For Kha'Zix, which keystone is the better?

YumaS2Astral··2 votes·5,890 views

I like to play Kha'Zix at top lane, and sometimes at mid lane (if top lane or jungler is an AP) and I've tested three possible keystones on him: Thunderlord's Decree, Grasp of the Undying, and Deathfire Touch.

Thunderlord's Decree is easy to proc as Kha'Zix can just Q and auto-attack once if he has a stack of Unseen Threat (his passive) to proc it. It is good for trying to get all-ins in lane phase but also makes his later assassination attempts much better. Taking the Precision mastery works well with the fact that both his passive and Thunderlord's Decree itself deal magic damage.

On the other hand, Grasp of the Undying makes Kha'Zix's laning phase safer and better, allowing him to sustain even better on top of the sustain provided by his Void Spikes. Constantly procing Unseen Threat + Grasp of the Undying on the enemy makes for a good harassing tool. However, it essentially forces Kha'Zix into a tanky bruiser build to make the best possible use of Grasp of the Undying.

Then, there is also Deathfire Touch. Both Kha'Zix's passive and his Q actually proc the most powerful version of Deathfire Touch (single-targeted and non-AoE). Kha'Zix would have to constantly harass an enemy to make this mastery useful early, but it is actually pretty useful later in the game with a bit of bonus AD if he is forced into longer trades or if he has to trade with another champion immediately, as it has no cooldown when compared to Thunderlord's Decree.

Ultimately, though, I can't decide which mastery is the better overall. It seems like the choice of mastery depends on the situation, as Thunderlords give a better burst, Deathfire Touch gives a better DPS, and Deathfire Touch gives a better laning phase.

1 Comments

SelflessTeammate2 votes

Kinda six days late on this, but I was actually typing in a search engine about this exact topic...But anyway, I'll share my own experience with the keystones on K6.

Thunderlord's: The go-to. It's good because it's super-easy to proc and K6 isn't the type to stay in fights long, anyway. At the same time, it's so common I feel unoriginal doing it.

Grasp of the Undying: Nope, his base health makes this pretty useless, and that's all Grasp works off of. Just not gonna fly, and he'd have to be in combat four whole seconds before even one proc.

Deathfire: Not bad because K6 gets a pretty heavy amount of AD, but it doesn't kill particularly quickly. It does have the benefit of not having a cooldown like you mentioned, and it's overall more damage, but it's applied a lot slower. Consequently, it of course does more damage overall, but it applies it far slower, which sort of defeats the purpose.

Actually, there are two you didn't mention at all that I do prefer, though. They are:

Stormraider's: While the massive slow resistance is nice, this has a good fit on K6 for the nutty speed boost whenever he bursts something down. Makes getting in and out of a fight much easier, and is also quite good for teamfights, making him move around much faster, either for multi-kills or to get out of there in case his Leap isn't quite enough, or it's just not evolved yet.

Strength of the Ages: It doesn't sound like fun to put this on K6, but damned if it doesn't seem to get results. The 300 bonus health is nice to have, of course, considering that K6 can be slain by a feather most of the time, but the huge boost to sustain is what really helps out, because every large monster/siege minion gives him a stupid amount of health on takedowns, iirc. Even if he's low after a fight, assuming he can kill anything, he can be back up to full health in no time when combined with his W and possibly Death's Dance, an item I really like on K6.

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