Kha'Zix Rework
I think K6 needs a little more work in order to feel thematically accurate. As an champion that "evolves" I feel like the evolutions should be and adaptation to the situation rather than, oh q is the worst evolution lets just choose the other 3.
So I propose this rework.
TL;DR Q makes him on hit/aa relient, W makes him ranged/poke heavy, E makes him assassin, R makes him tanky.
Q(Base): Deals 70/95/120/145/170 (+120% bonus AD) -> ISO 91/123.5/156.188.5/221(+156% bonus AD Q(Evo1): AA and Active Range increase(175,375), +(3xK6 level+104% bonus AD) Q(Evo2): AA and Active Range increase(175,375), magic dmg on AA (+5% total HP). 10% missing health dmg
W(B): Deals 75/115/155/196/235 (+100% bonus AD) +20% to monsters. 20% Slow. Heal 40/70/100/130/160(+50% AP) W(E1): 3 Spikes, 30% Slow W(E2): 3 Spikes, 50% Slow, +30% dmg
E(B): Deals 65/100/135/170/205 (+20% bonus AD) E(Evo1): Cooldown is reduced by 20% if enemy is hit by e E(Evo2): Cooldown is reduced by 20% if enemy is hit by e, Reset on Kill, 30% dmg
R(B):Stealth 3 times, +40% movespeed, ignores unit collision R(E1): +Plus 1 cast(4 Total), Reduce 15% dmg when invisible. R(E2): +Plus 1 cast(4 Total). Reduce 40% dmg when invisible. +15 Tenacity
This would give K6 16 evolution possibilities, instead of 4 and you would need to invest into the evolution to get the best of that evolution. As well getting 1 evolution in each ability is less rewarding. Plus you can do all kinds of cool things with the animations. Larger claws at Q(E1), colour change(bright yellow) at Q(E2). Spikes at E1, Green at W(E2), Large Wings at E(E1), Blue at E(E2), Size change at R(E1), Red at R(E2)
This biggest problem I could see is the amount of knowledge someone would need in order to play K6, You would need to know how much each dmg each evo would do in each situations, but with good animations/appearance changes i think that it would be easy for people to understand.
Let me know your thoughts. hopefully Riot can comment =)