All Guides Kha'Zix Guides [Season 6] [6.8] Lane Kha'Zix, "A different view"
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Kha'Zix Statistics for Felíx Argyle

Author's performance with Kha'Zix compared to the ranked average.

Value
Average
Games Played
3
5
Win %
67
41
Kills
8.7
7.1
Assists
9.3
5.6
Deaths
5.3
6.1
KA:D Ratio
3.4
2.1
Gold Earned
12.2K
11.1K
Creep Score
92.7
142.9
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

Summoner Spells

4.png Flash

This is pretty much a standard spell on any champion in the game. It's a great mobility spell that can be used both aggressively and defensively. For Kha'Zix 121.png you will most likely take this spell every match.


14.png Ignite

Ignite is a very powerful spell when it comes to securing kills and deciding who wins a close all-in with the enemy laner. Its damage combined with 2033.png Corrupting Potion provides a decent amount of damage over time in a duel. Ignite also inflict Grievous Wounds which can help reduce the healing that champions like Volibear 106.png and Dr. Mundo 36.png have.


12.pngTeleport

Teleport is great for making plays by joining your team from across the map, ganking, and split pushing. Its is also a good spell if you think you might struggle against your lane opponent or if you just want to be able to back without losing to much farm.

If you're going top you might want to take this. This is because many of the current meta top laners such as tanks like Poppy 78.png and high damage dealers like 114.png both take it and you will be at a disadvantage if you don't snowball.


6.pngGhost

While I wouldn't necessarily recommend taking this spell if you want to take it I can't stop you from doing so. Kha'Zix 121.png doesn't really benefit from using it very much like someone like Singed 27.png does and flash is generally all around better. I haven't tried Flash and Ghost on him but I can't see it being too useful as Kha'Zix is already pretty mobile especially after evolving leap.


11.png Smite

If you're looking to take this then you're probably looking at the wrong guide. Look at a jungle guide like this one: http://www.lolking.net/guides/341799

New Runes Back to Top

Masteries Back to Top

Masteries

Standard Page


Ferocity Tree: 12


6111.png&resize=64: Fury vs Sorcery 6114.png&resize=64:

Fury: (0.8/1.6/2.4/3.2)+4% Attack Speed

Sorcery: (0.4/0.8/1.2/1.6/2.0)+2% Increased Ability damage


Sorcery has the potential to amp your ability damage by 2% but that is such a small amount that I don't believe it is reasonable to take it over Fury when Fury provides a 4% attack speed increase which will help you auto attack quicker and last hit creeps. In my opinion Fury wins but if you want to try Sorcery instead it would not be a bad alternative if you prefer it.


6121.png&resize=64: Double Edged Sword vs Feast 6122.png&resize=64:

Double Edged Sword: Deal 3% additional damage but take 1.5% additional damage.

Feast: Killing a unit restores 20 Health (25 second cooldown)


Double edged sword is pretty good for dishing out more damage but you also end up taking more. This mastery is better on melee champions than on ranged. Kha'Zix 121.png is melee and can take pretty good advantage of this mastery. Feast on the other hand won't increase the damage you deal and take by a percentage but will instead provide a small amount of sustain every 25 seconds. It's only 20 Health which is pretty lackluster. I prefer to run Double Edged Sword because the health provided by Feast is almost unnoticeable. If you don't like the idea of taking more damage but dealing more then you can run Feast instead.


6131.png&resize=64: Natural Talent vs Vampirism 6134.png&resize=64:

Natural Talent: +0.55 Attack Damage and 0.83 Ability Power per level (+10 AD +15 AP at level 18)

Vampirism: (0.4/0.8/1.2/1.6) +2.0% Lifesteal and Spell Vamp


Natural Talent gives you free Attack damage and Ability Power per level which is pretty nice. With Vampirism you gain a small amount of Lifesteal and Spellvamp which I don't feel Kha'Zix 121.png makes particularly good use of. You also already have some built in sustain with your W, khazixW.png Void Spike, so I don't think you need this mastery at all. I take Natural Talent because I feel it gives more benefits than Vampirism does.


6141.png&resize=64: Bounty Hunter vs Oppressor 6142.png&resize=64:

Bounty Hunter: 1% increased damage for each unique enemy champion you have killed

Oppressor: Deal 2.5% increased damage to targets with impaired movement (slow, stun, root, taunt, etc.)


I want to start out by saying both of these masteries are viable on Kha'Zix 121.png so feel free to experiment a bit to find the one you prefer. Since it has the potential to scale to a +5% damage increase, Bounty Hunter will yield more damage than Oppressor if you get 3 or more kills on unique champions. On top of that it is not gated by anything while Oppressor requires the target to be under some form of crowd control to take extra damage. Oppressor remains viable because your teammates can use their cc and you can also slow with your W, khazixW.png Void Spike, to get the 2.5% increased damage. Personally I prefer Bounty Hunter because Kha'Zix is an assassin and deals a lot of damage already which gives him the potential to get those unique champion kills. Because of that I also feel that it is more reliable than Oppressor because you can miss your W and since you also end up dealing more damage overall I take Bounty Hunter.


Cunning Tree: 18


6311.png&resize=64: Wanderer vs Savagery 6312.png&resize=64:

Wanderer: (0.6/1.2/1.8/2.4) +3% Movement speed out of combat

Savagery: Single target attacks and spells deal (1/2/3/4) +5 damage to minions and monsters.


Wanderer is a good mastery when you want to roam a lot but a speed boost from this mastery isn't to important when it is compared to Savagery. While Savagery only gives you +5 damage to minions and monsters the extra damage, although little, will help you farm. I feel Kha'Zix 121.png already excels at roaming and doesn't require the speed boost that Wanderer brings to the table. He could just buy swifties 3009.png if he truly wants a boost. I would take Savagery but the choice is yours.


6323.png&resize=64: Assassin vs Runic Affinity 6321.png&resize=64:

Assassin: Deal 2% increased damage to champions when no allied champions are nearby.

Runic Affinity: Buffs from Neutral Monsters lasts 15% longer.


Assassin is the only real choice here. Since you're not jungling Runic Affinity isn't really to impactful. Secret Stash is useless as you will be buying Corrupting Potion 2033.png if you follow this guide. Since you can only buy one type of health potion you'll likely not take advantage of the biscuits. The Assassin mastery synergizes with the passive on Kha'Zix's 121.png Q, Taste Their Fear, and thus his play style of eliminating isolated targets.


6331.png&resize=64: Merciless vs Meditation 6332.png&resize=64:

Merciless: Deal (1/2/3/4) 5% increased damage to champions below 40% health

Meditation: Regenerate (0.3/0.6/0.9/1.2) 1.5% of your missing Mana every 5 seconds


Merciless helps assassinating or finishing off targets that are at low Health. If you find yourself having mana issues (which you most likely will early on in the game but you take 2033.png to mitigate this) you can take Meditation instead of Merciless. That being said I prefer Merciless because the extra damage is nice and I typically don't run into mana troubles.


6343.png&resize=64: Dangerous Game vs Bandit 6342.png&resize=64:

Dangerous Game: Champion kills and assists restore 5% of your mission Health and Mana

Bandit: Gain 1 gold for each nearby minion killed by an ally, additionally Gain 3 gold (10 if melee) when hitting an enemy champion with basic attack (5 second cooldown).


Dangerous Game can decide if you live after a duel/assassination or win a 1v2. Not to mention this is the only viable choice here because Bandit is a support/duo lane mastery which does not apply to you.


6351.png&resize=64: Precision vs Intelligence 6352.png&resize=64:

Precision: (0.6/1.2/1.8/2.4/) 3 + (0.06/0.12/0.18/0.24) 0.3 per level Magic Penetration and Armor Penetration.

Intelligence: Your Cooldown Reduction cap is increased to (41/42/43/44) 45% and you gain (1/2/3/4) 5% Cooldown Reduction.


Precision provides Magic and Armor Penetration per level and Kha'Zix 121.png enjoys Armor Penetration. Intelligence raises the CDR cap as well as giving you 5% CDR. Combining this mastery with the runes in this guide you would start with 10% CDR. Personally I would only take this mastery for the extra starting CDR but even then I prefer Precision over it. Experiment to find which one you like more if you want to. It's personal preference but I recommend Precision.


Thunderlord's Decree (Keystone)

6362.png&resize=64:

Thunderlord's Decree: Your 3rd attack or damaging spell against the same enemy champion calls down a lightning strike dealing magic damage in the area.

Damage: 10 per level, plus 30% of your Bonus Attack Damage, and 10% of your Ability Power (25 - 15 second cooldown, based on level).


I take Thunderlord's Decree over the other keystones because I feel Kha'Zix 121.png benefits the most from it. He doesn't really benefit much at all from Windspeaker's Blessing as you are only really able to use it through the heal on his W. Stormraider's Surge might help you stick to a target but it's not really something Kha'Zix has a problem doing unless he is hit with hard CC which this mastery does not help against. Proccing Thunderlord's Decree is also extremely easy as and it can strengthen your level 1 damage. Your passive counts as an extra hit or spell which means you only have to Autoattack + Q to proc the lightning strike if your passive is up.

Abilities Back to Top

Q
W
E
Q
Q
R
Q
W
Q
W
R
W
W
E
E
R
E
E
Passive
Q
1
4
5
7
9
W
2
8
10
12
13
E
3
14
15
17
18
R
6
11
16

Typical Evolution Order: khazixQ.png > khazixE.png > khazixR.png OR khazixW.png



khazixR.png Abilities khazixE.png


 Unseen khazixpassive.png Threat

Kha'Zix gains Unseen Threat when the enemy team loses sight of him, causing his next basic attack against an enemy champion to deal 15 - 190 (based on level) (+ 50% Ability Power) bonus magic damage and slows them by 25% for 2 seconds.


  • Since the passive is an auto attack modifier dodge, block, and blinds will cause this to do no damage.
  • Counts as two stacks for Thunderlord's Decree (auto attack + passive) so add in another spell for easy extra damage.
  • Spell shields and magic shields will block the on-hit effect.
  • Use bushes or walk out of enemy vision to get your passive back.
  • In some cases you can also check if bushes are warded if you go into them and your passive does not come back.

This passive is a pretty big part of your early game damage it helps a lot when it comes to trading successfully.



Void_Assault.png Void Assault ( R ) Evolved_Active_Camouflage.png

Void assault is a very important ability for Kha'Zix and it comes with two parts. It comes with both an active portion and a passive portion.

Active: Kha'Zix enters stealth for 1 second, acquiring Unseen Threat, gaining %40 bonus movement speed and 6.png ghosting while stealthed. After 2 seconds of leaving stealth void assault can be cast again for no additional cost.

The active portion of the skill has many different uses:

  • You can reset your passive multiple times in a duel to strengthen your DPS.
  • Void Assault can help you sneak up on unsuspecting targets (useful when running around a corner or out of a bush when you would normally be in their vision)
  • It can help you escape bad situations.
  • Useful to re-position yourself in a team-fight.

Though with that in mind you are invisible not invincible. You can still get hit by skill shots, AoE spells, and DoT spells. Also note that they can drop a Pink Ward 2043.png to completely nullify your stealth.

Passive: Each rank in Void Assault allows Kha'Zix 121.png to evolve one of his abilities, granting it additional effects.

This is one of the most important passive's that Kha'Zix 121.png has and it is pretty much what shapes his identity of evolving and changing. Upon placing a point in Void Assault you will additionally be able to level up one of your abilities to evolve them. Over the course of the game you will get the opportunity to evolve three of your abilities unless you win Thrill of the Hunt. That being said, here's the evolution for Void Assault itself:


Evolved Active Camouflage

Benefits: Void Assault can be cast a total of three times and grants two seconds of stealth.

This is a decent upgrade but it's not my favorite one. It's a good evolution to stay alive longer and re-position yourself in a teamfight. This is usually one of the last evolutions I take.



Taste_Their_Fear.png Taste Their Fear ( Q ) Evolved_Enlarged_Claws.png

Passive: Kha'Zix marks all visible enemies who aren't accompanied by any of their allies nearby isolated.

Active: Kha'Zix slashes the target enemy, dealing physical damage, increased by 30% against isolated targets.

This is what I consider to be one of Kha'Zix's 121.png bread and butter abilities. Its passive helps Kha'Zix 121.png catch people who are out of position or ones who are unfortunate enough to be by themselves. The passive comes with an indicator that looks like a circle around enemy champions that are isolated. It looks different in each skin which you can see here:

wWLV26n.pngDOU1AvF.png
a6w4mLU.pngcXCT3p8.png

Enemies that are marked with this circle will take 30% more damage from your Q. Here is a list of things that will or will not count as them being alone:

Isolated?

  • Near their teammate: No
  • Near their minions: No
  • Near their stealthed teammate: No
  • Near one of their summons (tibbers, voidlings, etc): No
  • Near your teammate: Yes
  • Near your minions: Yes
  • Near a neutral monster: Yes
  • Near you??: Yes!!!!!!!!

It is also good to note that this ability has a consistent mana cost and cooldown throughout all ranks. The mana cost is very low so do not hesitate to use it to farm minions if you need to.

Evolved Enlarged Claws


Benefits: Kha'Zix gains +50 bonus range on his basic attacks and Taste Their Fear (Which will now do an additional 10 to 180 (based on level) + (%104 of bonus AD) physical damage to isolated targets)


This evolution is very strong and I almost always evolve it first. It increases your DPS by a huge amount as well as giving your extra range for both the ability itself and your auto attacks. I consider this one of your power spikes and you can often jump in and either kill or force a flash out of the enemy laner if he gets out of position. Depending on the stage of the game you might not need too many damage items to delete a squishy target.



Void_Spike.png Void Spike ( W ) Evolved_Spike_Racks.png

Active: Kha'Zix fires a cluster of spikes in a line that detonates upon hitting an enemy, slowing all enemies in a small area by 20% for 2 seconds and dealing physical damage. Increased by 20% against monsters. If Kha'Zix is within detonation radius, he is healed by (60/85/110/135/160 + 50% AP)


Void spike is a pretty good ability as it provides a bit of extra damage to your combo and a small bit of sustain that can help get you through the laning phase if it is a rough ride. In some cases you can also secure low health targets without blowing flash 4.png if you can snipe them with this ability. The slow is also a bit helpful especially for all-inning enemy laners with out dashes. This can also be used to last hit or harass from a range but I would not recommend doing it often as you will drain your mana pool very quickly if you spam.


Evolved Spike Racks

Benefits: Void Spike fires three clusters in a cone, slows by %50 and grants vision of enemy champions that are hit for 2 seconds. Multiple explosions do not deal extra damage to the same target or provide Kha'Zix with extra healing.

I'm personally not much of a fan of this evolution so it's one of the last ones I take if I even take it at all. It can be pretty nice for adding some extra AoE but all in all its not that powerful in my opinion.



Leap.png Leap ( E ) Evolved_Wings.png

Active: Kha'Zix leaps to target location, dealing physical damage to nearby enemies upon landing.


Leap is a decently sized dash that is great for getting to isolated targets and for getting away from ganks. It's important for you to know that you can still have this dash interrupted by hard CC. Also please PLEASE if you're ganking and lane don't just waste your jump because the enemy will just flash/dash away! I have seen too many people do this, I repeat; when ganking SAVE YOUR JUMP if you do not need to use it. Once they dash or flash away, go right ahead and use it to gap close. It might just be what you need to get the kill.


Evolved Wings

Benefits: Leap gains range and its cooldown is reset on enemy champion takedowns.


Leap is the ability I usually evolve second every game. It is a very powerful evolution because it not only increases the range allowing for you to catch people out of position easier, but also provides a jump reset on kill or assist. This makes it very easy to get in, blow up an enemy carry, and, depending on the situation, allows you to escape or continue ripping the running enemy champions apart. Some people prefer to evolve this first but that is up to you.

Items Back to Top

Starting Items

    Standard Start
    This is an optional start where you can upgrade into Corrupting potion after your first back.
    Take this against high physical damage dealers if you're not comfortable laning against them. Be very careful with your Mana.

Core Items

    Typical early buys vs an AP champion. Finish items into Maw of Malmortius.
    Typical early items vs an AD champion. Finish items into Ghostblade.
    all viable options
    These are the core damage items you will most likely purchase every game.
    Sterak's is a nice defensive item that goes well with Maw of Malmortious in my experience.

Situational Items

    Defensive options
    If Malzahar exists on the other team buy this 100% of the time.
    Now that its cleave passive is back, buying Tiamat first item is very helpful if you want to avoid being shoved under turret.

Finished Builds

3156.png3009.png3142.png3053.png3742.png3026.png

Basic final build, change defensive items based on situation.

This is the build that I have been using recently that I've been having pretty good success with.


3077.png > 3156.png3009.png3142.png > 3074.png3068.png3053.png

Basic Hydra build, change defensive items based on situation.

Now that Tiamat has its cleave passive back, this is what I find myself building more often. Provides waveclear to help prevent getting shoved under turret in the early game while also getting your core damage items. I would recommend this build for now.


More builds coming as I experiment more.


3156.png Core Items 3142.png

Starting Items

2033.png Corrupting Potion

Corrupting potion is the item that you will start with almost every match. It has three charges and upon using a charge the potion will restore 125 Health and 75 Mana as well as granting you the Touch of Corruption buff. Touch of Corruption burns enemy champions for 15 to 30 damage over the course of three seconds each time they are hit by your auto attacks or spells. This passive can be helpful for providing some extra damage in a fight.

This item gives:
375 Health over 3 charges
225 Mana over 3 charges
Touch of Corruption Buff while it is in use.


2031.png Refillable Potion

Refillable potion is basically the not as good version of both the Corrupting Potion 2033.png and the Hunter's Potion2032.png. Like the Corrupting Potion the Refillable Potion has multiple charges but since it is much cheaper it only has two. These charges also only heal 125 Health and do not restore any Mana. The sustain it provides is very little compared to the Corrupting Potion start. If you choose this route you will want to upgrade your Refillable Potion into a Corrupting Potion on your first back.

This item gives:
250 Health over 2 charges


1036.png Long Sword

The long sword gives you 10 Attack Damage to help you trade with / kill an enemy champion. By starting with this you give up some of your ability to sustain for damage. However, starting with a long sword also gives you a start towards other items like the Hexdrinker 3155.png, Serrated Dirk 3134.png, and Caulifield's Warhammer3133.png.
This item gives:
10 Attack Damage


Early Items

3134.png Serrated Dirk

Serrated Dirk goes into both of your core damage items: the Maw of Malmortious 3156.png and the Youmuu's Ghostblade 3142.png. With this item you get 20 Attack Damage,10 Armor Penetration, and a unique passive. The unique passive makes it so that after you kill a unit your next auto attack or single target spell deals +15 bonus damage. This can help you with last hitting or trading with a lane opponent. I usually buy this first when I'm against an AD lane opponent. When upgraded into Maw of Malmortious or Youmuu's Ghostblade the unique passive is lost.

This item gives:
20 Attack Damage
10 Armor Penetration
Unique Passive
: After killing a unit, your next basic attack or single target ability deals +15 bonus damage

3133.png Caulfield's Warhammer

Caulfield's Warhammer is an item that builds into a variety of different items but the ones most important to us are Youmuu's Ghostblade 3142.png and Death's Dance 3812.png. It gives you +25 damage along with 10% cooldown reduction which is great because having your abilities up makes you significantly more threatening. I don't usually prioritize this over the Serrated Dirk 3134.png but if you feel you would benefit more from the CDR you can buy this instead. After all, they both build out of two Long Swords 1036.png.

This item gives:
25 Attack Damage
10% Cooldown Reduction

3155.png Hexdrinker

Hexdrinker (and its upgrade Maw of Malmortious 3156.png) is a pretty powerful item for champions that build Attack Damage. It alone will give you +35 magic resistance and +20 attack damage as well as a Unique Passive called Lifeline. This passive will activate when you are low health get hit by magic damage, granting you a shield that will absorb magic damage for five seconds. This is a very powerful item right now in my opinion and it's a good pickup if the enemy team has any magic damage at all. Rush this against any enemy laner that has magic damage.

This item gives:
20 Attack Damage
35 Magic Resistance
Unique Passive: Upon taking magic damage that would reduce maximum health below 30%, grants a shield that absorbs 110 - 280 (based on level) magic damage for 5 seconds. (90 second cooldown)

3077.png Tiamat

Tiamat has always been one of my favorite items but due to recent changes I stopped building it as much. However, now that it has its Cleave passive back I think this might become the first item in my build again (I'll play around with it a bit before changing it). As it is now, Tiamat gives 20 Attack Damage, Health Regeneration, a passive and an active. The active on the item can increase your burst as it will deal 60% - 100% of your total attack damage to any enemy unit that is around you. Not to mention that the passive, Cleave, helps your wave clear which makes it easier for you to shove lane and roam and also avoid getting pushed under your turret constantly. I would buy this item and sit on it while I build my other core items.

This item gives:
20 Attack Damage
+50% base health regeneration
Unique Passive: Basic attacks deal 20% to 60% of your attack damage in physical damage to units around your target (350 unit radius.)
Unique Active: Deals 60% to 100% of your attack damage to units around you (10 second cooldown) (400 unit radius)


3140.png Quicksilver Sash

Quicksilver Sash is a good example of a very situational pick up but it is a very good pick up when that situation arises. Realistically, you should be looking to get this at some point against any high crowd control team. However the most notable situation to pick this up is against Malzahar 90.png so you can completely take a dump on his day. After level 6 he can become a royal pain in the ass to duel 1v1 because he can just suppress you until you die. Quicksilver Sash allows you to cleanse any debuffs you currently have on you, including suppression. In a duel against Malzahar 90.png this will oftentimes completely turn the duel in your favor.

This time gives:
30 Magic Resistance
Unique Active: Removes all debuffs from your champion (90 second cooldown). (Read more about the interactions in the notes section here)


Boots

3009.png Boots of Swiftness

The boots of swiftness are the boots I find myself buying a lot currently. It gives you a 60 flat movement speed increase which is really helpful for moving around the map. It also reduces the effectiveness of slows so if the enemy team doesn't have much hard CC these boots are even better.

This item gives:
Unique Passive: +60 Movement Speed
Unique Passive: Reduces the effectiveness of slows by 25%

3158.png Ionian Boots of Lucidity

These boots are also very strong in my opinion. It gives you 10% cooldown reduction on both your abilities AND you summoner spells. It doesn't give as much movement speed as the Boots of Swiftness 3009.png do but it still provides 45 movement speed. Buy this if they have a lot of hard CC because the passive on the Boots of Swiftness 3009.png probably won't really be useful. Or just buy this instead because the CDR can come in handy!

This item gives:
Unique Passive: +45 Movement Speed
Unique Passive: 10% Cooldown Reduction
Unique Passive: Reduces summoner spell cooldowns by 10%

3047.png Ninja Tabi

Ninja Tabi are a very situational purchase. If you are against a heavy auto attacker like Tryndamere 23.png and you feel you need to be a bit more beefy this might be the answer. The boots give you +30 armor and +45 movement speed along with a nice passive that reduces the amount of damage you take from auto attacks by 10%. Keep in mind that this passive does NOT reduce all physical damage and also does not reduce on hit effects.

This item gives:
+30 Armor
Unique Passive: +45 Movement Speed
Unique Passive: Reduces incoming damage from all basic attacks by 10% (excluding turret shots).


Core Items

3156.png Maw of Malmortious

Maw of Malmortious is a very strong item at the moment and is the only upgrade of the Hexdrinker 3155.png. Maw of Malmortious gains buffed stats, a buffed Lifeline passive, and a whole new passive called Lifegrip. Lifegrip is triggered similarly to Lifeline and gives you +10% lifesteal and spellvamp as long as you're in combat. Additionally Maw of Malmortious provides +40 Magic Resistance, +55 attack damage, and +10 armor penetration. This is one of my favorite items in the game right now and it's pretty good on Kha'Zix 121.png. It provides good protection and damage.

This item gives:
+40 Magic Resistance
+55 Attack Damage
+10 Armor Penetration
Unique Passive: Grants a shield that absorbs 300(+ 100% bonus magic resistance) magic damage for 5 seconds.
Unique Passive: Grants +10% spell vamp and +10% life steal until out-of-combat.


3142.png Youmuu's Ghostblade

 Youmuu's ghostblade is another item I like to buy almost every match. It gives you +65 attack damage and 10% cooldown reducation. You also grab +20% armor penetration and an active that will give you +40% attack speed and +20% movement speed for 6 seconds. This active helps you catch up to some of those slippery champions if your jump wasn't enough. Be careful though because when you use this active while you are stealthed the stealth will be canceled prematurely.

This item gives:
+65 Attack Damage
+10% Cooldown Reducation
+20% Armor Penetration

Unique Active: Gain +40% attack speed and +20% movement speed for 6 seconds (45 second cooldown).


3053.png Sterak's Gage

Sterak's Gage is a good item to boost your survivability with its passive and +400hp while also providing some attack damage (+13.75 Attack Damage). It's mostly a defensive item but I like the combination of Sterak's Gage combined with Maw of Malmortious 3156.png. The passive, Sterak's fury, gives you another 25% increased based attack damage (combining to equal +27.5 Attack Damage) and a decaying shield of 30% of your maximum health. Sterak's Fury is trigged when you take a certain amount of damage depending on your level so combining it with Maw of Malmortious will give you three passives that are activated upon getting put to low health.

This item gives:
+400 Health
+25% base Attack Damage (13.75)
Unique Passive: Grants increased size, +25 additional base attack damage for 8 seconds, and a rapidly decaying shield based of 30% maximum health for 3 seconds.

Matchups Back to Top

Click on a champion below to see the author's notes on that particular matchup.

  • Annie
    Hard
  • Cassiopeia
    Easy
  • Fizz
    Medium
  • Lee Sin
    Hard
  • Malzahar
    Medium
  • Nasus
    Medium
  • Pantheon
    Medium
  • Quinn
    Hard
  • Twisted Fate
    Easy
  • Yasuo
    Medium
  • Zed
    Medium
  • Ziggs
    Easy

VS

Annie

Hard

Starting Items

2033.png > 3155.png


Tips

  • Annie has a point and click ability, a cone of AoE damage, and an ultimate that does some pretty decent AoE burst as well as summoning Tibbers. All of these have the potential to stun you.
  • While Tibbers is active, Annie can keep him near her to make it so she is not isolated.
  • Many Annie players will try to hide their stun by casting Q and then casting Molten Shield while the Q is mid flight. Thus causing the Q to stun you by surprise.
  • Annie has no mobility spells, be sure to take advantage of that.
  • Annie can still mess up and if she does this match up can become Medium or Easy depending on how far ahead of her you get.

VS

Cassiopeia

Easy

Starting Items

2033.png > 3155.png


Tips

  • Cassiopeia has no real mobility spells. You can easily punish her if she pushes the lane up.
  • Try not to get poisoned as it increases her DPS significantly.
  • Her ult is going to be her only source of self peel outside of a 3116.png.
  • She can and most likely will harass you in the early levels.

VS

Fizz

Medium

Starting Items

2033.png > 3155.png


Tips

  • Fizz will likely harass you and then use his E to get away to safety before you can trade back.
  • Fizz can be extremely snowbally so giving up first blood will put you in a poor position. If this happens, play safe.
  • If Fizz's E is on cooldown he is vulnerable especially if he is isolated.
  • He is highly mobile so try to save your jump for when he tries to use his skills to get away.

VS

Lee Sin

Hard

Starting Items

2033.png > 3077.png

Tips

  • Lee Sin is one of your most difficult match ups.
  • He can sustain and shield to win most trades and force you out of lane with his W.
  • His E can reveal you when you are stealthed.
  • Has high damage while being decently tanky.
  • Good luck, you're gonna need it.

VS

Malzahar

Medium

Starting Items

2033.png > 3155.png


Tips

  • Malzahar is a pain in the ass early game because of he is ranged and will harass you.
  • Malzahar's E, Malefic Visions, can clear waves pretty quickly as well as proc onto you if you're too close to a minion that dies while you are farming.
  • His ultimate (Suppression) and his Q (Silence) can interrupt you when you try to duel him.
  • Easier to duel before he hits level 6.
  • Consider buying a QSS 3140.png early-ish if you want to continue fighting him after level 6.
  • Malzahar typically has no mobility outside of 4.png, so if he overextends you can try to all in him once he is isolated or have your jungler gank.

VS

Nasus

Medium

Starting Items

2033.png > 3077.png


Tips

  • You can do some decent damage to Nasus early and try to zone or kill him.
  • You might want to communicate with your jungler to help keep him shut down.
  • If it is an average match up, Nasus will start to outscale you around level 8.
  • You'll typically only find him top and I highly recommend taking 12.png teleport.
  • Every time a Nasus is going to die from trying to 1v5 the team and you're at low health walking away they will 90% of the time flash and q to finish you off. [salt]

VS

Pantheon

Medium

Starting Items

2033.png > 3077.png OR 1029.png2003.png2003.png2003.png2003.png2003.png > 3077.png



Tips

  • Pantheon is going to bully you very hard so be ready with some sustain.
  • If you don't die early Pantheon likely won't become a menace in the mid game.
  • Your abilities go through his shield but your passive does not.
  • If he is ulting away near you, although you cannot interrupt him, you can jump on him to deal heavy damage before he gets to his destination potentially helping your teammates.

VS

Quinn

Hard

Starting Items

3077.png > 3142.png OR Defensive



Tips

  • She will easily be able to harass you for free.
  • The blind is very obnoxious. If you get hit by it you are pretty much helpless.
  • If you get marked she will try to proc it. Hang back until it is gone or try to use it to your advantage.
  • Save your jump because she will try to vault away from you in an attempt to escape.

VS

Twisted Fate

Easy

Starting Items

3155.png > 3077.png > 3156.png


Tips

  • Can harass you with ease.
  • If he wastes his W (pick a card) he has no real self peel making him vulnerable.
  • If you see him trying to ult away you can damage him heavily or kill him before he teleports.
  • His ult will reveal you even when you are stealthed.

VS

Yasuo

Medium

Starting Items

3077.png > 3142.png



Tips

  • Fairly mobile if minions are nearby.
  • Watch out for his knock up.
  • Punish him if he is not using his dash wisely.
  • Remember to check for his shield before going in on him because it might let him get away from lethal damage.

VS

Zed

Medium

Starting Items

2033.png > 3134.png > 3142.png


Tips

  • Zed can easily poke you with his Q if you're not careful.
  • If Zed ults you, you can go invisible to try and make him mess up his combo.
  • Zed's ultimate will also put him behind you so depending on where you are, there is a high chance he will be isolated.

VS

Ziggs

Easy

Starting Items

3155.png > 3077.png > 3156.png


Tips

  • Will try to waveclear and shove you under your turret while harassing you.
  • Immobile mage that his extremely vulnerable to you without his self peel.
  • If he pushes up to far you can likely jump on him to try and get a kill.
  • A well placed Satchel Charge ziggsw.png can interrupt your leap.

The Hunt is On! Back to Top

Quest:

107.png The Hunt is On! 121.png

The Hunt is On is one of the few unique quests that come up in the game. It is triggered when Rengar 107.png and Kha'Zix 121.png are on opposing teams. It will start once Kha'Zix 121.png has spent his three evolution points and when Rengar 107.png has 12 stacks on his Bonetooth Necklace. It's a very simple quest but it's important as it does provide benefits for the victor. You will know the quest has started when a text box comes up on the top right of your screen that says "Secondary Quest." From this point on whoever takes down the other one first wins and the quest and it leaves them with a few buffs that would otherwise be impossible to obtain. Note that it's just a takedown, Kha'Zix 121.png or Rengar 107.png only need to participate in the kill for it to count.


121.png If Kha'Zix wins...

Kha'Zix will obtain a 4th evolution point and will be able to have all four of his abilities evolved at the same time.


107.png If Rengar wins...

Rengar will gain the Head of Kha'Zix item that will act as a fully stacked Bonetooth Necklace as well as granting him increased vision range when he is inside of a bush.


Methods

Both champions are at a pretty equal position when it comes to kicking the shit out of the other both lore-wise and in-game but that being said as Kha'Zix 121.png I typically don't have trouble winning this quest. Your teammates will probably be happy to help you finish because if you win then they win also (I guess?). You can oftentimes just win by playing smart as 70% of the Rengars 107.png I have played against just get tunnel vision as soon as the quest comes up, blow their ult as soon as they can, and try to jump in on you to kill you even if you're with your teammates. I wouldn't just try to kill him and him alone if a teamfight breaks out, just play it like normal but be cautious because the enemy team will probably be at your neck if they're helping him. If he's fed and you can't fight him yourself can just pitch in your two cents by whacking him a few times or shooting him with void spike (w) once you're at a safe distance and then bail out of their leaving your teammates to kill him while he'll get mad and flame you in all chat. If you're fed you can probably just go find him in the jungle or by himself and kill him without even trying, but bring a pink ward 2043.png because he might try getting away with his ultimate.

Why Lane Kha'Zix? Back to Top

For me, It's a bit more of a personal thing. I learned to play Kha'Zix 121.png back in Season 3 when I was first learning the game and I did that by playing him in the lane. I later transitioned to the jungle but I was missed using him in lane so I decided to try it out one match and it wasn't much different than using anyone else. It worked reasonably for me, and I kept getting decent results. Sure I get people that will flame me when I lock in Kha'Zix in the mid lane, I've even had people throw the match just because of it, but I truly feel that it is a viable play style that is underrated. I will be experimenting more with this play style and will try to update it every now and then to add or change stuff.

Pros and Cons

Pros

  • High physical damage.
  • Good roaming potential.
  • Can get a lead and snowball off of that.
  • Extremely easy to punish carries if they are out of position.
  • Easy to kill the enemy jungler if you happen to find him.
  • Evolved E is amazing for mobility in a teamfight.

Cons

  • Like any assassin, if he gets behind he might not be very useful unless he gets back into the game.
  • Can be shoved under turret very easily. (mitigated by Tiamat 3077.png)
  • Easily harassed by some of the range champions.
  • Hard CC can mess him up.

Patch Notes Back to Top

Patch 6.8

Relevant Changes

2033.png Corrupting Potion

  • Changed to heal 125 Health (down 25) per charge.
  • Restores 75 Mana (up 25) per charge.


I'm not too sure what to think of this yet but at a first glance I think this will be beneficial. If anything the change will be negligible and you probably won't really notice much difference.

6261.png&resize=64: Grasp of the Undying

  • Health steal down to 2.5% (from 3%) maximum health.


Not much of a nerf but it's good for you because hopefully those toplane tanks won't sustain nearly as much against you.

Guide Update Notes Back to Top

April 14th 2016

- Guide Published


May 1st 2016

  • Alternative guide linked for smite in summoner spell section if you're interested in jungling.
  • Various formatting changes in author's notes sections.
  • Added match ups for Quinn 133.png, Ziggs 115.png, Yasuo 157.png, and Twisted Fate 4.png.
  • Updated patch notes section for patch 6.8

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