By GamGem ResearchLast updated 20 Aug 2026 · 00:00

Kha'Zix
the Voidreaver
Assassin
League of LegendsPatch 26.16JungleRanked Solo/DuoEmerald+NA61,993 gamesSample data
Role snapshot (Jungle)
- 54.7%
- Win Rate
- 12.1%
- Pick Rate
- 16.9%
- Ban Rate
61,993
Games
High
Confidence
Matchup map (Jungle) — level 1–18
Conditional build matrix
| vs AP Burst | vs AD Assassins | vs Tanks | vs Sustain | |
|---|---|---|---|---|
| Mythic / Core | ||||
| Core 2 | ||||
| Core 3 | ||||
| Boots | ||||
| Situational |
Popular build
28,517 games55.1%Win Rate
Reliable build
20,458 games53.8%Win Rate
High observed win rate
7,439 games57.2%Win Rate
Runes
Primary: Inspiration
Glacial Augment
Hextech Flashtraption
Time Warp Tonic
Approach Velocity
Secondary: Sorcery
Manaflow Band
Celerity
Shards
+9 Adaptive Force
+9 Adaptive Force
+10-180 Health (based on level)
Skill order
| Q | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| W | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
| E | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
| R | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
Ability details

Unseen Threat
Nearby enemies that are Isolated from their allies are marked. Kha'Zix's abilities have interactions with Isolated targets.When Kha'Zix is not visible to the enemy team, he gains Unseen Threat, causing his next basic attack against an enemy champion to deal bonus magic damage and slow them for a few seconds.
Passive — never cast

Taste Their Fear
Deals physical damage to the target. Damage increased on Isolated targets. If he chooses to Evolve Reaper Claws, this refunds a percent of it's cooldown against Isolated targets. Kha'Zix also gains increased range on his basic attacks and Taste Their Fear.
Cost 20 ManaCooldown 4sRange 325

Void Spike
Kha'Zix fires exploding spikes that deal physical damage to enemies hit. Kha'Zix is healed if he is also within the explosion radius. If he chooses to Evolve Spike Racks, Void Spike now fires three spikes in a cone, slow enemies hit, and reveals enemy champions hit for 2 seconds. Isolated targets are slowed for extra.
Cost 55/60/65/70/75 ManaCooldown 9sRange 1000

Leap
Kha'Zix leaps to an area, dealing physical damage upon landing. If he chooses to Evolve Wings, Leap's range increases by 200 and the cooldown resets on champion kill or assist.
Cost 50 ManaCooldown 20/18/16/14/12sRange 700

Void Assault
Each rank allows Kha'Zix to evolve one of his abilities, giving it a unique additional effect. When activated, Kha'Zix becomes Invisible, triggering Unseen Threat and increasing Move Speed. If he chooses to Evolve Adaptive Cloaking, Void Assault gains increased Invisibility duration, and an additional use.
Cost 100 ManaCooldown 100/85/70sRange 25000
Scaling — level 1–18
Kha'ZixJungle average
1918
1918
1918
Counter plan — how to beat Kha'Zix
Deny the reset — it wants a kill to come back out; a warded exit removes it
Punish the cooldown — Kha'Zix is exposed while its rotation is down
Ward the flank — vision is what turns its best opening into a worse one
Respect the spike — Riot rates the kit 6/10, so a practised player gets more out of it than the average
Trade on your terms — take the fight where its damage lands on nobody
ARAM performance
- 52.3%
- Win Rate ▲ 0.5%
- 4.3%
- Pick Rate ▲ 0.2%
- 4.8%
- Ban Rate ▲ 3.5%
- Damage dealt
- 91.1%
- Damage taken
- 98.5%
- Healing
- 110.2%
- Shielding
- 99.3%
- Ability Haste
- +23
Best ARAM build
Patch timeline
We hold the rates, not the balance log. What actually changed each patch is in Riot’s own notes.
- 26.16Live now+0.9
- 26.14Sample win rate across this patch+0.2
- 26.11Sample win rate across this patch+0.1
- 26.08Sample win rate across this patch-0.7
- 26.05Sample win rate across this patch+0.3
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Methodology
- Data window
- 512,340 games on patch 26.16, Ranked Solo/Duo, NA. Last refreshed 20 Aug 2026.
- Rank aggregation
- Emerald+ and above, pooled. Splitting further leaves samples too small to separate a real effect from noise.
- Role assignment
- A champion is filed under the lanes it actually plays, not the one class it belongs to — which is why several appear in two.
- Counters
- A matchup, not a tier gap: how this champion does into that one specifically, over that pairing’s own games.
- Minimum sample
- The confidence indicator beside every rate is driven by how much of the window this champion appears in. A low reading means read the figure loosely, not that it is wrong.
- Why a build is not a cause
- The best-scoring build is the one the best-placed players happened to take. Correlation is what a rate can show; it is not evidence that buying those items caused the wins.
- Where the numbers come from
- Names, classes, lanes, abilities, items and runes are Riot Data Dragon. Win, pick and ban rates are derived samples — Riot publishes none of them, and nothing on this page presents one as measured.
