [highlight]Smite[/highlight] and can last hit the target with it to take the kill. [highlight]Objective Control[/highlight]: [.] [highlight]Smite[/highlight] is absolutely essential to control Baron Nashor and Dragon. [.] The idea is to wait till Baron or Dragon are just about to die, and use [highlight]Smite[/highlight] for the last big chunk of damage, to keep random spells and attacks from the enemy team from stealing it. [highlight]Smite is absolutely quintessential to the jungling role and is a mandatory Summoner Spell if you step into that role[/highlight]. [highlight]Choices[/highlight]: [img=summoners/flash.png] : [highlight]Flash[/highlight]: [.] Synergizes very well with his [highlight]Leap[/highlight] ability. [.] One takes [highlight]Flash[/highlight] as a default ganking/positioning tool. [.] It is good to use to get the last bit of damage on someone by closing the gap. [.] Very good disengage/escape to avoid jungle ganks for get away from a bad situation in a fight. All around [highlight]Flash[/highlight] is used when you have abilities to synergize with it, Kha'Zix's [highlight]Leap[/highlight] ability, when you are not confident with your positionion throughout the game or when the enemy is more mobile than you. Essentially [highlight]Flash[/highlight] synergizes with the whole idea of his champion, a highly mobile predator. with [highlight]Flash[/highlight] you have 3 disengages: [.] [highlight]Leap[/highlight] [.] [highlight]Void Assault[/highlight] [.] [highlight]Flash[/highlight] The plays you can make when you utilize all 3 are enormous, [highlight]Leap[/highlight] over a wall, [highlight]Flash[/highlight] a different direction, 3 stealths on [highlight]Void Assault[/highlight] to juke even harder. Just amazing [highlight]Very good spell to take, is probably the best all around. Which is why I take it.[/highlight]. [img=summoners/exhaust.png] : [highlight]Exhaust[/highlight]: [.] If going balls to the ball for ganks and feel very confident in your positioning. [highlight]Exhaust is a tricky summoner spell to use on the jungler because[/highlight]: [.] Gives the enemies more information about who you are as a player and what you plan to do. [.] Tells the enemy that you intend to kill as early as possible and that they should be careful around the time of the game that most junglers are ready to gank (2:45-3:30 mins deoending on the speed and when you walk into the lane to gank them). [.] That if they catch you the only escape you have, for Kha'Zix, is his [highlight]Leap[/highlight] ability, his E, and that after its blown you are much less mobile and much more vulnerable. Take [highlight]Exhaust[/highlight] if you are sure you can kill the enemy you plan to gank, and are confident in your ability to position yourself in fights throughout the whole game. [highlight]Exhaust[/highlight] is the [highlight]Summoner Spell[/highlight] I reccomend taking if you are going soley for ganks, are not mobile and do not have very many hard disengages. Taking the [highlight]21[/highlight] points in the [highlight]Offense[/highlight] tree and building: [imgsmall=items/boots-of-speed.png] [imgsmall=items/dorans-blade.png]x2 [imgsmall=items/the-brutalizer.png] Making full use of [highlight]Exhaust[/highlight] to lock down your opponent in addition to the ranged application of his passive, [highlight]Unseen Threat[/highlight], once you evolve [highlight]Void Spike[/highlight] makes your ganks extremely deadly. This is the [highlight]Summoner Spell[/highlight] you take for kills. [img=summoners/ignite.png] : [highlight]Ignite[/highlight]: [.] Same category as [highlight]Exhaust[/highlight], not as potent as [highlight]Exhaust[/highlight] though. [highlight]Ignite[/highlight] is in the same category as [highlight]Exhaust[/highlight], because it shows the enemy that you intend on killing the lane you gank. However, [highlight]Ignite[/highlight] can not be used defensively like [highlight]Exhaust[/highlight] can be used. Because of this, [highlight]Ignite[/highlight] is more dangerous to take than [highlight]Exhaust[/highlight]. In my opinion, the only reason you would ever take [highlight]Ignite[/highlight] over [highlight]Exhaust[/highlight] is if for some reason no one else on the team has an [highlight]Ignite[/highlight], and even then it is a major iffy. There is almost no reason to to take [highlight]Ignite[/highlight] over [highlight]Exhaust[/highlight]. If you are very attached to what [highlight]Ignite[/highlight] brings to your playstle and feel confident with your ability to execute ganks and position yourself in team fights throughout the game, by all means take [highlight]Ignite[/highlight] and be a Bauwss. [img=summoners/ghost.png] : [highlight]Ghost[/highlight]: [.] Works well with the move speed buff on your Ultimate, [highlight]Void Assault[/highlight], as well as in combination with your [highlight]Leap[/highlight] ability. [.] But I still would not take it over [highlight]Flash[/highlight] or [highlight]Exhaust[/highlight]. Still a possibility if you are fond of it. [highlight]Ghost[/highlight] on Kha'Zix is used to position yourself in teamfights because it synergizes extremely well with his Ultimate ability, [highlight]Void Assault[/highlight] (his R ability), and allows him to follow up even more on ganks because it lasts for 10 seconds after you use it. [.] Use if the enemy team does not have alot of hard disengages. [.] Use in conjunction with his Ultimate to juke away from danger or come from an angle and pounce on the enemies carries. [highlight]Masteries[/highlight]: [highlight]There are really only two other viable options other than my 9/21 setup[/highlight]: [imgext=http://i.imgur.com/PLwG3.jpg] [.] We use 21 points in offense to make Kha'zix's ganks much stronger earlier. [.] This gives him the most damage out of a mastery set he can get. [.] This set synergizes with the item build that we will be adhering to for this play style. [imgext=http://i.imgur.com/6JasL.jpg] [.] This setup provides more damage than the 9/21 setup. [.] Provides more defense than the 21/9 setup. [.] An all around safe mastery set to pick if you do not prefer to be more tanky or do not prefer to be more offensive. [highlight]Runes[/highlight]: [highlight]Really only one rune option[/highlight]: [.] The reason why is because he scales better with flat AD more than anything else. [.] The jungle camps don't have huge armor to warrant armor penetration runes, would slow him down. [.] He can't fully utilize movement speed quints without hurting his jungle saftey/clear speed. [.] Attack speed runes do almost nothing for him. [imgext=http://i.imgur.com/q4sWH.jpg] [.] The runes are the same because we still scale better with AD than attack speed. [.] We can not put defensive runes in our Marks and Quintessences. [highlight]Alternative Skill Order[/highlight]: [imgext=http://i.imgur.com/2FLz8.png] [.] This is for a playstyle focused on ganking more than farming. [.] A player who wnats to raom more than farm their jungle. [.] Also a player who builds with a different goal in mind. [.] This skill order is best utilized with a more offensive mastery set as well as a more aggressive build. [.] You evolve Kha'Zix's abilities differently with this play style in mind. [highlight]Different Evolution Path[/highlight]: In order to play according to the more aggressive playstyle that more offensive masteries and a more offensive skill order bring, we must evolve our abilities differently. [.] At level 6, evolving [highlight]Taste Their Fear[/highlight] first will greatly increase the amount of damage you do to your gank targets, the enemy jungler when you counter jungle and the enemy jungler when you catch him in your jungle. [.] At level 11, evolving [highlight]Leap[/highlight] second will make you extremely mobile at a very crucial stage of the game. It is evolved second for the reset during mid-game skirmishes. [.] At level 16, evolving [highlight]Void Assault[/highlight] is still a must. [highlight]Void Assault[/highlight] must always be evolved for the extra stealth. [highlight]Now here we get into the biggest difference in how to play Kha'Zix from my orginal build and mentality[/highlight]. [highlight]With this setup[/highlight]: [imgext=http://i.imgur.com/PLwG3.jpg] [highlight]OR[/highlight] [imgext=http://i.imgur.com/6JasL.jpg] [highlight]Along with[/highlight]: [imgext=http://i.imgur.com/2FLz8.png] [highlight]In conjunction with your alternative evolution path, we build as follows[/highlight]: [highlight]Item Build[/highlight]: [highlight]Start[/highlight]: [img=items/boots-of-speed.png]: [highlight]Boots of Speed[/highlight] [img=items/health-potion3.png]: [highlight]Health Potion x3[/highlight] [.] Best start for ganks. [.] Increases clear time by decreasing travel time. [highlight]For a safe start[/highlight]: [img=items/cloth-armor.png]: [highlight]Boots of Speed[/highlight] [img=items/health-potion5.png]: [highlight]Health Potion x5[/highlight] [.] Best setup for extended jungle time. [.] Best setup if you intend on counter jungling alot. [highlight]First item(s) to shoot for[/highlight]: [img=items/dorans-blade.png]: [highlight]Doran's Blade[/highlight] [img=items/dorans-blade.png]: [highlight]Doran's Blade[/highlight] [.] This gives health and damage to make your ganks extremely deadly. [.] Needed for health to jungle safely. [.] Leaves you lacking defensive stats, but we don't care because we're awesome. [highlight]Breaking point[/highlight]: [img=items/the-brutalizer.png]: [highlight]The Burtalizer[/highlight] [.] Makes your damage skyrocket. [.] thats pretty much it, needed to be a real threat. [highlight]Core[/highlight]: [img=items/mercurys-treads.png]: [highlight]Mercury's Treads[/highlight] [img=items/dorans-blade.png]: [highlight]Doran's Blade[/highlight] [img=items/dorans-blade.png]: [highlight]Doran's Blade[/highlight] [img=items/the-brutalizer.png]: [highlight]The Brutalizer[/highlight] [.] This is the default/most optimal early build for every AD Caster, mostly seen top lane. [highlight]Mid Game Goals[/highlight]: [img=items/the-bloodthirster.png]: [highlight]The Bloodthirster[/highlight] [img=items/last-whisper.png]: [highlight]Last Whisper[/highlight] [.] We still build these because Bloodthirster/Last Whisper are still the best items for AD Casters. [.] When we build Last Whisper we sell Brutalizer. [highlight]Late Game[/highlight]: [img=items/mercurys-treads.png]: [highlight]Mercury's Treads[/highlight] [img=items/the-bloodthirster.png]: [highlight]The Bloodthirster[/highlight] [img=items/last-whisper.png]: [highlight]Last Whisper[/highlight] [img=items/guardian-angel.png]: [highlight]Guardian Angel[/highlight] [img=items/trinity-force.png]: [highlight]Trinity Force[/highlight] [img=items/maw-of-malmortius.png]: [highlight]Maw of Malimortus[/highlight] [.] This is the balls to the wall damage build. [.] You will not be as tanky as the prvious iteration but will do more damage earlier. [.] Allows you to snowball really hard early. [.] If you do not snowball the enemy will be tankier than you can kill. [.] If you fail the enemy will deal more damage than you can take. [.] We still build almost the exact same as the previous iteration late game. [highlight]For people who really want to build gp/10 on him, I have a build for you[/highlight]: [highlight]Summoner Spells[/highlight]: [.] The summoner spell choices still remain the same. [highlight]Summoner's Spells[/highlight]: [highlight]What to Take[/highlight]: [img=summoners/smite.png][img=summoners/flash.png] [highlight]Mandatory[/highlight]: [img=summoners/smite.png] : [highlight]Smite[/highlight]: [.] You have to take it, faster clear time and objective control. [.] If you do not take [highlight]Smite[/highlight], you can not jungle early. The reason why is because of how much [highlight]Smite[/highlight] does to the creeps. [imgext=http://i.imgur.com/NfI4O.png] [.] [highlight]Smite[/highlight] does 445 damage lvl one to the creep you cast it on, it ignores all resistances and is unmitigatable (aka true damage.) [.] If you do not take [highlight]Smite[/highlight] you have to come up with the other 445 damage lvl 1 on your own or set your team back to help you with a super leash, and that is not good for anyone. [.] You will take more damage in the jungle without [highlight]Smite[/highlight] at early levels because you will have to sit at the camps longer, making you weaker for ganks. [.] Your team will not be able to control Dragon and Baron Nashor because you do not have [highlight]Smite[/highlight]. For the enemy has [highlight]Smite[/highlight] and can last hit the target with it to take the kill. [highlight]Objective Control[/highlight]: [.] [highlight]Smite[/highlight] is absolutely essential to control Baron Nashor and Dragon. [.] The idea is to wait till Baron or Dragon are just about to die, and use [highlight]Smite[/highlight] for the last big chunk of damage, to keep random spells and attacks from the enemy team from stealing it. [highlight]Smite is absolutely quintessential to the jungling role and is a mandatory Summoner Spell if you step into that role[/highlight]. [highlight]Choices[/highlight]: [img=summoners/flash.png] : [highlight]Flash[/highlight]: [.] Synergizes very well with his [highlight]Leap[/highlight] ability. [.] One takes [highlight]Flash[/highlight] as a default ganking/positioning tool. [.] It is good to use to get the last bit of damage on someone by closing the gap. [.] Very good disengage/escape to avoid jungle ganks for get away from a bad situation in a fight. All around [highlight]Flash[/highlight] is used when you have abilities to synergize with it, Kha'Zix's [highlight]Leap[/highlight] ability, when you are not confident with your positionion throughout the game or when the enemy is more mobile than you. Essentially [highlight]Flash[/highlight] synergizes with the whole idea of his champion, a highly mobile predator. with [highlight]Flash[/highlight] you have 3 disengages: [.] [highlight]Leap[/highlight] [.] [highlight]Void Assault[/highlight] [.] [highlight]Flash[/highlight] The plays you can make when you utilize all 3 are enormous, [highlight]Leap[/highlight] over a wall, [highlight]Flash[/highlight] a different direction, 3 stealths on [highlight]Void Assault[/highlight] to juke even harder. Just amazing [highlight]Very good spell to take, is probably the best all around. Which is why I take it.[/highlight]. [img=summoners/exhaust.png] : [highlight]Exhaust[/highlight]: [.] If going balls to the ball for ganks and feel very confident in your positioning. [highlight]Exhaust is a tricky summoner spell to use on the jungler because[/highlight]: [.] Gives the enemies more information about who you are as a player and what you plan to do. [.] Tells the enemy that you intend to kill as early as possible and that they should be careful around the time of the game that most junglers are ready to gank (2:45-3:30 mins deoending on the speed and when you walk into the lane to gank them). [.] That if they catch you the only escape you have, for Kha'Zix, is his [highlight]Leap[/highlight] ability, his E, and that after its blown you are much less mobile and much more vulnerable. Take [highlight]Exhaust[/highlight] if you are sure you can kill the enemy you plan to gank, and are confident in your ability to position yourself in fights throughout the whole game. [highlight]Exhaust[/highlight] is the [highlight]Summoner Spell[/highlight] I reccomend taking if you are going soley for ganks, are not mobile and do not have very many hard disengages. Taking the [highlight]21[/highlight] points in the [highlight]Offense[/highlight] tree and building: [imgsmall=items/boots-of-speed.png] [imgsmall=items/dorans-blade.png]x2 [imgsmall=items/the-brutalizer.png] Making full use of [highlight]Exhaust[/highlight] to lock down your opponent in addition to the ranged application of his passive, [highlight]Unseen Threat[/highlight], once you evolve [highlight]Void Spike[/highlight] makes your ganks extremely deadly. This is the [highlight]Summoner Spell[/highlight] you take for kills. [img=summoners/ignite.png] : [highlight]Ignite[/highlight]: [.] Same category as [highlight]Exhaust[/highlight], not as potent as [highlight]Exhaust[/highlight] though. [highlight]Ignite[/highlight] is in the same category as [highlight]Exhaust[/highlight], because it shows the enemy that you intend on killing the lane you gank. However, [highlight]Ignite[/highlight] can not be used defensively like [highlight]Exhaust[/highlight] can be used. Because of this, [highlight]Ignite[/highlight] is more dangerous to take than [highlight]Exhaust[/highlight]. In my opinion, the only reason you would ever take [highlight]Ignite[/highlight] over [highlight]Exhaust[/highlight] is if for some reason no one else on the team has an [highlight]Ignite[/highlight], and even then it is a major iffy. There is almost no reason to to take [highlight]Ignite[/highlight] over [highlight]Exhaust[/highlight]. If you are very attached to what [highlight]Ignite[/highlight] brings to your playstle and feel confident with your ability to execute ganks and position yourself in team fights throughout the game, by all means take [highlight]Ignite[/highlight] and be a Bauwss. [img=summoners/ghost.png] : [highlight]Ghost[/highlight]: [.] Works well with the move speed buff on your Ultimate, [highlight]Void Assault[/highlight], as well as in combination with your [highlight]Leap[/highlight] ability. [.] But I still would not take it over [highlight]Flash[/highlight] or [highlight]Exhaust[/highlight]. Still a possibility if you are fond of it. [highlight]Ghost[/highlight] on Kha'Zix is used to position yourself in teamfights because it synergizes extremely well with his Ultimate ability, [highlight]Void Assault[/highlight] (his R ability), and allows him to follow up even more on ganks because it lasts for 10 seconds after you use it. [.] Use if the enemy team does not have alot of hard disengages. [.] Use in conjunction with his Ultimate to juke away from danger or come from an angle and pounce on the enemies carries. [highlight]Now we move onto the Masteries[/highlight]: [imgext=http://i.imgur.com/PLwG3.jpg] [highlight]OR[/highlight] [imgext=http://i.imgur.com/6JasL.jpg] [highlight]OR[/highlight] [imgext=http://i.imgur.com/u3TvO.jpg] [.] This build will work with any of these setups. [highlight]Skill Order[/highlight]: [highlight]You can use my original iteration[/highlight]: [imgext=http://i.imgur.com/Cfngo.png] [highlight]Or you can use the more aggressive iteration[/highlight]: [imgext=http://i.imgur.com/2FLz8.png] [.] Either one works with this build. [highlight]Evoultions[/highlight]: [highlight]You can use either of the two evolution patterns I have presented thus far[/highlight]: [highlight]Path 1[/highlight]: [imgext=http://i.imgur.com/yCJou.png] [highlight] | | /[/highlight] [imgext=http://i.imgur.com/5DsSv.png] [highlight] | | /[/highlight] [imgext=http://i.imgur.com/S8zWz.png] [highlight]Path 2[/highlight]: [imgext=http://i.imgur.com/cXsaJ.png] [highlight] | | /[/highlight] [imgext=http://i.imgur.com/5DsSv.png] [highlight] | | /[/highlight] [imgext=http://i.imgur.com/S8zWz.png] [highlight]Now for the build[/highlight]: [highlight]What to start[/highlight]: [img=items/boots-of-speed.png]: [highlight]Boots of Speed[/highlight] [img=items/health-potion3.png]: [highlight]Health Potion x3[/highlight] [highlight]OR[/highlight] [img=items/cloth-armor.png]: [highlight]Cloth Armor[/highlight] [img=items/health-potion5.png]: [highlight]Health Potion x5[/highlight] [highlight]First Item To Shoot For[/highlight]: [img=items/heart-of-gold.png]: [highlight]Heart of Gold[/highlight] [.] This is the only gold item we can really make use of. [.] [highlight]Randuin's Omen[/highlight] is less optimal than [highlight]Frozen Heart[/highlight]. [.] But if gold items is your style and you want to play Kha'Zix in the jungle, this is what we have to do. [.] You will want to either build [highlight]Randuin's Omen[/highlight] as your 6th item, making full use of the gold per 10, or if no one else is building [highlight]Randuin's Omen[/highlight] and your team is getting destroyed by AD, build it to help your team. [highlight]After Heart of Gold[/highlight]: [img=items/phage.png]: [highlight]Phage[/highlight] [.] Still one of the best early game tanky options we have for damage and tankyness. [highlight]Core[/highlight]: [img=items/mercurys-treads.png]: [highlight]Mercury's Treads[/highlight] [img=items/heart-of-gold.png]: [highlight]Heart of Gold[/highlight] [img=items/phage.png]: [highlight]Phage[/highlight] [.] This core build gets you your gold per 10 item, Heart of Gold, as fast as possible. This is good for it lets [highlight]Heart of Gold[/highlight]'s passive gold generation effect tick for longer than if you got it later in the game. [highlight]Next Items To Shoot For[/highlight]: [img=items/the-bloodthirster.png]: [highlight]The Bloodthirster[/highlight] [img=items/last-whisper.png]: [highlight]Last Whisper[/highlight] [.] These are still built to get Kha'Zix the damage he needs to stay relevant into late game. [highlight]After BT and LW We Need[/highlight]: [img=items/guardian-angel.png]: [highlight]Guardian Angel[/highlight] [img=items/frozen-mallet.png]: [highlight]Frozen Mallet[/highlight] [.] [highlight]Guardian Angel[/highlight] first to allow you to easily dive the carries during [highlight]Late Game[/highlight]. [.] Upgrading [highlight]Phage[/highlight] into the full [highlight]Frozen Mallet[/highlight] for added tankyness, and it allows you to stick to your target easier. [highlight]The Last Thing to Do[/highlight]: [img=items/randuins-omen.png]: [highlight]Randuin's Omen[/highlight] [.] Gets you tanky and can allow you to help your whole team with it's active or stick to your target with it's active as well. [.] Not as optimal as [highlight]Frozen Heart[/highlight] because of the lack of [highlight]CDR[/highlight] but the activatable ability on [highlight]Randuin's Omen[/highlight] is nice too. [highlight]Final Build[/highlight]: [img=items/mercurys-treads.png]: [highlight]Mercury's Treads[/highlight] [img=items/the-bloodthirster.png]: [highlight]The Bloodthirster[/highlight] [img=items/last-whisper.png]: [highlight]Last Whisper[/highlight] [img=items/guardian-angel.png]: [highlight]Guardian Angel[/highlight] [img=items/frozen-mallet.png]: [highlight]Frozen Mallet[/highlight] [img=items/randuins-omen.png]: [highlight]Randuin's Omen[/highlight] [.] This is almost the exact same build as my original iteration. [.] It is worse late game because you are forced to build [highlight]Randuin's Omen[/highlight] from [highlight]Heart of Gold[/highlight]. [.] [highlight]Aegis of the Legion[/highlight] gets you and everyone around you tankier, and you can build [highlight]Frozen Heart[/highlight] late game. [.] If you are really attached to gold items, this is the way to go. [highlight]What To Do At All Stages of the Game[/highlight]: [.] These builds really only signifcantly changes how your early game plays out, and the priorities you have during mid game. [highlight]Early Game[/highlight]: [.] You are more focused on ganks if you use the double [highlight]Doran's Blade[/highlight] start than you are on farming because you need to snowball. See the early game chapter of this guide for more info on early game and what to do early game. [.] If you run the [highlight]Heart of Gold[/highlight] build, you have the same early game priorities as my original iteration. [highlight]Mid-Game[/highlight]: [.] The exact same as the mid-game of the previous iteration, this build just changes the early game. [highlight]Late Game[/highlight]: [.] The exact same as the mid-game of the previous iteration, this build just changes the early game. [highlight]Team Fights[/highlight]: [.] The exact same as the mid-game of the previous iteration, this build just changes the early game.

[img=skills/khazix/q.png] : [highlight]Taste Their Fear[/highlight]. This should not be evolved first! [.] This does not become efficient until we have a little more bonus AD, as well as we need to evolve [highlight]Void Spike[/highlight] first for a faster jungle clear as well as a safer jungle clear. [.] [highlight]Taste Their Fear[/highlight] takes a backseat to [highlight]Void Spike[/highlight] in the evolving quenue because we need to clear fast and stay healthy, and the base damasge from [highlight]Void Spike[/highlight] works fine until we get more AD. [img=skills/khazix/w.png] : [highlight]Void Spike[/highlight]. This immensely speeds up your clear speed for many reasons: [.] It adds two more [highlight]Void Spikes[/highlight] to the ability, increasing the AOE (Area Of Effect) and increasing the damage by two more [highlight]Void Spikes[/highlight]. [.] It also applies Kha'Zix's passive, [highlight]Unseen Threat[/highlight], to the creeps, allowing for even more bonus damage. As well as making your ganks even more potent with the additional slow and additional bonus damage. All of these reasons combined make it the most efficient choice to evove first. [img=skills/khazix/e.png] : [highlight]Leap[/highlight]. [.] Only evolve if you absolutely need to, life or death. [.] The jump reset would be nice if the jump did good damage, but it doesn't do as much damage as evolving the other abilities. Essentially the reset passive is not good enough to merit evolving it over your Ultimate ability, [highlight]Void Assault[/highlight], because the other two abilities, [highlight]Taste Their Fear[/highlight] and [highlight]Void Spike[/highlight], are mandatory to deal the damage you need to deal as an AD Caster. [img=skills/khazix/r.png] : [highlight]Void Assault[/highlight]. Evolve last. [.] Necessary to evolve for the extra stealth and speed increase, allows you to duel really well. [.] During a 1v1 it is very potent because you can juke like mad and wait for cooldowns to come up. [.] Imagine if Ahri could only dash twice? [.] What if Vayne could stealth three times in a row in rapid sucession (not tied to her tumble). [.] He looks cooler, hahaha. In all seriousness, this is evolved last because that is when you need it, and it is better to evolve in almost all circumstances over Leap. The third stealth on [highlight]Void Assault[/highlight] allows you to be less conservative with the stealths on his Ultimate. [.] One to engage, one to reposition/saftey, last to disengage or catch a straggler. Not nearly as powerful if you have to choose between 2/3 of those steps. If you only had 2 stealths on his Ultimate you could only stealth into the teamfight from a very close distance to get to the carry, and stealth to get away. No taking advantage of the possibilities of a third stealth with only 2.

[imgext=http://i.imgur.com/z8AR8.jpg] This first image shows you the common places that people place [highlight]Sight Wards[/highlight] on the map to see anyone roaming between the lanes and to keep track of where the jungle enters the river/keep track of how fast he is jungling. [imgext=http://i.imgur.com/sTR9t.jpg] This image shows two of the most common places that people place [highlight]Vision Wards[/highlight] on the map. There are not many spots because they are mainly used to control vision around an objective if there is no [highlight]Oracle's Elixer[/highlight] on your team. But people place [highlight]Vision Wards[/highlight] very situationally and are dropped all over the map. [imgext=http://i.imgur.com/n4l5q.jpg] This image details the key spots to place [highlight]Sight Wards[/highlight] in the enemy's jungle if you are going to be counter jungling very heavily. These wards show all the camps except for [highlight]Wolves[/highlight], as well as granting you vision of every entrance into the jungle coming from [highlight]Purple Side[/highlight]. [imgext=http://i.imgur.com/RhOFP.jpg] These are very important places to ward if you are getting counter jungled, or need to keep track of a jungler like [highlight]Nunu[/highlight] or other heavy counter jungling champions. These grant you vision of every entrance into your jungle. If you see the champion enter the your jungle with your [highlight]Sight Wards[/highlight] either collapse on him with your teammates, or go to his jungle and take his camps.

Alright fellow summoners, now time for da basics of da jungling! [highlight]Legend[/highlight]: [highlight][.] Blue = Blue Buff [.] Red = Red Buff [.] Green = Wolves [.] Pink = Wraiths [.] White = Double Golems [.] Black/Dark Blue = The Path to Take[/highlight] [imgext=http://i.imgur.com/J8FIE.jpg] [.] This is the Most standard clear that a jungler can do. [.] Good to get you lvls and money, use if you can't gank. [.] Start Wolves (get your team to damage them after you attack them first, Wolves move very fast and its annoying when they get pulled). [.] Proceed to Blue Buff, have your team pull it and smite it for the last amount of damage (remember to hover over smite with your mouse to see how much damage it does, don't get out smitted and counter jungled by the enemy!). [.] Move to Wraith camp and then kill Double Golems. [.] Head to Red Buff, your smite should be coming up or already up depending on how fast you jungled, kill Red Buff and smite it for the last bit of damage. [.] Kill Wraiths and then Wolves, recall and buy, then look for a gank! [imgext=http://i.imgur.com/IP7ow.jpg] This image shows you how to gank top and or mid lane from the Blue side, starting at Wolves. [.]Start Wolves. [.]Do Blue. [highlight]Option 1[/highlight]: [.]Head up the river and based on where the enemy is in Top lane, gank from river or go around like in the image. [.] If the gank is unsucessful or you need to kill some time to let the enemy Top laner push, grab their double golems like in the image. *even if the gank goes sucessful, after pushing out the lane to deny the enemy Top laner cs, take double golems to press your advantage.* [highlight]Option 2[/highlight]: [.]Gank mid from river or go around like in the image. If you can or need to wait a bit or you need to lvl, check/take the enemy jungler's wraith camp. [imgext=http://i.imgur.com/FmzrL.jpg] This image shows you how to gank mid or bot from the Blue side, starting at Wraiths. [.] Start Wraiths. [.] Do Red. [highlight]Option 1[/highlight]: [.] Head down the river and based on where the enemy is in Bot lane, gank from river or go around for a lane gank like in the image. [.] If the gank is unsucessful or you need to kill some time to let the enemy Bot lane push, grab your double golems like in the image. [highlight]Option 2[/highlight]: [.] Gank mid from river or go around like in the image. If you can or need to wait a bit or you need to lvl, check/take the enemy jungler's wolf camp. [imgext=http://i.imgur.com/5y4UN.jpg] This image shows you how to gank top or mid from the purple side, starting at Wraiths. [.] Start Wraiths. [.] Do Red. [highlight]Option 1[/highlight]: [.] Head up the river and based on where the enemy is in Top lane, gank from river or go around like in the image. [.] If the gank is unsucessful or you need to kill some time to let the enemy Top laner push, grab your double golems like in the image. [highlight]Option 2[/highlight]: [.] Gank mid from river or go around like in the image. If you can or need to wait a bit or you need to lvl, check/take the enemy jungler's wolf camp. [imgext=http://i.imgur.com/7GOkZ.jpg] This image shows you how to gank bot or mid from the Purple side, starting at Wolves. [.] Start Wolves. [.] Do Blue. [highlight]Option 1[/highlight]: [.] Head down the river and based on where the enemy is in Bot lane, gank from river or go around for a gank through tri-bush like in the image. [.] If the gank is unsucessful or you need to kill some time to let the enemy Bot lane push, grab their double golems like in the image. [highlight]Option 2[/highlight]: [.] Gank mid from river or go around like in the image. If you can or need to wait a bit or you need to lvl, check/take the enemy jungler's wraith camp. [highlight]Level 3 Ganks[/highlight]: [highlight]Legend[/highlight]: [highlight][.] Blue = Blue Buff [.] Red = Red Buff [.] Green = Wolves [.] Pink = Wraiths [.] White = Double Golems [.] Black/Dark Blue = The Path to Take[/highlight] [imgext=http://i.imgur.com/aAoiJ.jpg] This image shows you how to do a level 3 gank on Top Lane from Blue Side. [.] Start Wraiths, have your team damage them after you pull them. [.] Have your team give a big leash on Red Buff, you do not want to smite it. [.] Immediately head to Blue Buff and kill it with smite. [.] Proceed to follow one of the two options for a gank route. [imgext=http://i.imgur.com/qCjNR.jpg] This imagine shows you how to do a level 3 gank on Bot Lane from Blue Side. [.] Start Wolves, have your team damage them after you pull them. [.] Have your team give a big leash on Blue Buff, you do not want to smite it. [.] Immediately head to Red Buff and kill it with smite. [.] Proceed to follow one of the two options for a gank route. [imgext=http://i.imgur.com/R5G6R.jpg] This imagine shows you how to do a level 3 gank on Top Lane from Purple Side. [.] Start Wolves, have your team damage them after you pull them. [.] Have your team give a big leash on Blue Buff, you do not want to smite it. [.] Immediately head to Red Buff and kill it with smite. [.] Proceed to follow one of the two options for a gank route. [imgext=http://i.imgur.com/8druX.jpg] This image shows you how to do a level 3 gank on Bot Lane from Purple Side. [.] Start Wraiths, have your team damage them after you pull them. [.] Have your team give a big leash on Red Buff, you do not want to smite it. [.] Immediately head to Blue Buff and kill it with smite. [.] Proceed to follow one of the two options for a gank route. [imgext=http://i.imgur.com/f3GIU.jpg] This image shows how to counterjungle immediately after given a, "[highlight]Smiteless[/highlight]", leash on Blue Buff on both sides of the map. *[highlight]Smiteless[/highlight] = Your team leashes your jungle camp and then provides enough damage for you to kill the camp without having to use [highlight]Smite[/highlight]. [highlight]** This really only works with junglers that do not start at their Red Buff **[/highlight] [.] From either side of the map you start at Wolf Camp. [.] Then you proceed to Blue Buff where your team is to give you a, [highlight]Smiteless[/highlight] leash. [.] You are then to proceed to either the enemy's Red Buff camp, or to the enemy's Wraith camp. [highlight]Option 1[/highlight]: [highlight]Proceeding directly to the enemy's Red Buff camp[/highlight]: [.] Follow the black path outlined in the image that takes you above the Wraith camp. [.] Either Immediately start to kill Red Buff by attacking it and then walking into the starred bush with the Red Buff to deny vision of the buff to the enemy jungler. This way the enemy jungler has to walk into the bush to [highlight]Smite[/highlight] the buff or attack it. [.] Or you can wait in the starred bush in the image to kill the enemy jungler, or simply use your saved [highlight]Smite[/highlight] to kill the buff and walk away. Option 2: [highlight]Proceeding to the enemy's Wraith camp first[/highlight]: [.] You are to follow the black path in the image after killing Blue Buff to the enemy's Wraith camp. [.] Kill the Wraiths and then immediately begin to kill Red Buff (walk it into the bush). [.] If you do not wish to immediately start on Red Buff, wait in the starred bush to either steal Red Buff with [highlight]Smite[/highlight], or wait until the enemy has taken enough damage from Red Buff to kill and then take the Red Buff. Those are some of the jungling basics! use them for any jungler =)!

There are optimal lane partners to use in harmony with Kha'Zix to ensure gank targets have the lowest chance to survive. Lets first look at what Kha'Zix brings to the table: [img=champ/khazix.png]: [highlight]Kha'Zix[/highlight]: [.] Kha'Zix brings damage to the table, and a slow. [img=skills/khazix/p.png]: [highlight]Unseen Threat[/highlight]: [.] Not huge damage early and provides a powerful slow. [highlight]Along with[/highlight]: [img=skills/khazix/w.png]: [highlight]Void Spike[/highlight]: [.] Good base damage and pops [highlight]Unseen Threat[/highlight] from the range of Void Spike. [highlight]So now that we know that Kha'Zix only brings a slow to the ganking table, lets look at who are best lane partners are to work with Kha'Zix for a successful gank[/highlight]: [highlight]Scale[/highlight]: [highlight]Bad->Okay->Good->Great->Awesome->God[/highlight] [highlight]Top Laners[/highlight]: [img=champ/chogath.png][highlight]: Cho'Gath: Okay:[/highlight] [highlight]Mr. Cho brings[/highlight]: [imgext=http://i.imgur.com/K1cFW.png] [.] This is not super reliable for ganking, this is why he is only okay. [.] Does not bring much damage either. [.] Cho'Gath is a farm lane, not super aggro. [.] If you slow the enemy with [highlight]Unseen Threat[/highlight], Cho'Gath can more easily land [highlight]Rupture[/highlight]. The enemy will either blow [highlight]Flash[/highlight] to avoid the Rupture, or the Rupture goes off and you hammer down the enemy. [img=champ/darius.png][highlight]: Darius: Awesome:[/highlight] [highlight]Darius brings[/highlight]: [imgext=http://i.imgur.com/0Wv40.png] [.] Very reliable, this in itself can make the enemy blow [highlight]Flash[/highlight] to get away from Darius, to avoid the follow up he brings. [.] This skill and the follow up Darius brings after it lands is why he is [highlight]Awesome[/highlight]. [highlight]Unseen Threat[/highlight] slows after the pull, making the enemy blow [highlight]Flash[/highlight] or die. Even if the enemy blows Flash he will still probably die. [.] Best way to gank this is to let Darius engage, and then you follow up with your burst. But if you slow the enemy laner first, Darius can more easily land [highlight]Apprehend[/highlight], either way it is a very potent gank. [.] Darius's kit allows him to win the 2v2 situations, when the enemy jungler counter ganks/when mid roams top with you there, because of how much damage he can use to follow up. [img=champ/irelia.png][highlight]: Irelia: Great:[/highlight] [highlight]Irelia Brings[/highlight]: [imgext=http://i.imgur.com/OWOF6.png] [.] Very strong stun. [.] This in combination with the burst Irelia brings is why Irelia is in the Great tier. [.] Let [highlight]Irelia[/highlight] engage and stun and begin to hammer down the opponent, then you follow up from behind and gank your target. It is less optimal for you to engage first because Irelia's [highlight]Equilibrium Strike's[/highlight] stun component is based on her having less [highlight]% Health[/highlight] than her target. [img=champ/jax.png][highlight]: Jax: Good:[/highlight] [highlight]Jax Brings[/highlight]: [imgext=http://i.imgur.com/MhjED.png] [.] Not [highlight]100%[/highlight] reliable, for it requires Jax to be next to his target and time alloted for it to go off. [.] I find it better to engage first, and then [highlight]Jax[/highlight] follows up with [highlight]Counter Strike[/highlight]. [.] Jax is in the [highlight]Good[/highlight] tier because his CC is not 100% reliable, but he does have great damage to bring to the table. Jax has insane burst that almost ensures that the enemy will die or blow [highlight]Flash[/highlight] after you engage and then Jax jumps on your target. [.] Jax uses [highlight]Leap Strike[/highlight] to hop on the enemy to use [highlight]Counter Strike[/highlight], which is when you follow up with [highlight]Unseen Threat[/highlight] and [highlight]Taste Their Fear[/highlight] with [highlight]Void Spike[/highlight]. Will either blow [highlight]Flash[/highlight] or get the kill. Better if the enemy blows Flash and you get the kill. [img=champ/jayce.png][highlight]: Jayce: Great:[/highlight] [highlight]Jayce Brings[/highlight]: [imgext=http://i.imgur.com/h94WV.png] [.] He used to be [highlight]Awesome[/highlight] Tier but with the upcoming removal of the base damage from this ability, he isbumped down to [highlight]Great[/highlight] tier. [.] Jayce's [highlight]Thundering Blow[/highlight] shoves the enemy very far backward, and in combination with your high burst makes for an easy kill. [.] I like Jayce to engage with Thundering Blow before I use my cooldowns, to ensure that we have the most time as possible to wail on our enemy. [.] Jayce opens up with [highlight]To the Skies![/highlight] and follows up with [highlight]Thundering blow[/highlight] after stepping in front of the enemy. After Jayce opens up, you follow up with your CC and burst for an easy kill. [img=champ/leesin.png][highlight]: Lee Sin: Good:[/highlight] [highlight]Lee Sin Brings[/highlight]: [imgext=http://i.imgur.com/1PEmZ.png] [.] Not 100% reliable because Lee has to be pretty close to his target for it to land, but provides a very potent slow, especially at higher levels of the skill. [.] Slows are not additive in this game, which is why I prefer champions that have different kinds of CC, rather than another slow. [.] [highlight]Unseen Threat + Cripple[/highlight] is not as potent as a [highlight]Slow + "X" CC[/highlight]. [.] This is why he is in the [highlight]Good[/highlight] tier. [.] It is best to let Lee Sin engage on the target, as if he is simply harassing his opponent as to not scare his enemy. This way he can land [highlight]Cripple[/highlight] and then you can follow up. [img=champ/malphite.png][highlight]: Malphite: Okay:[/highlight] Malphite Brings: [imgext=http://i.imgur.com/0WTLi.png] [.] Malphite does have some very good damage if he builds enough AP, but not a huge amount of follow up without his Ultimate, [highlight]Unstoppable Force[/highlight]. [.] Because of his high base damage, good AP scaling, tankyness and the limited CC he brings, he is in the Okay tier. [.] If Malphite has [highlight]Unstoppable Force[/highlight] up, it should be used first with you following up immediately afterward. But if it is pre-level 6 or it is not up, it does not really matter who engages first, just chain your CC and burst your target for the kill. [img=champ/olaf.png][highlight]: Olaf: Good:[/highlight] Olaf Brings: [imgext=http://i.imgur.com/IgVH0.png] [.] This abilities refresh component along with Olaf's [highlight]Reckless Swing[/highlight] are why he is in the, [highlight]Good[/highlight] tier. [.] Olaf brings a lot of follow up with his Reckless Swing ability and can constantly slow the target by using the refresh component of his [highlight]Undertow[/highlight] ability. [.] The best way for this to go is for Olaf to engage with [highlight]Undertow[/highlight] and then you immediately follow up with your burst and CC while Olaf hammers down the enemy with you using [highlight]Reckless Swing[/highlight] and multiple applications of [highlight]Undertow[/highlight]. [img=champ/rengar.png][highlight]: Rengar: Great:[/highlight] [highlight]Rengar Brings[/highlight]: [imgext=http://i.imgur.com/UfoOL.png] [.] The [highlight]50%[/highlight] slow is not the reason he is in [highlight]Great[/highlight] tier, it's how much follow up in damage he brings. [.] Rengar easily lands [highlight]Bola Strike[/highlight] after he uses his passive, [highlight]Unseen Predator[/highlight], to get up close and personal. After he simply uses a [highlight]Ferocity[/highlight] fueled [highlight]Savagery[/highlight] and [highlight]Battle Roar[/highlight] to follow up on the slow from Bola Strike. [.] It is optimal for Rengar to engage first to allow him to use all of his close range abilities, then you follow up with your passive and Taste Their Fear to burst the target even more. [.] Nothing can go wrong when you have two ultimate predators attacking 1 target simultaneously. [img=champ/shen.png][highlight]: Shen: Great:[/highlight] [highlight]Shen Brings[/highlight]: [imgext=http://i.imgur.com/1j0WW.png] [.] Very good initiation with this ability in combination with his high base damage and his passive, [highlight]Ki Strike[/highlight], are why he is in the [highlight]Great[/highlight] tier. [.] This is a very easy lane to gank. [.] If [highlight]Shen[/highlight] initiates and lands [highlight]Shadow Dash[/highlight] its either a kill or a blown [highlight]Flash[/highlight], or a blown [highlight]Flash[/highlight] and a kill. [.] Simple to gank, wait for Shen to land Shadow Dash and then you follow up, or you engage and let Shen follow up with Shadow Dash. [img=champ/singed.png][highlight]: Singed: Great:[/highlight] [highlight]Singed Brings[/highlight]: [imgext=http://i.imgur.com/w1ENO.png] [.] This is why he is the Great tier. [.] [highlight]Fling[/highlight] + [highlight]Poison Trail[/highlight] + [highlight]Mega Adhesive[/highlight] = A Very Fucked Opponent. [.] The amount of CC and utility Singed brings to the gank make him an extremely potent gank partner. [.] Once Singed uses Fling, you follow up immediately while singed just runs around the enemy whittling it down with Poison Trail and slowing it with Mega Adhesive, all the while you are hammering on the opponent. [.] This is a pretty easy lane to gank, most always will net a kill or a blown Summoner. [img=champ/yorick.png][highlight]: Yorick: Great:[/highlight] [highlight]Yorick Brings[/highlight]: [imgext=http://i.imgur.com/z51fd.png] [.] Yorick has incredible spammability, which means he can consistently apply his slow and his damaging abilities. The follow up he brings with his low cooldowns are wet net him a spot in the [highlight]Great[/highlight] tier. [.] Yorick is very very easy to gank because of his slow and movement speed buff. [highlight]Omen of Pestilence[/highlight] slows the target and then Yorick casts [highlight]Omen of Famine[/highlight] to nuke the target, then once Yorick catches up to his target he uses [highlight]Omen of War[/highlight] to speed himself up. This brings a lot of CC and utility and damage to the gank, which allows for an easy follow up with your own CC and damage. [.] Ideally you want to have Yorick cast Omen of Pestilence first, then you follow up. But this can work very well either way, because of how much CC and damage Kha'Zix and Yorick bring to a gank. [highlight]Mid Laners[/highlight]: [img=champ/ahri.png][highlight]: Ahri: Great:[/highlight] [highlight]Ahri Brings[/highlight]: [imgext=http://i.imgur.com/msIOP.png] [.] [highlight]Charm[/highlight] is not the sole reason that puts Ahri into the, Great tier. [.] Ahri has amazing follow up that she can chain to her Charm ability, at the same time she has amazing disengage potential. [.] [highlight]Fox-Fire[/highlight], [highlight]Orb of Deception[/highlight] and [highlight]Spirit Rush[/highlight] bring both amazing damage and utility to her follow up after she lands [highlight]Charm[/highlight]. [.] The way I like this gank to go is having Ahri land Charm and then you immediately follow up with your burst and passive, [highlight]Unseen Threat[/highlight]. While you are hammering on your opponent, Ahri is doing insane burst with all of her abilities. [.] Pretty simple, Ahri lands Charm you go in. If she whiffs the Charm, you don't go in or you wait until the opponent pushes really far up, if it does at all. [img=champ/anivia.png][highlight]: Anivia: Awesome:[/highlight] [highlight]Anivia Brings[/highlight]: [imgext=http://i.imgur.com/EVWIM.png] [.] A stun [imgext=http://i.imgur.com/FGSTx.png] [.] Temporary terrain that walls off an escape route. [imgext=http://i.imgur.com/VJPPK.png] [.] An AOE slow. [.] Aniva brings insane amounts of CC and damage to a gank, her kit lands her a place in the [highlight]Awesome[/highlight] tier. [.] Even if Aniva whiffs [highlight]Flash Frost[/highlight] she still has so much to give and crush her opponent with. [.] If Anivia lands Flash Frost, the opponent is either dead or immediately uses Flash and tries to get away, if they see you. Often when Anivia lands Flash Frost and you follow up with your abilities while she is using hers, your opponent will either die before it can use Flash, or will use Flash and still die. [highlight]Crystalize[/highlight] and [highlight]Glacial Storm[/highlight] are a very deadly combination that makes escape all but immpossible. If the enemy gets away with Flash, just come back in a minute or two after trying to gank elsewhere or after a trip to farm your jungle. [img=champ/diana.png][highlight]: Diana: Great:[/highlight] [highlight]Diana Brings[/highlight]: [imgext=http://i.imgur.com/y9fJS.png] [.] This ability alone does not warrant a spot in the [highlight]Great[/highlight] tier, It's Diana's follow up that gets her in this tier. [.] Diana has insane damage, lets be honest. The double Ultimate, [highlight]Lunar Rush[/highlight], from [highlight]Crescent Strike[/highlight], makes her follow up damage very potent. [.] It also helps that [highlight]Pale Cascade[/highlight] makes her very beefy during ganks. [.] It does not really matter who initiates first, but once you both are on top of your opponent, they are either dead or Flash is used, like in most scenario's. Pretty simple. [img=champ/evelynn.png][highlight]: Evelynn: Good:[/highlight] [highlight]Evelynn Brings[/highlight]: [imgext=http://i.imgur.com/vgtXz.png] [.] The [highlight]70%[/highlight] slow on level 3 [highlight]Agony's Embrace[/highlight] is very nice, but it's early that matters for these ganks, so the [highlight]30%[/highlight] is not what gets her here. What puts Evelynn in the [highlight]Good[/highlight] tier is her incoming nerfs, she would be in [highlight]Great[/highlight], and her insane burst. [.] A common theme among heavy burst Champions that are not reliant upon a single skill to initiate a gank, is that it does not matter who goes in first. Both of you will be bursting the enemy as soon as one of you is on top of the target. Simple. [img=champ/karthus.png][highlight]: Karthus: Great:[/highlight] [highlight]Karthus Brings[/highlight]: [imgext=http://i.imgur.com/RZrH2.png] [.] [highlight]Wall of Pain[/highlight] is nice and all, but its not great early. Karthus is in the [highlight]Great[/highlight] tier because of how much damage he can bring to the gank. [.] Karthus has a great amount of sustained damage, but at the same time huge burst in one skill. [.] This is because [highlight]Lay Waste[/highlight] deals extra damage to targets that are alone (in this case double damage), a similar mechanic that [highlight]Taste Their Fear[/highlight] shares. [highlight]Lay Waste[/highlight] is also on a very very very short cooldown, which is why I can say he has burst and sustained damage in one skill, huge nuke that can be spammed very very very fast. [.] At the same time he has [highlight]Defile[/highlight], an AOE sustained damage ability that deals its damage to everyone in the radius as long as it is on. [.] This gank can go either way, Karthus uses Wall of Pain first or after you initiate, unless the enemy blows Flash he is dead. [img=champ/kassadin.png][highlight]: Kassadin: Good:[/highlight] [highlight]Kassadin Brings[/highlight]: [imgext=http://i.imgur.com/j84cM.png] [.] A silence that is also a large nuke. [imgext=http://i.imgur.com/RSn3D.png] [.] An AOE slow that is also a very powerful nuke. [highlight]Kassadin is in Good tier for a few reasons[/highlight]: [.] The silence prevents [highlight]Flash[/highlight] for a limited window, obviously the duration of the silence, and [highlight]Force Pulse[/highlight] limits their mobility with a slow. [.] Even if the enemy Flashes, he can follow up with [highlight]Riftwalk[/highlight]. [.] The only reason he is not in [highlight]Great[/highlight] tier is because after he uses [highlight]Null Sphere[/highlight] and [highlight]Force Pulse[/highlight], he is kinda done. [.] IF you can't kill the enemy, or damage it enough to warrant a tower dive, before the silence and slow is up, just hope that the enemy blows Flash, because thats really all that can happen if this is the case. [.] The way this should play out is pre-6 Kassadin just walks up and casts Null Sphere and Force Pulse, then you walk up or Leap and do your thing. Level 6 and onward, its more of an instant thing, because Kassadin will just port on top of the target and insta-silence and slow it. [img=champ/katarina.png][highlight]: Katarina: Bad:[/highlight] [highlight]Katarina Brings[/highlight]: [imgext=http://i.imgur.com/z97nU.png] [.] Seriously, she brings no CC the the gank. This is bad for Kha'Zix because he only has a slow, which is good to chain with other forms of CC, or at least stack slows. [.] I hate ganking Katarinas and I hate ganking for them. This is so because Katarina is very hard to gank because she can just Shunpo to friendly minions. Ganking for Katarina is awful because she does not bring any CC to the gank. [.] Honestly just hope for the best. [img=champ/lux.png][highlight]: Lux: Great:[/highlight] [highlight]Lux Brings[/highlight]: [imgext=http://i.imgur.com/rM4sF.png] [.] A snare. [imgext=http://i.imgur.com/QmxDe.png] [.] An AOE slow. [highlight]Lux is in the Great tier because[/highlight]: [.] She can chain CC her target with a snare from [highlight]Light Binding[/highlight] and a slow from [highlight]Lucent Singularity[/highlight], but at the same time bursting the target very hard. [.] Lux can wombo combo for a [highlight]100%[/highlight] to [highlight]0%[/highlight] kill on her own, with perfect use of her passive and correct order of her skills. [.] Thus if Lux lands her Binding, and then you follow up along with her follow up, the targe is most likely going to die very very very easily. [.] This gank is pretty strait forward. [img=champ/morgana.png][highlight]: Morgana: Awesome:[/highlight] [highlight]Morgana Brings[/highlight]: [imgext=http://i.imgur.com/cLQjk.png] [.] A very very very long snare that deals huge damage. [imgext=http://i.imgur.com/4WX01.png] [.] An anti disengage/anti counter initiate. [.] Counters CC an enemy would use to stop your advancement and therefore facilitate their escape. [imgext=http://i.imgur.com/upm9i.png] [.] Another slow that damages upon contact with the enemy. [.] A stun that damages when the slow is finished. [highlight]Morgana is in the Awesome tier because of what her kit brings to a gank[/highlight]: [.] If she lands [highlight]Dark Binding[/highlight], its GG. It is honestly that simple. [.] As soon as she lands the Binding, you go in and she follows up with her Ultimate, [highlight]Soul Shackles[/highlight], and the target will die. [.] Flash is not a huge factor here because the leash range on Soul Shackles is [highlight]1050[/highlight] units, while Flash is [highlight]400[/highlight]. Also the snare on Dark Binding is 3 seconds, more than enough time for Morgana to walk up close enough to her opponent. [.] Really easy gank here. [img=champ/orianna.png][highlight]: Orianna: Okay:[/highlight] [highlight]Orianna Brings[/highlight]: [imgext=http://i.imgur.com/O45DL.png] [.] An AOE slow that nukes. [imgext=http://i.imgur.com/b2xZS.png] [.] An AOE Nuke that displaces your target. [highlight]Orianna is Okay tier because[/highlight]: [.] Just because [highlight]Command Dissonance[/highlight] has an AOE slow, does not make it a good ganking tool. [.] The only reason she is not in [highlight]Bad[/highlight] tier is because she has very high damage and her Ultimate, [highlight]Command Shockwave[/highlight], which is a very good ganking tool. [.] Essentially if she has her Ultimate up, you gank for her and it should be an easy kill, but its only if she has her Ultimate up can you really gank for her. [img=champ/ryze.png][highlight]: Ryze: Great:[/highlight] [highlight]Ryze Brings[/highlight]: [imgext=http://i.imgur.com/f4Gow.png] [.] Ryze is in [highlight]Great[/highlight] tier because of how low his cooldowns are because of his passive, [highlight]Arcane Mastery[/highlight], and [highlight]Rune Prison[/highlight]. [.] Ryze deals insane damage with the constant spamming of his Q ability, [highlight]Overload[/highlight], and the hard CC Rune Prison brings to the table. [.] This gank does not matter who initiates first, as long as Ryze can Rune Prison the target. Rune Prison is pretty much a guaranteed kill unless they blow Flash. Once Flash is down, just come back a little bit later. [img=champ/twistedfate.png][highlight]: Twisted Fate: Good:[/highlight] [highlight]Twisted Fate Brings[/highlight]: [imgext=http://i.imgur.com/kvjFU.png] [.] He is [highlight]Good[/highlight] tier because it is incredibly obvious when he wants to engage because the [highlight]Gold Card[/highlight] floats above Twisted Fate. [.] This is not a guaranteed kill. Once [highlight]Gold Card[/highlight] is used and the [highlight]Wild Cards[/highlight] are thrown, Twisted Fate is done until his cooldowns come up again. While TF is useless, it is up to you. [.] I find this to be a two part gank the vast majority of the time. If the target is in the middle of the lane, once Gold Card stun is done, the enemy will just easily Flash to turret if it is about to die. Thus making you have to come back again before Flash is up again. [img=champ/zyra.png][highlight]: Zyra: Great[/highlight]: [highlight]Zyra Brings[/highlight]: [imgext=http://i.imgur.com/aiUp5.png] [.] Zyra brings insane follow up with allow of her damage that her abilities dish out, and [highlight]Grasping Roots[/highlight] can hit from a very far distance. Grasping Roots however has a decently slow missile speed so it is easier than most to dodge, which is why it is her follow up that lands her a spot in the [highlight]Great[/highlight] tier. [.] Once she lands Grasping Roots and wombo combos the target while you are hammering down on the target simultaneously, the target should die very fast. [.] If the enemy gets away with Flash just come back again. [highlight]Bottom Lane[/highlight]: [img=champ/blitzcrank.png][highlight]: Blitzcrank: God:[/highlight] [highlight]Blitzcrank Brings[/highlight]: [imgext=http://i.imgur.com/TI3mw.png] [.] A huge displacement, game changing. [imgext=http://i.imgur.com/EYZSJ.png] [.] On hit knock-up. [imgext=http://i.imgur.com/aybj9.png] [.] AOE silence. [highlight]Blizcrank is one of your best friends when it comes to ganking because[/highlight]: [.] If [highlight]Rocket Grab[/highlight] lands, the opponent is almost guranteed dead. This is so because it pulls the enemy towards you, your ADC, and Blitzcrank making it an effective 3v1 until the enemy support can respond. [.] This is pretty simple, if Blitzcrank gets near the target he can [highlight]Power Fist[/highlight] into [highlight]Static Field[/highlight] then [highlight]Rocket Grab[/highlight]. Or he can Rocket Grab into Power Fist into Static field, either way the dice rolls the target should die even if it Flashes. [img=champ/alistar.png][highlight]: Alistar: Amazing:[/highlight] [highlight]Alistar Brings[/highlight]: [imgext=http://i.imgur.com/Qscgm.png] [.] AOE knock-up. [imgext=http://i.imgur.com/AgYda.png] [.] Huge displacement. [highlight]Just below Blitzcrank in terms of awesomeness because[/highlight]: [.] The [highlight]Pulverize[/highlight]/[highlight]Headbutt[/highlight] wombo combo is very mean. [.] It keeps you locked down for a full [highlight]2.5[/highlight] seconds, while putting you very far away from your friends with Headbutt. [.] Can max range Headbutt into an immediate Pulverize, allowing ranged initiation. [.] As soon as this cow initiates, you are free to tear up the target. [img=champ/fiddlesticks.png][highlight]: Fiddlesticks: Great:[/highlight] [highlight]Fiddlesticks Brings[/highlight]: [imgext=http://i.imgur.com/p7Wxt.png] [.] Super long fear and a displacement too if the enemy runs in the opposite direction that they want to run. [imgext=http://i.imgur.com/OyrXx.png] [.] Silence/multiple silences. [highlight]Fiddlesticks is Great tier because[/highlight]: [.] He is very squishy, and I mean paper thin. This is why he is [highlight]Great[/highlight] tier. [.] But at the same time he provides crazy utility for a scarecrow. [.] [highlight]Dark Wind[/highlight] + [highlight]Terrify[/highlight] is very nasty because depending on which direction the target ran during the fear from Terrify. The silence prevents Flash and the fear locks the target down for 3 seconds, which is a long time for a single skill. [.] Downside to Terrify is that the direction the enemy runs is based on [highlight]RNG[/highlight], Random Number Generation. So it could run away from you or towards you, and all manner of directions other than those. [.] Once Terrify goes out, feel free to lay into your target. [img=champ/janna.png][highlight]: Janna: Good:[/highlight]: [highlight]Janna Brings[/highlight]: [imgext=http://i.imgur.com/OGUof.png] [.] AOE knock-up. [imgext=http://i.imgur.com/UKv0r.png] [.] Single target slow. [imgext=http://i.imgur.com/DBP3Q.png] [.] Huge displacement. [highlight]Janna is no longer God tier because[/highlight]: [.] Her [highlight]Eye Of The Storm[/highlight] ability no longer grants the bonus AD after the shield is gone, which hurt her alot. [.] That and global movement speed is no longer as useful. [.] But she is still pretty good at locking a target down long enough for you to engage on. [.] Let her use [highlight]Howling Gale[/highlight] and [highlight]Zephyr[/highlight], then you go in (but be near the target when it happens.) [img=champ/leona.png][highlight]: Leona: God:[/highlight] [highlight]Leona Brings[/highlight]: [imgext=http://i.imgur.com/ZI3cA.png] [.] On hit stun. [imgext=http://i.imgur.com/W8Ubz.png] [.] AOE slow. [imgext=http://i.imgur.com/ejez4.png] [.] Indirect snare, farther away you are = longer snare duration. [imgext=http://i.imgur.com/gtNJE.png] [.] AOE stun and an AOE slow, awesome. [highlight]Leona is the Nautilus of Supports because[/highlight]: [.] She has 4 CC abilities and can use them all to hard engage on an opponent and lock it down for a very long time. At the same time she does a good amount of damage on her own from using all of these abilities. [.] This is the easiest to gank because as soon as Leona puts on her initiate pants you get the fuck in there and destroy whoever she is deciding to target. [.] Pretty simple honestly, kinda hard to mess up a gank when your support has 4 abilities that CC and over four CC effects packed into them. [img=champ/lulu.png][highlight]: Lulu: Good:[/highlight] [highlight]Lulu Brings[/highlight]: [imgext=http://i.imgur.com/IbMJf.png] [.] AOE slow. [imgext=http://i.imgur.com/IoJ8a.png] [.] A silence and a slow in one skill, that also prevents the enemy from auto attacking. [highlight]Lulu is Good tier because[/highlight]: [.] Lulu is not my favorite support to gank with because Whimsy still allows them to run away. But other than that she is pretty decent. [.] Not much to say here honestly, just be relatively close to the target when she uses [highlight]GlitterLance[/highlight] and wait for the Flash. Come back when the lane does not have Flash and try again. [.] Bad for Kha'Zix because there are only slows in this gank. [img=champ/nunu.png][highlight]: Nunu: Okay:[/highlight] [highlight]Nunu Brings[/highlight]: [imgext=http://i.imgur.com/E5KKo.png] [.] Single target slow that slows movement speed and attack speed. [imgext=http://i.imgur.com/3GSGS.png] [.] Massive AOE that slows, and deals decent damage with no AP items if it goes for the full duration. [highlight]Nunu is really annoying to gank for because[/highlight]: [.] He only has [highlight]Ice Blast[/highlight] and has to use his Ultimate fr another slow. [.] He is bad for Kha'Zix because there is no other form of CC besides a slow. [img=champ/sona.png][highlight]: Sona: Great:[/highlight] [highlight]Sona Brings[/highlight]: [imgext=http://i.imgur.com/DwZhd.png] [.] Single target slow that also speeds up your teammates. [imgext=http://i.imgur.com/wWaIu.png] [.] AOE stun. [highlight]Sona is Great tier because[/highlight]: [.] Her [highlight]Song of Celerity Power Chord[/highlight] is nice, but what makes her Great tier is her AOE stun Ultimate, [highlight]Crescendo[/highlight]. [.] Essentially you want to gank once Sona uses her Ultimate, other than that, you are soley relying on Sona's Q damage, E slow, ADC damage and yourself to get the kill. [.] Not optimal for Kha'Zix to gank for Sona without her Ultimate being up. [img=champ/soraka.png][highlight]: Soraka: Bad:[/highlight] [highlight]Soraka Brings[/highlight]: [imgext=http://i.imgur.com/p6QBF.png] [.] Single Target silence. [highlight]Soraka is terrible to gank for with Kha'Zix because[/highlight]: [.] She only has a silence on [highlight]Infuse[/highlight], which is on a very long cooldown. [.] Its bad for Kha'Zix to gank because he only has a slow. [.] Not much to say for Soraka, try to snowball another lane, unless you are absolutely sure you can get the kill. [img=champ/taric.png][highlight]: Taric: Okay:[/highlight] [highlight]Taric Brings[/highlight]: [imgext=http://i.imgur.com/Ok50u.png] [.] Single target stun. [highlight]Taric is Okay tier because[/highlight]: [.] The stun initiation is decent for Kha'Zix's slow with [highlight]Unseen Threat[/highlight]. [.] Just wait for Taric to stun to engage and then wait for them to blow Flash, if you can get a kill keep going. [.] Come back for round two once Flash is down.

It is important to note that when in any 1v1 counter jungling situation, wether it be you that is doing the sneakery or the enemy, [highlight]Taste Their Fear[/highlight] absolutely decimates in the duel due to the fact that enemy champion is isolated, granting the bonus damage. [img=champ/amumu.png] : [highlight]Amumu[/highlight]: [highlight]Easy[/highlight]. [.] He jungles very slow and is completely reliant upon his blue buff to do anything. [.] Pre level 4 You own him no question. After level 4 if he has invested in AP, either through runes, masteries or items, he can dish out some hurt. [.] His stun can keep you locked down just long enough for his teammates to react so careful counter jungling if your allies lanes are not pushed. [.] When he ganks and you are no where near to counter gank, you are to take this as a sign from the League itself that Amumu is meant to be counterjungled. [.] If you counter jungle Amumu all game, he will be very very very hard pressed to catch up and will be forced to gank. [.] Being counter jungled alot makes it obvious that you are going to gank a lane soon, easy for your team to avoid when they know its imminent. But for the most part you win this matchup due to your clear speed and mobility. [img=champ/alistar.png] : [highlight]Alistar[/highlight]: [highlight]Easy[/highlight]. [.] Be very careful when entering the Bull's lair, he has probably one of the best crowd control combo's to keep you locked down for a very long time. [.] If you get caught, he can keep you there till his team can arrive on the scene. Essentially that is the only scary part, but because Alistar is a gank focused jungler, he does not farm and when he does he is slow. [.] Alistar has a very low mana pool and very high mana costs, so he has to choose between farming and ganking, most almost always choose ganking. [.] Basically Alistar is very easy to counter jungle because he does not clear his own jungle very often. Alistar doesn't farm well, and will be ganking more than he is in the jungle, see him in a lane, take his shit. farm harder than him and look for opportune ganks. Da Deadly Wombo Combo: [imgext=http://i.imgur.com/SEOTG.png] [img=champ/chogath.png] : [highlight]Cho'Gath[/highlight]: [highlight]Average[/highlight]. [.] One of the fastest junglers in the game, no question in the same tier as Shyvanna, Udyr, Skarner and Mundo in clear speed. [.] Can dish out crazy pain and his [highlight]Rupture[/highlight] can lock you up for a little while. [.] Cho'Gath can use almost any Rune/Mastery setup and still clear fine. Most of the time Cho'Gath will be running attack speed marks, movement speed quintessences, armor seals and magic resist per level glyphs. [.] A Cho'Gath with red buff and decent levels in [highlight]Vorpal Spikes[/highlight] will deal heavy damage, but you can also nuke him extremely hard so know your limits. [.] Most of the time you won't be able to counter jungle him because he will clear faster than you. Get hit by: [imgext=http://i.imgur.com/K1cFW.png] with enemies near by, it could be very bad for you. [img=champ/drmundo.png] : [highlight]Dr. Mundo[/highlight]: [highlight]Hard[/highlight]. [.]Clears like a monster and his cleaver spam will keep you next to him no matter what, but you have the advantage till either of you buys because he gets decently low on the first clear. [.]After the first back and he catches you with [highlight]Infected Cleaver[/highlight] multiple times, it could be game over because coupled with red buff fueled auto attacks and the 40% slow from [highlight]Infected Cleaver[/highlight], you either have to [highlight]Flash[/highlight] or use [highlight]Leap[/highlight] to get away from just him, let alone his incoming teammates. After first buy back, be very very careful. He clears faster than you, difficult to counter jungle. [img=champ/hecarim.png] : [highlight]Hecarim[/highlight]: [highlight]Hard[/highlight]. [.] Pony moves hella fast with his charge, clears fast and stays healthy. be smart in this matchup. [.] Hecarim clears fast and ganks hard, he is a very well rounded jungler/bruiser, because of this you must be careful when counter jungling him. [.] Many Hecarims build gp/10 (gold per 10 second items such as Heart of Gold and Philosopher's Stone), meaning he will be healthy and be able to do decent damage with the base damage on his abilities. Be smart about this matchup and do not over step your boundaries. 100% safe to counter jungle him when he ganks because he will not be in the jungle to stop you. [img=champ/maokai.png] : [highlight]Mao'Kai[/highlight]: [highlight]Average[/highlight]. [.] Tree can keep you locked up with Arcane Smash's knock back/slow and Twisted Advance's root, be careful. [.] He clears decently fast and actually deals some pretty good damage by himself, one of the reasons TheOddOne loves this champion so much. [.] Not super safe to counter jungle because he can chain crowd control you long enough for his teammates to respond to your invade. Just be careful in this matchup. Pretty fast clear speed with Saplings and Arcane Smash, if he is leveling up Twisted Advance for ganks you will clear faster than him and his jungle will be yours when he ganks, and even when he is clearing other parts of his jungle. These two abilities are what can lock you down for a long period of time: [imgext=http://i.imgur.com/Fy1Wv.png] [imgext=http://i.imgur.com/xeKyE.png] Be careful. [img=champ/nautilus.png] : [highlight]Nautilus[/highlight]: [highlight]Average[/highlight]. [.] Clears decently, very tanky early. Be careful early, later you have the advantage. [.] With the recent nerfs to his tankiness, to Heart of Gold and Philosopher's Stone Nautilus has fallen of the map, but he is still pretty strong. [.] His Dredge Line ability coupled with his Riptide ability while his passive slowing you each time he auto attacks you in addition to red buff, means you are not going any where if he catches you in his jungle. [.] If this happens you have to get away before his team comes to follow up on his crowd control or you will almost for sure die. For the most part this matchup is easy, you clear faster than him so you can take his jungle before he gets to it. [img=champ/nocturne.png] : [highlight]Nocturne[/highlight]: [highlight]Average[/highlight]. [.] Very fast clear time, faster than you. [.] You will not get to counter jungle him often becuause when you try, his jungle will be gone before you get there. [.] Sometimes Nocturnes go a super farm route to speed to level 6 to gank with his Ultimate ability (Paranoia), if that is the case clear your jungle and gank while you can control the flow of the game (force him out or make his team rage at him.) [.] If he is not doing the aforementioned strategy, then gank when you see an opportunity and farm when you can pretty meh matchup. Essentially he clears faster than you because he is designed to jungle and 2/3 of three of his regular abilities are designed to clear minions, his passive also keeps him healthy and increases his clear speed. [img=champ/nunu.png] : [highlight]Nunu[/highlight]: [highlight]Hard[/highlight]. [.] Is the counter jungling king, just try to farm your own jungle and ward your own jungle. [.] If you see him go for your jungle with your wards, go for his jungleor kill him with your team. [.] Nunu does not have a fast clear speed at all, but his Consume ability is used to deny you access to the main minions in each of your jungle camps, so when he goes to do that either coordinate with your team to collapse on him, go take more of his jungle than he took of yours because you clear faster than he does, or gank a lane when he enters your jungle. [.] Nunu is very mobile though because he can always have Blood Boil up. Wards are necessary in your jungle in this matchup. You clear faster than Nunu and when he goes to counter jungle you gank a lane or take his jungle. [img=champ/skarner.png] : [highlight]Skarner[/highlight]: [highlight]Hard[/highlight]. [.] Skarner is in the same category as Udyr is in, super fast clear speed and crazy strong ganks with red buff. [.] He will clear faster than you and do more damage than you do early. Be cautious in this matchup, because he will clear faster than you and that means he can take your jungle easily. [.] Because he clears faster than you he will level faster than you and will be able to gank faster/earlier than you and buy more items than you. [.]He builds gp/10 and either Mercury Treads or Mobility Boots and an Aegis as his core build. Honestly you lose this matchup, you will have to be very smart in this matchup and do your best to farm your own jungle as much as possible and gank whenever you see a prime opportunity. [img=champ/shyvana.png] : [highlight]Shyvana[/highlight]: [highlight]Hard[/highlight]. [.] Super fast and very strong, do not counter jungle her unless you have vision of the area and know what you are doing. [.] She does not build gp/10 as her main build and is very tanky and very strong and has a very fast clear speed. [.] She can counter jungle you easily early on and gank harder than you early. After you get some levels and you can evolve Void Spike you will clear much faster and be able to counter jungle her pretty well. Be smart and patient, you scale better than her. [img=champ/shen.png] : [highlight]Shen[/highlight]: [highlight]Easy[/highlight]. [.] Shen has a very slow jungle, do w/e you want with him. you win this matchup hands down. [.] Shen has a very slow jungle because he has no AOE to kill the camps fast. Because he is very slow you can do whatever you want to his jungle and you can gank more than he can. You win this matchup no question and hands down. [img=champ/trundle.png] : [highlight]Trundle[/highlight]: [highlight]Raid Boss[/highlight]. [.] This troll is the anti counter jungle, he wins almost any duel pre late Mid-Game/late Game. [.] He is fast and strong, still possible to counter jungle him though. [.] His kit screams pain for AD junglers who try to duel him: [imgext=http://i.imgur.com/A2s0n.png] [.] Steals your AD and gives it to him, double pain. [.] Increased attack speed along with cc reduction in a massive area that you don't want to fight him in. [.] A pillar that closes off your escape route and massively slows you. [img=champ/udyr.png] : [highlight]Udyr[/highlight]: [highlight]Hard[/highlight]. [.] Same as Skarner. Seriously, they use the same runes, same masteries and build almost the exact same. Only difference comes in late game. One is crazy god mode tanky and one takes you from the saftey of your friends into the scary door in Futurama and does unspeakable things to you in there. [.] Udyr does not build Mobility Boots and most do build gp/10, though some still go Wriggle's Lantern and Heart of Gold over Philosopher's Stone and Heart of Gold. [.] He will clear faster than you but you gank harder than him because you can see Udyr coming from a mile away. You lose the counter jungling matchup but you gank harder than he does.

Kha'Zix has a very strong early game and stays pretty healthy in the jungle with a leash and [imgsmall=items/boots-of-speed.png][imgsmall=items/health-potion3.png]. Your goal as a jungler is to pressure other lanes and make plays. You are the driving force behind your team, the terror in the night! His early game is strong because of the high base damage on his abilites, and his free slow/bonus damage from his passive. His ganks are potent early. In all seriousness Kha'Zix has a very strong early game because of his mobility and high base damages on his ability. This allows him to be more aggressive with ganks because he can apply and very strong passive on top of his high base damages. Combine your mobility and high base damages with your partner in lanes abilities, either the enemy laner has to blow flash to get away from you are he will die. Most dangerous time is when you are counter ganked, simply because its 2v2 and not a 2v1. Your early game goals as Kha'Zix is to get early tanky items to allow you to survie in melee range, and to keep you alive to get your core AD Caster damage items. As well as getting decent damage items to allow you to stay relevant in ganks. Once you evolve his Void Spike ability you can burst your opponents very hard because Void Spike applies Kha'Zix's passive, Unseen Threat, allowing him to deal the bonus damage from range with his passive, on top of the high base damage on Void Spike. This is when you get real early game pressence and this is when you start to scale into mid game very well if all is going well. If you are losing and your lanes are getting ganked, do not succumb to the blame your team may throw on you for either being a bad jungler or being new to Kha'Zix. Keep a calm head and farm your jungle and wait for opportune times to gank lanes. If you are facing a jungler that you know for sure that you can dominate, or that you are more skilled than that person, you need to exert your dominance over your opponent. Counter jungle whenever you can to set the opponent back. Gank the lane that snowballs the hardest, traditionally top lane simply because of the 1v1 nature of top lane, or gank the only lane that the enemy is counting on to win. This means that if two of your lanes are doing decently, nothign is happening or your lanes are winning, gank the lane that is not winning. Usually the enemy jungler ganks the one lane that is the safest bet to snowball, so you focus your attention on that lane and ward for them and counter gank them because you are expecting the enemy to gank that lane. ever heard of, "win lane lose game"? this happens when you do very well but do not extend your advantage to your whole team and the rest of your team falls behind, allowing the enemy to snowball no matter how well you did. This same concept applies more so to the jungler, because they have the highest potential to affect every lane. If you are destroying as the jungler, you have to extend your advantage to your team to help your teammates snowball. This can be done through many means: [.] Ward in key places with the extra gold you have from doing so well, which helps to prevent enemy ganks. [.] Control objectives by warding dragon, baron, their blue buff and their red buff in order to see when the enemy plans to do that objective and plan accordingly to contest/steal it. [.] gank as much as possible, camping a lane can completely demoralize the enemy laner and cause his/her team to rage at that enemy (makign them less focused on the game and more likely to screw up because they are distracted). In summation, early game consists of these basics, as well as every stage of the game consisting of extending your advantage to your whole team.

You are not the initiator, for you are the AD Caster. This is why Kha'Zix only works well in certain comps, because the jungle or top laners tend to be used as the front line, or the initiators. This is because the jungler does not get as much farm as the lanes, so he is forced to build tanky to survive. Thus gp/10 junglers have been prevalent over the recent months because it allows them to be tanky and build for late game without getting alot of farm. Your job mid-game is to build semi tanky, to survive and deal damage efficiently to whoever is in front of you. You are not tanky enough yet to jump into the fight right on the AD carry and lock him down. thats late game. This is why we have to build for mid game in mind because this is the phase of the game that will make or break you. Kha'Zix will have the biggest impact during this phase because there are only small skirmishes between a few champions and at objectives usually. We built for midgame all early game by maxing [highlight]Void Spike[/highlight] and evolving it first, by maxing [highlight]Taste Their Fear[/highlight] second as well as maxing it second. The ability setup coupled with our item setup, at this point in the game it is usually [highlight]Aegis of the Legion[/highlight], [highlight]Mercury Treads[/highlight], [highlight]Phage[/highlight] and either [highlight]B.F Sword[/highlight] or the full [highlight]Bloodthirster[/highlight]. This setup has high damage output because of what abilities you evolved and the high base damages on those abilities, and the items make you perfectly tanky for mid game while providing great damage. Your role here is to wait till the fight breaks out and then jump on the squshiest target that is closest to you. The reason you are not jumping for the carry first in this fight is because they it may not always be present in these mid game skirmishes, mainly because most of them revolve around catching enemies with wards and collapsing on them, Dragon dances (shuffling around the Dragon pit waiting for the opportune moment to engage), or sieging a tower for a few seconds. So when you see the squshiest target that is closest to you, you engage upon it. If you go too deep you beomce vulnerable and you are most likely tunnel visioning, this is bad. This is why you pick the closest target, to allow you to disengage if you need to. After this phase goes on for several minutes, and I do mean several, and more global objectives get taken (aka Towers and Dragon) you will be getting more farm as well from your jungle and assists/kills/deaths. This is when we start to enter late game.

Around this time you should have gotten pretty far into the item build and can safely dive the enemy's carries. [.] This is your role as an AD Caster, to dive in and lock down the carry, and burst that bugger as hard as possible and then gtfo. [.] As soon as your team initiates and people start targetting people, this is when you strike. Because you have [highlight]Guardian Angel[/highlight] , [highlight]Leap[/highlight] and [highlight]Void Assault[/highlight] you can get onto the enemy carry easily, while not worrying about dieng so much if [highlight]Guardian Angel[/highlight] is up and you can use [highlight]Leap[/highlight] or [highlight]Void Assault[/highlight] to disengage if need be. [.] Kha'Zix excels at locking down a Carry because of [highlight]Leap[/highlight] and [highlight]Void Assault[/highlight]. [.] These two abilities can both be used as either a disengage or an engage. Use them wisely. When we enter late game, teamfights are the common occurance. Kha'Zix in this phase of the game is meant to lock down the carry that is doing the most damage, in order to pressure them and to keep them from casting their abilities on your teammates for free or auto attacking at range for free. Because of this role we have to build and play accordingly. This is where [highlight]Guardian Angel[/highlight] comes in the most handy. This item allows you to dive the center of a team safely every 5 minutes and it provides very good defensive stats. Late game is also about global objectives just as much as it is about teamfights. The team that capitalizes the most efficiently will win here. If your whole team is grouped and you see 1 of their team out of position in another lane, force a 4v5 fight at Baron or engage upon the enemy team wherever they are, 4v5 in late game is almost for sure victory in that fight because everyone has so many items. The same concept goes for Towers, you see enemies out of place you take a [highlight]Tower[/highlight]. If you have a champion on your team that can split push easily like [highlight]Shen[/highlight], [highlight]Nidalee[/highlight] or [highlight]Twisted Fate[/highlight], use them to your advantage. They will have to send at least 1 person to deal with your split pusher and when they do you engage on the 4 remaining enemies and your split pusher will be able to get to the team fight far faster than their defender will be able to. If they have an [highlight]Inhibitor[/highlight] down, your team needs to push the lane that is the farthest away from that Inhibitor because eventually the lane will pus in your favor and reach their base and cause havoc, so it will need to be cleaned. This happens because Inhibitors make the minions pushing against the downed Inhibitor stronger, this happens to minions in every lane. So when they send someone to "clean" that lane, you push down Towers/Inhibs or engage upon them. When you ace the enemy team, it is more important to push down the enemy's Towers than to get [highlight]Baron[/highlight] the majority of the time. The reason this is so is because if you just aced the enemy team, you are now either queal with them because you just cam back, or are now ahead of them. So you you push the Towers down while you have power play time and get even more gold to get even stronger than the enemy team. Now you can force a Baron fight whwnever you want because your team is stronger than the enemy team. When your team is stronger you get to dictate the pace of the game because you can control Baron. Either you get a free Baron because the enemy team did not contest it because they can not win the teamfight, or they try to contest and you crush them. These are some of the finer points to late game and i will be adding more later.

Mathcups: [img=champ/ashe.png] : [highlight]Ashe[/highlight]: [highlight]Easy Prey[/highlight]. [.] Is an older champion and does not have any disengages because of it. [.] She either has to [highlight]Flash[/highlight] away to avoid getting blown up or she will die. [.] Only real options for her to escape are use [highlight]Flash[/highlight] or [highlight]Enchanted Crystal Arrow[/highlight] you to create distance and kite you with [highlight]Frost Shot[/highlight] and [highlight]Volley[/highlight]. [.] Either way you can close the gap easy with [highlight]Void Assault[/highlight] and your passive. [img=champ/caitlyn.png] : [highlight]Caitlyn[/highlight]: [highlight]Prey[/highlight]. [.] Is almost the same as ashe, except she has this as a disengage: [imgext=http://i.imgur.com/cnpf3.png]. [.] This or [highlight]Flash[/highlight] are the only way she can get away, hopefully both if you really got her by the balls. Even if she uses both you can get to within seconds and full combo her to dead extremely fast. [img=champ/corki.png] : [highlight]Corki[/highlight]: [highlight]Cautious Prey[/highlight]. [.] Is pretty slippery and can deal large quantities of Mixed Damage late game so be careful. He can disengage with: [imgext=http://i.imgur.com/q1UDi.png] [.] Keep that in mind along with his Flash. [.] If he uses both he will be very far away from you, but also very far away from the targets he should be hitting. [.] If he does this find the next squishiest target that is closest to you, prfeerably the AP Carry and start damaging that target. If Corki returns to the killzone, all in on him. [img=champ/draven.png] : [highlight]Draven[/highlight]: [highlight]Easy Prey[/highlight]. [.] Has no inherent disengage so when you get on him, you will stick to him. [.] The only way for him to escape is to [highlight]Flash[/highlight] and use [highlight]Blood Rush[/highlight] and [highlight]Stand Aside[/highlight]. [.] Just follow him and all in on him, he should die easily unless he is very fed. [img=champ/ezreal.png] : [highlight]Ezreal[/highlight]: [highlight]Cautious Prey[/highlight]. Has a low cd disengage: [imgext=http://i.imgur.com/pBVeM.png] [.] He has to blow this almost as soon as you get next to him if not sooner. [.] Follow him after he Arcane Shifts away and all in on him, but be careful. [.] Ezreal is one of the better AD Carries to kite with because they tend to build Trinity Force and his Mystic Shot can apply the Phage proc aspect of Trinity Force, slowing you while he burns you down. [.] If you stick to him with your passive you can burn him down way faster than he can burn you down. [img=champ/graves.png] : [highlight]Graves[/highlight]: [highlight]Cautious Prey[/highlight]. [.] Can deal massive burst damage along with sustained auto attack damage, be careful when you dive him because he also has a hard disengage : [imgext=http://i.imgur.com/JPQBY.png] [.] This also gives him a massive attack speed increase, very dangerous. Keep on him, your passive will keep him in range of you and you can burst him down. [img=champ/kogmaw.png] : [highlight]Kog'Maw[/highlight]: [highlight]Easy Prey[/highlight]. [.] Is snack food, but if he is incredibaly fed he can down you in a few hits from a great distance. [.] Once you are on top of him he is a gonner though. [.] This is such an easy matchup, he can not get away from you ever and he is one of the squshiest of all AD Carries, super easy kill. [img=champ/missfortune.png] : [highlight]Miss Fortune[/highlight]: [highlight]Easy Prey[/highlight]. [.] Has no disengage and is incredibaly squishy, snack food. [.] She is in the same regard as Kog'Maw, except she does not do as much damage as he can. She is even eaiser to kill. [img=champ/sivir.png] : [highlight]Sivir[/highlight]: [highlight]Prey[/highlight]. [.] Gets nuked hard but can be very slippery. [.] Can be extremely annoying with her Ultimate and her Spell Sheild to catch, but if you can stay on her you will eventaully get her down. But if you can not stick to her, she will end you. Be careful. *Rule of Thumb For Engaging on AP Carries* You win straight up in a duel do to your Ultimate, Void Assault, they can hit you easily if they can see you. But be careful in a full on teamfight to not get hit by a disable, root, snare or stun and get nuked by the whole enemy team, you will die very, very fast. [img=champ/ahri.png] : [highlight]Ahri[/highlight]: [highlight]Cautious Prey[/highlight]. [imgext=http://i.imgur.com/IvYUM.png] [.] Ahri is extremely squishy and when you engage onto her she will have to blow her Ultimate, if she has not already done so to damage your team. [.] She will die very fast but can make your engage annoying because she can pop [highlight]Flash[/highlight] and use all 3 of her Ultimate's dashes to kite you. Just pop your Ultimate and use your passive to your advantage in this matchup. [img=champ/anivia.png] : [highlight]Anivia[/highlight]: [highlight]Easy Prey[/highlight]. [.] So easy, no hard disengage and very squshy, she is snack food and should be treated as such. [.] Only stipulation is if you are in the middle of her Ultimate and she Flashes away and lands her stun on you, you are dead. So essentially if you do everthying wrong and she does everything right, you will die. [img=champ/cassiopeia.png] : [highlight]Cassiopeia[/highlight]: [highlight]Easy Prey[/highlight]. [.] Super squshy, coupled with no inherent escape. [.] Your passive will keep her slowed and you will blow her up unless she uses her Ultimate soley on you and did not initiate the fight with it/cc your team after the fght broke out. [.] If this is the case and her team follows up on her Ultimate, you will still win. [img=champ/diana.png] : [highlight]Diana[/highlight]: [highlight]Cautious Prey[/highlight]. [.] Tanky as hell and can still deal big burst damage, one of the few matchups you have to be careful with. [.] Once her sheild is popped use your stealth and run around and wait for it to drop, then re-engage. One of the best things you can do, cause if you damage her sheild you are losing out on damage to her health and she is damaging you. [img=champ/gragas.png] : [highlight]Gragas[/highlight]: [highlight]Cautious Prey[/highlight]. [imgext=http://i.imgur.com/iztMd.png] [.] His Body Slam is a hard disengage and can make him slippery, just stay on him and keep applying your passive and dps him down. [.] If he chooses to use his Body Slam to disengage and use his Ultimate to push you away, he will have done so little damage to your whole team that he might as well have done nothing at all. [img=champ/karthus.png] : [highlight]Karthus[/highlight]: [highlight]Easy Prey[/highlight]. [.] Super squishy, not the best to nuke because he wants to die to free cast his Ultimate and free cast his spells. [.] Also not advantageous for you because Karthus wants his enemies as close as possible to him, and you need to get up close and personal to deal the damage you need to deal. [.] But overall he will die very fast and you will remain at a nice health level after the fight. [img=champ/kassadin.png] : [highlight]Kassadin[/highlight]: [highlight]Cautious Prey[/highlight]. [imgext=http://i.imgur.com/dVgkJ.png] [.] Guy is so hard to catch because of [highlight]Riftwalk[/highlight]. [.] You almost never ever want to chase a Kassadin because your time would be better served finding a target you can stick to. [.] Do not make this your target, he will kite you for days, find the AD Carry or the squshiest target that is closst to you and all in that target. [img=champ/katarina.png] : [highlight]Katarina[/highlight]: [highlight]Cautious Prey[/highlight]. [imgext=http://i.imgur.com/EtLh8.png] [.] She is very squishy and unfortunately you have no way to stop her Death Lotus Ultimate and you have to be in the Ultimate to deal the most damage to her as possible. [.] Best way to handle this is the wait till her Ultimate is down, or find a better target to damage while she is using Death Lotus. [.] She can be a little slippery with Shunpo, but its not too annoying, just follow her and keep your passive up with Void Spike and your Ultimate. [img=champ/kennen.png] : [highlight]Kennen[/highlight]: [highlight]Dangerous Prey[/highlight]. [imgext=http://i.imgur.com/Pr0SW.png] [.] Kennen is a very dangerous champion to go all in on as a target because of his Ultimate, Slicing Maelstrom, and his Lightning Rush make it hard for you to get close to him. [.] If his team follows up on his Ultimate and all in on you, most of time you are going to die unless you can Leap/Flash away and you the stealth on your Ultimate, Void Assault to get away. [.] But if you avoided the little rat's spells he is easy to down. [img=champ/morgana.png] : [highlight]Morgana[/highlight]: [highlight]Cautious Prey[/highlight]. [.] Very squishy, wait till she uses her Ultimate to go in on her. [.] After her Ultimate is down the only thing she can do to you is Dark Bind you, then after that is down you have a huge window to do terrible things to her with your abilities. [.] She is very vulnerable after her Ultimate is down so all in'ing on her is very easy. [.] This matchup goes in your favor almost all of the time. [img=champ/orianna.png] : [highlight]Orianna[/highlight]: [highlight]Prey[/highlight]. [.] Only escape she has requires her to use Command Dissonance while her ball is positioned on her, and run away from you. [.] If she does this she is not focusing on damaging your whole team so you are already doing a good job. Just stick to her with your passive and burst her down. [img=champ/ryze.png] : [highlight]Ryze[/highlight]: [highlight]Prey[/highlight]. [.] The only thing that is annoying about this is the fact that he can Rune prison you over and over again while blasting you with his Overload over and over. [.] He is also very tanky so you won't be dealing extreme amounts of damage to him, while he will be dealing more to you. [.] If you can stick to him and keep your passive applied with Void Spike and your Ultimate, Void Assault, you should be able to close the gap inbetween Rune Prisons and deal enough damage to down him. [img=champ/zyra.png] : [highlight]Zyra[/highlight]: [highlight]Dangerous Prey[/highlight]. [.] Only scary thing about Zyra is her insane wombo combo, if she all ins on you with everything she has, she will burst you from 100% to 0. [.] If she does not all in on you and uses her ult on your team, down her immediately because she is extremely vulnerable now. [.] Just pop Void Assault and all in on her, you should down her in a matter of seconds.

This is where a summoner's playstyle comes into effect more than anything. We have built from the very start of the game, and since before the champion select screen, to get you to this phase the best way possible and accomplish what you need to accomplish in this phase. The sole purpose of locking down the enemy carry that is doing the most damage. When the teamfight breaks out you are not to be at the front line or to have been the one to initiate the team fight, were are talking on average here and what is optimal. After the initiation has ended and we enter the controlled chaos of a teamfight, we fire up the Voidreaver engines and prepare to do our job. Your sole purpose at this point is to get past the enemy team's front line and to get on top of the carry that is doing the most damage (I expand upon how to handle the carries in the previous chapter). Lets look at what a typical [highlight]Frontline[/highlight] will be. The [highlight]Top laner[/highlight] and [highlight]Jungler[/highlight] are usually the team's "Frontline." The reason this is so is because: [.] These are the champions that usually build tanky and have slows/stuns and other forms of crowd control. [.] The Top laner is typically a [highlight]Bruiser[/highlight], so they are naturally tanky, and they typically build tanky to have some staying power in teamfights, in order to apply pressure to the carries longer. [.] The Jungler is in the same regard usually as the Top Laner, in that the Jungler is part of the Frontline for the same reasons. [.] Since the Jungle role does not get as many Creep Kills, [highlight]CS[/highlight], as the lanes, they are forced to build gp/10 items and tanky items. If not building gp/10 items they build [highlight]Wriggle's Lantern[/highlight] and other tanky damage items like [highlight]Aegis of the Legion[/highlight]. The reason you as Jungle Kha'Zhix are not part of the Frontline is because of the unique aspect to Kha'zix's kit, the fact that he is an [highlight]AD Caster[/highlight]. [.] Kha'zix is meant to deal damage with his abilities, such as an AP Caster is meant to deal damage with their abilities. This is one of the reasons why Kha'Zix only works in certain team compositions, because he takes the place of a Frontline champion so it must be filled in elsewhere. [.] The support, depending on the champion, can be a part of the Frontline, champions like [highlight]Leona[/highlight] are a good example. [.] This is what a Frontline is meant to do, put tanky champions that are hard to kill, that have high base damage and have crowd control effects and slam them into the enemy team and apply pressure to the enemy carries as well as keeping them enemy's off of your carries. [highlight]How do we accomplish this mission you ask? I'll tell yah summoner[/highlight]: [.] Press R to activate his Ultimate ability, [highlight]Void Assault[/highlight]. This gives you a big [highlight]40%[/highlight] movement speed increase and allows you to stealth for 1 second. [.] This speed combined with being stealthed allows you to get to where you need if you were positioned right at the start of the fight, at the edge of the fight radius to avoid the initial chaos of the initiation. [highlight]Once we get to the Carry we will be out of stealth and have cooldowns ready[/highlight]: [.] Immediately cast [highlight]Taste Their Fear[/highlight] and then auto attack. [.] Then you are to follow up with [highlight]Void Spike[/highlight] to apply your passive, [highlight]Unseen Threat[/highlight], for the slow and the bonus damage. [.] Rinse and repeat, you can avoid damage with [highlight]Void Assault[/highlight] by activating it again to become untargetable (unless someone with an Oracle's Elixer is near you or you are fighting near a Vision Ward) and the come out of stealth and do it again. If the goal is to make maximum use of Kha'Zix we are to: [highlight]Part 1[/highlight]: [.] Cast [highlight]Void Assault[/highlight] to enter the fight. -This drops sight granting your passive. [.] Close the gap to the enemy carry and auto attack then cast [highlight]Taste Their Fear[/highlight]. -This applies [highlight]Unseen Threat[/highlight] slowing them and nuking them in combination with with [highlight]Taste Their Fear[/highlight]. [.] Re-Cast [highlight]Void Assault[/highlight] to drop sight and re-position. -Kha'Zix will gain [highlight]Unseen Threat[/highlight] on his intended target, for he dropped sight by being invisible. -This refreshes the cooldown on [highlight]Void Assault's[/highlight] internal cooldown. [.] Drop out of stealth to apply [highlight]Unseen Threat[/highlight] with Void Spike. -Keeps the target near you with another application of [highlight]Unseen Threat[/highlight]. -Damages with [highlight]Unseen Threat[/highlight]. [highlight]Part 2[/highlight]: -We have 2 options here, to use the last stealth on on [highlight]Void Assault[/highlight] to finish off our target or to disengage: [.] If winning the team fight, use it to finish off your intended target if it is still alive. [.] If target is dead use it to finish off a stragler, a champion running away. [.] If losing and intended target is along the way to run away/disengage from the group, kill and run. [.] If losing and you can not kill anyone along your disengage path, use it to get out of there ASAP. This is the mentality you have to have during a team fights, allow your Frontline to engage and wait untill the fighting has begun to take advantage of the chaos with [highlight]Void Assault[/highlight]. This is honestly exactly how the Aliens in the movies Alien, Aliens, Alien 3 and Alien Resurrection kill their prey, shocker. Once you stealth past everyone you open up full force on your target and disngage if you need to get to saftey, this is how to play the team fight phase with Kha'Zix, the Voidreaver.

This is also a what is to come section. Thank you all for reading this guide and I hope it helped you learn how to play [img=champ/khazix.png] the badass Voidreaver! credit: [.] To http://leagueoflegends.wikia.com/wiki/League_of_Legends_Wiki for pictures featured in this guide. [.] Slater Von Jäger for guide structure advice. [.] Wingsofdeathx for item build counseling. What is to come: Videos! many many videos!

Comments coming soon!
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