This guide is on Kha’zix, the Voidreaver! He’s a buggy champion from 'League of Legends', although he’s actually a bug, not glitch. This guide will go over the best runes that Kha’zix should use, the best masteries, how you should be skilling him, what items you buy, how to lane with him, and a few match-ups that are in his favor/against him. I see Kha’zix going both top, mid, and jungle, so I’ll be mostly going over lane Kha’zix, but you’ll get a quick overview of how you can jungle this bugger.

I’m a Diamond V S3, and a Plat S2. I’ve played lots of Kha’zix, and this guide is for the summoner who wishes to add this assassin into their line-up, or simply looking to learn a bit more Kha’zix. He’s a medium difficulty champion in terms of game knowledge, but a fairly easy one in terms of mechanics.

Kill. Consume. Adapt.

Kha’zix started off as a weak and fragile little bug, born into Valoran out of the Void, a dark mysterious place of evil and power. He was constantly hungry, and risked his life to kill and eat dangerous beasts, so that he could savor their abilities and fighting prowess, and evolve himself to make him a better predator. One day, he was ambushed by Rengar, the Headhunter. The two fought equally and were unable to kill each other, but now Kha’zix has made it his mission to consume Rengar. Kha’zix has a very unique skillset, packed with AoE, utility, and high single target damage. He hasn’t been nerfed heavily, which has led him to be believed to be overpowered. This, combined with the fact he can fufill 3 different roles, make Kha’zix a very strong pick.


  • The evolution mechanic is unique to Kha’zix, and can give him an edge over other champions by choosing how to rank his evolution points.
  • His W is possibly one of the most powerful skills in the game: it can slow enemies, deal a large amount of damage, is hard to avoid, has huge range, and is AoE.
  • After evolution, his leap soars across the map!
  • Kha’zix can assassinate a target extremely quickly, then use the reset on his Leap to get out of danger.
  • Amazing wave clear allows him to roam hard from mid lane and gank efficiently.
  • He can fulfill a large variety of roles, making him a very open-ended pick as well.


  • Kha’zix has very high mana costs, and a Tear of the Goddess may be necessary for players just staring to play Kha’zix.
  • Without evolution, his abilities are somewhat weak, notably his Leap, which will not be able to clear most walls.
  • He can easily be focused in a teamfight with one bit of crowd control, due to his lack of tankiness.

I’ve played Kha’zix in top, mid and in the jungle, and my favorite is in mid, followed by top. He is a strong jungler too, but he isn’t a tanky/bruiser jungler nor does he have hard crowd control at all, so his ganks can be tricky to pull off, regardless of the huge jump from his Leap. In mid and top lane, Kha’zix relies a lot on his mana pool in order to harass and farm, so a Tear of the Goddess becomes incredibly necessary on him. He’s been nerfed very slightly since his release, and remains a strong, strong pick.

Runes for Da Bug

Mid/Top Bug

  • 9x Greater Mark of Armor Penetraton
  • 9x Greater Seal of Armor
  • 9x Greater Glyph of Magic Resist
  • 3x Greater Quintessence of Attack Damage

This is my standard pick for both top lane and mid lane Kha’zix. For top lane, one change you could do is take Greater Glyph of Scaling Magic Resist, especially if you’re against an AD top. For both lanes, you can also take Greater Mark of Attack Damage instead. I like Armor Penetration on Kha’zix because he scales only fairly well on AD early on (his Q scales well, and so does W, but E is bad scaling and usually not used to harass, and it may be difficult to use Q on an enemy champion at times), you can take Armor Penetration with your marks to have just enough Attack Damage from your quintessences to give you a hand with last hitting. The armor seals are self explanatory – you’ll want them regardless of if you go mid or top because once late game starts and you start jumping their AD Carry, they won’t go down without a fight.

Jungle Bug

  • 9x Greater Mark of Attack Damage
  • 9x Greater Seal of Armor
  • 9x Greater Glyph of Scaling Magic Resist
  • 3x Quintessence of Attack Damage

In the jungle, you will want all attack damage – you’ll be able to use all your skills constantly, so the full ratios of your AD come into play. However, if you want to run Armor Pen, your ganks will be stronger, so that is also very do-able. This is combined with scaling magic resist because no monsters in the jungle hit you with magic spells. Do NOT run attack speed, I know it’ll increase your jungle clear time but when your champion scales so well off of AD, you definitely want as much AD or Armor Pen as you can manage.


This 21/9/0 page is my typical page in lane. If you’re facing an AP champ, you’ll want to take the extra Magic Resist from Resistance, and if you’re facing an AD champ, you’ll want to take the extra Armor from Hardiness. You’ll definitely want Cooldown Reduction, since Kha’zix is not an autoattacker, so Attack Speed does nothing for him – I simply take the Fury mastery because Lethality is completely useless since he doesn’t build Critical Hit. The bonus armor penetration from the mastery tree will come in extra handy since the only other methods to get it are to build Black Cleaver (not that effective on Kha’zix in my opinion) or Last Whisper (very effective). I would actually also use this mastery set-up for jungling as well, but take the smite mastery instead of the extra point in Resistance, and take all the points of Hardiness for damage reduction. You could take Spiked Armor for an increase in clearspeed, but it’s definitely not necessary with Kha’zix’s high damage.

This was my original page… if you’re unsure about the lane match-up, or are going into a really tough lane on Kha’zix, you might want to consider taking this. You’ll lack some armor penetration and the Executioner mastery to finish off weakened enemies, but you pick up a good amount of Crowd Control reduction in the form of the Tenacity mastery and a bit of extra tankiness. I recommend this page if you’re just starting off as a Kha’zix player, until you feel comfortable enough and can judge when to engage in a safe manner. I’ve since decided the page above this one is more effective however.


Passive: Unseen Threat: 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 / 155 / 170 / 185 / 200 / 220 +(0.5 per ability power) bonus magic damage and slow by 25% for 2 seconds. Unseen Threat lasts until consumed and has no internal cooldown.

This passive is free damage, literally. When you hit an enemy champion with this skill, it’ll consume the buff and apply a slow as well as bonus damage – this bonus damage adds up to become quite significant come late game. The skill refreshes immediately if you become unseen – use bushes in lane or simply walk backwards to your tower to refresh this skill and bring it up again. When you gank as Kha’zix from the jungle, this is your tiny bit of crowd control, so make sure you apply it with your auto-attack BEFORE you use your Q, because it’s important to get that slow on the enemy as soon as possible. Make sure you have this skill up before you go in for a kill or assassination, because the extra 150-220 damage can sometimes make all the difference. It’s important to note that you will not be able to refresh this skill in an area that has been warded – so you can kind of tell if a ward is somewhere.

Q: Taste Their Fear: (Passive): Kha'Zix marks enemies that are isolated from their allies. (Active): Deal 70 / 100 / 130 / 160 / 190 (+1.5 per bonus attack damage) physical damage to a single target. Damage against isolated targets is significantly increased to 100 / 145 / 190 / 235 / 280(+2 per bonus attack damage). Cost: 25 Mana. Cooldown: 3.5 seconds.

This ability has two forms – when an enemy is alone, that is, apart from all creeps, including jungle ones, and away from any other champions, they’ll display a small ring indicator around them and be marked as glowing. This means they’re isolated, and Taste Their Fear will deal the increased damage, which can be significant. Chances are, you won’t be seeing this damage often in a teamfight, instead dealing the primary active damage. This is also a very low cost ability with low cooldown, so it can be used in lane to last hit similar to an autoattack. You’ll need to play Kha’zix often to understand how far an enemy should be from others in order to become isolated.

W: Void Spike: Kha'Zix fires spikes that explode on contact, dealing 75 / 115 / 155 / 195 / 235 (+0.9 per bonus attack damage) physical damage to all nearby enemies. Kha'Zix is healed 40 / 70 / 100 / 130 / 160 (+0.5 per ability power) if he is within the explosion radius. Cost: 60 / 70 / 80 / 90 / 100 mana. Cooldown: 8 seconds.

I hate but love this ability. I love it because it deals a TON of damage and is ranged, so you can poke enemies safely provided you can aim at them and land skillshots. The evolved effect is even stronger – it’ll be the first skill you evolve due to how much more damage you gain from it, not to mention creep clear. However, the mana cost for leveling this skill becomes INSANE. 100 Mana at level 5 is huge, when Kha’zix can only cast maybe 7-8 of these before depleting his mana bar. This skill is the sole reason so many Kha’zix get Tear – I’ll detail how to use Tear and how to run Kha’zix without Tear. Kha’zix will be healed by this ability as well, which makes it a useful but costly jungle tool, costing a good portion of your mana bar per use (Jungle Kha’zix doesn’t build tear with my build, so you’ll need to ration your mana).

E: Leap: Kha'Zix leaps to an area, dealing 65 / 100 / 135 / 170 / 205 (+0.8 per bonus attack damage physical damage to enemies in the area. Cost: 50 Mana. Cooldown: 22/20/18/16/14 seconds.

This skill is really lackluster before you evolve it. In fact, you won’t be able to even jump over most walls. Save this skill during lane unless it was to escape or fully commit yourself into engaging (and that means you’ll burn all your skills + ignite and go for a kill), because it has a long cooldown and is your only method of escape. Once evolved however, this skill becomes a long distance gap closer and becomes one of the best gap closers in the game. Too bad it’s just so ugh in the beginning! Jungle Kha’zix will evolve this first in order to improve his ganks.

R: Void Assault: (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. Costs: 100 mana. Cooldown: 100/90/80 seconds.

This skill, when leveled, will give Kha’zix one Evolution point to spend on his other abilities. Evolving an ability will take a short duration, so you should probably do it under a tower if you can. The actual ability gives Kha’zix a short duration cloak, for 1 second, along with a movement speed boost that can be used to chase down enemies. This skill also gives you the Unseen Threat buff each time, as long as you actually cloak. If the enemy has vision on you when you enter stealth, you will not gain the buff. The best way to use this skill is in the middle of a fight – consume your Unseen Threat, then enter stealth, consume Unseen Threat upon exiting, and enter your second stealth, and you’ll get another Unseen Threat loaded and ready to use again. It can also be used just as you leave a bush for a gank – you’ll be able to cover a bit of ground and also surprise the enemy with the uncloak.

Now I’ll go over Kha’zix’s secondary, evolved abilities. These are after you spend an evolution point on the skill. Kha'zix will NOT be able to evolve every ability in a normal game, however, there is a special scenario that can occur with Rengar. If both happen to be in the same game, and both are level 16, a mini-quest will appear on the screen of every player in the game with the text “The Hunt is On!”. This activates a special scenario between Rengar and Kha'zix. Through their lore, they are eternally locked into a battle between the two of them, and in the game, whoever kills the other first gets a special perk. For Rengar, he'll gain a fully stacked Bonetooth Necklace. For Kha'zix, he'll get a fourth Evolution point and be able to use all 4 evolved abilities. Of course, this rarely occurs, so it will not be discussed in the guide in detail.

Q: Evolve 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.

This ability isn't incredibly useful, despite the fact it sounds like it'd be a huge damage dealer. 50 range isn't a terribly large amount, but it is about one Amumu's worth of length, and can make a difference in chases (your Q does not slow, but your autoattack can if you have your passive up, combining the 50 range with Void Assault to catch fleeing enemies). However, the 12% damage increase can be major, but is highly situational. If you were to catch an AD Carry out of position and alone, the isolation damage is huge and will help you take them down quickly. However, in most teamfights, you'll not see the isolation damage kick in, and thusly the skill is weakened and ends up being fairly lackluster. If you do decide to evolve your claws, I would do it last.

W: Evolve Spike Racks: Causes Void Spike to fire three spikes in a cone. Void Spike will consume Unseen Threat to slow and damage all enemies struck.

This is the best evolution! You'll be able to launch your spikes no longer in a single line, but you'll launch 3 sets of spikes in a formation similar to Twisted Fate's Wild Cards. Your wave clear ability will go up drastically, and with this ability you'll be able to easily clear the creep wave from mid lane or top lane and go roam into the other lanes and gank. Additionally, enemies hit by this ability will have Unseen Threat activate, which means you'll deal extra magic damage with the buff up. If you use this ability on creeps while the enemy has no vision on you, for example, in your jungle, you'll ALWAYS have the ability up. However, in lane, you'll usually lose your Unseen Threat after one use, and you'll have to duck back and hide in the Fog of War or a bush to recover it. When you're poking mid and late game with this skill, make sure you duck back when it's on cooldown so it'll apply Unseen Threat on hit! You may cast Void Spikes during Leap as well.

E: Evolve Wings: Increases Leap's range by 300 and causes kills and assists to refresh Leap's cooldown.

Later on, this will make your leap from that pathetic little jump that's barely able to clear a wall, into a monstrous, half-screen clearing flight pattern capable of soaring straight through a teamfight and pouncing onto the enemy AD Carry. 300 range may not sound like a lot, but it changes a 600 range jump into a 900 range, and 900 range is easily half of the map, or more. Furthermore, because it gains the ability to refresh, Kha'zix will be able to jump into a teamfight, kill an enemy champion, and leap out if he wishes, or stack leaps for the AoE damage, similar to Tristana or Master Yi. It's important to note that, even with the improved leap, going over things such as Caitlyn's Yordle Snap Trap will still result in Kha'zix becoming CC'd at the end of his leap.

R: Evolve Active Camoflauge: Void Assault can be cast three times. Kha'Zix takes 40% reduced damage while in stealth.

This is the evolution I usually pick between Evolve Enlarged Claws, since one adds damage in isolation, which is a fairly uncommon situation, and one adds survival as well as extra damage/crowd control from the Unseen Threat. This is cast the same way as your normal Void Assault, and doesn't add a lot of difference to the effect, other than a reduction of damage while stealthed, so you can use it to avoid burst damage if timed correctly. He also turns a brown camo color.

Skill Order

Kha'zix has multiple skill orders possible, and I'll go through several as well as his evolution orders.

Mid Lane


As you see, you would level W first due to the range and damage gained, although mana cost does go up. This is in preparation for wave clear at level 6, when you would Evolve Spike Racks in order to harass and kill the creep waves quickly and efficiently. I take Taste Their Fear next, for damage output over Leap. Leap doesn't do a lot of damage in any scenario and has a long cooldown, so it should only be kept for escape. The evolved Void Spikes are good for mid because usually, mid champions will have a ranged form of harass to use on you and you'll be able to trade back with this.

Top Lane/Jungle


This has a slight difference to mid lane, but makes a huge difference for top lane. You should max your Taste Their Fear and Void Spikes equally - this is because Taste Their Fear keeps a 25 mana cost throughout the levels, whereas Void Spikes becomes increasingly more expensive and mana intensive. I don't feel it's worth it to get Tear of the Goddess for top lane Kha'zix because it is a more “fight intensive” lane where you're bound to skirmish with the enemy laner more often, so you'll want damage in order to win those trades. Q offers good damage (better than W actually), and since most top laners are melee, you'll be able to make them taste their fear often.

I also take this for jungle because it's simply not efficient to grab a Tear of the Goddess, and the jungle creeps have skewed healths - the big creep has most of the health of the camp, so you can use a Void Spike to clear the smaller creeps and then focus down the big one using Taste Their Fear's increased isolation damage.

Evolution in Lane


This is the only true path for either lane. You'll take W in order to get your increased wave clear for mid, and for increased harassment at top since your ranged skill will be able to safely CS and safely harass the enemy laner along with Unseen Threat. Evolve Wings is taken second, just as mid game is breaking out. The large distance you'll cover on the jumps will help clear through bruisers in a teamfight and dive straight into the enemy AD Carry, which it would be your job to eliminate. It also offers a huge amount of utility in terms of escape or for ganking, because of the distance covered. Lastly, you'll want your choice of Active Camouflage or Enlarged Claws. Are you mostly dealing with runners who are trying to get away with low hp? Or are you dealing with a scenario where the bruisers rush your team, but the AD Carry/Support sit in the back? Enlarged Claws could help you secure the kills here. Are you dealing with a lot of enemy burst, especially AoE from characters like Xerath, Syndra, etc? Active Camouflage timed correctly can negate a lot of damage.

Jungle Evolution


If you're jungling, you'll want to get Evolved Wings first. This is for the increased utility - in order to gank the most efficiently, you want to come flying out of a bush and quickly close into the enemy to use your Taste the Fear and Unseen Threat to lock them down. I've heard of getting Evolved Spike Racks first, but that relies on you being able to land the ranged Void Spikes, then following up with Leap and Taste their Fear. I feel this doesn't allow as high of a damage output, since you're missing out on autoattacks and is less terrifying (I've forced flashes before just by using my Leap with Wings into an enemy laner at top). Then you'll want to get Spike Racks in order to apply Unseen Threat to many units at once, as well as faster creep clear through the jungle. This is another reason why Spike Racks is seen often as the first evolution - the jungle speed of Kha'zix drastically increases by being able to apply Unseen Threat to minions to deal extra damage. Lastly, once you get your final evolution, you can decide between Active Camouflage or Enlarged Claws, but I would suggest Active Camouflage because of the lack of gold a jungler commonly sees, so getting the extra survivability from Active Camo is really useful.


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