Kha'Zix Rework
Read below this kit for the explanation.
Passive- Consuming Evolution Innate- Evolution: Kha'Zix gains the ability to evolve by killing different units. Killing a small minion will grant 1 stack. Killing a small monster will grant 2 stacks. Killing a large minion will grant 3 stacks. Killing a large monster will grant 4 stacks. Killing a champion will grant 5 stacks. Upon reaching 60, 120, 180, 240, and 450 stacks, Kha'Zix can evolve each of his abilities except on 450 stacks. At 450 stacks, Kha'Zix evolves to become the Prime Alpha, growing in size and increasing his attack damage by 20% and max health by 10%. Innate- Cold Killer: Each of Kha'Zix's abilities have a passive component that become disabled when he is below 55/40/25% health. While below this threshold, he also deals 15% less damage with his abilities. Levels: 1/13/18
Ability 1- Put Fear in Them Passive: Kha'Zix's basic attacks and spells apply stacks of Fear of Death. A basic attack deals 1 stack and a spell grants 2 stacks. At 6 stacks, the target is feared for 1.1/1.2/1.3/1.4/1.5 seconds. All current stacks on enemy units are lost if this passive is disabled. Active: Kha'Zix slices through all units in front of him, dealing 75/120/165/210/255 (+90% bonus AD) physical damage to them. This attack ignores 15/20/25/30/35% of the enemy's armor. Evolved Active: Put Fear in Them deals an extra 25/40/55/70/85 (+25% bonus AD) physical damage if used to strike only one target for a total of 100/160/220/280/340 (+115% bonus AD) physical damage. Cost: 40/45/50/55/60 mana Cool Down: 13/11.5/10/8.5/7 sec. Range: 350
Ability 2- Hide in the Shadows Passive: If Kha'Zix is out of combat, he becomes invisible as long as he is within 500/550/600/650/700 units of an enemy unit. However, upon moving within 150 units of a target, he becomes visible again. Active: Kha'Zix becomes invisible for 2 seconds before lunging out in the direction he is facing 400 units, giving a 0.25 second warning of visibility. If Kha'Zix contacts an enemy unit during this time, he will grab them and pull them back 400 units to where he was before, dealing 25/45/65/85/105 (+50% bonus AD) physical damage to them when he releases them. Evolved Active: Hide in the Shadows also slows the enemy by 20/25/30/35/40% for 2 seconds. Kha'Zix also executes the dash part Hide in the Shadows twice as fast. Cost: 75 mana Cool Down: 15/14/13/12/11 sec. Range: 400 Dash Speed Forward: 750 Dash Speed Backwards: 1200
Ability 3- Assassin's Stab Passive: Kha'Zix's first basic attack after being out of enemy sight deals 20/30/40/50/60 (+15% bonus AD) bonus magic damage. Active: Kha'Zix leaps to the target unit, dealing 40/70/100/130/160 (+70% bonus AD) physical damage. This attack applies on-hit effects and deals 50% bonus damage if Kha'Zix was out of sight when cast, for a total of 60/105/150/195/240 (+105% bonus AD) physical damage. Evolved Active: Assassin's Stab applies Grievous Wounds and it's range is increased by 50%, increasing to 750. Killing someone with this grants 50% more Evolution stacks than normal, always granting at least 1 extra stack. Cost: 50/55/60/65/70 mana Cool Down: 14/13/12/11/10 sec. Range: 500
Ultimate- Killer's Camouflage Active: Kha'Zix becomes invisible for up to 1.5 seconds, gaining 50% movement speed for that time. This can be recast again within 7 seconds at no cost. Evolved Active: Kha'Zix can recast this ability another time and gains 100% movement speed for the second cast of this ability. The third cast is further increased to give him 150% movement speed. The first cast has it's invisibility duration increased to 2 seconds. Cost: 100 mana Cool Down: 90/75/60 sec.
I find every week a new thread talking about how Kha'Zix has no point since his gameplay pattern makes him out to want to get as far ahead as possible, but due to him having to level up in order for that to happen, he would have to be completely broken in order to accomplish this. Therefore, a separate means of allowing Kha'Zix to evolve is in order. So, I thought, why not make it exactly what Kha'Zix does? Eat, meaning in League, kill. Next, there was the problem with his cores strength, being catching a target alone. It would be great to preserve that, but having him rely on it and having no means of being able to force it makes him rather weak and rely on his enemies' stupidity to travel alone. Therefore, I have made adjustments to his kit to allow him to force an enemy to be alone as well as not entirely rely on them being completely alone. However, in order to do this WITH CHANCES OF COUNTERPLAY, I had to modify his "leap" ability and completely change his spikes. He no longer has any poke, instead having pure strength and mobility. However, his stealth aspects have been considerably buffed to make him much more of a powerful foe despite having to hard engage in order to execute his targets. However, I noticed something. With the passives I gave him, his Top Lane strength, even Middle Lane, would be very oppressive. So, lets give them a limit. If his opponent can brave the beast and leave him below a % of his max health, then his passives are removed and each of his abilities deal much less damage. He will have to rely on his basic attacks to still deal full damage. Finally, I got into his fantasy. How come Kha'Zix doesn't evolve into a bit of an ultimate life form when he is at his fullest power. So, I gave him a super end game goal that makes him a catalyst for ending the game for his team as well as a true beast. Killable, but definitely a raid boss worth focusing.
So, if any of you have any opinions or support this kit, please comment below! Thanks for reading!