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The Voidreaver
Release Date:September 27th, 2012
Cost:6300 BE
975 RP
Health Regen HealthRegen Mini Icon.png :572.8 (+ 0.75)
Mana Mana Mini Icon.png :327.2 (+ 40)
Mana Regen ManaRegen Mini Icon.png :7.59 (+ 0.5)
Movespeed MovementSpeed Mini Icon.png :350
Attack Damage AttackDamage Mini Icon.png :55.208 (+ 3.1)
Attack Speed AttackSpeed Mini Icon.png :0.668 (+ 2.7%)
Range Range Mini Icon.png :125
Armor Armor Mini Icon.png :27 (+ 3)
Magic Resist MagicResist Mini Icon.png :32.1 (+ 1.25)


A vicious Void predator,  Kha'Zix infiltrated Valoran to devour the land's most promising creatures. With each kill he absorbs his prey's strength, evolving to grow more powerful. Kha'Zix hungers most to conquer and consume  Rengar, the one beast he considers his equal.

When Kha'Zix crossed over into this world, he was fragile and ravenous. The animals he first encountered were too small to fuel the rapid evolution he craved. Kha'Zix focused his hunger on the most dangerous creatures he could find, risking his life to satisfy his need. With each kill he feasted and changed, becoming a stronger, faster predator. Kha'Zix soon chased his prey with unrestrained aggression, believing he was unstoppable. One day, while savoring a fresh kill, the predator became the prey. From cover a creature pounced in a blur of fangs and steel, tackling him to the ground. It roared in his face slashing and clawing, and Kha'Zix felt his blood spill for the first time. Screeching in fury, he sliced at the brute's eye driving it back. They fought from sunset to sunrise. Finally, near death, they reluctantly separated. As his wounds closed, Kha'Zix burned with anticipation at the idea of devouring one who could match the Void's strength. He resumed his search for powerful prey with renewed vigor. Someday, Kha'Zix will feast on Rengar.

Kill. Consume. Adapt.

-  Kha'Zix


PassiveUnseen ThreatBanshee's Veil.pngCleanseQss.png
(Innate) When Kha'Zix is not visible to the enemy team, he gains Unseen Threat, causing his next basic attack against an enemy Champion to deal bonus physical damage and slow.
Slow: 25%
Bonus Physical Damage: 10 - 146
(+40% of Attack Damage)

QTaste Their FearBanshee's Veil.png
Taste Their Fear.png

(Passive) Marks enemies who are isolated from nearby allies.
(Active) Kha'zix attacks a target enemy, dealing bonus physical damage. If the target is isolated, the amount is increased.
Evolved Reaper Claws: Increases the range of Taste Their Feat and Kha'Zix basic attacks by 50. If the target is Isolated, refunds 50% of Taste Their Fear's cooldown.
Cost: 20 Mana
Cooldown: 4 seconds
Physical Damage: 70 / 95 / 120 / 145 / 170
(+140% of bonus Attack Damage)
Isolated Physical Damage: 101.5 / 145 / 188.5 / 232 / 275.5
(+210% of bonus Attack Damage)
Maximum Damage vs. Monsters: 100

WVoid SpikeBanshee's Veil.pngCleanseQss.png
Void Spike.png

Void Spike Evolved.png
(Active) Kha'Zix fires exploding spikes, dealing physical damage to all nearby enemies. If Kha'Zix is within the explosion radius, he is healed.
Evolved Spike Racks: Void Spikes fires three spikes in a cone.
Range: 1,000
Cooldown: 10 seconds
Isolated Slow: 80%
Cost: 55 / 60 / 65 / 70 / 75 Mana
Physical Damage: 80 / 110 / 140 / 170 / 200
(+100% of bonus Attack Damage)
Heal: 60 / 85 / 110 / 135 / 160
(+50% of Ability Power)

ELeapBanshee's Veil.png

Leap Evolved.png
(Active) Kha'Zix leaps to a target area, dealing damage to nearby enemies.
Evolved Wings: Kha'Zix's leap range is increased. Kills and assists will refresh the cooldown of Leap.
Cost: 50 Mana
Range: 600
Cooldown: 20 / 18 / 16 / 14 / 12
Physical Damage: 65 / 100 / 135 / 170 / 205
(+20% of bonus Attack Damage)

RVoid Assault
Void Assault.png

Void Assault Evolved.png
(Passive) Ranking up Void Assault allows Kha'Zix to evolve one of his abilities.
(Active) Kha'Zix stealths for 1.25 second, activating Unseen Threat and increasing his Movement Speed by 50%. Void Assault can be cast a second time within 10 seconds of the first cast.
Evolved Adaptive Camouflage: When out of combat, Kha'Zix gains Void Assault's invisibility for 2.5 seconds in brush. This continues for up to 1.25 seconds after exiting the brush.
Cost: 100 Mana
Cooldown: 100 / 90 / 80 seconds

Competitive Usage

In Premier Tournaments
Event Bans Picks Wins Losses Win % Picked/Banned in % of Games
Ogn logo.png HOT6iX Champions Spring 2014 44 31 14 17 45.2 88.2
Riot 2019 logo small.png All-Star Paris 2014 7 10 4 6 40 100
LCS logo small.png 2014 NA LCS Spring Playoffs 13 4 2 2 50 94.4
LCS logo small.png 2014 NA LCS Spring Round Robin 36 30 16 14 53.3 58.4
LCS logo small.png 2014 EU LCS Spring Playoffs 5 12 7 5 58.3 85

Patch History


Q and W cooldowns reduced.

Kha’Zix takes more risk than reward these days, despite appearing on the Patch Notes a few times recently. Kay-Z’s a bit of a balancing tightrope - Isolation makes him feast or famine by nature (either dominating a game or sputtering out), but he’s far enough below the line that we’re okay giving him some love. We’re being careful not to flatly increase his burst, but giving him better dueling in extended fights as well as a booster shot to his jungle clear.

Taste Their Fear.png Q - Taste Their Fear

COOLDOWN : 3.5 seconds 3 seconds

Void Spike.png W - Void Spike

COOLDOWN : 10 seconds 9 seconds

The patch note is pretty much a summary, so go read that.

We're finding a happy medium here for Kha'Zix (and Rengar) in their ability to frontload damage as they come hurtling through the air to cuddle with the backline. This probably won't be the end of our Kha'Zix conversation, but we're currently being very, very careful with assassin tuning.

Void Spike.png W - Void Spike

NEW BUFFERING BUGS Can now be 'buffered' mid-jump so that Kha'Zix can cast it slightly before landing :
DATA QUEUE : If Kha'Zix attempts to cast both Void Spikes and Void Assault while mid-air, he'll buffer only the last one he attempted to cast (not both, that would be too much)

Void Assault.png R - Void Assault

NEW BUFFERING BUGS Can now be 'buffered' mid-jump so that Kha'Zix can cast it slightly before landing :
DATA QUEUE : If Kha'Zix attempts to cast both Void Spikes and Void Assault while mid-air, he'll buffer only the last one he attempted to cast (not both, that would be too much)

Passive attack comes out faster. W's explosive radius is up. E range up.

With the removal of Ranger's Trailblazer, Brutalizer, and the old Last Whisper, Kha'Zix lost a lot in the transition to 2016. Our previous attempts to restore some of his former glory were well intentioned, but weren't enough to bring the bug back. 6.1's all about helping Kha'Zix achieve successful isolation without needing to increase the isolation range itself. Highlighting and enabling Kha'Zix's ability to capitalize on the missteps of his prey fits perfectly with KZ's own motto: evolve, and overcome.

HeadofKhaZix.png Passive - Unseen Threat

now with more threat : Speed increased to match Kha'Zix's basic attack animation

Void Spike.png W - Void Spike


Leap.png E - Leap

LEAP RANGE : 600 700
EVOLVED RANGE : Unchanged (thought you should know)

Armor up. Q cost down.

One of the lessons the new season's taught us: attack-damage assassin's ain't so hot right now. This is mostly due to much of their itemization being skewed to synergize with the crit-based damage output of marksmen, meaning that old standbys (like Last Whisper) are less effective as a core-item for murderbugs and ninjas alike. That's a long-term problem that will require a long-term solution. While we noodle on that, we're shipping Kay-Z a much-needed care package targeted at pushing his jungle-sustain up to 'passable' from 'constantly in fear of death'. Ironic.


BASE ARMOR : 24 27

Taste Their Fear.png Q - Taste Their Fear

COST : 25 mana 20 mana

Clarity. Been awhile since we said that word, hasn't it? Clarity.

Taste Their Fear.png Q - Taste Their Fear

TARGET ACQUIRED : Base and Guardian of the Sands Kha'Zix visual indicators for isolated enemies now include a marker around the enemy target, similar to Mecha Kha'Zix


"Just tossin' a little love over to Kha'Zix's isolation radius. Kay-Z doesn't have ways of naturally isolating his opponents, so we're looking for a middle-ground between 'killing you right next to your support' and 'opportunistically catching people out of position'."
  • Taste Their Fear.png Q - Taste Their Fear
    • ISOLATION RADIUS : 500 425

W heals for more at early ranks.

"With potent ganks and snowball potential, Kha'Zix's risks might outweigh some of his reward when it comes to taking him into the jungle. Bumping up the early heal to impact his early clears should see this bug working as intended."
  • Void Spike.png W - Void Spike
    • HEAL AMOUNT : 40/70/100/130/160 60/85/110/135/160


"Not much to see here - discovered a bug with the bug (heh) where the cooldown for Kha'Zix's leap was 2 seconds shorter than intended. That said, this thing's been live for over a year and Kha'Zix is in a decent place, so we're erring on his side. Actual value unaffected."
  • Leap.png E - Leap/Evolved Wings
    • KHA'ZIX FIX : Fixed a tooltip bug to accurately reflect Leap/Evolved Wings' cooldown of 22/20/18/16/14 20/18/16/14/12 (actual value unchanged)

Void Spike's cooldown is higher. By 2 seconds. Excellent summary.

"Though Kha'Zix has been at the forefront of bottle-necking competitive diversity for a while now, we're content with giving him a slap on the wrist due to the massive shifts the upcoming season will bring. The increased cooldown to Void Spikes should see this jumping and slashing jungle-bug rely a little less on poking from afar and more on what he's really about: jumping and slashing (and jungle-bugging). "
  • Void Spike.png W - Void Spike / Evolved Spike Racks
    • COOLDOWN  : 8 seconds 10 seconds

W's damage has gone down, particularly at higher ranks. Also, sometimes we just want to talk about Kha'Zix.

"While it's true that Kha'Zix has been a tough bug to balance, we wanted to talk about our approach with him. If you're not interested in a long Kha'Zix context for a single change, feel free to move on. WARNING: this discussion's going to get a little complicated!
So. Kha'Zix has once again found a way to prosper as a high-priority assassin, but the popularity of a champion doesn't automatically translate to them needing a nerf. To us, when someone becomes popular in high level / competitive play, we see them as exhibiting symptoms of certain attributes that competitive players value: strength, overall effectiveness, and reliability. As such, we do keep an eye out for popular competitive champions, but our first goal is to understand if they're just powerful strategic picks in the current meta or if they're actually objectively better (or more reliable) than their peers.
In the case of Kha'Zix, Q was designed to be his main tool when assassinating targets, and it's important to maintain that relationship for game health / champion identity reasons. Right now, however, Kha's actually prioritizing W as a first evolution (and max rank), but he's still expecting to do all of his assassin-y things (note: without evolving or focusing on what should be his primary killing tool). We're fine with players opting for a W-first Kha'Zix, but this means he's gotta make some meaningful tradeoffs, like losing some offensive threat while gaining utility / poke. Unfortunately, this hasn't really been the case as we're still seeing Kha'Zix being very effective as an assassin while also getting all of the extra utility of evolved W.
What all of this tells us is one of two things: a.) The utility and strength of evolved W is too reliable in combination with Kha'Zix's base kit, so he can get the best of all worlds by maximizing his utility while also being a high-threat assassin. Or b.) Kha'Zix's evolved Q is too weak to properly use as a primary play pattern, so he's forced to max / evolve W to stay relevant in the game but doesn't really want to. We strongly suspect the first case is more true (and this is reflected in our change).
It's tough to justify a champion being 'too weak' if they continue to be a high-priority pick in games where strength and reliability are the most important traits. Final reassurance though: we do think Kha'Zix's play patterns are fairly healthy overall, so we're not planning to make any major changes in either direction, we just wanted to explain some of our thought processes as we work."
  • Void Spike.png W - Void Spike
    • DAMAGE 75/115/155/195/235 ⇒ 80/110/140/170/200

"We're doing a little follow-up for Kha'Zix, especially with our previous tanky jungler and marksman buffs."

  • 20px Q - Taste Their Fear
    • PHYSICAL DAMAGE: 55/80/105/130/155 ⇒ 70/95/120/145/170

Evolved Wings' cooldown is now the same as Leap.

"Kha'Zix is currently strong at all levels of play, but when we discovered this bug (heh), we felt the right thing would be to fix it to work as intended, even if it meant giving him a slight buff. Long term, we're still considering changes to Kha'Zix that allow him to retain his assassin playstyle without having the raw strength to brute force his way out of most situations."

  • 20px E - Evolved Wings
    • KHA'ZIX FIX: Fixed a bug where Evolved Wings had a longer cooldown than Leap - 24/22/20/18/16 ⇒ 22/20/18/16/14

Targets now need to be further away from each other to be considered 'isolated' for Kha'Zix's damage amplification. Turrets now count as friendlies when it comes to preventing isolation. Kha'Zix now needs to wait a bit longer before re-entering stealth via his R.

"As an assassin, Kha'Zix should be looking for windows of opportunity (or should be relying on his teammates to create those windows) to engage. Instead, Kha'Zix has so much raw power that he's simply forcing engagements and kills on his own. When assassins can start and end a fight without support, that typically points to an overall lack of tactical weaknesses (which champions need to have in order to maintain meaningful counterplay). These changes are to offer more windows of opportunity against Kha'Zix and should make him think twice before going all-in, but this will be an ongoing project as we examine Kha'Zix's core role and strengths."

  • 20px Q - Taste Their Fear / Evolved Enlarged Claws
    • ISOLATION RADIUS: 350 units from nearest ally ⇒ 500 units from nearest ally
    • "NEW" GAMEPLAY: Turrets now count as allies when determining whether a target is isolated
  • VoidAssault2.png R - Void Assault / Evolved Active Camouflage
    • STEALTH RECAST: 1 second between stealth casts ⇒ 2 seconds between stealth casts

Kha'Zix must stay out of stealth longer between casts of Void Assault. Evolved Active Camouflage no longer reduces damage from turrets when Kha'Zix is stealthed.

"We love seeing Kha'Zix players adapt to the changes to Evolved Active Camouflage. Unfortunately, the increased duration of Void Assault combined with extremely short between stealth windows meant that Kha'Zix was straight face-tanking abilities and turret aggro rather than swiftly moving in and out of fights. These changes let Kha'Zix's opponents have a way to respond when the bug is out hunting."

  • 20px R - Void Assault
    • BUGFIX: Casting Flash no longer breaks Void Assault stealth
  • VoidAssault2.png R - Evolved Active Camouflage
    • "REMOVED" DAMAGE REDUCTION: Reduces turret damage

“Kha’Zix can be oppressive to play against if he starts snowballing in the early game. Even if his opponents stick together to prevent isolation, the bug deals stupendous amounts of all-in damage before leaping to safety with his E resets. Even though we trimmed down his explosive initiations and crazy fast Dragon/Baron killing speed, we still like Kha’Zix as a speedy hunter, so we buffed his ability to maneuver in fights.”

  • 20px Q - Evolved Enlarged Claws
  • Leap.png E - Leap
  • 20px R - Void Assault
    • (NEW) UTILITY: Kha’Zix ignores unit collision while in stealth
  • VoidAssault2.png R - Evolved Active Camouflage
    • (NEW) UTILITY: Void Assault Duration +1 seconds (total 2 seconds)

These changes affect Twisted Treeline only Same changes that exist on the Crystal Scar

  • 20px Q - Taste Their Fear
    • ISOLATION DAMAGE BONUS :: 45% ⇒ 35%
  • 20px Evolved Enlarged Claws
    • MISSING HEALTH DAMAGE :: 8% ⇒ 6%


  • Void Spike - Evolved Spike Racks
    • Slow increased to 30% from 20%

The changes to Kha’Zix are ultimately about giving him more viable choices when picking evolutions. Evolving Void Spikes granted such huge damage, high poke, and great utility that it was crowding out his other evolutions. Now Void Spikes gets a slow as part of the base skill, so its utility is there even at level one. Taste Their Fear’s evolution was previously reliant on having targets isolated. Now it works whether they are isolated or not, but does more damage against isolated targets, making it a more reliable choice. We also increased Void Assault’s damage reduction while in stealth to make it a slightly more enticing choice and to remind players of its additional utility.

  • Taste Their Fear
    • Isolation bonus now increases damage by 45%
    • Evolution adds 8% missing Health damage (Can be further increased by Isolation)
  • Void Spikes
    • Now slows targets hit by 20% for 2 seconds
    • Mana cost reduced to 55 / 60 / 65 / 70 / 75 from 60 / 70 / 80 / 90 / 100
    • Bonus Attack Damage ratio increased to 1.0 from 0.9
    • Evolution no longer consumes passive to apply effects--instead triples shot
    • Can no longer be cast during Leap
  • Void Assault
    • Damage reduction while in stealth increased to 50% from 40%


  • Unseen Threat
    • Damage reduced at later levels to 15-190 from 15-220
    • Slow reduced to 25% from 35%
  • Taste Their Fear
    • Bonus attack damage ratio reduced to 1.5 from 1.6
    • Isolation bonus attack damage ratio reduced to 2.0 from 2.4


  • Base Movement Speed increased by 25.

 Kha'Zix released.

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