This Kha'Zix build guide for jungling is by Saintvicious, a platinum rated player on League of Legends. Kha'zix is a highly mobile assassin jungler who excels at securing kills in lanes.
+0.15 magic resist per level (+2.7 at champion level 18)
Greater Glyph of Scaling Magic Resistx9
Masteries
Points Available:30 / 30
Summoner Spell
Flash
Teleports your Champion to target nearby location under your mouse cursor.
Flash
Smite
Deals 460 + (lvl x 30) true damage to target enemy minion or pet.
Smite
Exhaust
Exhausts target enemy champion, reducing their movement speed and damage dealt by 30% for 2.5 seconds and reducing their attack speed by 50% for the duration.
Exhaust
Smite
Deals 460 + (lvl x 30) true damage to target enemy minion or pet.
Smite
Skill Order
Taste Their Fear
Taste Their Fear
Passive: Marks enemies who are isolated from nearby allies.
Active: Deals 70/100/130/160/190 physical damage. If the target is isolated, the amount is increased to 100/145/190/235/280 (+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.
Cost
25 Mana
Range
325
Cooldown
3.5/3.5/3.5/3.5/3.5 Seconds
Taste Their Fear
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.
Taste Their Fear
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.
Taste Their Fear
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.
Taste Their Fear
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.
Taste Their Fear
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.
Void Spike
Void Spike
Fires exploding spikes, dealing 75/115/155/195/235 physical damage to all nearby enemies. Heals Kha'Zix for 40/70/100/130/160 (+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.
Cost
60/70/80/90/100 Mana
Range
1000
Cooldown
8/8/8/8/8 Seconds
Void Spike
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.
Void Spike
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.
Void Spike
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.
Void Spike
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.
Void Spike
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.
Leap
Leap
Leaps to a target area, dealing 65/100/135/170/205 physical damage.
Evolved Wings: Increases Leap's range. Kills and assists will refresh the cooldown of Leap.
Cost
50 Mana
Range
600
Cooldown
22/20/18/16/14 Seconds
Leap
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.
Leap
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.
Leap
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.
Leap
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.
Leap
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.
Void Assault
Void Assault
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 10/50/60 seconds.
Evolved Active Camouflage: Void Assault can be cast three times. Kha'Zix takes 40% reduced damage while in stealth.
Cost
100 Mana
Range
25000
Cooldown
100/90/80 Seconds
Void Assault
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.
Void Assault
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.
Void Assault
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.
Q
Taste Their Fear
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.
W
Void Spike
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.
W
Void Spike
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.
E
Leap
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.
Q
Taste Their Fear
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.
R
Void Assault
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.
Q
Taste Their Fear
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.
Q
Taste Their Fear
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.
Q
Taste Their Fear
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.
W
Void Spike
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.
R
Void Assault
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.
W
Void Spike
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.
W
Void Spike
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.
E
Leap
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.
E
Leap
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.
R
Void Assault
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.
E
Leap
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.
E
Leap
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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Items
Starting Items
Hunter's Machete
Health Potion
x5
Full Game Build
Boots of Swiftness
Enchantment: Furor
The Black Cleaver
Frozen Fist
Last Whisper
The Bloodthirster
Maw of Malmortius
Jungle Route
Main Route
Wolves
Ancient Golem
Wraiths
Mini Golems
Lizard Elder
Wraiths
Gank Top
Gank Mid
Secondary Route
Wraiths
Lizard Elder
Ancient Golem
Gank Mid
Wolves
Wraiths
Mini Golems
Fountain
Pro Commentary
Pros and Cons
Pros
Kha'Zix has great scaling
Has a huge gap closer that refreshes on kills (if evolved)
I 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.
If 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
So 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.
Depends 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.
Played 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 sonasupport)
Marks 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.
I 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 )
I 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.
Funny, 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 5/25/2013 12:11:58 PMActually a fed rammus is a problem. I just played against one and my team could barely 5v1 him.
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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.