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by CheezWhizX

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Kha'Zix Champion Guide by CheezWhizX

Version: 1.0 | Updated: 02/15/13

League of Legends Kha'Zix Guide

Author: CheezWhizX (Val Otares)

Version: 1.0


Hello and welcome to my guide on Kha'Zix, the Voidreaver. I am CheezWhizX and my IGN is Vave on the North American Servers. I currently play in Platinum Division 5 and have been playing League of Legends since December 2009.

This guide assumes you already know the basics of League of Legends, such as the terminology, where is what, and the controls. This guide will focus in-depth on the playing of Kha'Zix in the mid lane.



Kha'Zix is a high-burst melee caster/assassin. His kit revolves around the ability to kill a lone person extremely quickly as well as being extremely mobile during teamfights. He also has a special kit where, upon leveling his ultimate, allows him to put another point into a skill into order to "evolve" it and grant it extra powers. The mechanic in the game unique to Kha'Zix is his ability to "level up" or "evolve" his skills further so they gain special abilities. Because he can level up his ultimate 3 times, he has a grand total of 3 Evolution Points that he can put into 3 of his 4 abilities, making you choose to leave a skill unevolved. Let's take a look at his base stats.

Health: 430 (+85)

Health Regen: 6.25 (+0.75)

Mana: 260 (+40)

Mana Regeneration: 6.75 (+0.5)

Range: 125

Attack Damage: 59 (+3.1)

Attack Speed: 0.665 (+2.7%)

Armor: 15 (+3)

Magic Resistance: 30 (+1.25)

Movement Speed: 350

Kha'Zix base stats are pretty good for him. Due to his initial nature durign the early game as a squishy AD caster, he has the typical strong base stats because of his disadvantage vs. ranged. His base Health, Attack Damage, Armor, and Hp5 are all average or above average, but a special thing to note are Kha'Zix's base mana and mana regeneration. Because Kha'Zix spells have high mana costs, having such a strong mana backing is very helpful during the laning phase when you want to spam spells in order to harass or last hit effectively.

Unseen Threat - PASSIVE




When Kha'Zix is not visible to the enemy team, he gains Unseen Threat. Unseen Threat causes his next basic attack against an enemy champion or Evolved Void Spike to deal 15 / 20 / 25 / 35 / 45 / 55 / 65 / 75 /85 / 95 / 110 / 125 / 140 / 150 / 160 / 170 / 180 / 190 (+ 50% AP) bonus magic damage and slow by 25% for 2 seconds.

Unseen Threat lasts until consumed and has no internal cooldown.

Kha'Zix's passive is what makes him such an effective assassin and also gives him a boost in his wave-clearing prowess. The passive itself is very easy to trigger. You can simply move away until you're out of view or go into a bush. Unfortunately, the passive does scale on AP, but it does a good amount of bonus magic damage. This is a double-edged sword. While your passive doesn't scale as the game goes on, enemies find it hard to mitigate your damage earlier due to a combined use of magic and physical damage. The slow is also very strong and can allow for team-wide slowing with your Evolved Void Spikes.

Taste Their Fear - Q




RANGE: 325 - 375


COST: 25 mana

PASSIVE: Kha'Zix marks enemies that are isolated from their allies.

ACTIVE: Kha'Zix slashes, dealing physical damage to a single target. Damage against isolated targets is significantly increased.

PHYSICAL DAMAGE: 70 / 100 / 130 / 160 / 190 (+ 150% bonus AD)

PHYSICAL DAMAGE TO ISOLATED TARGET: 100 / 145 / 190 / 235 / 280(+ 200% bonus AD)


Evolved Enlarged Claws




Increases damage to isolated targets by 12% of their missing health (max 200 vs monsters). Increases range of Taste Their Fear and Kha'Zix's Basic Attacks by 50.

Kha'Zix's Q is a very interesting skill. It's your basic "hit harder" skill, but is unique in the fact it becomes much more powerful if you fight your target alone. This means ALONE. No minions, no other members of the team, etc. can be near you. The scaling is pretty good and the base damage, while it isn't high, is good enough to crush the squishier members of the enemy team. When Kha'Zix was released, Taste Their Fear's evolved version used to be a mandatory evolution but now has fallen out of favor.

Void Spike - W




RANGE: 1000


COST: 60 / 70 / 80 / 90 / 100 mana

ACTIVE: Kha'Zix fires spikes in a line that explode on contact with an enemy, dealing physical damage to all nearby enemies. Kha'Zix is healed if he is within the explosion radius.

PHYSICAL DAMAGE: 75 / 115 / 155 / 195 / 235 (+ 90% bonus AD)

HEAL: 40 / 70 / 100 / 130 / 160 (+ 50% AP)


Evolved Spike Racks




Enhances Void Spike to fire three spikes in a cone. If available, Void Spike will also consume Unseen Threat to slow and damage all enemies struck.

Kha'Zix's W is arguably a key point in what makes him such a strong teamfighter and mid laner. Void Spike's evolved version provides an insane amount of poke and slow. It's incredible range just allows you to sit back and spam it all day until your opponent simply can't handle it and is forced to go back. In lane, it allows you to clear minion waves just as hard, if not harder, than ordinary mages and what allows you to go toe-to-toe with them as a melee-oriented fighter. The scaling and base damage is also very good and synergizes perfectly with AD items. There is also a nice heal attached to it. Again, it scales off AP like your passive, but the base heal is usually enough for most Kha'Zixs to be fine with.

Leap - E




RANGE: 600 - 900

COOLDOWN: 22 / 20 / 18 / 16 / 14

COST: 50 mana

ACTIVE: Kha'Zix leaps to an area, dealing physical damage to nearby enemies on arrival.

PHYSICAL DAMAGE: 65 / 100 / 135 / 170 / 205 (+ 80% bonus AD)


Evolved Wings




Increases Leap's range and causes kills and assists to refresh Leap's cooldown.

This ability is a key component of Kha'Zix's ability to teamfight extremely well. While the normal version is incredibly underwhelming, it still allows you to hop over most walls if used correctly. The evolved version, however, becomes much, much stronger. The range almost doubles and even refreshes upon kills and assists. Due to Kha'Zix's nature as a squishy assassin/caster, he's easily focused and burst down but this ability allows him to jump in, assassinate someone as fast as possible, and jump out before being in any major danger. Like the rest of Kha'Zix's skills, it also has an AD scaling and base damage that aren't too bad. It also features a low mana cost, but it's high cooldown disallows it from being spammed without refresh.

Void Assault - R




COOLDOWN: 100 / 90 / 80

COST: 100 mana

PASSIVE: Each rank of Void Assault allows Kha'Zix to evolve one of his abilities, granting it an additional effect. ACTIVE: Kha'Zix enters stealth for 1 second, gaining 40% bonus movement speed. Entering stealth grants Unseen Threat. Void Assault can be cast a second time within 10 seconds at no cost.


Evolved Active Camouflage




Allows Void Assault to be cast up to three times. Kha'Zix also takes 40% reduced damage while in stealth.

Normally, champions can be defined by their ultimate ability. Their kits center around the use of their ultimate and synergize with it incredibly well. Kha'Zix's ultimate does in fact synergize with his kit, but it's usefulness isn't as demanding that you can't fight with it. All of Kha'Zix's damage comes from his ability and his ultimate is purely an escape/utility tool. Of course, that doesn't lessen it's importance. It grants a 1 second stealth, which can allow you to outplay mages and their skillshots very well. This ability can work as an escape and an initiation. It's ranked version, while usually the ability that's evolved last, gives you much more survivability. A flat 40% damage reduction dramatically boosts Kha'Zix's ability to survive teamfights. Combined with your ability to jump around all over the place, you're nigh-near uncatchable lategame.

x9 Greater Marks of Attack Damage

x9 Greater Seal of Armor

x9 Greater Glyph of Magic Resist

x3 Greater Quintessance of Attack Damage

This rune page set-up is the one I used more during Season 2. It's still a strong rune page, but going into Season 3 where resistances have been absolutely ravaged by the penetration changes, it's a lot weaker now. It's still very good in normal games where you don't know the match-up and the extra attack damage provides more damage and synergizes well with all of Kha'Zix's abilities scaling off bonus attack damage, so it gives you a little early game boost.


Greater Marks of Attack Damage

x9 Greater Seal of Scaling Health

x9 Greater Glyph of Magic Resist

x3 Greater Quintessance of Health

This is the rune page that I currently utilize whenever I'm planning to play Kha'Zix. The changes in season 3 to resistances make health much more appealing. This rune page provides a massive amount of health to Kha'Zix who normally doesn't build health until Warmogs later into the game, so this provides a good amount to keep you going until that point of the game. It has a nice amount of AD that your abilities can still benefit from in the the early game. Depending on your preference, the blues can be switched up to Mana Regeneration runes or really, anything you want. I run Magic Resist due to facing mainly mages in the mid. Speaking of mages, the extra health also helps to soak up their damag easier.




  • 1/1 Summoner's Wrath
  • 3/4 Sorcery
  • 4/4 Deadliness
  • 1/1 Weapon Expertise


  • 3/3 Perseverance
  • 4/4 Durability
  • 3/3 Hardiness OR Resistance
  • 2/2 Relentless
  • 1/1 Veteran's Scars
  • 3/3 Tenacious
  • 3/3 Juggernaut
  • 1/1 Good Hands OR Defender OR Reinforced Armor
  • 1/1 Honor Guard

This mastery page revolves around boosting Kha'Zix's otherwise very weak survivability in the early game. All the offensive tree masteries are chosen in order to maximize your damage while all of the defensive utilites are chosen in order to help you get through early game as easily as possible so you can transition into a monster mid/lategame. I don't choose to put any points in the utility tree due to most of them boosting some of the parts of Kha'Zix that otherwise do not need any assistance. However, match-ups vary from game to game, so please choose your masteries accordingly. This is only a guideline, not something you're supposed to follow every game.


Taste Their Fear   x    x x xx     
Void Spikes x  xx x x         
Leap  x           xx xx
Void Assault      x    x    x  

 This skill build intends to maximize the potential of Kha'Zix's laning ability to push against ranged. It takes Void Spikes first in order to grant him a stronger poke and AOE slow once it's evolved. Next, Taste Their Fear is maxed in order to grant him a stronger attack for when he goes up close. A point in Leap is taken early to for escapes or chasing, but maxed last due to having less damage potential than the previous 2 skills. Of course, Void Assault is taken as early as possible.

As for evolving, it's preferable to evolve Void Spikes -> Leap -> Void Assault.



x1 Crystalline Flask

x1 Health Potion

x1 Sight Ward

This is what I believe the most optimal way to start Kha'Zix. Flask and the extra potion solve any damage you may sustain during the laning phase while Kha'Zix's dependency on W to farm from ranged and it's mana costs are solved by the Flask as well. The Sight Ward is taken for early warding in order to counteract a possible Lv. 2 gank. This can be changed up to be 2 more Health Potions instead of a Sight Ward if you believe a Lv. 2 gank won't be happening and you need the extra sustain over the vision.

x2 Health Potions

x1 Long Sword

This build is something I rarely use since I'm not usually too aggressive of a player during the laning phase. However, if you think you would being able to bully around the enemy mid, this is very strong as it lends you an early Brutalizer/Vampiric Scepter. 

Boots of Speed

x3 Health Potion

With the changes of movement speed from boots to base movement speed, this start is utilized less. However, considering that you're going mid vs. mages who typically rely on skillshot abilities, this may be a start to consider in order to move around and dodge skillshots easier. Especially if those mages have combos that can kill you if it lands, such as Lux or Morgana. 


Mercury's Treads - 1200 Gold

The Bloodthirster - 3200 Gold

The Black Cleaver - 3000 Gold

Warmog's Armor - 2830 Gold

TOTAL: 10230 Gold

This is the core I usually shoot for every game. It provides everything that Kha'Zix needs and is the one build that you can be sure will work vs. nearly every team. This build abuses Kha'Zix's incredible bonus AD scaling with Bloodthirster and give him an insane amount of tankiness with Warmog's Armor. The Black Cleaver, despite being nerfed, still has a good amount synergy with Kha'Zix. However, you may want to switch it out with Last Whisper or another Bloodthirster. Again, depends on your preference and style of play. This build is very expensive and usually, you might not build it all in a game. You may stop at Bloodthirster or BC. If you find yourself focused very often in teamfights, you may want to rush Warmog's right after Bloodthirster in order to boost your survivability.


Offensive Items

  • Last Whisper - 2300 Gold
  • Maw of Malmortius - 3200 Gold
  • Ravenous Hydra - 3500 Gold

Defensive Items

  • Randuin's Omen - 3100 Gold
  • Sunfire Cape - 2650 Gold
  • Banshee's Veil - 2610 Gold
  • More Warmogs! - 2830 Gold

By the time late game rolls around, you're going to want to understand that because you're an assassin who jumps deep into the enemy line in order to assassinate an important target, you will be the focus of the enemy team if the ADC isn't in range. This means stuns, knock-ups, silence, etc. will be striking you, as well any damaging skills and autoattacks. Therefore, you're looking to start building extremely defensively once this starts to happen. Of course, if your team has someway to keep the enemy team occupied and unable to do anything about you (Amumu, Galio, Gragas,  Kayle, etc.), you may want to consider building more AD items. Normally, just getting another Bloodthirster after your core is suitable damage for the rest of the game, but Maw of Malmortius in case an AP decides to focus you or Ravenous Hydra/Last Whisper in order to do more utility damage may be a good choice. For defensive tems, Randuin's Omen and Sunfire Cape are great pick-ups. They both provide a good amount of armor and health, as well as nifty passives/actives that are better because you'll be right in the middle of the fray. Of course, Banshee's Veil is there in case an AP decides to get out of control and stacking Warmogs is always another good choice.


Early Game

Kha'zix's laning phase is generally underwhelming. Due to the presence of minions nearly all the time, your ability to double your damage by isolating targets isn't going to happen very often. Because of Kha'Zix's status as melee, expect a lot of punishment and pokes from ranged. Depending on your target, a simple Leap -> Void Spikes -> Taste Their Fear combo can easily drop them to half health, but expect to commit to the fight, as you'll have no way to escape besides Flash. Once you hit 6, you're going to want to evolve Void Spikes in order to push and farm your lane much easier, as well as gain the ability to poke down the enemy easier. Make sure to time your all-in Leap Combos with the jungler's gank in order to get the highest chance of kill. Be careful of burst mages like Annie or Brand. If they catch you in a stun, they can all-in you faster than you can all-in them. If possible, consider roaming around to bot or top. Your stealth and Leap + Slow make your a very strong ganker.

Mid Game

Mid Game is the point where Kha'Zix shines. By now, your Leap and Void Spikes should be evolved, increasing your chasing ability, poking ability, escaping ability much further. You should have finished your first item and seen a massive spike in damage due to Kha'Zix's scaling with attack damage. Make sure to ward up Dragon, Baron, and the buffs in order to control them easier. You should be much stronger than the enemy jungle, so stealing blue/red when they attempt it should fine. If you land the kill, you can Leap out of their jungle too. Normally, teams at this point do not recognize the fact you're a major threat, so they won't focus you as hard (unless you're killing them over and over). Take advantage of this and assassinate the AD Carry as fast as possible. Because most ADCs do not have a spectacular mid game, you should be able to kill them pretty quickly. Also expect to peel them off important members of your team with Void Spikes if possible. Your slow is very powerful because of your ability to use it on multiple people. 

Late Game

Because of Kha'Zix's ability to poke extremely well, he becomes an invaluable asset lategame. Because he can also apply a slow with his AOE Void Spikes, it's almost impossible for enemy teams to be able to straight up engage on you. However, teamfighting is very dangerous. The ADC as well as the other members of the team will recognize you as having the ability to easily kill them in a couple of hits and plan accordingly. Don't expect to kill the ADC as easily as you could during the mid game. If possible, try to go in after the teamfight has happened, because your assassination capabilities and reset on Leap basically make it impossible for anyone to run away after committing to a fight.


vs. Annie

Unfortunately, Annie's skill set counters yours extremely well. The moment you leap on her and try to combo, you can expect Molten Armor or even a stun-empowered Q or W to the face. Do not try to engage on her without back-up once she is Lv. 6. She can and will 100-0 with Summon: Tibbers + Q + W  + Ignite, all in the timespan of a single stun. Fortunately, you scale much better than she does later so try and farm this one out.

vs.  Akali

This match-up boils down to who can burst each other faster and who can abuse their stealth better. At Lv. 6, Akali does have much more raw burst than you and a way to counter your escapes with her own dash. Trying to fight her isn't a smart idea until you can grab Bloodthirster or early health. However, if you do find her alone, you can expect to win the fight. Use your stealth accordingly and this match-up should lean in your favor.

vs. Ahri

Ahri's ability to use 3 dashes in quick succession make killing her without any assistance nearly impossible. Expect this to turn into a farm lane. Because of Ahri's insane mobility, you can expect her to roam around and get kills that way. Try and follow her. Overall, you can do more damage than her in a teamfighting situation. 

vs. Anivia

Anivia has one of the highest skillcaps in the game. Unless your facing a Diamond-level Anivia main, expect to win this lane handily. Anivia does have one of the best base + scaling damages on her abilities in the game, so try to Leap Combo her early and proc her egg. 

vs. Brand

This lane plays out similar to the Annie lane, but Brand is weaker due to not having any sort of way to mitigate your insane damage. Dodging his Pillar of Fire and Stun Combos is necessary to win this fight, but that shouldn't be much of a problem due to Kha'Zix's insane mobility.

vs. Cassiopeia

Keep in mind Cass has one of the highest single-target DPS in the game. In the time that she can stun you, she can easily 100-0 you. However, no defensive abilities and no escape abilities make her easy prey if you can dodge the ult. Dodging her poisons is optimal here, as they're the key to her damage. 

vs. Cho'Gath

Most likely, without factoring in lane assistance, you won't be killing him but he won't be killing you. The best you can hope for is to farm with him and pray your jungler can make plays. His Silence + Knock-Up + Slow make it nearly impossible to engage and chase onto him before he's safely back in his own territory. 

vs. Diana

This is a very easy match-up for Kha'Zix. At nearly every point in the game, you will have more damage output than her, so abuse this. Spam Void Spikes if she tries to get close and CS. Be wary of her ability to all-in you at Lv. 6. It may catch you by surprise and if she got Moonlight on you, you won't be escaping.

vs. Evelynn

Since the nerfs to Evelynn, she isn't that much of a threat anymore. Just ward up whenever possible. She can't kill you in lane but you can kill her easily.

vs. Fizz

Fizz is one of the few mages able to outnuke you at nearly every point in the game. A smart Fizz will save his E in order to dodge your Void Spikes or Leap damage. He will brutalize you early game if you try to CS at melee range, so conserve mana and use Void Spikes to try and farm as much as posible. Thanks to your mobility, dodging his ultimate becomes much easier.

vs. Gragas

Unfortunately, Gragas is one of the very few direct counters to Kha'Zix. His massive damage mitigation and ability to slow both your movement speed and attack speed are complete hinderances to Kha'Zix's play. His burst is able to 100-0 you in a short time frame until you're able to start building tankier and his escape + displacement ult makes it near impossible to get near him.

vs. Karthus

Karthus is one of the easiest match-ups you can have in the game. His lack of any escape and any defensive mechanisms make it incredibly easy for you to completely decimate him in the lane and in teamfights. His high DPS may become a problem later, so try and shut him down in lane as much as possible.

vs. Kassadin

Another really easy match for Kha'Zix. Kassadin does not have the ability to kill you at any point in the game unless he's ridiculously fed. He's also melee, which puts him at a massive disadvantage vs. you pre-Lv. 6. Simply bully him in the lane before Lv. 6 and proceed to crush him because you're so far ahead. Be wary because he can still roam around.

vs. Katarina

Katarina is another interesting match-up. She doesn't possess the ability to complete nuke you in the lane, but shutting her down as much as possible in lane is a must. If she even gets a single kill in a teamfight, she can snowball her way back into the game. Unfortunately, you do not have a way to stop her ult, so be wary if she tries to go in on you. That might be a sign that someone, usually the jungler, is nearby to finish the job.

vs. Kayle

Kayle's recent resurgence into the mid lane has been dominating. She's ridiculously strong in lane and her combination of ranged attack, movement steroid, and huge nuke + slow makes her an extremely strong lane bully. She can output an insane amount of damage and basically force you to farm from ranged with Void Spikes. To beat her, you have to keep pressuring her lane as much as possible and kill her before she gets any major items. Try to call for the jungler often.

vs. Kennen

Kennen is one of the few champions that simply cannot lose a lane. His combination of infinite resource and massive nuke from ranged, as well as his movement steroid that acts as a defensive steroid make him a laning machine. Simply farm along with him and don't expect him to get any kills. 

vs. Leblanc

Don't expect anything except to farm in this lane. Leblanc can 100-0 you very quickly, but you can practically do the same to her. It all ends up on who is faster. Fortunately, she falls off lategame while you simply get stronger.

vs. Lux

Lux is another AP carry that's easy to bully in the lane. Because of all her skillshots, this match-up really comes down to the skill and positioning of the Lux player.


Kha'Zix is arguably one of the strongest scaling assassins/AD Casters in the game and is a great asset to any team. I reccommend him to anyone looking to play something new in the mid lane. 

If any mistakes are found, please message me. Otherwise, I will be updating this guide infrequently and accordingly with patches that change anything major.


-GameFAQs for hosting this guide!

-Devin Morgan and SBAllen for assisting me with problems over the Formatted FAQ Editor!

-http://leagueoflegends.wikia.com/wiki/League_of_Legends_Wiki for images and detailed info about Kha'Zix!

-Riot Games for making League of Legends!