Kha'Zix rework (or a rebalance)
Hey, The whole point of this thread is to bring out my idea of the state that Kha is in right now. I have been a Kha main for a quite some time now and his big nerf from patch 4.9 has made a lot of impact on his gameplay and a lot of people werent really happy about it, but I know why Riot did it and I would do the same thing if I were them, only in a smaller scale. I will close my intro here and start talking about his skills and my opinion about them. Ill hope you will enjoy this and maybe post comments of your opinions about Kha right now. Im apologising if there are or maybe will be grammer or writting mistakes cause english isnt my mother language :)
So lets get started, shall we
Passive: I like the passive the way like it is right now so there are no subjetcs to talk about.
Q: NOW (breathe in), there are a lot things to talk about this. First, to point out, I really like how Riot made Kha a champ who isnt really connected to any strict pathways or builds, even though after the nerf most of the people maxed-evolved W. The problem with Khas Q is that its somethimes too op or too weak, almoast dealing no dmg. If building full dmg, his isolated Q deals like 1500 dmg (asuming its evoled) and Ive killed a lot of people like that. Thats really making Kha into a dueler-type assassin, basicly destroying everyone, especially the ADCs and other squishy assassins. Early game trading is really good with him, but if trading in a non-isolated area, which is for your enemy very easy to do with the isolation nerfs and and low Q dmg, you usuallly lose the trade. The second thing is actually pretty funny cause his maxed E base dmg is 205, and for his Q is 170. Its incredible that a utility based skill has more dmg than his main skill, even his W (which has a base dmg of 200), because the way of "balance" that Riot did to him didnt really balance him in many ways. I dont mean to offend them in any way cause they are doing a very good job in balancing and keeping the game fresh and new. The third problem is the isolation part, which is mostly focused around the evolved Q. I think Riot lowered the isolation dmg too much cause its one on Khas main thins and its the part hes unique at. The "new" isolation thing were he does 1000 dmg is too op and nerfing this is gonna be required. I dont know about the execute part removal. It was nice but not to needed, but if Kha is gonna be nerfed more it should be added back. The idea of adding a bit more base dmg to his Q when evolved would be nice just to add a bit of diversity, as the fact of lowering his isolation rangeby a tiny bit, athough it may be too much. (It depends on his future paths). The "minor" things like the range increase on his Q and AA is very usefull, especially when trading in lvl 3 early game, so a nerf would lowere the chance of getting lane bullied. Thats it for this part. Here are the short conclusions.
**Normal Q: **
- Base dmg:
70/95/120/145/170 (+ 120% Bonus AD)--> /80/110/145/180/215 (+ 130% Bonus AD) -
Isolation dmg: ~~91/123.5/156/188.5/221 (+ 156% Bonus AD)~~ --> 108/148.5/196/243/290 (+ bonus 130% AD) -
Cooldown: 5/4.5/4/3.5/3 seconds -
Mana cost: same
**Evolved Q: **
91/123.5/156/188.5/221 (+ 260% Bonus AD) (+ 10 × Kha'Zix's level)--> 108/148.5/196/243/290 (+ bonus 180% bonus AD) (+ 7 × Kha'Zix's level)- Isolation range:
500--> 430
W: Void spikes is Khas skill that has been his main for some period of time. After his release, Kha players maxed and evolved W cause evolved W provided Kha with procing his passive. After the nerf, where Riot lowered the dmg, removed the passive proc and disenabled the use of W while jumping, they wanted to make his Q his main skill (obiouslly cause it gived him the highest burst back then and now). After some buffs to his Q and his ult, the skill rotation went from W to his Q and evolving his ult. When the patch 4.9 came out people were starting to max W again and still mostly do, the dmg and burst wasnt as high as it was before, so in my opinion the W should be eneabled again to cast while jumping. Also, the complete passive proc removal should be added back in one part. Instead of procing all three spikes, it should be procing only the middle one, but with the dmg being lower than the actual passive dmg. To make up for it, the mana cost and cooldown should be a bit higher, to prevent the spam and high poke from afar. Here are the conclusions.
Normal W:
- Base dmg:
80/110/140/170/200 (+ 100% Bonus AD)--> 85/115/145/180/205 (+ 100% bonus AD) - Heal:
40/70/100/130/160 (+ 50% AP)--> 35/65/95/120/150 (+ 50% AP) - Cooldown:
10/10/10/10/10--> 15/14/13/12/10 seconds - Mana cost:
55/60/65/70/75--> 70/75/80/90/100 mana New!: Able to cast Void spikes while in air Evolved W: New!: The middle cone of spikes aplies the lower portion of his passive:15 - 190 (+ 50% AP)--> 15 - 150 (+ 40% AP)
E: Khas leap hasnt really been touched so I wont talk that much here :). As I mentioned earlier, Khas leap is the most dmging ability (base dmg) therefore the dmg on the ability should be nerfed. On the other hand, when Khas E ratio was nerfed (0.8 -->0.2), it got nerfed too much so there comes a small buff. Here are the short conclusions.
Normal E:
- Base dmg: 65/100/130/170/205 (+ 20% Bonus AD) --> 50/75/100/125/150 (+ 35% bonus AD)
MORE STUFF COMING SOON :D