Taste Their Fear
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Passive: Marks enemies who are isolated from nearby allies.
Active: Deals 70 (+{CharBonusPhysical}) physical damage. If the target is isolated, the amount is increased to 100 (+1.6*AD).
Evolved Enlarged Claws: Increases damage to isolated enemies by 12% of their missing health (max 200 vs. monsters). Increases the range of Taste Their Fear and Kha'Zix's basic attacks by 50.
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Passive: Marks enemies who are isolated from nearby allies.
Active: Deals 100 (+{CharBonusPhysical}) physical damage. If the target is isolated, the amount is increased to 145 (+1.6*AD).
Evolved Enlarged Claws: Increases damage to isolated enemies by 12% of their missing health (max 200 vs. monsters). Increases the range of Taste Their Fear and Kha'Zix's basic attacks by 50.
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Passive: Marks enemies who are isolated from nearby allies.
Active: Deals 130 (+{CharBonusPhysical}) physical damage. If the target is isolated, the amount is increased to 190 (+1.6*AD).
Evolved Enlarged Claws: Increases damage to isolated enemies by 12% of their missing health (max 200 vs. monsters). Increases the range of Taste Their Fear and Kha'Zix's basic attacks by 50.
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Passive: Marks enemies who are isolated from nearby allies.
Active: Deals 160 (+{CharBonusPhysical}) physical damage. If the target is isolated, the amount is increased to 235 (+1.6*AD).
Evolved Enlarged Claws: Increases damage to isolated enemies by 12% of their missing health (max 200 vs. monsters). Increases the range of Taste Their Fear and Kha'Zix's basic attacks by 50.
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Passive: Marks enemies who are isolated from nearby allies.
Active: Deals 190 (+{CharBonusPhysical}) physical damage. If the target is isolated, the amount is increased to 280 (+1.6*AD).
Evolved Enlarged Claws: Increases damage to isolated enemies by 12% of their missing health (max 200 vs. monsters). Increases the range of Taste Their Fear and Kha'Zix's basic attacks by 50.
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Void Spike
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Fires exploding spikes, dealing 75 (+{CharBonusPhysical}) physical damage to all nearby enemies. Heals Kha'Zix for 40 (+0.5*AP) if he is within the explosion radius.
Evolved Spike Racks: Void Spike fires three spikes in a cone. Consumes Unseen Threat to slow and damage all enemies struck.
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Fires exploding spikes, dealing 115 (+{CharBonusPhysical}) physical damage to all nearby enemies. Heals Kha'Zix for 70 (+0.5*AP) if he is within the explosion radius.
Evolved Spike Racks: Void Spike fires three spikes in a cone. Consumes Unseen Threat to slow and damage all enemies struck.
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Fires exploding spikes, dealing 155 (+{CharBonusPhysical}) physical damage to all nearby enemies. Heals Kha'Zix for 100 (+0.5*AP) if he is within the explosion radius.
Evolved Spike Racks: Void Spike fires three spikes in a cone. Consumes Unseen Threat to slow and damage all enemies struck.
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Fires exploding spikes, dealing 195 (+{CharBonusPhysical}) physical damage to all nearby enemies. Heals Kha'Zix for 130 (+0.5*AP) if he is within the explosion radius.
Evolved Spike Racks: Void Spike fires three spikes in a cone. Consumes Unseen Threat to slow and damage all enemies struck.
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Fires exploding spikes, dealing 235 (+{CharBonusPhysical}) physical damage to all nearby enemies. Heals Kha'Zix for 160 (+0.5*AP) if he is within the explosion radius.
Evolved Spike Racks: Void Spike fires three spikes in a cone. Consumes Unseen Threat to slow and damage all enemies struck.
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Leap
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Leaps to a target area, dealing 65 (+{CharBonusPhysical}) physical damage.
Evolved Wings: Increases Leap's range. Kills and assists will refresh the cooldown of Leap.
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Leaps to a target area, dealing 100 (+{CharBonusPhysical}) physical damage.
Evolved Wings: Increases Leap's range. Kills and assists will refresh the cooldown of Leap.
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Leaps to a target area, dealing 135 (+{CharBonusPhysical}) physical damage.
Evolved Wings: Increases Leap's range. Kills and assists will refresh the cooldown of Leap.
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Leaps to a target area, dealing 170 (+{CharBonusPhysical}) physical damage.
Evolved Wings: Increases Leap's range. Kills and assists will refresh the cooldown of Leap.
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Leaps to a target area, dealing 205 (+{CharBonusPhysical}) physical damage.
Evolved Wings: Increases Leap's range. Kills and assists will refresh the cooldown of Leap.
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Q
Passive: Marks enemies who are isolated from nearby allies.
Active: Deals 70 (+{CharBonusPhysical}) physical damage. If the target is isolated, the amount is increased to 100 (+1.6*AD).
Evolved Enlarged Claws: Increases damage to isolated enemies by 12% of their missing health (max 200 vs. monsters). Increases the range of Taste Their Fear and Kha'Zix's basic attacks by 50.
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W
Fires exploding spikes, dealing 75 (+{CharBonusPhysical}) physical damage to all nearby enemies. Heals Kha'Zix for 40 (+0.5*AP) if he is within the explosion radius.
Evolved Spike Racks: Void Spike fires three spikes in a cone. Consumes Unseen Threat to slow and damage all enemies struck.
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W
Fires exploding spikes, dealing 115 (+{CharBonusPhysical}) physical damage to all nearby enemies. Heals Kha'Zix for 70 (+0.5*AP) if he is within the explosion radius.
Evolved Spike Racks: Void Spike fires three spikes in a cone. Consumes Unseen Threat to slow and damage all enemies struck.
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E
Leaps to a target area, dealing 65 (+{CharBonusPhysical}) physical damage.
Evolved Wings: Increases Leap's range. Kills and assists will refresh the cooldown of Leap.
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Q
Passive: Marks enemies who are isolated from nearby allies.
Active: Deals 100 (+{CharBonusPhysical}) physical damage. If the target is isolated, the amount is increased to 145 (+1.6*AD).
Evolved Enlarged Claws: Increases damage to isolated enemies by 12% of their missing health (max 200 vs. monsters). Increases the range of Taste Their Fear and Kha'Zix's basic attacks by 50.
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R
Passive: Ranking up Void Assault allows Kha'Zix to evolve one of his abilities.
Active: Stealths for 1 second. Activates Unseen Threat and increases Kha'Zix's Movement Speed by 40%. Void Assault can be cast a second time within 10 seconds.
Evolved Active Camouflage: Void Assault can be cast three times. Kha'Zix takes 40% reduced damage while in stealth.
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Q
Passive: Marks enemies who are isolated from nearby allies.
Active: Deals 130 (+{CharBonusPhysical}) physical damage. If the target is isolated, the amount is increased to 190 (+1.6*AD).
Evolved Enlarged Claws: Increases damage to isolated enemies by 12% of their missing health (max 200 vs. monsters). Increases the range of Taste Their Fear and Kha'Zix's basic attacks by 50.
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Q
Passive: Marks enemies who are isolated from nearby allies.
Active: Deals 160 (+{CharBonusPhysical}) physical damage. If the target is isolated, the amount is increased to 235 (+1.6*AD).
Evolved Enlarged Claws: Increases damage to isolated enemies by 12% of their missing health (max 200 vs. monsters). Increases the range of Taste Their Fear and Kha'Zix's basic attacks by 50.
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Q
Passive: Marks enemies who are isolated from nearby allies.
Active: Deals 190 (+{CharBonusPhysical}) physical damage. If the target is isolated, the amount is increased to 280 (+1.6*AD).
Evolved Enlarged Claws: Increases damage to isolated enemies by 12% of their missing health (max 200 vs. monsters). Increases the range of Taste Their Fear and Kha'Zix's basic attacks by 50.
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W
Fires exploding spikes, dealing 155 (+{CharBonusPhysical}) physical damage to all nearby enemies. Heals Kha'Zix for 100 (+0.5*AP) if he is within the explosion radius.
Evolved Spike Racks: Void Spike fires three spikes in a cone. Consumes Unseen Threat to slow and damage all enemies struck.
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R
Passive: Ranking up Void Assault allows Kha'Zix to evolve one of his abilities.
Active: Stealths for 1 second. Activates Unseen Threat and increases Kha'Zix's Movement Speed by 40%. Void Assault can be cast a second time within 10 seconds.
Evolved Active Camouflage: Void Assault can be cast three times. Kha'Zix takes 40% reduced damage while in stealth.
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W
Fires exploding spikes, dealing 195 (+{CharBonusPhysical}) physical damage to all nearby enemies. Heals Kha'Zix for 130 (+0.5*AP) if he is within the explosion radius.
Evolved Spike Racks: Void Spike fires three spikes in a cone. Consumes Unseen Threat to slow and damage all enemies struck.
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W
Fires exploding spikes, dealing 235 (+{CharBonusPhysical}) physical damage to all nearby enemies. Heals Kha'Zix for 160 (+0.5*AP) if he is within the explosion radius.
Evolved Spike Racks: Void Spike fires three spikes in a cone. Consumes Unseen Threat to slow and damage all enemies struck.
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E
Leaps to a target area, dealing 100 (+{CharBonusPhysical}) physical damage.
Evolved Wings: Increases Leap's range. Kills and assists will refresh the cooldown of Leap.
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E
Leaps to a target area, dealing 135 (+{CharBonusPhysical}) physical damage.
Evolved Wings: Increases Leap's range. Kills and assists will refresh the cooldown of Leap.
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R
Passive: Ranking up Void Assault allows Kha'Zix to evolve one of his abilities.
Active: Stealths for 1 second. Activates Unseen Threat and increases Kha'Zix's Movement Speed by 40%. Void Assault can be cast a second time within 10 seconds.
Evolved Active Camouflage: Void Assault can be cast three times. Kha'Zix takes 40% reduced damage while in stealth.
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E
Leaps to a target area, dealing 170 (+{CharBonusPhysical}) physical damage.
Evolved Wings: Increases Leap's range. Kills and assists will refresh the cooldown of Leap.
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E
Leaps to a target area, dealing 205 (+{CharBonusPhysical}) physical damage.
Evolved Wings: Increases Leap's range. Kills and assists will refresh the cooldown of Leap.
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Posted 5/18/2013 2:52:36 AMPanu po gumawa nang Guides
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Posted 4/7/2013 11:59:30 AMIt said to evolve Taste Their Fear AND Void Spike first, so which one is actually the first to evolve? Or it is also depend on the match?
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Posted 4/13/2013 12:00:36 PMI always evolve W first. In a team fight situation, especially mid game when towers are heading down, poke is invaluable. It does a massive amount of damage and can clear minion waves instantly too. Your next choice is entirely situational: if they are a splitpushing team, take the evolved Q as Kha is a perfect choice to hunt down and kill lone targets with this. Otherwise, as in most situations, I evolve E. The reset is fantastic and allows for easy chasing and escapes. Last evolution should be Q or R, Q in most circumstances, R if you're against a team comp with too much aoe too handle such as Karthus, Amumu, Garen, Rumble etc.
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Posted 4/16/2013 2:09:23 PMIf you evolve w first, you have the aoe damage and get healed back some health. I personally max w > q > e, taking r whenever I level. I evolve w > e > q.
Nick aka Crs Skyblade: LoLPro Admin, Content Editor & Social Media Manager
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Posted 5/7/2013 10:11:57 PMYou should evolve avoid spike first, as it has extra cc and clear time
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Posted 3/8/2013 9:43:14 PMSo we start off with a hunters machete but you don't show it building into anything so at what point would we sell it? Do we upgrade it once then sell it? A little more information in the build section would be greatly appreciated. Great guild otherwise thanks bro.
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Posted 3/12/2013 10:14:09 AMDepends how the game is going, but many high level players leave it at machete or only upgrade it to madred's before leaving it to work on your main build. Sell it later on in the game, when you need the space for a sixth item. If you find you're getting counter jungled a lot or otherwise are extremely far behind, it might be a good idea to upgrade it all the way to a Wriggle's lantern for the ward and extra clear speed so you can farm up. Alternatively, if you're fed out of your mind you could upgrade machete into Spirit of the Elder Lizard for all the awesome stuff it gives, most notably the damage.
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Posted 1/24/2013 9:34:54 PMPlayed this build last game. Went 7-1 in the first 15-20 minutes, but other team's Rammus was also fed and caused way too many probs for my semi-squishy team. Also due to Rammus, Morg grabbed a couple of kills and became a big time threat. Was it just bad luck/got-countered (because of the ad scaling with armor passive)? Or is that just testament to the fact tankier junglers are a better choice? (we had jax top, lux mid, draven and nunu bot) (they had vi top, rammus jungle, morg mid, trist ad, and sona support)
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Posted 2/24/2013 10:45:59 PMA fed Rammus isn't much of a threat LOL.
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Posted 1/5/2013 7:22:57 AMMarks in runes tab = armor penetration instead of physical damage/AD.
E: I find some parts in the abilities tab confusing: "I would suggest evolving Taste Their Fear first in most matches." "I suggest evolving this ability (Void Spike) first, it's great for ganks and teamfights". Imo it would be better if the evolvements are at the end of the abilities tab; written in a clear way with pros and cons when to choose each ability instead of at the end (need to remember or scroll instead). That could also be useful for the quick guide as a reminder.
EU-West
IG: Malakbel
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Posted 12/31/2012 8:09:07 PMI did the exact build (In dominion) except i swapped out swiftness boots for the CDR boots, as i could just flash/ult towards people or away as well as leap for mobility.
i went something like 20-4 but we still lost :P ( I was top of the team though )
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Posted 1/1/2013 1:49:11 PMI played Khaz on dominion since he came out, and one thing I find that's very different is that it's more ideal if you can max Q first and skip evolving W. If your team needs wave clear and poke, or if you're trying to 1v1 the bottom 'lane', you'll still have to max and evolve W. But on that map he's much more effective as an assassin, ganking and prowling the jungle.
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Posted 12/31/2012 1:28:27 AMRengar's his counterpick.. who would've thought
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Posted 1/7/2013 5:42:09 PMFunny, ain't it? I can't help but feel like Kha'zix gets more out of their little special event than Rengar does, since many Rengar builds don't even use the item anymore. And then, even when they do, the item's fully upgraded version is just the same thing you get when you're staying alive with a certain number of kills/assists. When Kha'zix wins the event, he gets something he can't get otherwise.
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Posted 12/29/2012 12:25:45 AMDelete Notes: SPAM