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KHA'ZIX cuntu

RUNES>
9 Greater Mark of Strength
9 Greater Seal of Resilience
9 Greater Glyph of Shielding
3 Greater Quintessence of Strength

 

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Unseen Threat (Passive)                                    
Taste Their Fear   X           X   X   X   X        
Void Spike X   X   X   X   X                  
Leap       X                 X   X   X X
 
ITEM BUILD>

Standard:


What To Start With:


boots-of-speed health-potion3


-Heavy Sustain/Heavy Counterjungling/New to the Jungle:


cloth-armor health-potion5


Core:

-First Item:


aegis-of-the-legion


-After Aegis:


phage


-After Phage:


mercurys-treads


Mid Game Core Build:


aegis-of-the-legion phage mercurys-treads


After You Complete Treads, ASAP shoot for:


the-bloodthirster


Once Bloodthirster is complete:


guardian-angel(absolutely necessary-explained in chapters.)


Once GA is complete, build:


last-whisper


As a next item, aim for:


frozen-mallet


And as the final item you are to sell:


aegis-of-the-legion


and build 1 of either of these 3 items:


maw-of-malmortius trinity-force frozen-heart


Item choices are explained in depth in the Item Build chapter.

 

Introduction

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.

 

Change Log
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.
  • Approved.
  • 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.
What Kha'Zix is!
[champ/khazix.png] : Kha'Zix:


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 AD Caster archtype.


Does everyone remember Mr. Man Drop?


[champ/pantheon.png]


Or Da Croc?


[champ/renekton.png]


Or the stealthy Badass?


[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 AD Caster.


What is an AD Caster you ask?

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.


Upsides to AD Casters:

  • 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.


Downsides to AD Casters:

  • 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.


Changes to come/changes promised:

  • 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.




[/public/images/121014/1I9242945-55.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!

Masteries
[/public/images/121014/1I924I17-57.jpg]


We are going 9/21 because there is almost no reason not to.

  • 21 in Defense mitigates an extremely large number of damage throughout the whole game, as well as keeping you very healthy in the jungle.
  • This is also the fundamental reason to go 21 in Defense, because you are melee as well as the jungler so you need to tanky enough to get to your target while staying healthy in the jungle.
  • Melee champions have to get in close. So while you are closing the gap enemies can damage you, it is best to mitigate that damage as much as possible to keep you healthy while you are on top of them during the gank or team fight. As stated its important to be healthy for a gank, 21 in defense lets you stay healthy in the jungle.
  • The 9 points in Offense gets you the 10% armor pen that your spells really synergize with.



[/public/images/121014/1I9246091-58.png] : Summoner's Resolve

  • You take this because the Jungler is already getting less gold than the solo lanes and the AD Carry.
  • The 10 more gold per smite cast helps.


[/public/images/121014/1I9245293-59.png] : Hardiness

  • Every Jungler needs armor.
  • For the same reasons you take armor seals you take armor masteries, it keeps you alive in the jungle and healthy for ganks.


[/public/images/121014/1I9245032-60.png] : Tough Skin

  • Reduces 2 damage from every attack from minions is very powerful early on, think about how many times minions attack.
  • Just 100 minion attacks is 35 gold in a health potion that you did not have to use, trust me in the fact that you get hit alot more than 100 times.


[/public/images/121014/1I92450b-61.png] : Durability

  • Provides exactly what it says it does, durability.
  • This is most beneficial later on, giving you more health in teamfights to stay alive longer to deal more damage.


[/public/images/121014/1I9243604-62.png] : Veteran's Scars

  • We grab this because it gives you an added cushion early on in the jungle to keep you safer and keeping you healthier for ganks.


[/public/images/121014/1I924J06-63.png] : Indomitable

  • Even more powerful than Tough Skin because Indomitable is from all sources of damage.
  • If you were to count the amount of attacks done to you and then times that by 2, you would get the amount of damage mitigated by just this mastery.


[/public/images/121014/1I924A50-64.png] : Bladed Armor

  • Gets you a higher clear speed, 6 damage from each minion auto attack does not seem like alot on a single attack basis but it is.
  • If you were to count each minion auto attack done to you and then times that number by 6, you would get the amount of damage this mastery has done.


[/public/images/121014/1I924B37-65.png] : Initiator

  • Always good to have a little extra movement speed on melee characters.


[/public/images/121014/1I9242225-66.png] : Enlightenment

  • You are an AD Caster, thus you need to use your abilities to deal the majority of your damage, ergo we take cooldown reduction where we can fit it.
  • We do not have cooldown reduction in our runes and we do not build cooldown reduction in game unless we get Frozen Heart, so almost 9% cooldown reduction from a few mastery points is pretty nice to have.


[/public/images/121014/1I92422W-67.png] : Juggernaut

  • A flat 3% increase in health is nothing special, better the more health you have and since we don't build extremely tanky/healthy it is not super efficient for us.
  • But the 10% reduction in damage from disables is nice.


[/public/images/121014/1I92413E-68.png] : Brute Force

  • Nice little plus to your AD, increasing your clear speed by making your auto attacks do a little bit more along with increased damage on your abilities.


[/public/images/121014/1I9244W1-69.png] : Butcher

  • We only go 1 in here because we are more interested in the masteries on the higher tiers. But an extra 2 damage on each minion is a nice little plus.


[/public/images/121014/1I924F91-70.png] : Alacrity

  • We go 4 in here to get to the next mastery tied to this mastery, and it slightly increases your clear speed.
  • Don't highly invest in attack speed over AD, because he is an AD Caster and scales better with AD than attack speed.


[/public/images/121014/1I92441Y-71.png] : Weapon Expertise

  • We grab this because 10% armor pen is great with the way you need to play Kha'Zix as an AD caster, increasing the amount of damage your abilities do.






[/public/images/121014/1I9241552-72.jpg]

  • Going 21 in Offense is meant to make your ganks much more potent.
  • High risk/high reward. It gets you lower in the jungle but makes your ganks much stronger. If you desire to go this path I reccomend you invest more in damageearlier than tanky items. For the sole reason to make the 21 points in Offense do what you want to with it, kill champions fast. You would still take the same runes but you would build differently early to fully ultilize the 21 points in the Offense tree.
  • Not the most optimal. The reason I say this is because later in teamfights, Kha'Zix needs to be able to stay alive in order to deal the damage he needs to deal. Just as Renekton builds extremely tanky during late game to do what he needs to do, get in there and pressure the carry with his abilities, Kha'Zix needs to be a little tanky in order to mitigate enough damage to make him able to stay alive in a teamfight. Now this would be a whole different story if his stealth lasted longer than 1 second. If his stealth was longer than 1 second you could stealth from a greater distance and travel farther to sneak up on your target and nuke it with pure damage items, then use it again to get out. But this is not the case so we build accordingly and ultilize the best masteries we can ultilize, the Defense tree.



[/public/images/121014/1I92413E-68.png] : Brute Force

  • Nice little plus to your AD, increasing your clear speed by making your auto attacks do a little bit more along with increased damage on your abilities.


[/public/images/121014/1I9244W1-69.png] : Butcher

  • We only go 1 in here because we are more interested in the masteries on the higher tiers. But an extra 2 damage on each minion is a nice little plus.


[/public/images/121014/1I924F91-70.png] : Alacrity

  • We go 4 in here to get to the next mastery tied to this mastery, and it slightly increases your clear speed.
  • Don't highly invest in attack speed over AD, because he is an AD Caster and scales better with AD than attack speed.


[/public/images/121014/1I92441Y-71.png] : Weapon Expertise

  • We grab this because 10% armor pen is great with the way you need to play Kha'Zix as an AD caster, increasing the amount of damage your abilities do.


[/public/images/121014/1I9242R4-77.png] : Deadliness

  • For the same reasons we grabbed Brute Force and maxed Alacrity, we are maxing and grabbing this mastery.
  • To get Kha'Zix more ad to scale with his abilities and to get to the mastery tied to this one.


[/public/images/121014/1I9242540-78.png] : Havoc

  • We grab this to increase the amount of damage you, better auto attacks and more damage on your abilities is always a plus.


[/public/images/121014/1I9241b6-79.png] : Lethality

  • Though you scale better with AD than straight auto attacking, you will still be auto attacking a fair amount.
  • This mastery is a nice + to the damage your critical strikes will be doing.


[/public/images/121014/1I924F19-80.png] : Sunder

  • We grab this because it increases your damage from auto attacks and abilities and it stacks with Last Whisper.


[/public/images/121014/1I92411Q-81.png] : Executioner

  • How many times have you seen an opponent get away with barely any health? well 6% damage increase on targets below 40% health could be the solution to your executing needs.
  • In all reality this does add a good amount of damage to your abilities and auto attacks throughout the whole time the target is below 40% health.


[/public/images/121014/1I9246091-58.png] : Summoner's Resolve

  • You take this because the Jungler is already getting less gold than the solo lanes and the AD Carry.
  • The 10 more gold per smite cast helps.


[/public/images/121014/1I9245293-59.png] : Hardiness

  • Every Jungler needs armor, for the same reasons you take armor seals you take armor masteries, it keeps you alive in the jungle and healthy for ganks.


[/public/images/121014/1I92450b-61.png] : Durability

  • Provides exactly what it says it does, durability.
  • This is most beneficial later on, gives you more health in teamfights to stay alive longer to deal more damage.


[/public/images/121014/1I9243604-62.png] : Veteran's Scars

  • We grab this because it gives you an added cushion early on in the jungle to keep you safer and keeping you healthier for ganks.








[/public/images/121014/1I924O54-86.jpg]

  • 9 in Utility rather than Offense is only if you intend to farm your jungle rather than gank.
  • I do not recomend this path at all.



[/public/images/121014/1I9246091-58.png] : Summoner's Resolve

  • You take this because the Jungler is already getting less gold than the solo lanes and the AD Carry.
  • The 10 more gold per smite cast helps.


[/public/images/121014/1I9245293-59.png] : Hardiness

  • Every Jungler needs armor, for the same reasons you take armor seals you take armor masteries, it keeps you alive in the jungle and healthy for ganks.


[/public/images/121014/1I9245032-60.png] : Tough Skin

  • Reducing 2 damage from every attack from minions is very powerful early on, think about how many times minions attack.
  • Just 100 minion attacks is 35 gold in a health potion that you did not have to use, trust me in the fact that you get hit alot more than 100 times.


[/public/images/121014/1I92450b-61.png] : Durability

  • Provides exactly what it says it does, durability.
  • This is most beneficial later on, gives you more health in teamfights to stay alive longer to deal more damage.


[/public/images/121014/1I9243604-62.png] : Veteran's Scars

  • We grab this because it gives you an added cushion early on in the jungle to keep you safer and keeping you healthier for ganks.


[/public/images/121014/1I924J06-63.png] : Indomitable

  • Even more powerful than Tough Skin because Indomitable is from all sources of damage.
  • If you were to count the amount of attacks done to you and then times that by 2, you would get the amount of damage mitigated by just this mastery.


[/public/images/121014/1I924A50-64.png] : Bladed Armor

  • Gets you a higher clear speed, 6 damage from each minion auto attack does not seem like alot on a single attack basis but it is.
  • If you were to count each minion auto attack done to you and then times that number by 6, you would get the amount of damage this mastery has done.


[/public/images/121014/1I924B37-65.png] : Initiator

  • Always good to have a little extra movement speed on melee characters.


[/public/images/121014/1I9242225-66.png] : Enlightenment

  • You are an AD Caster, thus you need to use your abilities to deal the majority of your damage, ergo we take cooldown reduction where we can fit it.
  • We do not have cooldown reduction in our runes and we do not build cooldown reduction in game unless we build Frozen Heart, so almost 9% cooldown reduction from a few mastery points is pretty nice to have.


[/public/images/121014/1I92422W-67.png] : Juggernaut

  • A flat 3% increase in health is nothing special, better the more health you have and since we don't build extremely tanky/healthy it is not super efficient for us.
  • But the 10% reduction in damage from disables is nice.


[/public/images/121014/1I9242L6-97.png] : Summoner's Insight

  • We take this because it decreases the cooldown on flash, always a plus =).


[/public/images/121014/1I9244314-98.png] : Expanded Mind

  • This is to help with his early game mana issues, maxed for extra mana and to get to the mastery below it.


[/public/images/121014/1I9243096-99.png] : Meditation

  • Also to help alleviate his early mana issues.


[/public/images/121014/1I92445A-100.png] : Swiftness

  • 1 point in this to get to our next mastery and to give a slight increase to his move speed, slightly increasing his clear time by reducing time spent traveling.


[/public/images/121014/1I924O18-101.png] : Runic Affinity

  • Very good mastery, allows you to jungle longer, gank more, stay healthier, clear faster and just be a cool dude.



Once again to reiterate. I do not reccomend this because it detracts far too much from what Kha'Zix needs to do as an AD Caster.


Lets move onto runes! =)

 

[/public/images/121014/1I9244463-103.jpg]

  • In my testing I have found this to be best Rune setup for Kha'Zix. Simply because he scales better with AD than attack speed and he is not a utility jungler so he can not make full use of movement speed Quintessences.


[/public/images/121014/1I92423c-104.png] : Greater Mark of Strength


Gives you the AD you need to hit harder and have your abilities do more damage. I experimented with combinations of Armor Penetration and Attack Speed runes but I have found AD Marks 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.


[/public/images/121014/1I9243006-105.png] : Greater Seal of Resilience

Every jungler should take these Seals 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 Seals 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.


[/public/images/121014/1I9244K3-106.png] : Greater Glyph of Sheilding

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 Cooldown Reduction per level Glyphs and Attack Speed 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 6 magic resist you would get from Resistance 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. Attack Speed 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 AD Caster. We need Magic Resist per level Glyphs more than Cooldown Reduction Glyphs for late game so that is why they are not taken. This is why I say Magic Resist 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.


[/public/images/121014/1I924H48-107.png] : Greater Quintessence of Strength


For the same reason we take AD Marks we take AD Quintessences. 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.


[/public/images/121014/1I9243107-108.png]

  • Scales even better with AD.
  • It has a 1.6 AD ratio before it is evolved, making it a very strong nuke.
  • After Void Spike deals with the little minions, Taste Their Fear does bonus damage to the main minion of the camp.
  • Its simple, he scales better off of AD rather than Attack Speed. A 240% Bonus AD scaling ability on isolated targets is extremely potent and needs to be made full use of by stacking AD.


[/public/images/121014/1I9242O7-109.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 90% scaling with Bonus AD.


[/public/images/121014/1I9246217-110.jpg]

  • This is an iteration you can try if you desire, but I would not advise. He scales better with AD than attack speed.
Summoner Spells
[summoners/smite.png][summoners/flash.png]

Explanation:



There are only a few choices here.


Mandatory:


[summoners/smite.png] : Smite:

  • You have to take it, faster clear time and objective control.
  • If you do not take Smite, you can not jungle early. The reason why is because of how much Smite does to the creeps.


[/public/images/121014/1I9243940-115.png]

  • Smite 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 Smite 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 Smite 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 Smite. For the enemy has Smite and can last hit the target with it to take the kill.


Objective Control:

  • Smite 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 Smite for the last big chunk of damage, to keep random spells and attacks from the enemy team from stealing it.


Smite is absolutely quintessential to the jungling role and is a mandatory Summoner Spell if you step into that role.



Choices:



[summoners/flash.png] : Flash:

  • Synergizes very well with his Leap ability.
  • One takes Flash 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 Flash is used when you have abilities to synergize with it, Kha'Zix's Leap ability, when you are not confident with your positionion throughout the game or when the enemy is more mobile than you.

Essentially Flash synergizes with the whole idea of his champion, a highly mobile predator. with Flash you have 3 disengages:

  • Leap
  • Void Assault
  • Flash


The plays you can make when you utilize all 3 are enormous, Leap over a wall, Flash a different direction, 3 stealths on Void Assault to juke even harder. Just amazing


Very good spell to take, is probably the best all around. Which is why I take it..



[summoners/exhaust.png] : Exhaust:

  • If going balls to the ball for ganks and feel very confident in your positioning.


Exhaust is a tricky summoner spell to use on the jungler because:

  • 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 Leap ability, his E, and that after its blown you are much less mobile and much more vulnerable.


Take Exhaust 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.

Exhaust is the Summoner Spell I reccomend taking if you are going soley for ganks, are not mobile and do not have very many hard disengages. Taking the 21 points in the Offense tree and building:


[items/boots-of-speed.png] [items/dorans-blade.png]x2 [items/the-brutalizer.png]


Making full use of Exhaust to lock down your opponent in addition to his ranged passive, Unseen Threat, application once you evolve Void Spike makes your ganks extremely deadly. This is the Summoner Spell you take for kills.



[summoners/ignite.png] : Ignite:

  • Same category as Exhaust, not as potent as Exhaust though.

Ignite is in the same category as Exhaust, because it shows the enemy that you intend on killing the lane you gank. However, Ignite can not be used defensively like Exhaust can be used. Because of this, Ignite is more dangerous to take than Exhaust.

In my opinion, the only reason you would ever take Ignite over Exhaust is if for some reason no one else on the team has an Ignite, and even then it is a major iffy. There is almost no reason to to take Ignite over Exhaust.

If you are very attached to what Ignite 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 Ignite and be a Bauwss.



[summoners/ghost.png] : Ghost:

  • Works well with the move speed buff on your Ultimate, Void Assault, as well as in combination with your Leap ability.
  • But I still would not take it over Flash or Exhaust. Still a possibility if you are fond of it.


Ghost on Kha'Zix is used to position yourself in teamfights because it synergizes extremely well with his Ultimate ability, Void Assault (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.




Do Not Take:

Everything else, XD.

In all seriousness, nothing else is really viable on Kha'Zix in the jungle. And the Summoner Spells shown provide the best of what you can take for him.

[skills/khazix/p.png] Passive: Unseen Threat

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.

Explanation:


[/public/images/121014/1I9246414-125.png]


This passive is incredibaly strong for ganking/picking.

Reasons why:

  • It is a Free 35% Slow Whenever You Gank. 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 free damage, 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 Void Spike ability (his W ability), at level 6 through leveling up his Ultimate ability (Void Assault), Kha'Zix's passive does 55 damage, for free.
  • Now when Void Spike is evolved, when cast it applies Kha'Zix's passive, Unseen Threat. So to use his passive to the best of your ability you have to combine the two abilities, Unseen Threat and Void Spike.
  • 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, Unseen Threat, becomes 220. Now when we use the same method as when we were ganking at early levels, on the carries in teamfights, a total of 220 free damage whenever you drop sight of the enemy.

  • When a typical end game carry gets around 1900-2.2k health, 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.


[champ/rengar.png] 's

[/public/images/121014/1I9245Z6-127.png]

  • slows by 50% at lvl 1.

[champ/drmundo.png] 's

[/public/images/121014/1I9244O8-129.png]

  • slows by 40% at ALL lvls.

[champ/leesin.png] 's

[/public/images/121014/1I9244014-131.png]

  • slows by 30% at lvl 1.

[champ/nautilus.png] 's

[/public/images/121014/1I9242549-133.png]

  • slows by 30% at lvl 1.

[champ/olaf.png] 's

[/public/images/121014/1I9243037-135.png]

  • slows by 24% at lvl 1.

[champ/nunu.png] 's

[/public/images/121014/1I924D51-137.png]

  • slows by 20% at lvl 1.

[champ/skarner.png] 's

[/public/images/121014/1I9241V1-139.png]

  • slows by 20% at lvl 1.

[champ/shaco.png] 's

[/public/images/121014/1I92430O-141.png]

  • slows by 20% at lvl 1.

[champ/malphite.png] 's

[/public/images/121014/1I924J30-143.png]

  • slows by 14% at lvl 1.

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.







[skills/khazix/q.png] Q: Taste Their Fear

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.



Explanation:


[/public/images/121014/1I9243P3-145.png]

Your bread and butter! This ability is not the biggest source of damage early on, due to it scaling harder than Void Spike, but is worth evolving second and maxing second to greatly increase the amount of damage done to isolated targets.

  • 50 attack range goes unnoticed alot of times but it definately is a major plus.
  • This skill is so good that he does not need Wriggle's Lantern to nuke the camps, for his Void Spike ability clears the small minions and Taste Their Fear drops the remaining creep fast.
  • Riven's Ultimate, Blade of the Exile, gives her 75 bonus attack range, and she can attack the top laner from behind his creeps. She starts out with 125 attack range, and gets 200 with her Ultimate ability.
Taste Their Fear in its evolved form, granting a permanent 50 range increase to his starting 125, 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 Taste Their Fear is evolved, the enemy has to fear you even more because it becomes an execute along with being a short cd spammable nuke.
  • Taste Their Fear'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 240% with bonus AD, that is a huge huge huge number. When added onto the base 280 base damage of Taste Their Fear, you chunk extremely hard.

With Kha'Zix's base AD at 50 with a 3.1 per level scale, Taste Their Fear maxed at level 14, our strength Marks and Quintessences, Aegis of the Legion, Mercury Treads and Trinity Force and our Masteries:

  • We do not count his base AD of 90 at lvl 14, for Taste Their Fear only scales from bonus AD.
  • Taste Their Fear bonus damage from bonus AD is about 87 extra damage.
  • 87 bonus damage in addition to the 280 base damage = 367 maximum damage with only a Phage before mitigation/penetration effects.
  • Taste Their Fear is on a base 3.5 second cooldown.
  • With the Enlightenment mastery at level 14, we have 6.3% cooldown reduction.
  • 6.3% CDR makes a 3.5 second cooldown, into about a 3.28 second cooldown.
  • All of these things combined turn our Voidreaver's Taste Their Fear 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.

Reasons why:

  • 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 Void Spike becomes a huge nuke and decimates the health of the little creeps in the camps, allowing you to make more use of Taste Their Fear's passive.






[skills/khazix/w.png] W: Void Spike

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.


Explanation:


[/public/images/121014/1I9245B7-147.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 Leap ability .

As well as sustaining you in the jungle, after you evolve it, it grants a ranged slow. It pops Unseen Threat 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 40 points of damage from minions, before you cast this ability. This allows you to make full use of the heal on Void Spike when it matters the most, early on in the jungle.
  • After Void Spike is evolved through Kha'Zix's Ultimate ability, Void Assault, Void Spike becomes a very powerful ganking tool.
  • When ganking wait until you are in range of the enemy laner. Cast Void Spike to apply Kha'Zix's passive to slow and damage the enemy to either force Flash 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.



*Interesting note*

Clipping Range = 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 Clipping Range, Void Spike will hit that target.


Example:

  • 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 Void Spike 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 Void Spike.
  • This can be done in teamfights and all of the jungle camps.



*End of Interesting Note*



How much damage this ability will actually do at level 9:

  • With only Aegis of the Legion, Mercury Treads, Phage, Runes, Masteries and base AD we get a total of about 111 AD.
  • Void Spike has a base damage of 235 at level 5 and at all levels a 90% bonus AD ratio.
  • Because it only scales off of bonus AD, we do not count 74.8 of his AD. Meaning each spike from Void Spike will be doing about 32.4 + 235 base damage, means Void Spike will do 267 damage before mitigation/penetration effects.






[skills/khazix/e.png] E: Leap

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.


Explanation:


[/public/images/121014/1I924H54-149.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.


Similar to:

[/public/images/121014/1I9242026-150.png].


  • Just as Tristana's mainly use their Rocket Jump as a positioning tool, because it is the only disengage Tristana has other than her Ultimate ability.


KHa'Zix is in the same situation as Tristana:

  • He has to chose to engage or disengage with both his Leap ability and his Ultimate ability, Void Assault.
  • If he engages with Leap, 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 Leap if need be.
  • In more situations than not, especially later during the team fight phase, it is better to disengage with Leap, rather than with his Ultimate.


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.


My reasons why:

  • 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.


Generally when you need to disengage with Leap early game:

  • 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.






[skills/khazix/r.png] R: Void Assault

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.


Explanation:


[/public/images/121014/1I924J53-152.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.


Examples:

  • 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

[/public/images/121014/1I92423R-153.png]

TWICE? 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.
Skill Order
[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 Void Spike for a faster clear time, more damage the less time at the camp, we have to max Void Spike first. Thus Taste Their Fear takes a backseat to Void Spike,


[skills/khazix/w.png]

Maxing this first gives Kha'Zix a safe clear, as well as a faster clear than maxing Taste Their Fear 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.


[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 Void Spike and his Taste Their Fear abilities deal more damage any way, it is maxed last.

Reason it is gotten at level 4:

  • Allows you to get Void Spike 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 Taste Their Fear to level 1 for the gank.
  • You don't need Leap before level 4 because that is the average time you are going to be ganking.


[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.

 

Item Builds
Now for one of the most important parts of playing an AD Caster, the item build!

  • Unfortunately one of the disadvatages to being an AD Caster is that you have decently expensive builds, and the jungle role does not give you top like farm.


If confident in your jungle ability, will be getting a leash and desire a Standard Route, start:


[items/boots-of-speed.png]: Boots of Speed


[items/health-potion3.png]: Health Potion x3

  • 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 +600 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. =)


If new to jungling or plan on counterjungling alot:


[items/cloth-armor.png]: Cloth Armor


[items/health-potion5.png]: Health Potion x5

  • 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 +1000 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!


First item to build:


[items/aegis-of-the-legion.png]: Aegis of the Legion

  • This is better than Wriggle's Lantern because Kha'Zix's Taste Their Fear ability is already a huge nuke to creeps.
  • Makes you very tanky when you need to be.
  • Grants 18 less armor than Wriggle's Lantern but offers up 270 hp instead as well as 24 magic resist.
  • 325 more gold to build than Wriggle's.
  • Though it is more expensive, the 300 extra gold is negligable, Aegis gets everyone on your team involved in the gank tankier.
  • So it ends up making up its cost by helping your team out during midgame, while being more beneficial to you than Wriggle's Lantern.
  • You could build Wriggle's for an even faster clear, just as Shyvanas do, but I find aegis 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.



*If You Are Aboslutely Dead Set On Buying Wriggles*



You Buy:


[items/wriggles-lantern.png]: Wriggle's Lantern



Instead Of:


[items/aegis-of-the-legion.png]: Aegis of the Legion



*End Of Stipulation*




After buying Aegis of the Legion, work towards:


[items/phage.png]: Phage


  • 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.



*Side Note*



Just because you do not build gp/10 on Kha'Zix does not mean you should not buy:


[items/oracles-elixir.png]: Oracle's Elixer


  • 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:


[items/sight-ward.png]: Sight Ward


AND


[items/oracles-elixir.png]: Oracle's Elixer


can really hurt you, by delaying your core items for mid-late game.



*Be Cautious!!!*



After Phage Build:


[items/mercurys-treads.png]: Mercury's Treads

  • 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 AND magic resist are perfect for efficiency.


Now that you have:


[items/aegis-of-the-legion.png]: Aegis of the Legion


[items/mercurys-treads.png]: Mercury's Treads


[items/phage.png]: Phage


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 25% chance to slow on melee hit by 30% for 2.5 seconds, awesome.
  • Gives him Tenacity 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.


Work towards:


[items/the-bloodthirster.png]: The Bloodthirster


The reason we are building Bloodthirster first is that it:

  • 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.

The Bloodthirster works very well with Kha'Zix's abilities because:

  • 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.


After The Bloodthirster, you need:


[items/guardian-angel.png]: Guardian Angel

  • 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.
  • 68 armor and 38 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 Guardian Angel is up means you just come back to life and your team has more room to breathe.


Just like mages build crazy spellpen, we must build a:


[items/last-whisper.png]: Last Whisper


for the 40% Armor Penetration.

  • Synergizes with your abilities and makes you hit very hard. Simple.
  • Also grants 40 attack damage making hsi abilities scale even more.
  • Because armor is so easy to stack in this game, Last Whisper 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.


After you complete Last Whisper, the next item to complete is:


[items/frozen-mallet.png]: Frozen Mallet

  • 700 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 40% slow on every hit in combination with the 35% 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.*



We now are selling:


[items/aegis-of-the-legion.png]: Aegis of the Legion


And replacing it with one of these three items:


[items/maw-of-malmortius.png]: Maw of Malimortus


[items/trinity-force.png]: Trinity Force


[items/frozen-heart.png]: Frozen Heart



Why these three items?

  • With Kha'Zix's base Magic Resist at lvl 18 being 51.2 along with all the Items/Runes we have up to this point, we have a grand total of 138 MR.
  • We have a total of 66 base Armor at lvl 18 along with the Runes, Masteries and Items we have up to this point, we have a grand total of 140 Armor.


So we must choose:


If the enemy has more AP Than AD, we go:


[items/maw-of-malmortius.png]: Maw of Malimortus:

  • For more MR and AD a nice sheild and as well as getting stronger the lower you are.
  • Grants 55 attack damage and 36 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 AND attack damage is really nice.


Carry item is:


[items/trinity-force.png]: Trinity Force:


If you get Trinity Force:

  • Your damage sky rockets, you become much more mobile, you heal for more, you attack faster and your auto attacks deal more damage with Trinity Force's passive.
  • Taste Their Fear is a smpammable short cd nuke that when combined with trinity's passive, decimates your target.
  • Void Assault can be used 3 times after you evolve it, allowing it to 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.


If the enemy has a large quantity of AD:


[items/frozen-heart.png]: Frozen Heart:

  • 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.



Additional choices for a last item:



We Do Not Take These For Armor:


[items/randuins-omen.png]: Randuin's Omen:


Frozen Heart is better for Kha'Zix. Randuin's Omen 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, CDR allows you to do that faster.


[items/sunfire-cape.png]: Sunfire Cape:

  • The CDR on Frozen Heart is better than the AOE damage effect of Sunfire Cape.
  • Gives 59 less armor than Frozen Heart.
  • 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 Sunfire Cape even on Kha'Zix as a top laner.


[items/atmas-impaler.png]: Atma's Impaler:

  • Nerf to the passive and its base stats make this item really bad now.



We Do Not Take These For Magic Resist:


[items/banshees-veil.png]: Banshee's Veil:

  • 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.


[items/force-of-nature.png]: Force of Nature:

  • 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.


[items/wits-end.png]: Wit's End:

  • Scales better with AD than attack speed.
  • Kha'Zix is not a Brusier.
  • No stats we want.



We Do Not Take These As Carry Items:


[items/hextech-gunblade.png]: Hextech Gunblade:

  • If it were not so expensive and outclassed by Trinity Force, I would get this item.
  • Trinity Force is more expensive than Hextech Gunblade but it also so, so, so much better than it at the same time.


[items/infinity-edge.png]: Infinity Edge:

  • 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.


[items/phantom-dancer.png]: Phantom Dancer:

  • Does not utilize attack speed and critcal chance.
  • Almost the same as Infinity Edge, except worse because at least Infinity Edge gives 80 AD.






Fun Builds:





Extreme Damage:




Start:


boots-of-speed: Boots of Speed


health-potion3: Health Potion x3




First Items to Buy:


dorans-blade: Doran's Blade
[items/dorans-blade.png]: Doran's Blade




Core Build:


mercurys-treads: Mercury's Treads


dorans-blade: Doran's Blade
[items/dorans-blade.png]: Doran's Blade


the-brutalizer: The Brutalizer




Mid game:


the-bloodthirster: The Bloodthirster


last-whisper: Last Whisper




Late Game:


mercurys-treads: Mercury's Treads


the-bloodthirster: The Bloodthirster


last-whisper: Last Whisper


[items/guardian-angel.png]: Guardian Angel


frozen-mallet: Frozen Mallet


trinity-force: Trinity Force


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:

  • 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 The Brutalizer we sell it later for Last Whisper. This is why because Last Whisper is better for an AD Caster than the active on Youmuu's Ghostblade in every regard.
  • If we build Doran's Blade x2 and The Brutalizer 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.





Very Tanky:




Start:


boots-of-speed: Boots of Speed


health-potion3: Health Potion x3




First Item to Buy:


heart-of-gold: Heart of Gold




Core:


mercurys-treads: Mercury's Treads


heart-of-gold: Heart of Gold


aegis-of-the-legion: Aegis of the Legion




Mid-Game:


mercurys-treads: Mercury's Treads


heart-of-gold: Heart of Gold


aegis-of-the-legion: Aegis of the Legion


[items/frozen-heart.png]: Frozen Heart




Late Game:


mercurys-treads: Mercury's Treads


randuins-omen: Randuin's Omen


maw-of-malmortius: Maw of Malimortus


trinity-force: Trinity Force


wits-end: Wit's End


[items/frozen-heart.png]: Frozen Heart

  • 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!

 

Different Playstyles
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.


Let us first start with the Summoner Spells:

  • The summoner spell choices still remain the same.



Summoner's Spells:


What to Take:



[summoners/smite.png][summoners/flash.png]



Mandatory:


[summoners/smite.png] : Smite:

  • You have to take it, faster clear time and objective control.
  • If you do not take Smite, you can not jungle early. The reason why is because of how much Smite does to the creeps.


[/public/images/121014/1I9243940-115.png]

  • Smite 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 Smite 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 Smite 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 Smite. For the enemy has Smite and can last hit the target with it to take the kill.


Objective Control:

  • Smite 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 Smite for the last big chunk of damage, to keep random spells and attacks from the enemy team from stealing it.


Smite is absolutely quintessential to the jungling role and is a mandatory Summoner Spell if you step into that role.



Choices:



[summoners/flash.png] : Flash:

  • Synergizes very well with his Leap ability.
  • One takes Flash 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 Flash is used when you have abilities to synergize with it, Kha'Zix's Leap ability, when you are not confident with your positionion throughout the game or when the enemy is more mobile than you.

Essentially Flash synergizes with the whole idea of his champion, a highly mobile predator. with Flash you have 3 disengages:

  • Leap
  • Void Assault
  • Flash


The plays you can make when you utilize all 3 are enormous, Leap over a wall, Flash a different direction, 3 stealths on Void Assault to juke even harder. Just amazing


Very good spell to take, is probably the best all around. Which is why I take it..



[summoners/exhaust.png] : Exhaust:

  • If going balls to the ball for ganks and feel very confident in your positioning.


Exhaust is a tricky summoner spell to use on the jungler because:

  • 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 Leap ability, his E, and that after its blown you are much less mobile and much more vulnerable.


Take Exhaust 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.

Exhaust is the Summoner Spell I reccomend taking if you are going soley for ganks, are not mobile and do not have very many hard disengages. Taking the 21 points in the Offense tree and building:


[items/boots-of-speed.png] [items/dorans-blade.png]x2 [items/the-brutalizer.png]


Making full use of Exhaust to lock down your opponent in addition to the ranged application of his passive, Unseen Threat, once you evolve Void Spike makes your ganks extremely deadly. This is the Summoner Spell you take for kills.



[summoners/ignite.png] : Ignite:

  • Same category as Exhaust, not as potent as Exhaust though.

Ignite is in the same category as Exhaust, because it shows the enemy that you intend on killing the lane you gank. However, Ignite can not be used defensively like Exhaust can be used. Because of this, Ignite is more dangerous to take than Exhaust.

In my opinion, the only reason you would ever take Ignite over Exhaust is if for some reason no one else on the team has an Ignite, and even then it is a major iffy. There is almost no reason to to take Ignite over Exhaust.

If you are very attached to what Ignite 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 Ignite and be a Bauwss.



[summoners/ghost.png] : Ghost:

  • Works well with the move speed buff on your Ultimate, Void Assault, as well as in combination with your Leap ability.
  • But I still would not take it over Flash or Exhaust. Still a possibility if you are fond of it.


Ghost on Kha'Zix is used to position yourself in teamfights because it synergizes extremely well with his Ultimate ability, Void Assault (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.



Masteries:



There are really only two other viable options other than my 9/21 setup:



[/public/images/121014/1I9241227-239.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.



[/public/images/121014/1I9242c8-240.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.



Runes:


Really only one rune option:

  • 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.



[/public/images/121014/1I9244463-103.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.



Alternative Skill Order:


[/public/images/121014/1I9245919-242.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.



Different Evolution Path:


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 Taste Their Fear 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 Leap 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 Void Assault is still a must. Void Assault must always be evolved for the extra stealth.





Now here we get into the biggest difference in how to play Kha'Zix from my orginal build and mentality.



With this setup:


[/public/images/121014/1I9241227-239.jpg]



OR



[/public/images/121014/1I9242c8-240.jpg]



Along with:



[/public/images/121014/1I9245919-242.png]



In conjunction with your alternative evolution path, we build as follows:





Item Build:


Start:


[items/boots-of-speed.png]: Boots of Speed


[items/health-potion3.png]: Health Potion x3

  • Best start for ganks.
  • Increases clear time by decreasing travel time.


For a safe start:


[items/cloth-armor.png]: Boots of Speed


[items/health-potion5.png]: Health Potion x5

  • Best setup for extended jungle time.
  • Best setup if you intend on counter jungling alot.


First item(s) to shoot for:


[items/dorans-blade.png]: Doran's Blade
[items/dorans-blade.png]: Doran's Blade

  • 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.


Breaking point:


[items/the-brutalizer.png]: The Burtalizer

  • Makes your damage skyrocket.
  • thats pretty much it, needed to be a real threat.


Core:


[items/mercurys-treads.png]: Mercury's Treads


[items/dorans-blade.png]: Doran's Blade
[items/dorans-blade.png]: Doran's Blade


[items/the-brutalizer.png]: The Brutalizer

  • This is the default/most optimal early build for every AD Caster, mostly seen top lane.


Mid Game Goals:


[items/the-bloodthirster.png]: The Bloodthirster


[items/last-whisper.png]: Last Whisper

  • We still build these because Bloodthirster/Last Whisper are still the best items for AD Casters.
  • When we build Last Whisper we sell Brutalizer.


Late Game:


[items/mercurys-treads.png]: Mercury's Treads


[items/the-bloodthirster.png]: The Bloodthirster


[items/last-whisper.png]: Last Whisper


[items/guardian-angel.png]: Guardian Angel


[items/trinity-force.png]: Trinity Force


[items/maw-of-malmortius.png]: Maw of Malimortus

  • 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.





For people who really want to build gp/10 on him, I have a build for you:



Summoner Spells:


  • The summoner spell choices still remain the same.



Summoner's Spells:


What to Take:



[summoners/smite.png][summoners/flash.png]



Mandatory:


[summoners/smite.png] : Smite:

  • You have to take it, faster clear time and objective control.
  • If you do not take Smite, you can not jungle early. The reason why is because of how much Smite does to the creeps.


[/public/images/121014/1I9243940-115.png]

  • Smite 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 Smite 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 Smite 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 Smite. For the enemy has Smite and can last hit the target with it to take the kill.


Objective Control:

  • Smite 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 Smite for the last big chunk of damage, to keep random spells and attacks from the enemy team from stealing it.


Smite is absolutely quintessential to the jungling role and is a mandatory Summoner Spell if you step into that role.



Choices:



[summoners/flash.png] : Flash:

  • Synergizes very well with his Leap ability.
  • One takes Flash 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 Flash is used when you have abilities to synergize with it, Kha'Zix's Leap ability, when you are not confident with your positionion throughout the game or when the enemy is more mobile than you.

Essentially Flash synergizes with the whole idea of his champion, a highly mobile predator. with Flash you have 3 disengages:

  • Leap
  • Void Assault
  • Flash


The plays you can make when you utilize all 3 are enormous, Leap over a wall, Flash a different direction, 3 stealths on Void Assault to juke even harder. Just amazing


Very good spell to take, is probably the best all around. Which is why I take it..



[summoners/exhaust.png] : Exhaust:

  • If going balls to the ball for ganks and feel very confident in your positioning.


Exhaust is a tricky summoner spell to use on the jungler because:

  • 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 Leap ability, his E, and that after its blown you are much less mobile and much more vulnerable.


Take Exhaust 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.

Exhaust is the Summoner Spell I reccomend taking if you are going soley for ganks, are not mobile and do not have very many hard disengages. Taking the 21 points in the Offense tree and building:


[items/boots-of-speed.png] [items/dorans-blade.png]x2 [items/the-brutalizer.png]


Making full use of Exhaust to lock down your opponent in addition to the ranged application of his passive, Unseen Threat, once you evolve Void Spike makes your ganks extremely deadly. This is the Summoner Spell you take for kills.



[summoners/ignite.png] : Ignite:

  • Same category as Exhaust, not as potent as Exhaust though.

Ignite is in the same category as Exhaust, because it shows the enemy that you intend on killing the lane you gank. However, Ignite can not be used defensively like Exhaust can be used. Because of this, Ignite is more dangerous to take than Exhaust.

In my opinion, the only reason you would ever take Ignite over Exhaust is if for some reason no one else on the team has an Ignite, and even then it is a major iffy. There is almost no reason to to take Ignite over Exhaust.

If you are very attached to what Ignite 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 Ignite and be a Bauwss.



[summoners/ghost.png] : Ghost:

  • Works well with the move speed buff on your Ultimate, Void Assault, as well as in combination with your Leap ability.
  • But I still would not take it over Flash or Exhaust. Still a possibility if you are fond of it.


Ghost on Kha'Zix is used to position yourself in teamfights because it synergizes extremely well with his Ultimate ability, Void Assault (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.



Now we move onto the Masteries:


[/public/images/121014/1I9241227-239.jpg]


OR


[/public/images/121014/1I9242c8-240.jpg]


OR


[/public/images/121014/1I924I17-57.jpg]

  • This build will work with any of these setups.



Skill Order:


You can use my original iteration:


[/public/images/121014/1I9242648-279.png]


Or you can use the more aggressive iteration:


[/public/images/121014/1I9245919-242.png]

  • Either one works with this build.



Evoultions:


You can use either of the two evolution patterns I have presented thus far:



Path 1:



[/public/images/121014/1I924K52-281.png]


|
|
/



[/public/images/121014/1I924C53-282.png]


|
|
/



[/public/images/121014/1I9244035-283.png]



Path 2:



[/public/images/121014/1I9242491-284.png]


|
|
/



[/public/images/121014/1I924C53-282.png]


|
|
/



[/public/images/121014/1I9244035-283.png]




Now for the build:



What to start:


[items/boots-of-speed.png]: Boots of Speed


[items/health-potion3.png]: Health Potion x3


OR


[items/cloth-armor.png]: Cloth Armor


[items/health-potion5.png]: Health Potion x5



First Item To Shoot For:


[items/heart-of-gold.png]: Heart of Gold

  • This is the only gold item we can really make use of.
  • Randuin's Omen is less optimal than Frozen Heart.
  • 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 Randuin's Omen as your 6th item, making full use of the gold per 10, or if no one else is building Randuin's Omen and your team is getting destroyed by AD, build it to help your team.


After Heart of Gold:


[items/phage.png]: Phage

  • Still one of the best early game tanky options we have for damage and tankyness.



Core:



[items/mercurys-treads.png]: Mercury's Treads


[items/heart-of-gold.png]: Heart of Gold


[items/phage.png]: Phage

  • This core build gets you your gold per 10 item, Heart of Gold, as fast as possible. This is good for it lets Heart of Gold's passive gold generation effect tick for longer than if you got it later in the game.



Next Items To Shoot For:



[items/the-bloodthirster.png]: The Bloodthirster


[items/last-whisper.png]: Last Whisper

  • These are still built to get Kha'Zix the damage he needs to stay relevant into late game.



After BT and LW We Need:



[items/guardian-angel.png]: Guardian Angel


[items/frozen-mallet.png]: Frozen Mallet

  • Guardian Angel first to allow you to easily dive the carries during Late Game.
  • Upgrading Phage into the full Frozen Mallet for added tankyness, and it allows you to stick to your target easier.



The Last Thing to Do:



[items/randuins-omen.png]: Randuin's Omen

  • 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 Frozen Heart because of the lack of CDR but the activatable ability on Randuin's Omen is nice too.



Final Build:



[items/mercurys-treads.png]: Mercury's Treads


[items/the-bloodthirster.png]: The Bloodthirster


[items/last-whisper.png]: Last Whisper


[items/guardian-angel.png]: Guardian Angel


[items/frozen-mallet.png]: Frozen Mallet


[items/randuins-omen.png]: Randuin's Omen

  • This is almost the exact same build as my original iteration.
  • It is worse late game because you are forced to build Randuin's Omen from Heart of Gold.
  • Aegis of the Legion gets you and everyone around you tankier, and you can build Frozen Heart late game.
  • If you are really attached to gold items, this is the way to go.




What To Do At All Stages of the Game:

  • These builds really only signifcantly changes how your early game plays out, and the priorities you have during mid game.



Early Game:

  • You are more focused on ganks if you use the double Doran's Blade 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 Heart of Gold build, you have the same early game priorities as my original iteration.


Mid-Game:

  • The exact same as the mid-game of the previous iteration, this build just changes the early game.


Late Game:

  • The exact same as the mid-game of the previous iteration, this build just changes the early game.


Team Fights:

  • The exact same as the mid-game of the previous iteration, this build just changes the early game.
What To Evolve!
[skills/khazix/q.png] : Taste Their Fear.

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 Void Spike first for a faster jungle clear as well as a safer jungle clear.
  • Taste Their Fear takes a backseat to Void Spike in the evolving quenue because we need to clear fast and stay healthy, and the base damasge from Void Spike works fine until we get more AD.


[skills/khazix/w.png] : Void Spike.

This immensely speeds up your clear speed for many reasons:

  • It adds two more Void Spikes to the ability, increasing the AOE (Area Of Effect) and increasing the damage by two more Void Spikes.
  • It also applies Kha'Zix's passive, Unseen Threat, 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.


[skills/khazix/e.png] : Leap.

  • 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, Void Assault, because the other two abilities, Taste Their Fear and Void Spike, are mandatory to deal the damage you need to deal as an AD Caster.


[skills/khazix/r.png] : Void Assault.

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 Void Assault 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.
Common Ward Placements

[/public/images/121014/1I9243b5-313.jpg]

This first image shows you the common places that people place Sight Wards 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.


[/public/images/121014/1I9244320-314.jpg]

This image shows two of the most common places that people place Vision Wards on the map. There are not many spots because they are mainly used to control vision around an objective if there is no Oracle's Elixer on your team. But people place Vision Wards very situationally and are dropped all over the map.


[/public/images/121014/1I92410B-315.jpg]

This image details the key spots to place Sight Wards in the enemy's jungle if you are going to be counter jungling very heavily. These wards show all the camps except for Wolves, as well as granting you vision of every entrance into the jungle coming from Purple Side.


[/public/images/121014/1I9245519-316.jpg]

These are very important places to ward if you are getting counter jungled, or need to keep track of a jungler like Nunu 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 Sight Wards either collapse on him with your teammates, or go to his jungle and take his camps.

How To Jungle With Kha'Zix, the Voidreaver!
Alright fellow summoners, now time for da basics of da jungling!


Legend:

  • Blue = Blue Buff
  • Red = Red Buff
  • Green = Wolves
  • Pink = Wraiths
  • White = Double Golems
  • Black/Dark Blue = The Path to Take


[/public/images/121014/1I9245192-318.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!


[/public/images/121014/1I9241950-319.jpg]


This image shows you how to gank top and or mid lane from the Blue side, starting at Wolves.

  • Start Wolves.
  • Do Blue.


Option 1:

  • 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.*


Option 2:

  • 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.


[/public/images/121014/1I92420U-320.jpg]


This image shows you how to gank mid or bot from the Blue side, starting at Wraiths.

  • Start Wraiths.
  • Do Red.


Option 1:

  • 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.


Option 2:

  • 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.


[/public/images/121014/1I9245447-321.jpg]


This image shows you how to gank top or mid from the purple side, starting at Wraiths.

  • Start Wraiths.
  • Do Red.


Option 1:

  • 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.


Option 2:

  • 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.


[/public/images/121014/1I9242Q1-322.jpg]


This image shows you how to gank bot or mid from the Purple side, starting at Wolves.

  • Start Wolves.
  • Do Blue.


Option 1:

  • 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.


Option 2:

  • 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.



Level 3 Ganks:


Legend:

  • Blue = Blue Buff
  • Red = Red Buff
  • Green = Wolves
  • Pink = Wraiths
  • White = Double Golems
  • Black/Dark Blue = The Path to Take




[/public/images/121014/1I9242551-323.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.



[/public/images/121014/1I924JO-324.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.



[/public/images/121014/1I9245411-325.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.



[/public/images/121014/1I9243504-326.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.



[/public/images/121014/1I924CL-327.jpg]

This image shows how to counterjungle immediately after given a, "Smiteless", leash on Blue Buff on both sides of the map.

*Smiteless = Your team leashes your jungle camp and then provides enough damage for you to kill the camp without having to use Smite.

** This really only works with junglers that do not start at their Red Buff **

  • 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, Smiteless leash.
  • You are then to proceed to either the enemy's Red Buff camp, or to the enemy's Wraith camp.


Option 1:

Proceeding directly to the enemy's Red Buff camp:

  • 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 Smite 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 Smite to kill the buff and walk away.


Option 2:

Proceeding to the enemy's Wraith camp first:

  • 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 Smite, 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 =)!

Jungle Matchups
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, Taste Their Fear absolutely decimates in the duel due to the fact that enemy champion is isolated, granting the bonus damage.



[champ/amumu.png] : Amumu: Easy.

  • 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.


[champ/alistar.png] : Alistar: Easy.

  • 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:

[/public/images/121014/1I9242426-331.png]


[champ/chogath.png] : Cho'Gath: Average.

  • 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 Rupture 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 Vorpal Spikes 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:

[/public/images/121014/1I9241412-333.png]

with enemies near by, it could be very bad for you.


[champ/drmundo.png] : Dr. Mundo: Hard.

  • 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 Infected Cleaver multiple times, it could be game over because coupled with red buff fueled auto attacks and the 40% slow from Infected Cleaver, you either have to Flash or use Leap 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.


[champ/hecarim.png] : Hecarim: Hard.

  • 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.


[champ/maokai.png] : Mao'Kai: Average.

  • 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:

[/public/images/121014/1I9245245-337.png]

[/public/images/121014/1I92429B-338.png]

Be careful.


[champ/nautilus.png] : Nautilus: Average.

  • 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.


[champ/nocturne.png] : Nocturne: Average.

  • 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.


[champ/nunu.png] : Nunu: Hard.

  • 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.


[champ/skarner.png] : Skarner: Hard.

  • 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.


[champ/shyvana.png] : Shyvana: Hard.

  • 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.


[champ/shen.png] : Shen: Easy.

  • 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.


[champ/trundle.png] : Trundle: Raid Boss.

  • 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:


[/public/images/121014/1I924JA-346.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.


[champ/udyr.png] : Udyr: Hard.

  • 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.

Early Game
Kha'Zix has a very strong early game and stays pretty healthy in the jungle with a leash and [items/boots-of-speed.png][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.

Mid Game

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 Void Spike and evolving it first, by maxing Taste Their Fear second as well as maxing it second. The ability setup coupled with our item setup, at this point in the game it is usually Aegis of the Legion, Mercury Treads, Phage and either B.F Sword or the full Bloodthirster. 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.

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 Guardian Angel , Leap and Void Assault you can get onto the enemy carry easily, while not worrying about dieng so much if Guardian Angel is up and you can use Leap or Void Assault to disengage if need be.

  • Kha'Zix excels at locking down a Carry because of Leap and Void Assault.
  • 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 Guardian Angel 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 Tower. If you have a champion on your team that can split push easily like Shen, Nidalee or Twisted Fate, 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 Inhibitor 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 Baron 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.

Targets In Teamfights
Mathcups:

[champ/ashe.png] : Ashe: Easy Prey.

  • Is an older champion and does not have any disengages because of it.
  • She either has to Flash away to avoid getting blown up or she will die.
  • Only real options for her to escape are use Flash or Enchanted Crystal Arrow you to create distance and kite you with Frost Shot and Volley.
  • Either way you can close the gap easy with Void Assault and your passive.


[champ/caitlyn.png] : Caitlyn: Prey.

  • Is almost the same as ashe, except she has this as a disengage:

[/public/images/121014/1I9243T4-356.png].

  • This or Flash 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.


[champ/corki.png] : Corki: Cautious Prey.

  • Is pretty slippery and can deal large quantities of Mixed Damage late game so be careful.

He can disengage with:

[/public/images/121014/1I924JL-358.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.


[champ/draven.png] : Draven: Easy Prey.

  • Has no inherent disengage so when you get on him, you will stick to him.
  • The only way for him to escape is to Flash and use Blood Rush and Stand Aside.
  • Just follow him and all in on him, he should die easily unless he is very fed.


[champ/ezreal.png] : Ezreal: Cautious Prey.

Has a low cd disengage:

[/public/images/121014/1I9246154-361.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.


[champ/graves.png] : Graves: Cautious Prey.

  • Can deal massive burst damage along with sustained auto attack damage, be careful when you dive him because he also has a hard disengage :

[/public/images/121014/1I9242952-363.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.


[champ/kogmaw.png] : Kog'Maw: Easy Prey.

  • 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.


[champ/missfortune.png] : Miss Fortune: Easy Prey.

  • 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.


[champ/sivir.png] : Sivir: Prey.

  • 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.




[champ/ahri.png] : Ahri: Cautious Prey.


[/public/images/121014/1I9245A5-368.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 Flash 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.


[champ/anivia.png] : Anivia: Easy Prey.

  • 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.


[champ/cassiopeia.png] : Cassiopeia: Easy Prey.

  • 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.


[champ/diana.png] : Diana: Cautious Prey.

  • 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.


[champ/gragas.png] : Gragas: Cautious Prey.


[/public/images/121014/1I92432c-373.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.


[champ/karthus.png] : Karthus: Easy Prey.

  • 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.


[champ/kassadin.png] : Kassadin: Cautious Prey.


[/public/images/121014/1I92435c-376.png]

  • Guy is so hard to catch because of Riftwalk.
  • 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.


[champ/katarina.png] : Katarina: Cautious Prey.


[/public/images/121014/1I9241309-378.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.


[champ/kennen.png] : Kennen: Dangerous Prey.


[/public/images/121014/1I9242025-380.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.


[champ/morgana.png] : Morgana: Cautious Prey.

  • 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.


[champ/orianna.png] : Orianna: Prey.

  • 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.


[champ/ryze.png] : Ryze: Prey.

  • 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.


[champ/zyra.png] : Zyra: Dangerous Prey.

  • 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.
  • Team Fights
    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 Frontline will be. The Top laner and Jungler 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 Bruiser, 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, CS, as the lanes, they are forced to build gp/10 items and tanky items. If not building gp/10 items they build Wriggle's Lantern and other tanky damage items like Aegis of the Legion.


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 AD Caster.

  • 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 Leona 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.

How do we accomplish this mission you ask? I'll tell yah summoner:

  • Press R to activate his Ultimate ability, Void Assault. This gives you a big 40% 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.


Once we get to the Carry we will be out of stealth and have cooldowns ready:

  • Immediately cast Taste Their Fear and then auto attack.
  • Then you are to follow up with Void Spike to apply your passive, Unseen Threat, for the slow and the bonus damage.
  • Rinse and repeat, you can avoid damage with Void Assault 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:


Part 1:

  • Cast Void Assault to enter the fight.

-This drops sight granting your passive.

  • Close the gap to the enemy carry and auto attack then cast Taste Their Fear.

-This applies Unseen Threat slowing them and nuking them in combination with with Taste Their Fear.

  • Re-Cast Void Assault to drop sight and re-position.

-Kha'Zix will gain Unseen Threat on his intended target, for he dropped sight by being invisible.

-This refreshes the cooldown on Void Assault's internal cooldown.

  • Drop out of stealth to apply Unseen Threat with Void Spike.

-Keeps the target near you with another application of Unseen Threat.

-Damages with Unseen Threat.


Part 2:


-We have 2 options here, to use the last stealth on on Void Assault 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 Void Assault. 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.

Final Comments
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 [champ/khazix.png] the badass Voidreaver!

credit:




What is to come:

Videos! many many videos!
[编辑:锄禾日武当]
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