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Kha'Zix Middle guide

/!\ Due to the latest patch this article is now outdated and needs a rework /!\

This is a guide for a character in League of Legends.


Kha'Zix the Voidreaver.

Kha'zix is specialized in countering most mids.

Pros/Cons

Pros

  • An assassin: High damage to squishies.
  • Good duelist when mastered.
  • Has the ability to roam.

Cons

  • Squishy hismelf.
  • No more infinite spam W post season 3. (not a real con as we will see).
  • Falls off a bit late game.

Summoner spells

  • Flash: On Kha'zix flash will help you runing away mostly.
  • Ignite: It is your finisher against any non squishy hero. You can also cast it as a duel begin vs a hero with high regen/healing potential.

Skills

  • Unseen Threat (Passive): When Kha'Zix is out of the enemy's sight he will apply Unseen Threat to his auto attack dealing bonus magic damage against an enemy hero as follows :(15/20/25/35/55/65/75/85/95/110/125/140/160/170/180/190 +50% AP). It will aslo apply a slow of 25% for 2 seconds. Cooldown: 0.

This is a very particular passive and a really fun one to play. It will synergize with your ulti as we will see but you also have to build your gameplay around it. Unseen Threat stays as long as you don't use it and it has no internal cooldown. As an example you can “pull” an enemy near a brush then you will apply Unseen Threat on yourself any time you go in and out that brush hitting the enemy each time to reset it as you go out.

  • Taste Their Fear (Q): Passive: Kha'Zix marks opponent that are away from their mates. Active: Kha'Zix hits with his claws dealing physical damages as follows: (70/100/130/160/190 +150% Bonus AD). If the target is isolated he deals damages as follows: (101.5/145/188.5/232/275.5 +217.5% bonus AD).
  • Evolved Enlarged Claws: It will increase the range of Taste Their Fear and auto attack by 50. It will also apply more damages based on the target's missing health as follows :(6% of the target's missing health) (cap to 100 vs monsters). Against an isolated target it will increase its damage by 45% plus more damages based on missing health as follows: (11.6% of the target's missing health). Range: (325/375). Cooldown: 3.5 Cost: 25 mana.

So Kha'Zix has the ability to elvove his skills gaining more effects/damages. It comes from his ulti as you will see scrolling down. On the map you will see which target is isolated as you will see an area around it. It seems to be something like a 200-250 radius. If they have no ally within this range they are isolated and effects will apply on your Q. Creeps can be isolated if there is no creeps or hero around, same thing for heroes. The damage from the missing health you gain while evolving this skill is called an execute. The lower the enemy is the more damage you will do. Perfect example: Garen's ultimate is an execute. I say this because here you don't use it as an execute (keeping it for the finish). You just spam it the cooldwon being so low. Q is your new main source of DPS from skills (Unlike S2 and most of the S3) as we will see later on.

  • Void Spike (W): Kha'Zix shots his spikes in a lane dealing physical damages on the impact with a little AOE as follows: (70/115/155/195/235 +100% AD). If he fires this skill at close range he will heal himself at follows: (40/70/100/130/160 +50% AP). This skill also applies a 20% movement speed reduction for 2 seconds.
  • Evolved Spike Racks: Kha'Zix now fires this ability in a cone (adding a spike on each side) and enhances the slow to 30%. Range: 1000 Cooldown: 8. Cost: (55/60/65/70/75) mana.

The “all in one” button that is no more. I always liked Kha'Zix but not so long ago you had to take a particular item and then just spam your enhanced W to play it near-optimal. You won't do this anymore in Season 4 as we will see later on. From now (at least in this guide) you won't have a big mana pool; no more spam. You want to use this skill right so you will shot it at close range to benefit from its heal. Kha'Zix is meant to be played with his whole kit.

  • Leap (E): Kha'zix jumps to targeted area, dealing AOE physical damage as follows: (65/100/135/170/205 +20% bonus AD).
  • Evolved Wings: Kha'zix enhances Leap's Range by 300. Kills and assists will reset its cooldown. Range: 600(900). Cooldown: 22/20/18/16/14. Cost: 50 mana.

As you see it's more or less your utility skill so I max it last but I evolve it second! It can really shine in team fights when everything goes as planned.

  • Void Assault (R) (Ultimate): Passive: For each level of this skill Kha'zix can evole one of his skill (even this one) granting additional effects. Active : Kha'Zix makes himself invisible for 1 seconds gaining 40% bonus movement speed. You can cast this skill twice within 10 seconds; the second instance is for free. This skill also applies Unseen Threat for each instance. Kha'Zix ignores collision path while in steatlth.
  • Evolved Active Camouflage: Kha'zix can now cast 3 instances of this skill, taking 50% reduced damages while in stealth. KhaZix remains invisible for 2 seconds. Cooldown:(100/90/80). Cost: 100 mana.

I evolve this skill last (yep no evolve on W). This one allows Kha'Zix to put a chaotic factor in the enemy lines during team fights. It needs some time to master as you will have to cast, hit, cast etc…

Skill Sequence

01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18
Q x x x x x
W x x x x x
E x x x x x
R Q E R

You still max Q then W but you don't evolve W. If you are transitioning from the old play style you can evolve W instead of R still. But think about it: enhanced W is just about hitting multiple creeps (safely) and you really don't need it to farm well. Hitting multiple opponents during a team fight with enhanced W is a niche move that isn't worth the point in it.

Masteries

On The offensive tree you take the basic AD/Bruiser Kit.

On the defensive tree you can tweak between Recovery and Enchanted Armor as Enchanted Armor will be efficient late game with a Guardian angel.

You can even tweak Defensive tree with the Utility tree, looking for Runic affinity as usual.

Runes

  • 9X Flat AD (marks). As you will build the Brutalizer (+armor pen) pretty early I take Flat Ad here. Still you can take more ArPen if you want.
  • 9X Armor (seals). As you can see now the overall build will run very low on mana and mana regen!
  • 9X Magic resistance per level (glyphs). Standard.
  • 3X Flat AD (Quintessences). More flat AD to fuel your skills.

Build

Important note: No more Manamune! I will explain it now, you won't build Manamune (2100) so you won't buy Tear of the Goddess either (700) in Season 4 (if there is no major changes from now). Manamune was already meh back in the days (without its evolution to Muramana).
The first time I asked myself about it was when I was building around Urgot. Every single guide had Manamune as its core; great item to spam Q you know… I felt it like a paradox on Urgot. Urgot was a super early hero (RIP Urgot nowadays) He had to deal massive damages early to ensure his advantage but everyone was building Manamune on him… To make Manamune you have to build tear of the goddess first. This item doesn't provide you any damage and this is an item you only pick to enhance it later to a semi-decent late game item. So it was just bad building. Spamming a skill forever doesn't really allow you to take down anyone decent. Of course sustain on a lane is a component of the game to take care of but maybe you have to adapt yourself first.
I skipped Manamune to an early brutalizer (1337) /Black Cleaver (3000) (+ frozen heart then things just went alright. You also saw this on Corki not so long ago. Today only few ones still buy a Manamune on Corki even with all his spamming abilities. This also applies when you build around Jayce. He doesn't need Manamune.
From s3 Manamune enhanced itself automatically into Muramana once you reached full stacks. You gained an active that dealt 3% of your actual mana as magical (tweaked to physical to patch the abuse with Ryze) DPS. This item was ok on some heroes/builds. But now it's nerfed in a core aspect: The time it requires to charge the Tear of goddess to 750 mana. It's now from 3 seconds cooldown anytime you cast to 4. It's not worth it anymore.
Manamune has another downside: it makes you a lazy player. As you have near infinite mana you just spam your main skill again and again. That's was very true on Kha'Zix (spam enhanced W) or on Jayce (Glass canon mod only). That's the main reason why it was nerfed in my opinion.

Back to Kha'Zix now, with the nerf on manamune plus the little nerf on W you will have to play with his whole kit. The good news is that his kit ties everything together. As starting items you can take boots (325)+ 5 pots (35*5). You can also take a Blade (360) +2 pots. Mix your pots between hp and mana weighted toward HP. A Doran's Shield (400) is even an option. On first trip back you do an early Brutalizer: 1337 gold if you started with boots or shield. Then you will build the new item that works well on Kha'Zix : Ravenous Hydra (3300) . It will provide the sustain you lost from Manamune through its lifesteal. The core will be Ionan boots of lucidity (1000) (15% CDR) + Ravenous Hydra + Trinity force (3703) /Last Whisper (2300) . At some point you finish The Black Cleaver. A luxury item is Guardian Angel (2750) (or maybe you will need to do it earlier). So the itemization is pretty much the same as it was in S2/S3 but you replace manamune by Ravenous Hydra. You can also consider items such as Maw of Malmortius (3200) , The bloodthirster (3200) (I don't really like this item but whatever) and you can tweak your boots with the Mercury's Treads (1200) too.

Gameplay mid

How do you do middle without spamming an enhanced W ? You are a melee Hero so it won't be as easy as it was but not that hard either. Before lvl 6 You play safe; you can last hit occasionally with W but most of the time You perform this through auto attacks and Q. Q is spammable it doesn't cost much. Try to take two creeps at once when you are last hitting (AA+Q). the ratio of Q to W must be something like 4 to 1 (4Q 1W for 5 casts). You won't empty your low mana pool doing this. Try not to last hit from a distance with W as much as you can, use it to heal yourself (you need to be at close range to heal). Most of APs have have a skill shot component. The thing is to punish them if they miss. You E on them then Q-W and Q again with the isolated bonus as they are trying to back. After level 6 it will be even easier. You take down or force to back most mids if they miss one skill shot. You have to switch from passive with some menace to an aggressive/aggressive play style. Buy wards to prevent ganks as you are still weak on this part. you can start roaming from level 6 but you will do it more frequently on lvl 11 when you obtain enhanced E. This is when team fights start to be funny. As the cooldown of E reset on kills or assists always think about using it right before someone dies or you will waste a cast. As you cast your ulti always think about auto attacking before you recast hit to apply Unseen threat on target.

Games | Strategy Game | Multiplayer Online Battle Arena | League of Legends


 

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