Which abilities to evolve on khazix




















In teamfights I will jump in to assassinate high value enemies ie. The reason for evolving W for is for it's wave clearing ability. If I am behind in lane or getting jungle camped I can wave clear from a large distance quite easily without putting myself in danger.

Evolved W makes you shoot 3 instead of 1 spike, and it applies your passive so at level 6, with a little bit of extra AD, it 1 shots all the range minions.

You can also try hit the enemy champion with it at the same time for extra harrass. On top of the easy farming, it allows you to push the lane fast. The reason for wanting to push fast is so your enemy has to defend tower, while you now have the option of roaming to your side lanes. The reason for evolving E second instead of Q second is because Q evolution scales off the enemies health, and at level 11, most enemies won't have a big enough HP pool that the added damage is worth it.

Instead, evolving E let's you jump further, so you can get better ganks off. On top of the improved range of the jump, it will now reset whenever you get a kill or assist. Mid game and during teamfights this is very important, since you can get a kill and then straight away escape.

The reset of the jump is very important in teamfights, since you'll be building very damage heavy with little defence, you'll need to escape as soon as you burst someone. Because you cannot guarantee that you will be level 16 before teamfights occur, this is best picked up at level Your last choice for evolution is either your R or your Q.

I usually choose to evolve Q just because it does more burst damage and helps with tanky characters late game. If you feel you need to go a tankier build or cannot 1 shot burst their ADC, perhaps evolving R is better, helping you move around in a teamfight more. I personally do not evolve R in most games, but I can see that it could be useful in some situations. Kills and assists will refresh the cooldown of Leap.

Evolved Adaptive Cloaking: Void Assault's uses are increased to 3 within 10 seconds, and its stealth duration is increased to 2 seconds. The bug consumed, and the bug adapted.

Q - Taste Their Fear. Patch He's on the low end of power for Average and Skilled players, and we think a small buff can push him into a balanced spot for elite players as well. Change is good, after all. Patch 9. W slow increased. Passive - Unseen Threat. W - Void Spike. Evolved R grants additional casts and stealth duration; no longer grants stealth or movement speed in brush.

One thing every assassin needs is a way to dance in and out of a fight and safely put down damage. For Kha'Zix, that's the stealth from Void Assault. The brush stealth on his evolved R is currently giving far too much of a different strength, though: the ability to sneak around the map relatively undetected. We're removing that evolution bonus in favor of giving Kha'Zix more R casts—and longer stealth—when he's upgraded his ultimate. R - Void Assault. W bonus damage to monsters removed.

We'd like to give him a chance to spread his wings elsewhere, so we're swapping that power for a bigger Q buff than the Duskblade changes warrant alone. Q scaling increased. Kha'Zix is supposed to shine when he can isolate a target and chain his abilities on them.

At the moment, the damage on his passive is a bit too high, allowing him to win nonisolated fights he probably shouldn't. As a result, we're shifting some power out of his passive and into his Q. R stealth duration increased. Something something strategic identity. Evolved Q cooldown refund on Isolated targets down. We're finding a happy medium here for Kha'Zix and Rengar in their ability to frontload damage as they come hurtling through the air to cuddle with the backline.

This probably won't be the end of our Kha'Zix conversation, but we're currently being very, very careful with assassin tuning. W's explosive radius is up. E range up. Our previous attempts to restore some of his former glory were well intentioned, but weren't enough to bring the bug back. Highlighting and enabling Kha'Zix's ability to capitalize on the missteps of his prey fits perfectly with KZ's own motto: evolve, and overcome. E - Leap. Q cost down. One of the lessons the new season's taught us: attack-damage assassin's ain't so hot right now.

This is mostly due to much of their itemization being skewed to synergize with the crit-based damage output of marksmen, meaning that old standbys like Last Whisper are less effective as a core-item for murderbugs and ninjas alike.

That's a long-term problem that will require a long-term solution. While we noodle on that, we're shipping Kay-Z a much-needed care package targeted at pushing his jungle-sustain up to 'passable' from 'constantly in fear of death'.

Been awhile since we said that word, hasn't it? By 2 seconds. Excellent summary. Also, sometimes we just want to talk about Kha'Zix. Long term, we're still considering changes to Kha'Zix that allow him to retain his assassin playstyle without having the raw strength to brute force his way out of most situations.

Turrets now count as friendlies when it comes to preventing isolation. Kha'Zix now needs to wait a bit longer before re-entering stealth via his R. Instead, Kha'Zix has so much raw power that he's simply forcing engagements and kills on his own. When assassins can start and end a fight without support, that typically points to an overall lack of tactical weaknesses which champions need to have in order to maintain meaningful counterplay. These changes are to offer more windows of opportunity against Kha'Zix and should make him think twice before going all-in, but this will be an ongoing project as we examine Kha'Zix's core role and strengths.

Evolved Active Camouflage no longer reduces damage from turrets when Kha'Zix is stealthed. Unfortunately, the increased duration of Void Assault combined with extremely short between stealth windows meant that Kha'Zix was straight face-tanking abilities and turret aggro rather than swiftly moving in and out of fights. These changes let Kha'Zix's opponents have a way to respond when the bug is out hunting. Even if his opponents stick together to prevent isolation, the bug deals stupendous amounts of all-in damage before leaping to safety with his E resets.

Evolving Void Spikes granted such huge damage, high poke, and great utility that it was crowding out his other evolutions. Now Void Spikes gets a slow as part of the base skill, so its utility is there even at level one.

Now it works whether they are isolated or not, but does more damage against isolated targets, making it a more reliable choice. Main Page All Pages. Main page Recent changes Random page Join our Discord! Editing Help. New to League? Explore Wikis Community Central. Register Don't have an account? View source. History Talk 0. NEST Hitpoint Winter. Hextech Series Split 3.

Super Copa Flow UPL Fall Playoffs. Claro Stars Cup CNM Closing Playoffs. Circuito Tormenta Italy Playoffs. Trinity Force Puchar Polski LEA Split 3. Match History. Ban History. With each kill he absorbs his prey's strength, evolving to grow more powerful. Kha'Zix hungers most to conquer and consume Rengar , the one beast he considers his equal. Unseen Threat [Passive]. Comment Would you like to add a comment to your vote? Thank You! Runes: Standard Domination 1 2 3 4 5.

Spells: Summoner Spells Flash. Ranked 19 in Jungle Role. Items Starting Items. Hailblade Emberknife Refillable Potion. Mythic Choices. Example Completed Builds.

Standard Lethality Carry. Standard Bruiser Carry. Alternate Assassin Carry. Alternate Bruiser Utility. Ability Order Skill Order. Taste Their Fear Q Q. Void Spike W W. Leap E E. Void Assault R R. Extreme Major Even Minor Tiny. Show All. None Low Ok Strong Ideal. Extreme Threats. Ideal Synergies. Ideal Strong Ok Low None. Kha'Zix counters well.

Kha'Zix gets countered. Play Video. Subreddit Discord Youtube. Minion Isolated. Those who helped put this guide together include:. Kaostanza AOD. Primary Domination. This tree also offers burst, vision, scaling, healing and mobility based off your preference.

Keystone Option. Dark Harvest. Sudden Impact. Rune Tier 1 Option. Eyeball Collection. Rune Tier 2 Option. Zombie Ward. Ghost Poro. Ravenous Hunter. Rune Tier 3 Option. Ingenious Hunter. Relentless Hunter. Primary Precision. The Precision tree provides unrivaled dueling capabilities through Conqueror and opens up many options for bruiser or utility focused playstyles. Overheal Triumph Presence of Mind. Legend: Alacrity. Legend: Tenacity.

Coup de Grace. Last Stand. Primary Sorcery. It's only recommended in a dedicated Phase Rush setup that prioritizes mobility and sticking power. Phase Rush. Nimbus Cloak. Absolute Focus. Transcendence Celerity Absolute Focus.

Transcendence Transcendence Absolute Focus. Scorch Waterwalking Gathering Storm. Gathering Storm. Secondary Domination The obvious choice is going to be Sudden Impact with either Relentless Hunter or Ravenous Hunter depending on personal preference.

Since combat stats are typically more valuable than opting for the Slot 2 vision centric options, it would be better to skip those and focus purely on combat strength. Sorcery Secondary If you decide to opt for the sorcery tree as a secondary, you definitely want Absolute Focus or Transcendence in all of your Sorcery Secondary trees. The other options come down to situation and preference. Inspiration Secondary This is an option if you want to go for a higher econ Jungle Style.

Secondary Precision After frequent nerfs to Sorcery runes, Precision is considered a viable alternative to Sorcery secondary. The sustain from resets due to Triumph can be a deciding factor in a teamfight, as well as the bonus damage from Coup. Last stand can also be a viable option based on your playstyle. Offense: 9 Adaptive Force. Flex: 9 Adaptive Force. Defense: 6 Armor. The Carry Jungler. Absolute Focus Waterwalking.

Not just an Assassin. Sudden Impact Ravenous Hunter. The Fast Bug. Unseen Threat. Passive: Unseen Threat. Taste Their Fear. Q: Taste Their Fear. Void Spike. W: Void Spike. E: Leap. Void Assault. R: Void Assault. Basic Mechanics. Resetting your Passive Unseen Threat. Buffering your Abilities. Active Items. Minimizing CC. Optimizing Clears. Clearing Wards with Unseen Threat Passive. Cancelling Targeted Abilities. Juking with Void Assault.

Starting Items. Hailblade Blue smite is typically better for assassin Kha'Zix because the upfront burst damage will synergize better with your kit, you'd usually need multiple autos and Q's to match the damage if you used Red Smite. Also having an alternative to your passive auto as a slow it makes it easier to snowball and get onto your targets.

Emberknife Red smite also has its strengths. It can outdamage blue smite if you hit them enough over the duration, and the damage reduction heavily improves survivability in duels if the smite is timed properly.

It's typically used in bruiser builds since fights tend to be longer in order to make full use of the damage reduction. Refillable Potion Always go refillable over normal health potions. Mythic Items. Legendary Items. An important thing to note is that you should always check to see the shield off cooldown before going for a pick. Overall, this is a preference item that can provide, at worst, additional HP and decent damage, and, at best, immunity from any key ability.

Youmuu's Ghostblade A solid option for dealing with squishy targets while providing some great mobility. This adds to the high mobility playstyle and helps you get around the map more efficiently. One weakness to bear in mind is that it might not be as effective against tankier team compositions like other lethality items, with Serylda's Grudge or Black Cleaver acting as the better alternatives in these scenarios.

Serylda's Grudge A strong leader in terms of raw damage and effectiveness when dealing with tanks. Look to purchase this item depending on your playstyle and enemy team compositions. Dealing physical damage to a champion grants 3 bonus movement speed per stack of Carve on them for 2 seconds, up to This item, in conjunction with Serylda's Grudge can be a solid answer against tank heavy compositions.

One of the potential downsides to this item is that it may not provide as much carry potential compared to the others due to its lack of raw damage output. A higher priority item if you're opting for Conqueror with evolved Void Spikes. Chempunk Chainsword This is an item that can be described as more of a utility purchase. Alternatively, you can call for an ally to build Morellonomicon, Mortal Reminder or Chempunk Chainsword so you can build non-utility items instead.

It is extremely cheap considering the amount of lethality it gives and overall damage which makes it a solid niche item. You should consider this against team compositions with a multiple shields or one or two major threats who have shields or are utilizing items such as Immortal Shieldbow or Locket which gives shielding.

You should consider picking it up any point after your Mythic item. Guardian Angel This item provides excellent defensive and offensive capabilities, being especially effective against AD threats. It offers 40 AD and 40 Armor and the first thing to note is the build path: having a large damage spike with B. Aside from the stats, the real value is in the passive which revives you upon death after a brief stasis, effectively giving you two lives in a teamfight.

Lastly, you should consider the psychological element to the item, where enemies might be hesitant to focus you due to the extra revive, allowing you to play with more aggression. Overall, this is a solid defensive purchase against AD threats with a game changing passive but consider Death's Dance as an alternative if there's a lot of physical damage burst.

This provides a lot of value in terms of dueling potency and defense against AD, allowing you to survive many 1v1s with ease, especially in conjunction with other dueling items and effects. Umbral Glaive Umbral is an underrated Kha'Zix item offers 55 AD and 15 ability haste that can be picked up at any point in the game if you have a high priority on vision control. It will lose some value later on as it will take up an item slot that could be used for more impactful items.

This can open up opportunities for picks in the enemy jungle or fog of war. The trade-off to it's cheap price is you don't get as many stats compared to other lethality items which might offer more carry potential. Overall a decent value option depending on how much you want to control vision.

Sterak's Gage This is a solid defensive item against targets that possess a lot of high burst potential. This effect also stacks and refreshes per unique champion up to 5 times. You should only build this item situationally in bruiser focused builds alongside keystones like Conqueror with Goredrinker.

If you opt for the bruiser build look to pick this up against fed champions like Kayn's Shadow Form or teams with multiple burst assassins. It should be noted that you can't build this in conjunction with Maw as you're limited to 1 lifeline item. The Collector Only viable if you get it while you're snowballing and ahead. Despite the stats, this item is not recommended as there are more viable options such as Serpent's Fang for the cheap cost even if there are not many shields on the enemy team.

This can be considered at any point after you Mythic and can work in both bruiser and assassin builds equally. The passive can also be helpful for speeding up your jungle clears as well due to the AOE.

One trade-off to this item is that it offers no utility that you may find in other items so take this if you only seek raw damage and sustain from duels.

Example Build Paths. Build 1. Standard Lethality. Build 2. Standard Bruiser vs AD. Build 3. Alternate Assassin. Build 4. Alternative Bruiser Utility. Evolution Overview: Evolved Reaper Claws. Evolution Overview: Evolved Spike Racks. Evolution Overview:Evolved Wings. Evolution Overview: Evolved Adaptive Cloaking. Evolution Orders. Evolution Path Examples.

Recommended Evolution Paths. Standard Routes. Extending Individual Leads. Shutting Down The Enemy Jungler. Proactive Jungling. Objective Control. Vision Control. Enabling Your Laners. Avoiding Pitfalls When Ahead. Late Game. Itemization When Behind. Fighting Against Tanky Compositions. Target Priority. The Collector. Serylda's Grudge. Kha'Zix's Top Runes. Follow Twitter YouTube Twitch. Cast Your Vote Today! Join MFN.

We have a dedicated community on Reddit, Discord, and YouTube which focus on bringing the best content possible. Basic attacks and abilities generate stacks on enemy champions hit, up to one per attack or cast. Cooldown: based on level seconds.

Hail of Blades. This cannot happen again for 45 seconds, resetting to 1. While not on cooldown, the soul is also taken upon getting the kill credit of a champion killed by minions, turrets or monsters. Cooldown: 45 seconds. PASSIVE: Going in combat by affecting an enemy champion within 3 seconds of using a dash, blink or Teleport, or exiting from invisibility or camouflage, grants 7 Lethality and 6 Magic Penetration for the next 5 seconds. If the triggering effect deals damage it will also benefit from the penetration.

Cooldown: 4 on expiration seconds. Cheap Shot. Taste of Blood. Gain 1. If the brush where you killed the enemy ward already contains an allied ward, you instead gain a Zombie Ward in your Trinket Slot that can be placed at any location within the next 30 seconds.

Zombie Wards grant sight over units, are visible to the enemy team, have 1 health, last for seconds and don't count towards your ward limit. Killing a Zombie Ward will grant 1 gold. Wards killed by enemies don't spawn Ghost Poros.

Nearby enemy champions scare the Ghost Poro away. Healing reduced to one third on area of effect abilities. Ultimate Hunter. Earn a Bounty Hunter stack for champion takedowns, up to one per unique enemy champion. Abilities that deal damage to an enemy champion always grant 2 stacks. Each stack of Conqueror grants 1. The buffs refresh upon dealing damage to enemy champions with attacks or abilities. Press the Attack. Lethal Tempo. Fleet Footwork. Presence of Mind.

LEGEND: Gain Legend stacks for every points earned, up to points for champion Damage rating takedowns points for epic monster Damage rating takedowns 25 points for large monster kills 4 points for minion kills. Legend: Bloodline. Cut Down. Cooldown: 15 seconds. Summon Aery. Arcane Comet. Nullifying Orb. Manaflow Band. Defaults to the first listed. Level On champion Damage rating.

Each stack grants 4. This stacks with no upper limit, for a total of 4. This page works best with Electrocute but Dark Harvest can be used to a similar level of success although with less consistency.

The rounded carry potential will allow you to take more resources and do more with them in terms of dueling and reliability.



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