The information below will help you get familiar with the game on the Jungle Line KHA'ZIX. We have prepared a items builds, runes, summoner spells and ability order for a comfortable game. Situational options for replacing items and runes are also available to you.
Long Sword +12 Attack Damage
500
Youmuu's Ghostblade
Increases Movement Speed +55 Attack Damage
+15 Ability Haste
Slice: +15 Armor Penetration.
Momentum: Moving builds Momentum, granting up to 50 Move Speed and 3-6 at 100 stacks. (
) Attacks removes all Momentum, but
Armor Penetration will last for 3 seconds after. Stacks decay when movement is impaired.
Haste: Attacking with max Momentum grants 25% Attack Speed for 4 seconds. 3200
Youmuu's Ghostblade TIPS: This item is perfect for assassins and champions who need to get in and out of fights quickly. It provides bonuses to attack damage and ability haste, along with armor penetration, helping you deal more damage to enemies. The Momentum effect increases your movement speed and armor penetration as you move, giving you an advantage in mobility during fights. When Momentum is fully stacked, attacks grant bonus attack speed, making the item a great choice for champions who need to quickly deal damage and escape from fights.
Gluttonous Greaves
Attack Damage, Omnivamp +35 Attack Damage
+45 Move Speed.
Conversion: +7% Omnivamp.
1400
Gluttonous Greaves TIPS: These boots are perfect for champions who rely on auto-attacks and need constant sustain. They provide bonuses to attack damage and movement speed, while the “Conversion” passive turns a portion of your damage into omnivamp, allowing you to stay in fights longer. Especially useful for marksmen, fighters, and junglers who frequently skirmish and require extra healing from their attacks.
Eclipse
Gain a shield and deal bonus damage +55 Attack Damage
+20 Ability Haste
Ever Rising Moon: Hitting an enemy champion with 2 separate attacks or abilities within 1.8s deals bonus physical damage equal to 6% of the target's max Health(3% for ranged champions), and grants you a shield that absorbs damage equal to 140 + 35% bonus Attack Damage
(70 + 18% bonus Attack Damage
for ranged champions) for 2s. (6s Cooldawn)
2900
Eclipse TIPS: This item is perfect for assassins who want to burst down enemies quickly. It provides bonuses to attack damage and ability haste, allowing you to deal more damage and use your abilities more frequently. The "Ever Rising Moon" effect activates when hitting an enemy champion with two separate attacks or abilities within 1.8 seconds, dealing bonus physical damage based on the target's max health and granting you a shield that absorbs damage. This makes the item a great choice for assassins who want to quickly eliminate targets and gain extra survivability.
Gluttonous Greaves
Attack Damage, Omnivamp +35 Attack Damage
+45 Move Speed.
Conversion: +7% Omnivamp.
1400
Gluttonous Greaves TIPS: These boots are perfect for champions who rely on auto-attacks and need constant sustain. They provide bonuses to attack damage and movement speed, while the “Conversion” passive turns a portion of your damage into omnivamp, allowing you to stay in fights longer. Especially useful for marksmen, fighters, and junglers who frequently skirmish and require extra healing from their attacks.
Boots of Dynamism
Attack Damage, Armor Penetration +30 Attack Damage
+45 Move Speed.
Strike: +10 Armor Penetration.
1400
Boots of Dynamism TIPS: These boots are perfect for champions who rely on physical damage and need extra mobility to roam the map quickly. They grant bonuses to attack damage and movement speed, while the “Strike” passive increases your armor penetration, helping you deal more damage to tanky targets. Especially useful for marksmen, fighters, and assassins who want to close gaps faster and land more powerful auto-attacks.
Stasis Enchant
Turn invulnerable
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown) 1000
Stasis Enchant TIPS: This Enchant renders you invulnerable and untargetable for 2.5 s, but prevents movement, attacks, and ability or item use. Perfect for surviving critical moments against assassins and high burst damage.
Protobelt Enchant
Small dash
Protobelt (Active): Dash forward and unleash a cone of missiles that deal 70 magic damage. (60s Cooldown)
If champions or monsters are hit by more than one missile, the additional missiles deal only 10% damage. 500
Protobelt Enchant TIPS: This enchant lets you dash forward and unleash a cone of missiles that deal magic damage in an area. Perfect for quickly closing the gap or escaping. Ideal for assassins and mages who need extra mobility and the ability to rapidly engage or disengage.
Youmuu's Ghostblade
Increases Movement Speed +55 Attack Damage
+15 Ability Haste
Slice: +15 Armor Penetration.
Momentum: Moving builds Momentum, granting up to 50 Move Speed and 3-6 at 100 stacks. (
) Attacks removes all Momentum, but
Armor Penetration will last for 3 seconds after. Stacks decay when movement is impaired.
Haste: Attacking with max Momentum grants 25% Attack Speed for 4 seconds. 3200
Youmuu's Ghostblade TIPS: This item is perfect for assassins and champions who need to get in and out of fights quickly. It provides bonuses to attack damage and ability haste, along with armor penetration, helping you deal more damage to enemies. The Momentum effect increases your movement speed and armor penetration as you move, giving you an advantage in mobility during fights. When Momentum is fully stacked, attacks grant bonus attack speed, making the item a great choice for champions who need to quickly deal damage and escape from fights.
Gluttonous Greaves
Attack Damage, Omnivamp +35 Attack Damage
+45 Move Speed.
Conversion: +7% Omnivamp.
1400
Gluttonous Greaves TIPS: These boots are perfect for champions who rely on auto-attacks and need constant sustain. They provide bonuses to attack damage and movement speed, while the “Conversion” passive turns a portion of your damage into omnivamp, allowing you to stay in fights longer. Especially useful for marksmen, fighters, and junglers who frequently skirmish and require extra healing from their attacks.
Eclipse
Gain a shield and deal bonus damage +55 Attack Damage
+20 Ability Haste
Ever Rising Moon: Hitting an enemy champion with 2 separate attacks or abilities within 1.8s deals bonus physical damage equal to 6% of the target's max Health(3% for ranged champions), and grants you a shield that absorbs damage equal to 140 + 35% bonus Attack Damage
(70 + 18% bonus Attack Damage
for ranged champions) for 2s. (6s Cooldawn)
2900
Eclipse TIPS: This item is perfect for assassins who want to burst down enemies quickly. It provides bonuses to attack damage and ability haste, allowing you to deal more damage and use your abilities more frequently. The "Ever Rising Moon" effect activates when hitting an enemy champion with two separate attacks or abilities within 1.8 seconds, dealing bonus physical damage based on the target's max health and granting you a shield that absorbs damage. This makes the item a great choice for assassins who want to quickly eliminate targets and gain extra survivability.
Duskblade of Draktharr
Attacks deal bonus damage +55 Attack Damage
+10 Ability Haste
Razor: +18 Armor Penetration.
Nightstalker: The first attack against a champion deals 60-160 bonus physical damage and slows them by 99% for 0.35s (10s cooldown). Champion takedowns refresh cooldown duration. 3000
Duskblade of Draktharr TIPS: This item is best purchased on AD assassins who can attack quickly and decisively after being spotted. The large lethality boost this item provides makes it especially effective against squishy targets like mages or marksmen. The Nightstalker effect allows you to deal significant bonus damage with the first attack on a champion, slowing them briefly, giving you time to follow up with additional attacks. This item excels against targets with low defense, but if the enemy is building more tanky or brawler-oriented champions, you may want to consider a different core item.
Serylda's Grudge
Armor Penetration (%) and apply slows +40 Attack Damage
+15 Ability Haste
Last Whisper: +33% Armor Penetration
.
Icy: Damaging active abilities and empowered attacks slow enemies by 30% for 1 second. 3100
Serylda’s Grudge TIPS: This item is perfect for champions who need to slow down enemies and improve their kiting potential. It provides bonuses to attack damage, armor penetration, and ability haste, helping you effectively control enemies in fights. The slowing effect applies when using active abilities or empowered attacks, allowing you to maintain distance, control the pace of the fight, and assist your team by reducing enemy mobility.
Edge of Night
Blocks an enemy ability +250 Max Health
+50 Attack Damage
Gouge: +8 Armor Penetration.
Annul: Grants a spell shield that blocks the next hostile ability. This spell shield refreshes upon leaving combat with enemy champions. (35 second cooldown) 3150
Edge of Night TIPS: This item is perfect for champions who need a mix of offense and defense. It provides bonuses to maximum health and attack damage, along with increased armor penetration to help you shred through enemy defenses. The "Annul" effect grants you a spell shield, blocking the next enemy ability. This spell shield refreshes when leaving combat with enemy champions, making the item a great choice for champions who need protection from crowd control and to engage in fights, such as Ashe, Lux, or Morgana.
Serylda's Grudge
Armor Penetration (%) and apply slows +40 Attack Damage
+15 Ability Haste
Last Whisper: +33% Armor Penetration
.
Icy: Damaging active abilities and empowered attacks slow enemies by 30% for 1 second. 3100
Serylda’s Grudge TIPS: This item is perfect for champions who need to slow down enemies and improve their kiting potential. It provides bonuses to attack damage, armor penetration, and ability haste, helping you effectively control enemies in fights. The slowing effect applies when using active abilities or empowered attacks, allowing you to maintain distance, control the pace of the fight, and assist your team by reducing enemy mobility.
Mortal Reminder
Armor Penetration (%) and reduced enemy healing +30 Attack Damage
+25% Critical Rate
Last Whisper: +33% Armor Penetration.
Sepsis: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects. 3300
Mortal Reminder TIPS: This item is a must-have against champions who rely heavily on healing or regeneration, such as Soraka, Yuumi, Dr. Mundo, or Vladimir. It provides bonuses to attack damage, critical strike chance, and armor penetration, making it effective against tanks and champions with high healing. The Sepsis effect applies Grievous Wounds to enemy champions, reducing the effectiveness of their healing and regeneration, giving you a significant advantage in fights against those champions.
Edge of Night
Blocks an enemy ability +250 Max Health
+50 Attack Damage
Gouge: +8 Armor Penetration.
Annul: Grants a spell shield that blocks the next hostile ability. This spell shield refreshes upon leaving combat with enemy champions. (35 second cooldown) 3150
Edge of Night TIPS: This item is perfect for champions who need a mix of offense and defense. It provides bonuses to maximum health and attack damage, along with increased armor penetration to help you shred through enemy defenses. The "Annul" effect grants you a spell shield, blocking the next enemy ability. This spell shield refreshes when leaving combat with enemy champions, making the item a great choice for champions who need protection from crowd control and to engage in fights, such as Ashe, Lux, or Morgana.
Death's Dance
Delays damage taken +35 Attack Damage
+40 Armor
+15 Ability Haste
Dance: Champion takedowns cleanse Cauterize's remaining damage pool and restores 10% of your maximum health over 2 seconds.
Cauterize: 32% of physical damage received (12% if the equipped champion is ranged) is dealt to you over 3 seconds as true damage instead. 3000
Death's Dance TIPS: This item is effective against champions with high burst damage or who rely on abilities to deal damage, such as assassins like Zed, Kha'Zix, and Talon. The "Cauterize" effect causes part of the physical damage received to be dealt as true damage over time, helping to mitigate the damage. The passive healing from "Dance" restores 10% of your maximum health after champion takedowns, making it a great choice for champions who need sustain in extended fights and can mitigate burst damage from opponents.
Edge of Night
Blocks an enemy ability +250 Max Health
+50 Attack Damage
Gouge: +8 Armor Penetration.
Annul: Grants a spell shield that blocks the next hostile ability. This spell shield refreshes upon leaving combat with enemy champions. (35 second cooldown) 3150
Edge of Night TIPS: This item is perfect for champions who need a mix of offense and defense. It provides bonuses to maximum health and attack damage, along with increased armor penetration to help you shred through enemy defenses. The "Annul" effect grants you a spell shield, blocking the next enemy ability. This spell shield refreshes when leaving combat with enemy champions, making the item a great choice for champions who need protection from crowd control and to engage in fights, such as Ashe, Lux, or Morgana.
Maw of Malmortius
Converts damage from attacks into a magic shield +55 Attack Damage
+45 Magic Resistance
+10 Ability Haste
Demonbane: 20% of the damage that your attack deals, or 15% of the physical damage that your abilities deal is converted into a magic shield that absorbs up to 60-400 magic damage. The shield decays by 5% per second.
3000
Maw of Malmortius TIPS: This item is a great choice against burst mages like Vex, Syndra, and Annie, who can quickly take you down. It provides bonuses to attack damage, magic resistance, and ability haste, helping you resist magic damage. The "Demonbane" effect converts a portion of the physical damage you deal into a magic shield that absorbs magic damage, making it especially effective against both burst and sustained damage mages like Vladimir and Swain who rely on consistent damage over time.
Duskblade of Draktharr
Attacks deal bonus damage +55 Attack Damage
+10 Ability Haste
Razor: +18 Armor Penetration.
Nightstalker: The first attack against a champion deals 60-160 bonus physical damage and slows them by 99% for 0.35s (10s cooldown). Champion takedowns refresh cooldown duration. 3000
Duskblade of Draktharr TIPS: This item is best purchased on AD assassins who can attack quickly and decisively after being spotted. The large lethality boost this item provides makes it especially effective against squishy targets like mages or marksmen. The Nightstalker effect allows you to deal significant bonus damage with the first attack on a champion, slowing them briefly, giving you time to follow up with additional attacks. This item excels against targets with low defense, but if the enemy is building more tanky or brawler-oriented champions, you may want to consider a different core item.
Serpent's Fang
Anti-Shielding +50 Attack Damage
+10 Ability Haste
Stab: +15 Armor Penetration.
Shield Reaver: Dealing damage to an enemy champion reduces any shields they gain for 3s. Melee champions apply (10% of bonus AD + 40)% shield reduction, capped at 60%; while ranged champions apply (10% of bonus AD
+ 25)% shield reduction, capped at 45%. When you damage an enemy who is unaffected by Shield Reaver, all shields on them are reduced by the same values.
2800
Serpent's Fang TIPS: This item is perfect for assassins and champions who face enemies with a lot of shields. It provides bonuses to attack damage and ability haste, along with increased armor penetration, making it effective against well-protected enemies. The "Shield Reaver" effect allows you to reduce the effectiveness of shields gained by enemy champions, depending on your bonus attack damage, helping to quickly break through shields. This item is especially useful against champions who rely on shields for defense, such as Lux, Braum, and others.
Flash
Teleport a short distance forward or towards the aimed direction.
Cooldown: 150s
Smite
Deal 600 true damage to monsters, epic monsters or enemy minions, and restore 127 Health (70 + 10%) when smite a monster. Smite can be upgraded to Chilling Smite after being used 3 times.
Jungle Expertise:
+20% bonus gold and 20% bonus XP from jungle monsters, but temporarily earn 60% less gold and XP from minions.
+15% bonus basic attack damage and +30% bonus ability damage to jungle monsters.
Restore 40 Health over 5 seconds when dealing damage to jungle monsters.
Restore 4 Mana every second while in the jungle or river.
Gains one charge every 45 seconds, up to a max of 2.
Cooldown: 10s
Сhilling Smite
Deal 800 true damage to a large or epic monster or minion. Smiting monsters restore 152 Health (70 + 10%).
Against champions: Deal 70 true damage (38 to 184) ato enemy Champions and steals 25% of their Movement Speed for 2 seconds.
Cooldown: 10s
Electrocute
Burst Damage
Within 3 seconds, hit the same enemy champion with 3 basick attacks or abilities to cause additional adaptive damage to the target.
Damage value: 40-194 () + 40% extra
+ 25%
Cooldown: 20-13s ()
Gathering storm
Increasing AD/AP
Every 3 minutes, gain increasing Adaptive or
. Totaling: 2/5/9/14
or 4/10/18/28
based on game time.
Giant Slayer
Takedown high health champions
Deal bonus damage based on the enemy champion’s bonus health, up to 16% bonus damage when the enemy champion has 1600 bonus health.
Legend: Bloodline
Omnivamp
Gains 1% Omnivamp . Takedown monsters, enemy champions, or minions to gain up to an additional 7% Omnivamp
.
Sudden Impact
Bonus Damage
Damaging an enemy champion deals a bonus 10-80 true damage after using a dash, leap, blink, teleport, or when exiting stealth for 4s.
The damaging attack/ability gains bonuses at higher levels:
Level 5: Deal an additional 10 true damage.
Level 9: Deal an additional 20 true damage and gain 10% Movement Speed for 1.5s after dealing the damage.
Cooldown: 10s
(Q) TASTE THEIR FEAR
5/4.5/4/3.5s
20
Slashes with his claws, dealing 65 physical damage (65/100/135/170 + 130% bonus ). If the target is isolated, the damage is increased by 100%.
Units without allied units or structures nearby are isolated.Evolve-Reaper Claws: Attacks and Taste Their Fear gain 50 range and 40% of Taste Their Fear's cooldown is refunded against isolated target.
(W) VOID SPIKE
9s
55/60/65/70
Fires spikes that deal 80 physical damage (80/120/160/200 + 100% bonus ). Heals himself for 40 (40/75/110/145 + 50%
) if he is within the explosion.
Evolve-Spike Racks: Fires two additional spikes and slows enemies by 60% for 2 seconds.
(E) LEAP
18/16/14/12s
50
Leaps to target area, dealing 65 physical damage (65/110/155/200 + 20% bonus ).
Evolve-Wings: Gain 250 range on Leap. Leap's cooldown is reset on champion takedowns.
(R) VOID ASSAULT
70/60/50s
100
Passive: Each rank in Void Assault allows Kha'Zix to evolve one of his abilities.
Active: Becomes Invisible and gain 40% Movement Speed for 1.25 seconds. Void Assault can be cast again within 10 seconds.Evolve-Adaptive Cloaking: Invisibility duration is increased to 2 seconds and can be cast up to three times.
We have prepared lists of champions that can really annoy you during a match with the game on the Jungle KHA'ZIX. We have also prepared a list of champions with whom you will be comfortable being on the same team. These lists are relative and depend greatly on your level of play, the skills of your allies and opponents. Do not forget that each situation is individual!
We have prepared a list of items and spells that will help counter Jungle KHA'ZIX in a given situation. Buy items wisely, only if it is really necessary for a specific situation!
Plated Steelcaps
Reduces Physical Damage +150 Max Health
+100% Health Regen
+35 Armor
+45 Move Speed.
Block: Reduces physical damage taken by 7-10% ().
1350
Plated Steelcaps TIPS: These boots are perfect for champions who need protection against physical damage and extra durability. They provide bonuses to health, regeneration, and armor, along with increased movement speed. The “Block” passive reduces incoming physical damage, helping you stay in fights longer and fulfill your frontline role. Especially useful for tanks, fighters, and supports who often absorb basic attacks and physical damage from enemies.
Guardian Angel
Revives at death +40 Attack Damage
+40 Armor
Resurrect: Upon taking lethal damage, restores 50% Health and 30% Mana after 4 seconds of stasis. (210s Cooldown) 3400
Guardian Angel TIPS: This item is perfect for champions who need a second chance in teamfights. It is especially effective against champions with high burst damage, such as Zed, Syndra, or Zoe, as well as against strong diving champions like Camille, Kha'Zix, or Lee Sin. The Resurrection effect allows you to return to the fight after taking lethal damage, restoring health and mana, giving you a chance to continue fighting and assist your team even in critical moments.
Randuin's Omen
Attack to heal from enemy Critical Strikes +400 Max Health
+75 Armor
Countercurrent: When you are Critically Struck or take physical damage, gain 1 stack of Countercurrent. Each stack of Countercurrent grants 5% Critical Strike damage reduction. Stacks up to 4 times. Upon reaching full stacks, grants 20% bonus Movement Speed and slow resist equal to 20% plus 0.5% of bonus Health.
2800
Randuin's Omen TIPS: Randuin's Omen Attack to heal from enemy Critical Strikes +400 Max Health +75 Armor Countercurrent: When you are Critically Struck or take physical damage, gain 1 stack of Countercurrent. Each stack of Countercurrent grants 5% Critical Strike damage reduction. Stacks up to 4 times. Upon reaching full stacks, grants 20% bonus Movement Speed and slow resist equal to 20% plus 0.5% of bonus Health. 2800 Randuin's Omen TIPS: Pick the item if enemy team has a lot of physical damage, you need increased armor and you want to get an additional bonus to movement speed and resistance to slowdowns.. Effective against champions who deal consistent crit based damage like Jinx, Yasuo or Tryndamere.
Thornmail
Reflects damage and reduces enemy healing +200 Max Health
+75 Armor
Thorns: When struck by an enemy champion's attack, deal 20 + 6% bonus Armor + 2% bonus Health
magic damage to the attacker and inflict 50% Grievous Wounds for 3 second(s).
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects. 2700
Thornmail TIPS: This item provides a large boost to health and armor, and its “Thorns” passive reflects magic damage when hit by basic attacks, applying Grievous Wounds to reduce enemy healing. It’s ideal against multiple auto-attack or strong heal champions, and helps you soak damage for your team. Pick this up when the enemy team has many auto-attack reliant champions (e.g., Yasuo, Tryndamere, Jinx) or heavy healing (e.g., Soraka, Vladimir, Samira), and you need to absorb incoming damage.
Iceborn Gauntlet
Attacks create a slowing field +250 Max Health
+50 Armor
+250 Max Mana
+30 Ability Haste
Spellblade: Using an ability causes your next attack within 10 seconds to deal bonus physical damage equal to (100% base AD + 25% Bonus Armor
) in an area. It also creates an icy field for 2 seconds that slows enemies inside by 30%. Armor increases the size of the icy field. (1.5s Cooldown)
Damage is reduced vs structures. 3100
Iceborn Gauntlet TIPS: This item greatly boosts your health, armor, mana, and ability haste, making you much tankier. After casting an ability, your next attack in an area deals bonus physical damage and creates an icy field that slows enemies inside by 30%. The field’s size scales with your armor. This makes the item a great choice for champions who want to combine high survivability with crowd control and extra AOE damage.
Dead Man's Plate
Increases Movement Speed +250 Max Health
+50 Armor
Relentless: +5% Move Speed.
Momentum: Moving builds Momentum, granting up to 40 Move Speed at 100 stacks. Attacking removes all Momentum. Stacks decay when movement is impaired.
Crushing Blow: Attacks deal up to 100 bonus magic damage based on Momentum removed. Melee attacks with max Momentum slows by 50% for 1 second. 2800
Dead Man's Plate TIPS: This item provides a substantial boost to health and armor, and its “Momentum” passive builds movement speed as you move—up to a cap—until you land an attack, which then triggers “Crushing Blow”, dealing bonus magic damage based on the momentum removed and slowing enemies at full stacks. This makes it an excellent choice for tanks and bruisers who need extra mobility to engage quickly and sustain through fights. Tips: ideal for champions who need to close distance and absorb damage; pairs extremely well with Spellblade items (e.g., Divine Sunderer) for additional burst damage on engage.
Stasis Enchant
Turn invulnerable
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown) 1000
Stasis Enchant TIPS: This Enchant renders you invulnerable and untargetable for 2.5 s, but prevents movement, attacks, and ability or item use. Perfect for surviving critical moments against assassins and high burst damage.
Exhaust
Exhausts target enemy champion, reducing their Movement Speed by 35% and their damage dealt by 40% for 2.5 seconds.
Cooldown: 100s
Serylda's Grudge
Armor Penetration (%) and apply slows +40 Attack Damage
+15 Ability Haste
Last Whisper: +33% Armor Penetration
.
Icy: Damaging active abilities and empowered attacks slow enemies by 30% for 1 second. 3100
Serylda’s Grudge TIPS: This item is perfect for champions who need to slow down enemies and improve their kiting potential. It provides bonuses to attack damage, armor penetration, and ability haste, helping you effectively control enemies in fights. The slowing effect applies when using active abilities or empowered attacks, allowing you to maintain distance, control the pace of the fight, and assist your team by reducing enemy mobility.
Rylai's Crystal Scepter
Abilities apply slows +300 Max Health
+65 Ability Power
+7% Magic Penetration
Icy: Damaging active abilities and empowered attacks slow enemies by 30% for 1 second. 2700
Rylai's Crystal Scepter TIPS: This item is perfect for mages who deal damage with area-of-effect abilities and want to slow down enemies. It provides bonuses to health, ability power, and magic penetration, enhancing your abilities and increasing survivability. The "Icy" effect slows enemies by 30% for 1 second when dealing damage with active abilities or empowered attacks. This makes the item an excellent choice for champions with area-of-effect damage who can control the battlefield and slow enemies, such as Lissandra or Amumu.
Iceborn Gauntlet
Attacks create a slowing field +250 Max Health
+50 Armor
+250 Max Mana
+30 Ability Haste
Spellblade: Using an ability causes your next attack within 10 seconds to deal bonus physical damage equal to (100% base AD + 25% Bonus Armor
) in an area. It also creates an icy field for 2 seconds that slows enemies inside by 30%. Armor increases the size of the icy field. (1.5s Cooldown)
Damage is reduced vs structures. 3100
Iceborn Gauntlet TIPS: This item greatly boosts your health, armor, mana, and ability haste, making you much tankier. After casting an ability, your next attack in an area deals bonus physical damage and creates an icy field that slows enemies inside by 30%. The field’s size scales with your armor. This makes the item a great choice for champions who want to combine high survivability with crowd control and extra AOE damage.
Sterak's Gage
Taking damage triggers a shield +400 Max Health
Heavy Handed: +50% base Attack Damage as bonus Attack Damage.
Lifeline: Damage that puts you under 35% Health grants a shield that equal to 75% of your bonus health
that decays over 3 seconds (90s Cooldown).
Sterak's Fury: Triggering Lifeline increases size, empowers you, removes all crowd control effects on you (except Airborne), and grants 30% Tenacity for 4 seconds. 3200
Sterak's Gage TIPS: This item is perfect for champions who need survivability in team fights, especially for tanks and fighters who take frontline positions. It provides bonuses to maximum health, attack damage, and helps increase your survivability. The "Lifeline" effect activates when your health drops below 35%, granting a shield that absorbs damage, helping you survive heavy hits. "Sterak's Fury" empowers you, increases your size, removes crowd control effects (except airborne), and grants 30% tenacity for 4 seconds, allowing you to survive and continue fighting through heavy crowd control and burst damage from enemies. This item is especially useful against champions with burst damage, such as Zed and Talon, and against champions with heavy CC, like Lissandra and Nautilus.
Immortal Shieldbow
Gain a Shield and Physical Vamp when health is low +40 Attack Damage
+25% Critical Rate
+15% Attack Speed
+5% Physical Vamp
Lifeline: Damage that puts you under 35% Health preemptively grants a shield that absorbs 250-550 damage (
) for 5 seconds. (90s Cooldown).
Buttle Furor: Triggering Lifeline grants +8% Physical Vamp for 8 seconds.
3000
Immortal Shieldbow TIPS: This item is perfect for champions who need a lot of sustain in fights. It provides bonuses to attack damage, critical strike chance, attack speed, and physical vamp, helping you sustain and deal damage. The "Lifeline" effect activates when your health drops below 35%, granting a shield that absorbs damage for 5 seconds, giving you a chance to survive dangerous moments in a fight. "Buttle Furor" adds physical vamp when the shield is triggered, enhancing your sustain. This item is especially useful for champions who rely on high AD, such as Draven and Jhin, and when facing champions who deal a lot of physical damage, such as Master Yi, and Tryndamere.
Locket Enchant
Area of effect magic shield
Locket (Active): Grants a shield to yourself and nearby allied champions that each absorbs 60-330 damage for 2.5 seconds. (60s cooldown)
This effect is reduced by 50% if the target has been affected by another Locket in the last 20 seconds. 500
Locket Enchant TIPS: This enchant grants a magic shield to you and nearby allies, absorbing damage for a brief duration. The shield is ideal in large teamfights, providing extra protection and opportunities for counterplay. Perfect for tanks who frequently stand in the thick of battle and want to safeguard their team during critical moments.
Stoneplate Enchant
Shield
Stoneplate (Active): Gain a shield that absorbs 28% of your max Health. The shield decays over 4 seconds. (60s Cooldown) Fore every enemy nearby, gain an additional shield that absorbs damage equal to 10% of max Health, capped at 3 shields. Damage dealt is reduced by 40% for 4 seconds. If the shield breaks early, damage reduction will end. 500
Stoneplate Enchant TIPS: This enchant grants you a substantial shield based on your max health, growing stronger for each nearby enemy, and significantly reduces incoming damage while active. Perfect for tanks looking to initiate fights and absorb heavy damage in the midst of multiple foes.
Trinket: Sweepieng Lens
Scans around you, warning against hidden enemies, revealing invisible traps and revealing/disabling nearby enemy wards for 10 seconds.
Cooldown: 75s
Trinket: Control Ward
Places a visible ward that grants vision and reveals nearby wards, traps and camouflaged champions.
Tap castinbg prioritizes placing wards in brush you are within range of walking towards.
Cooldown: 100s
Jungle Pathing represents the choices Junglers make in regards to when and where to gank. These choices include how they involve farming camps and buffs between their ganks, anticipating counterganks, and looking for opportunities to invade. It involves understanding the different abilities the champions in the game have and how they interact, as well as the overall interactions between the two team compositions.
Gromp
Monster ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 110 second(s).
REWARDS
Earn XP and gold upon defeating them.
Blue Sentinel
Large Monster ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 150 second(s).
The Blue Sentinel, sometimes called the blue buff, is a common starting monster for junglers thanks to its powerful Crest of Insight buff.
REWARDS
Upon dealing the killing blow to the Blue Sentinel, the player will receive the Crest of Insight Buff effect that lasts 90 seconds. Recover an amount of Mana or Energy every second.
Get 15 Ability Haste.
When a player who possesses the Crest of Insight buff is defeated by an enemy champion, the buff is transferred to the champion who defeated that player.
Greater Murk Wolf
Monster ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 110 second(s).
Wolves tend to be easier and safer to bees at than other monsters. They are commonly s ight by junglers when passing by or while the higher priority monsters are respawning.
REWARDS
Earn XP and gold upon defeating them.
Crimson Raptor
Monster ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 110 second(s).
Crimson raptors deal surprising damage t but the small ones can be quickly dispatched. Junglers commonly seek them out while pre| to gank the middle lane or while waiting for hi; priority monsters to spawn.
REWARDS
Earn XP and gold upon defeating them.
Red Brambleback
Large Monster ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 150 second(s).
After completing the final strike to the Red Brambleback, you can obtain the Crest of Cinders buff effect; when the player with this buff is defeated, the buff effect will be transferred to the enemy champion who defeated them.
REWARDS
Upon dealing the killing blow to the Red Brambleback, the player will receive the Crest of Cinders Buff that lasts 90 seconds.
For Melee Champions, basic attacks burn targets on hit, reducing their movement speed by 20% for 3 seconds, and dealing True Damage every second. For non-Champion units, this only deals 50% of the burn damage.
For Ranged Champions, basic attacks burn targets on hit, reducing their Movement Speed by 6% for 3 seconds, and dealing True Damage every second. For non-Champion units, this only deals 50% of the burn damage.
When a player who possesses the Crest of Cinders buff is defeated by an enemy champion, the bufs is transferred to the champion who defeated player.
Ancient Krug
Monster ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 110 second(s).
Ancient Krugs split into two upon defeat until they are so small they can split no more. Junglers oftem fight these monsters for extra gold and XP while waiting for gank opportunities or higher priority monster spawns.
REWARDS
Earn XP and gold upon defeating them.
Rift Scuttler
Large Monster ABOUT
Spawn time: 85 second(s) into game.
Respawn interval: 120 second(s).
REWARDS
The Rift Scuttler grants XP and gold on takedown. A Speed Shrine also spawns at a fixed location on the same side of the river which provides the following buffs to your team:
Grants vision of the area.
Vision radius: 4.5m. Enemy champions who pass through this area will be maked and revealed.
Allied champions who pass through the area receive a 40% out-of-co Movement Speed boost for 2 second(s).
This Kha'Zix Jungle Path features a full jungle clear that starts with the Blue Sentinel. You'll unlock (Q) TASTE THEIR FEAR as this is going to be your main damage dealing skill and kill the Blue Sentinel. After killing it and reaching level two, level up (W) VOID SPIKE because it does significant AoE damage and gives more sustain via heals & kill the Gromp. Having sustain allows the Kha'Zix to clear Murk Wolves with ease and and move towards the Red Buff side of the jungle with Leap unlocked on level three. There you're gonna clear the Raptors, Red Brambleback and Krugs as this grants you level four, allowing you to upgrade (Q) TASTE THEIR FEAR. At this point you can head for the Scuttler, and gank Top/Bottom (depending on your side) before or after the Scuttler kill and this will mostly depend on the situation in the game and kill opportunities. With this route, the Kha'Zix is going to have longer Red Buff uptime which can help tremendously for Rift Scuttler duels as well as ganks and invades.
Enhances next attack against enemy champion to deal an additional 18 magic damage (10 (+8 ) + 50% bonus
) and slow by 25% for 2 seconds.
Unseen Threat is refreshed when the enemy team loses sight of Kha'Zix.
Isolated Radius: 300
Cooldown: 5s
5/4.5/4/3.5s
20
Slashes with his claws, dealing 65 physical damage (65/100/135/170 + 130% bonus ). If the target is isolated, the damage is increased by 100%.
Units without allied units or structures nearby are isolated.Evolve-Reaper Claws: Attacks and Taste Their Fear gain 50 range and 40% of Taste Their Fear's cooldown is refunded against isolated target.
9s
55/60/65/70
Fires spikes that deal 80 physical damage (80/120/160/200 + 100% bonus ). Heals himself for 40 (40/75/110/145 + 50%
) if he is within the explosion.
Evolve-Spike Racks: Fires two additional spikes and slows enemies by 60% for 2 seconds.
70/60/50s
100
Passive: Each rank in Void Assault allows Kha'Zix to evolve one of his abilities.
Active: Becomes Invisible and gain 40% Movement Speed for 1.25 seconds. Void Assault can be cast again within 10 seconds.Evolve-Adaptive Cloaking: Invisibility duration is increased to 2 seconds and can be cast up to three times.
Use this combo to approach an enemy while invisible and assassinate them quickly.
Use (R1) VOID ASSAULT outside of enemy vision and approach while invisible. (E) LEAP towards the enemy and use (Q) TASTE THEIR FEAR mid-jump. Once you land, use (W) VOID SPIKE, eAA then turn invisible again with (R2). Stay close to your target and let your abilities cooldown reduce by a few seconds, then exit invisibility with eAA, (Q), AA before going invisible again by (R3). Finish with eAA, (W), (Q) and AA in quick succession.
The Void grows, and the Void adapts—in none of its myriad spawn are these truths more apparent than Kha'Zix. Evolution drives the core of this mutating horror, born to survive and to slay the strong. Where it struggles to do so, it grows new, more effective ways to counter and kill its prey. Initially a mindless beast, Kha'Zix's intelligence has developed as much as its form. Now, the creature plans out its hunts, and even utilizes the visceral terror it engenders in its victims.