See Kha Zix's counters
Patch 26.18jungle

Kha'Zix Jungle Build & Guide — Patch 26.18

Khazix

Tactical Dashboard

Difficulty
Damage
PHYSICAL
Class
Assassin / Solo-target
Patch
26.18

Core Abilities

Unseen Threat
Out of vision, your next basic attack on a champion deals bonus magic damage and slows. Marks isolated targets (no allied champion within 425 units) for amplified Q damage.
Taste Their Fear
Taste Their Fear
Slash a target for physical damage; massively higher damage on isolated targets (no nearby allied champion). Your main duel tool — evolution gives extended range.
Void Spike
Void Spike
Linear spike that damages on hit and heals you in the explosion area. Your only sustain in jungle. Evolution adds slow, vision on hit, and a triple-cone.
Leap
Leap
Targeted dash that deals damage on landing. Evolution adds 200 range and resets cooldown on champion takedown — the assassin pattern (in-out resets) lives here.
Void Assault
Void Assault
Become invisible briefly, gain bonus speed, and recast once to re-stealth. Each rank lets you evolve one ability (Q/W/E/R) for a permanent kit upgrade.

Skill Order

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

Primary Combo

EQAAW

Core Items

Gustwalker Hatchling
Youmuu's Ghostblade
Ionian Boots of Lucidity
The Collector
Edge of Night
Serylda's Grudge

Situational Items

Profane Hydra
Profane Hydra
vs comps where you need waveclear and side-lane pressure (twin laners pushing you out of side)
Eclipse
Eclipse
vs bruiser-heavy comps (Sett, Aatrox, Mordekaiser): the Ever Rising Moon shield helps you survive an in-out trade
Umbral Glaive
Umbral Glaive
vs heavy warding (enchanter supports, vision junglers): reveals nearby wards and traps and makes your attacks on them hit harder
Mercury's Treads
Mercury's Treads
swap from Lucidity vs heavy magic CC (Ahri charm, Lissandra, Twisted Fate)
Plated Steelcaps
Plated Steelcaps
swap vs double-AD comps (two physical damage threats like Yasuo + Caitlyn)

Runes

Primary · Domination
Electrocute
KeystoneElectrocute
Sudden Impact
Sudden Impact
Sixth Sense
Sixth Sense
Ultimate Hunter
Ultimate Hunter
Secondary · Precision
Triumph
Triumph
Coup de Grace
Coup de Grace
Stat shards
Attack SpeedAdaptive ForceHealth Scaling
Offense · Flex · Defense
Why these runes

Domination with Electrocute: Leap (E), Taste Their Fear (Q) and an Unseen Threat (P) auto are three separate hits inside 3s, so it lands on the opener. Sudden Impact adds 20-80 true damage after it, Sixth Sense finds wards on the path, Ultimate Hunter shortens Void Assault (R).

Why secondary

Precision secondary: Triumph restores 5% of missing health and 20 gold on every takedown, which is how you walk out of a dive that runs long. Coup de Grace adds 8% damage to champions under 40% health, the exact window an evolved Taste Their Fear (Q) is meant to close.

Win Condition

Find targets with no ally of theirs nearby (Isolated) and burst them with E + Q + AA: Q deals 210% damage on them. Evolved E resets on takedown, so a kill refunds your jump.

Weakness

If the enemy stays grouped your Q damage drops sharply — the isolation amplifier is gated on positioning. Hard CC (Malzahar R, Skarner R) cancels your jump and you have no escape.

Overview

Kha'Zix is a melee AD assassin (an assassin is a high-burst champion designed to delete a single squishy target — squishy = a champion with low defenses, like ADCs and most mages) whose entire kit is tuned around finding isolated targets. Isolated, in his case, means there is no allied champion within 425 units of the target — roughly the distance between a marksman and the support standing next to him. His passive Unseen Threat marks isolated enemies; his Q Taste Their Fear does massive bonus damage on them; his ult Void Assault lets him slip in and out of vision to set up that isolated burst. Pick him into squads that walk around alone — split-pushers, carry junglers, immobile back-line marksmen.

His jungle game plan: clear bot-to-top with W for sustain (sustain = the ability to heal during the clear), get level 3 with E unlocked, then start ganking pre-6 with the assassin pattern of E on the lane → wait for the gank target to be isolated from their support → Q for the amplified damage → finish with auto-attack. After level 6 every fight is a hunt: pick the Evolved E path (extended range and reset on takedown) so a successful kill refunds your dash and lets you bounce out before the team collapses on you. Drake and Rift Herald fights are won by stealthing in with R, deleting the back line, and then re-stealthing to leave.

Recommended Build

Starting items: Gustwalker Hatchling Gustwalker Hatchling (450g) + 1 Health Potion (50g). That is the full 500 gold you start with; the Refillable Potion is a first-back purchase, not a start. The Gustwalker pet gives out-of-combat movement speed, perfect for getting to ganks fast. Skip Mosstomper (the shield pet) — your W already heals enough through a clear cycle.

Core items (in order):

  1. Youmuu's Ghostblade Youmuu's Ghostblade — first item rush. Lethality (a stat that gives flat armor penetration against low-armor targets, basically free damage on squishies) plus the active movement speed boost makes ganking and skirmishing trivial.
  2. Ionian Boots of Lucidity Ionian Boots of Lucidity — ability haste boots so your R comes back faster. The faster R is up, the more invisibility windows you get per fight.
  3. The Collector The Collector — execute passive: targets below 5% HP die instantly. Closes kills your raw burst would otherwise leave at 50 HP.
  4. Edge of Night Edge of Night — spell shield blocks the first enemy ability after channeling. Saves you from a Malzahar R, Lissandra R, or any single point-and-click CC that would lock you down before you R out.
  5. Serylda's Grudge Serylda's Grudge — 35% flat armor penetration, plus a slow on your damaging abilities against enemies already below 50% health, so a target you hit with Q cannot walk away from you.

Situational items:

  • Profane Hydra Profane Hydra — when your team needs side-lane pressure: Cleave adds splash on your attacks, and Heretical Cleave hits a flat area on a 10 second cooldown, so you split-push (push a side lane alone to force the enemy to respond) without losing damage in fights. It no longer executes low-health targets (that bonus was removed in patch 14.19).
  • Eclipse Eclipse — into bruiser-heavy comps (bruiser = a tanky melee fighter like Sett, Aatrox, Mordekaiser): the Ever Rising Moon shield keeps you alive during an in-out trade.
  • Umbral Glaive Umbral Glaive — vs heavy ward setups (enchanter supports like Janna, Lulu): Blackout reveals nearby wards and traps and adds bonus damage to them, and Nightstalker adds true damage to your next attack on a champion after you go unseen.
  • Mercury's Treads Mercury's Treads — swap from Lucidity vs heavy magic CC. Tenacity (a stat that shortens the duration of stuns and slows on you) lets you R out before they re-engage.
  • Plated Steelcaps Plated Steelcaps — vs double-AD comps (two physical damage threats like Yasuo + Caitlyn): flat armor and basic-attack damage reduction.

Boots: Ionian Boots of Lucidity Ionian Boots of Lucidity is the default. Mercury's Treads or Plated Steelcaps only if the matchup demands it.

Skill order: Max Q first (the isolated damage scaling is your main DPS), W second (sustain in jungle and slow on evolution), E last (extra rank gives raw damage but the dash distance and cooldown are what matter, not the scaling). Take R at levels 6, 11, 16.

Evolution choices (the Q/W/E/R upgrade you pick at R rank-up): standard order is Q at 6 (50 bonus range on both your basic attacks and Taste Their Fear, and a 45% cooldown refund every time Q hits an Isolated target, no kill required — the cleanest 1v1 spike), E at 11 (extra range and reset on takedown for skirmishing), R at 16 (longer invisibility, second recast). Pick W at 6 instead of Q only if the enemy team has multiple immobile threats clumped together (the triple-cone slow zones the entire team in a fight). Pick E first instead of Q only if you have to escape a heavy-CC jungler (Lee Sin, Vi) — the early reset gets you out of failed ganks, but you give up a lot of raw kill pressure.

Runes: Primary Domination with Electrocute, Sudden Impact, Sixth Sense, Ultimate Hunter. Secondary Precision with Triumph and Coup de Grace (or Resolve with Second Wind and Revitalize if you want to survive longer fights). Stat shards: Attack Speed / Adaptive Force / Health Scaling.

Pick into / Counterpicks

Draft-level matchups: when this pick shines and which champions are picked against it. Mechanical reasoning, not winrate.

Champions Khazix beats

  • Squishy carry jungler without hard CC

    Karthus has no escape outside Flash — Leap (E) lands him during Requiem (R) channel and Taste Their Fear (Q) bursts him at 425+ isolation distance. Wall of Pain (W) slow does not stop evolved E reset on takedown, and Defile (E) ticks die to Kha'Zix's burst.

    Karthus
  • Mobile carry jungler tethering at range

    Kindred kites with Dance of Arrows (Q); Lamb's Respite (R) is her only way out. Taste Their Fear (Q) bursts her between dashes when no ally is within 425 units of her, and Mounting Dread (E) needs three attacks before Wolf pounces — Void Assault (R) breaks it first.

    Kindred
  • Squishy enchanter tethering at range

    Focused Resolve (W) only roots if the tether survives its duration — Leap (E) plus Taste Their Fear (Q) burst her before the root lands. Inspire (E) shield breaks under an evolved Q, and a Mantra-empowered ability is wasted on a target hidden in Void Assault (R).

    Karma
  • Slow-clearing low-mobility jungler

    Kha'Zix invades faster with Leap (E) and reaches Scuttle Crab on tempo. Shyvana cannot fight without Dragon's Descent (R) — Emberstrike (Q) and Molten Burst (E) AOE do not catch a stealthed Void Assault (R), and Inferno Aegis (W) shield breaks under isolated Q burst.

    Shyvana
  • Slow-clearing low-mobility jungler

    Fiddlesticks has no escape in the middle of a clear once Terrify (Q) is on cooldown — Leap (E) plus Taste Their Fear (Q) delete him before he can channel Crowstorm (R). A Harmless Scarecrow (P) effigy is broken by Void Assault (R) stealth approach revealing the real Fiddle.

    Fiddlesticks

Champions that beat Khazix

  • Front-loaded bruiser jungler with point-and-click CC

    Sonic Wave (Q) plus Resonating Strike (Q2) interrupts Leap (E) mid-cast, and Dragon's Rage (R) kicks Kha'Zix out of Void Assault (R) stealth approach. Safeguard (W) reset on champion hit sustains Lee Sin through Taste Their Fear (Q) burst, and pre-6 he out-duels Kha'Zix.

    Lee Sin
  • Front-loaded bruiser with knockup

    Audacious Charge (E) plus Three Talon Strike (Q) knockup chain cancels Leap (E) entry, and Crescent Guard (R) isolates Kha'Zix from his back-line targets. Wind Becomes Lightning (W) slow holds him during Void Assault (R) stealth recast windows.

    Xin Zhao
  • Front-loaded bruiser with point-and-click R

    Cease and Desist (R) dashes onto Kha'Zix unstoppably and knocks him up, which no tenacity shortens and no Quicksilver removes; Vault Breaker (Q) charge also cancels Leap (E) entry. Denting Blows (W) shreds Kha'Zix armor, and pre-6 Vi out-duels him in skirmishes.

    Vi
  • Champion with suppression lockdown

    Nether Grasp (R) suppression cannot be cleansed by Mercury's Treads — once Malzahar tags Kha'Zix, he cannot recast Void Assault (R) out and the invisibility window is wasted on a fixed target. Void Shift (P) shield blocks Taste Their Fear (Q) opener.

    Malzahar
  • Champion with unstoppable lockdown

    Impale (R) suppression cannot be cleansed by Mercury's Treads — once tagged, Kha'Zix cannot recast Void Assault (R) out. Threads of Vibration (P) stacks Quaking and detonates for max-health magic damage, and Ixtal's Impact (E) stuns him against terrain — neither can be cleansed.

    Skarner

Key matchups

  • Lee Sin: Avoid level-2 and level-3 invades. His Q-Q follow-up plus W shield beats your kit before E is online. Clear bot-to-top, hover Scuttle with vision and let your laners catch him if he over-extends.
  • Graves: Even early, your favor after level 6. Never duel him in the open jungle pre-6: his W blind cancels your auto-attack window. Wait for an isolated chance — gank his lane with E + Q and let your laner keep him away from your carry.
  • Elise: Power-spike race. She wins level 3 ganks; you win the level 6 isolated jump. Match her first-clear tempo and trade objectives — hover Drake with vision so she cannot solo it.
  • Jarvan IV: Counter-engage threat. His E-Q knock-up interrupts your jump animation. Buy Edge of Night Edge of Night earlier than usual; the spell shield eats his flag-toss combo.
  • Karthus: Free matchup. He has no escape and walks alone to push waves. Track his position pre-6 with vision; at level 6, R + E + Q deletes him from across his jungle while he is channeling Requiem.

Power spikes & win conditions

  • Level 3 (Q + W + E): Full kit unlocked. Look for an isolated gank — flank a side lane through the river bush, E in, Q the isolated lane opponent (the support has to be missing), auto-attack reset, W for the slow as you pull out. A pre-6 Kha'Zix gank is one of the strongest in the game when the target is alone.
  • Level 6 (first Void Assault + first evolution): Pick Evolved Q for the standard burst path. Mid-river skirmish power spikes hard — R into invisibility, E onto the marked target, Q for the amplified damage, AA reset, recast R to leave. The full combo deletes an 1800-HP squishy in about two seconds.
  • Youmuu's Ghostblade Youmuu's Ghostblade completion (~ minute 9-11): Burst spike. The active speed boost lets you cross half the map for a flank (entering a fight from a side the enemy cannot see, usually behind their back line). Force fights around the second Drake.
  • The Collector The Collector + Evolved E (~ minute 16-19): Reset window. Your E now refreshes on takedown — a clean teamfight starts with E onto the carry, Q for the kill, and a second E onto the next target. This is when Kha'Zix becomes the champion who decides teamfights before they start.

Common mistakes

  • Jumping onto a target that is not isolated. Without the isolation amplifier (no allied champion within 425 units), a non-isolated Q does less than half of what an isolated one does. Wait for the support to step away or your laner to peel them off — do not trade in the middle of their team.
  • Picking Evolved W as your first evolution by default. Evolved W is a teamfight zoning tool, not a duel tool. If your team plays around picks (eliminating an isolated enemy outside the teamfight) and skirmishes, Evolved Q is the correct first pick 90% of the time.
  • Using R for damage instead of repositioning. Your R is an invisibility window for entering and exiting a fight, not a damage button. Save the second recast to leave once your target is dead — re-stealthing while you are already disengaging wastes the tool's main value.
  • Greeding camps after a failed gank. Without E reset (pre-evolved-E), if the gank fails you have no exit. Walk back through your jungle, do not auto-pilot to the next camp — the enemy jungler tracks your path and counter-ganks the next lane.
  • Building Eclipse first by default. Eclipse turns Kha'Zix into a bruiser; you give up the lethality burst that makes him an assassin. Build Eclipse only when the matchup is bruiser-heavy and you cannot survive an in-out trade with raw lethality.

Advanced tip

Drill the R-E-Q-AA-recast-R combo on the practice tool until the inputs are automatic. The trick is the auto-attack reset between Q and the recast: Q resets your basic attack timer, so the moment Q lands you weave in a basic attack, then immediately recast R to leave. Pulled off cleanly, this combo deletes a 1800-HP target in roughly 2 seconds and you exit invisible — a solo pick (a pick = killing an isolated enemy outside the teamfight) on the enemy ADC at Baron setup is a free objective. The skill ceiling is the timing of the AA between Q and R-recast: too early and Q has not landed, too late and your R window has closed.

Past patches

No previous versions available.

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