A Fan Rework for Kha'zix

ChaosThief·10/9/2015, 8:30:52 PM·1 votes·2,627 views

Warning. Long wall of words ahead. There is a TL:DR at the bottom for those too lazy to read through the wall (or the kit)

Now, let's start this off: when Kha'zix was first released, I had refunded Renekton to purchase him. I found his concept very cool. And at release, he seemed really strong. So for the first few weeks of release, I enjoyed playing him as a jungler. I had gone evolved Q first, which at the time worked well. Then he got picked in LCS as a tank/off tank, or whatever it was (my nickname for this build was "Tank'zix") and that started appearing left and right. There were two things that frustrated me about this: first, his scalings were still very, very high. And second, he was designed as an assassin, so I insisted to myself that I would always build him as such. He then began to receive nerfs; the huge E scaling nerf (which was perfectly fine), the nerf to the isolation range (325 --> 500, which later becomes crippling, but for now it's fine) the reduction of damage on his ult removed (again, I was fine with this, although I do prefer 1 second stealth bursts compared to 2, although 1 second bursts is weaker) . But then, came the more damaging change:

Q: Taste Their Fear Base Damage: 70/100/130/160/190 (+1.5 bonus attack damage) --> 55/80/105/130/155 ( +1.2 bonus attack damage) Isolation bonus damage: 45% --> 30%

NEW: Isolation: If the target is isolated, deal an additional 10*level (+1.04 bonus attack damage) physical damage REMOVED: Execute: No longer deals bonus damage based on target's missing health

In patch 4.7, they reduced his isolation range from 350 units to 500 units, as well as counted turrets as an ally. In patch 4.9, they changed his Q to rely on isolation. Since isolation was near impossible, he was incredibly weak during these days. Eventually, they half reverted the isolation nerf, but that still leaves all of the other changes. In release, you could evolve his Q for damage, his W for poke (it applied his passive), his E for engage/safety, and his ultimate for survivability. Now, it's pretty much locked into QWE for evolutions, in the order EQW (or QEW if you're fed or taking risks), which is saddening. I got to thinking about what I could change about kha'zix and eventually came up with an entire reworked kit. Some things are unchanged, some things are entirely new and maybe not belonging in league at all, but I'll give my shot at explaining why I made each change.

So without further ado, the (fan) reworked kit: #WAIT. BEFORE YOU CONTINUE, REMEMBER THE NUMBERS ARE ALL EXPERIMENTAL AND ARE EASILY SUBJECT TO CHANGE. IF THERE IS SOMETHING THAT CONCERNS YOU, PLEASE LET ME KNOW IN THE COMMENTS.

Base stats: Health, Magic resist, and movement speed are the same. Mana got a +3 initially for #cleannumbers. Base attack damage is reduced heavily (49.4 +2.8level) Base attack speed slightly reduced (.665 attacks per second, +2.7%level (which is unchanged compared to live)) Health regen is reduced (7.4 + 0.7 level) Armor slightly reduced (23+3 level)

I'm not very great with base stats, so if anything is easily subject to change, those would be it. Now, to the kit:

Passive: Kill. Consume. Adapt. Every time Kha'zix kills a large monster or champion, Kha'zix permanently gains 1 AD, and heals for 15% of their maximum health (max 40*champion level for the heal) Any targets that are isolated (425 units away from an ally) will now take 30% bonus damage from Kha'zix's abilities(Except Taste Their Fear(Q)) and 50% bonus damage from his basic attacks and Taste Their Fear (Q).

As much as the current passive can work, it doesn't really serve that much purpose or sense in his kit. It simply adds in a slow to his autoattack and provides some bonus damage, which is useful, but there are passives that can fit much more thematically. So I aimed for a more thematic passive, centered around allowing him to scale better in late game. In addition, the isolation applying to all abilities makes him far less reliant on just his Q to murder people, and I have tried making some changes to support this. * side note: originally I had the Q apply only 30% bonus, but as I was writing this I decided to change that. His Q should still do quite a bit of damage.

Q: Taste Their Fear

Kha'zix slashes the target enemy, dealing 55/85/115/145/175 (+100% bonus AD) physical damage.

Evolved: Kha'zix gains 50 bonus range on autoattacks and Taste Their Fear, and Taste Their Fear deals an additional 5% bonus damage. (Calculates this before the isolation damage) Cooldown, mana cost, and range are all the same as live.

So I wanted to tie less of his power into being a Q bot and more into his other abilities. Also note that evolving the claws also boosts his non isolation damage on his Q, so it's still a good option if you want just pure damage.

W: Void Spike

Kha'zix fires a single spike in target direction, dealing 20/30/40/50/60 (+25% bonus AD) physical damage on impact. If it hits an enemy, it will reveal them and deal 40/70/100/130/160(+75% bonus AD) physical damage over 2.5 seconds. While moving towards enemies with a spike in them, he gains +20% movement speed. Kha'zix can hold up to 2 charges at once, but hitting a target with multiple spikes will cause it to deal impact damage and refresh the damage over time.

Evolved: He can now hold an additional 2 charges and they deal an additional 10(+10% bonus AD) physical damage on impact and +40(+15% bonus AD) physical damage over time.

Now here lies the outlandish change. This allows Kha'zix to wittle down and hunt targets. It also can deal a significant amount, allowing Kha'zix to deal damage at a distance. The spike is incredibly small (to take an estimate, 20 units) and moves very quickly. Most likely, it will rely on Kha'zix's aim rather than the opponent's dodge, but it is incredibly small, so who knows. If anything is to be scrapped, this probably would be it.

E: Leap Kha'zix leaps to target location, dealing 65/100/135/170/205 (+20% bonus AD) physical damage to nearby enemies when landing. Evolved: Leap gains range and its cooldown is reset on enemy champion takedowns.

Completely unchanged from live. It will hurt more if the target is isolated, however, due to the passive change.

R: Void Assault Passive: Each rank in Void Assault allows Kha'zix to evolve one of his abilities, granting it additional effects. Active: Kha'zix enters stealth for 1 second, gaining 40% bonus movement speed and ignoring unit collision. The next autoattack will deal 20(+20% AD) bonus damage. Evolved: Stealth is increased to 2 seconds and the auto attack bonus is increased to 30(+30% bonus AD)

This is mostly unchanged. The purpose of the ult's bonus damage on next auto is twofold: the first is to give a pseudo old passive. The second is to tie something into the ultimate other than just stealth. It now has more power tied into it than before.

And that's the changes. Many are unusual, and some will probably flat out be unbalanced (looking at you, passive and void spike.) Please give me your general feedback, it will be much appreciated. Also, keep in mind that numbers can change. Please focus on the kit itself and less on the numbers.

Thank you for reading, if you actually went through the whole thing! It means a lot.

http://img09.deviantart.net/408c/i/2013/191/7/b/kha_zix_by_nikivandermosten-d6cvz4f.png

(By NikiVandermosten)

#TL:DR

Some based stats reduced to compensate for passive. Passive now grants permanent bonus AD and a heal based on the enemies' maximum health (with a cap) when killing an enemy champion or large monster. Isolation also applies to all abilities and autoattacks, autoattacks and Q having the largest bonus. Q now deals more base damage and less scaling initially. Evolving increases range and the Q's damage, whether isolated or not(but of course, isolation also deals more because of this.) W is completely changed, it now strikes a single target as a small projectile. It deals small impact damage and reveals them as well as deal damage over time to the target hit. It also runs on a charge system. Evolving it increases the damage and grants additional charges. E is unchanged from live, R now applies bonus damage to the next autoattack after stealth, to act as a pseudo old Kha'zix passive.

Please post your thoughts in the comments below, numbers are subject to change, focus on the kit and not the numbers if you can! Thank you for reading. #I am open to all feedback, whether positive or negative, if it is constructive and not bashing. Thank you.

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