Kha'Zix; a Light Gameplay Update
Please be understanding and talk things through, all I ask of you guys, there is no need to stifle creativity or those sharing thoughts and ideas.
So Kha'Zix is not in a bad spot by any means, so what my ideas will do is change up his evolutions to create better diversity rather than evolve X-Y-Z in every game in that order EXCEPT for that rare off game, also a slight touch up on abilities, nothing majour.
Basic Attack Range: 150 units Movement: 350 units per second
Unseen Threat (Passive): Kha'Zix gains Unseen Threat when the enemy team loses sight of him, causing his next basic attack against an enemy champion to deal 15 - 190(based on level)(+50%AP) bonus magic damage and slow them by 25% for 2 seconds.
Taste Their Fear (Q): Cooldown: 3.5 seconds; Cost 20 Mana; Range: 300 units Passive: Nearby visible enemies not within 425 units of another enemy unit or turret are isolated.
Active: Kha'Zix slashes the target enemy to deal 50/75/100/125/150(+125%Bonus AD) physical damage, if the target is isolated this damage is doubled.
EVOLVED Enlarged Claws: Kha'Zix's basic attacks and Taste Their Fear gain 50% increased range.
Void Spikes (W): Cooldown: 8 seconds; Cost: 60/70/80/90/100 Mana; Range: 1000 units / 20 degrees separation Kha'Zix fires clusters of spikes in the target direction in 1/2/3/4/5 lines dealing 20(+65%AD) physical damage and slowing by 15% for 2 seconds to the first enemy they strike, Kha'Zix heals himself for 60/65/70/75/80(+20%AP) health for every cluster that explodes on enemies within 250 units of Kha'Zix, multiple clusters can hit and damage the same enemy.
EVOLVED Spike Rack: Void Spikes slow can stack additionally on the same enemy struck by multiple spikes and clusters of spikes explode in a small area around the struck enemy.
Wings (E): Cooldown: 20/18/16/14/12 seconds; Cost: 50 Mana; Range: 725 units Kha'Zix flies to the target location dealing 60/90/120/150/180(+25%Bonus AD) physical damage to struck enemies.
Enemy champion kills and assists refresh the cooldown of Wings.
EVOLVED Deadly Wings: Enemies struck by Wings become considered isolated for 1 second.
Void Assault (R): Cooldown: 100/90/80 seconds; Cost: 100 Mana 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 0.5 second gaining Unseen Threat and refreshing Taste Their Fear's cooldown, Void Assault can be cast a total of 2/3/4 times within 10 seconds of the first cast.
EVOLVED Camouflage: Kha'Zix enters stealth when inside brush and while stealth he moves 50% faster. Kha'Zix cannot enter stealth from brush if he dealt damage to an enemy in the last 6 seconds.
The main goal is have the evolutions utility focused to move them away from being requirements and into choices per player and per per game to make both what evolutions to take and the order you take them in more meaningful; so Q evolve is even more range than it is now instead of increased damage so you take it if you feel you are being easily kited and having troubles dealing damage to your target; W evolve adds a little more AoE and a stronger slow if you shotgun it at later ranks (also shot gunning mechanic makes him more that all-in assassin and away from an all-in assassin with strong poke which has been an issue in the past with the ability- the spread factor is now attached per rank rather than evolution); E evolve previously was mandatory because of the range increase and reset mechanic, so to fix this I added the reset mechanic to the ability and increased the range slightly, but lower than the evolved version to make Kha'Zix better to go against, the evolved E is now adding to the assassin mechanic and playing with his isolation mechanic by forcing isolation one time from his Q; R stealth duration I lowered and made additional casts go up by rank rather than by evolution, mobility and increased trickery is now the evolution, and casts of his ultimate refreshes the cooldown of his Q is the new utility rather than movement speed.