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I love the idea of the build but I don't think it currently serves the purpose in early, I suggest you change the strategy and play safer in early, change the primary runes of sorcery for those of domination with dark harvest and maybe upgrade tear to compensate for the rune of manaflow.
In runes you will sacrifice early damage for survival and late damage and in items you will spend 2600 gold to improve the tear that will make you less tank but will give you much more damage.
I think this will work better. Sorry about my English but I am Spanish and I have used the translator.
I leave you the runes:
https://www.mobafire.com/league-of-legends/rune-page-planner#&rune=Domination:6:29:27:31::Resolve:48:49:::Shards:1:4:5
I think if the desire is to have even more impact early, it'd be better to get Doran's Ring and make use of the extra bit of raw HP and early AP to shove out opponents.
I have also seen that you no longer build the sorcerer's boots as soon as before, that may also be the problem.
Someone told me once that Karthus is not good in team fights, maybe if I follow your guide I can prove him wrong, because your guide is really something!
Thank you so much for the effort :>
it is the only other catalyst item, so if roa is bad does that mean abyssal mask is the way to go every game?
Rod of Ages would definitely fall under the "Not Recommended" items; you got the right insight into that! I will add it now to clarify. Also I'm currently testing a few other tweaks to Tank Karthus that I'll update the guide with next patch since Unflinching is being changed.
Abyssal is the only catalyst item, but it is not always the right choice to complete. I don't complete it in most games; I generally sit on Catalyst and tech into the other Armor, Health, and MR choices unless there are other people on my team who can also make use of the Abyssal Mask amplification.
Is this still viable ? I don't really see how a Karth tank would work.
Great guide mate, keep them going.
Also, do you ever do both the Tear and Catalyst? The guide header makes it sound like you need to choose between them, and the guide itself doesn't dissuade that notion for me.
I try my best to avoid building both. Each one, individually, is enough mana (thoujgh Catalyst just barely so). Building both is spending just too much money on excess mana which could be instead be invested in more durability.
I like the idea in general though, because I am fan of AP champions, that can go tanky, while still dealing decent amount of damage - like Brand or Vel'Koz, which is sometimes important - especially when there is heavy assasin or initiation meta.
I did test Second Wind, and found I couldn't get reasonable healing off of it. Practice triumphed over theory. Similar issue with Overgrowth; because TK doesn't have any inherent health scaling, the amount that Overgrowth gives is pretty meager, especially since Conditioning provides more effective health overall.
It is nice that Tank Karthus does smash a lot of assassins! The number of Fizz players I've trounced is great, especially since they pick Fizz thinking I'll be easy food.
Maybe the reason, why Seond wind isn't really that cool is, because you don't really get constantly poked in lane, which kinda makes it's efficiency questionable. Mostly as a melee champion though, if you can utilize it properly, together with Doran's shield, you can sustain yourself quite a lot, making it hard for your opponent to poke you down. And another reason, why people tend to take it is, that it works since start of game and you don't have to wait for it - and as you might know, especially on higher elo, early game is quite important.
About Overgrowth I am not sure - it depends in which moment in a game you would need to get, to be more efficient, because I don't really know your health amounts as Karthus.
Let's put it this way: with 200 minions dead and 3,000 HP, Karthus would gain a whopping... 150 health. And that takes a long time to scale up too.
It turns out that Overgrowth is really the clear choice only when a) You have abilities that scale off maximum health (Cho'gath) and/or b) You have a way stack health (Sion).
But, I have a few things in mind and your feedback is pretty much appreciated.
First, can you consider this following build: Stalker's Blade - Runic Echoes(Later in the game changed into Stalker's Blade - Cinderhulk for the aoe burn and 15% hp multiplier), Rod of Ages, Rylai's Crystal Scepter, Spirit Visage, boots depending on enemy damage source and any final tank items depending also on enemy damage source. The whole idea of this build is to be a tank, standing in the middle of the enemy team proc-ing the rylai slow, healing from e's absurd mana usage with RoA passive and gaining mana due also to RoA passive. At rank 5 your Defile will consume 78 mana/sec thus healing you for 15.6 Health/sec(without taking into consideration additional heals from Spirit Visage and in case you buy any Forbidden Idol item. Plus, you'll be a huge tank with the armor, magic resist and health you'll be stacking. You are, theoretically, going to have 'infinite' sustain and become a huge disruptor in teamfights with Rylai's Crystal Scepter's slow.
Second, if you considered this build in any form or variation, what masteries/runes would theoretically go with it? Would taking Windspeaker's Blessing + Runic Armor have any advantage than going any other mastery setup? Thank you in advanced.
I am a huge fan of off-meta or unorthodox builds like Jungle tank Cassio, AP/AD Shaco, AP/AD Malz jungle and AP/AS Trist jungle so I really like your work.
The jungle is inherently lower income than lanes, and tank stats are extremely expensive! The reason a lot of tanks do fine anyway is because they have inherent tankiness in the jungle, but Karthus doesn't have that same luxury.
That build listed there would take forever to complete. At the 20 minute mark, it's lucky to have Upgraded Boots, Jungle Enchantment, and an item component. Rod of Ages is going to be pretty ineffective by that point, which would make GLP probably superior.
It's probably worth giving a try, but you'd likely hit some pretty crippling cost issues.
Now for the topic at hand, you are definitely right. I overlooked the fact that I proposed this on a jungle role. Also, considering other roles aren't much help since karthus can't use RoA passive that well. I just wanted to propose the use for a RoA/Visage build since it is pretty broken on top tank Karma. I saw that build a few days ago and with windspeaker's blessing, mantra-w heals for about half to almost full hp from nothing. Thought I could incorporate the same method on karthus since he can heal for a bunch using his mana usage on defile and RoA passive, but turns out it wasn't enough. I have proven this further by actually playing the build I proposed earlier today and the results weren't that satisfying, to say the least. Maybe you can incorporate this method in your future builds. I'm a huge fan of these types of playstyles. The type that'll make your enemies guess wth are you actually up to and by the time they know, they're already tilted to a full 360. I look forward to your future guides. Keep up the good work.