Something needs to be done about Kha'Zix

Visigoth··7 votes·1,112 views

Right now he feels so odd to play. If you get ahead you literally will blow up isolated targets like they were Hiroshima and Nagasaki. But the same exact situation where an enemy minion/tower/another champion is remotely near them and you might as well be shooting marshmallows at them.

He's been nerfed so many times that he has gone from 4 evolutions to pretty much 2 that matter. Your Q needs to be evolved or you do almost no damage, especially if they aren't isolated (which is most cases unless in the middle of the jungle). You need your E to have the high mobility an** assassin** like Khazix needs, plus his escape with the reset. Other than that his W is now a cone of vision with the slow, which doesn't matter since you most likely are always fighting champs like Kalista Leblanc Katarina Lissandra with some sort of dash or blink. And his evolved R is now useless when compared to the damage reduction he got. I have been killed in stealth way too many times, and the extra passive isn't worth the evolution.

The thing that makes Khazix unique is the fact that he gets to choose how he plays. His evolutions determine how he can be played. Q means you cannot be fought if the person is alone, making you an assassination machine. It also is your biggest source of damage and pretty much required. W gives more poke. E gives you the necessary mobility to kill people and get out, also necessary. Then your R basically gives you another proc on passive. 2 of his evolutions are necessary, and another is absolutely useless to take.

Not to mention his weak early game due to poor clears, making him susceptible to invades, and his poor laning (which is ironic because he was originally a mid laner.

TL;DR: Kha'Zix is outclassed hard as hell and his damage is so inconsistent whether fed or not.

Some suggestions to improve him could be simple things like decreasing isolation range again or giving him back his damage reduction on evolved R. Perhaps towers and minions, or at least just towers, could no longer count as allies for isolation. Or even, although very risky to do, give him back the execute on evolved Q. Or actually maybe some interactions between evolutions. Like Evolving Q and R would give the Q the execute. And the E reset could also be shifted to relying on the R to also be evolved (although that recreates the previous problem of basically requiring certain evolutions).

8 Comments

DanofDemacia2 votes

He's actually really good you just need to get gud. In team fights go straight for the APC or ADC and gg.

DaCush1 votes

Great post. I completely agree. I really like your idea on having certain evolutions being beneficial to eachother. I would love if they did something like that. +1

GetBoomedOn1 votes

Yeah I hated seeing him get nerfed tot he ground like he did

pE4CbxDPQO1 votes

Having a great time playing Kha'Zix middle. Starting flask 2hp pots 1mana pot

level 1 q level2 e level3 w max q>w>e evolve e>q>r

rush hydra>get t1 boots>make last whisper>situational boots

AD Purples AD Reds (1crit) hp / armor Yellows MR Blues

21/9/0

Have fun

DarkFaun Fortes1 votes

I recently got him and I agree, I really like his reaper of the sands skin, but i'm not gonna buy a skin for a champ that can't win without tears.

Scorpionex1 votes

I recently was bouncing ideas around for a complete rework of Kha'zix to make his damage more consistent but still have him be balanced and feel like a hunter...

   Passive- changed the passive to give 20% extra movement speed when moving towards isolated targets 

    Taste Their Fear- Damage increased slightly to 
    80/ 100/ 120/ 150/ 175

    Evolved Enlarged Claws- Completely reworked base damage decreased slightly but for each of 10% health missing Kha'zix gains 10 ad
    base damage decreased to 90/120/ 150/ 190/ 220 but gains ad based on health missing of target 

    Void Spike- Range decreased to evolved claws range damage increased to 
    100/ 120/ 160/ 190/ 220

    Evolved Spike Racks-  Now fires 3 void spikes in front of him at melee range all 3 can damage an opponent slow does not stack however
   damage of one spike is the same as reg void spike the other two void spikes if hit an opponent do half damage

    Leap- damage component taken away

    Evolved Wings- Everything the same but each subsequent leap costs double the mana if used within 5 seconds of the kill

    Void Assault- unchanged

    Evolved Active Camouflage- for .25 seconds after he goes into stealth he is untargetable by spells or attacks however skill shots can still hit all other                        parts stay the same                    

my intention here was addressing the core things that a lot of people complain about when kha is strong the resets, the poke and his damage being completely wonky damage wise while still keeping the core game play that is kha'zix which is that hes a hunter and when he jumps on you he devours you up...

My thoughts on each change first off the massive change to some of his passives is so that he isn't reliant solely on someone being isolated to assassinate the spike racks damage buff but range nerf is to promote kha'zix needing to get into melee range to do his damage and to not put all of his damage solely into his q. The evolved wings is prob a big nerf to him because on live it just resets in general on kill or assist no repercussions but by giving it a stacking mana cost much like kass's r if used in successive order he will run out of mana quickly eliminating the entire team kill aspect of his play that a lot of people complain about when he's strong.

So these are my thoughts I would like some input?

Blackwindy1 votes

I'd love to see kha get 1 evolution point at lvl 1.

Mouse5341 votes

My only problem with him is that if he is so about his isolation mechanic, why does only the q do anything for that? I am just a bit confuzzled about that, for all of his evolves, shouldn't they be all about that fact? Just curious, and I do not main nor play him, but that is what he seems to be advertised as.

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