Karthus Build Guide by iamblamb
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| Health | 1740 |
| Health Regen | 15.4 |
| Mana | 2622 |
| Mana Regen | 44.83 |
| Armor | 124 |
| Magic Resist | 87.06 |
| Dodge | 0 |
| Tenacity | 0 |
| Movement Speed | 405 |
| Gold Bonus | 0 |
| Attack Damage | 100.7 |
| Attack Speed | 0.849 |
| Crit Chance | 0%S |
| Crit Damage | 0% |
| Ability Power | 630 |
| Life Steal | 0% |
| Spell Vamp | 38 |
| Armor Penetration | 0 |
| Magic Penetration | 22.83 |
| Cooldown Reduction | 0% |
Recommended Runes
Ability Sequence





Masteries
Introduction
PLEASE TRY THIS ENTIRE BUILD OUT A COUPLE TIMES BEFORE YOU JUDGE IT BASED ON THE SUMMONER'S, ITEMS, OR SKILL SEQUENCE. I THINK YOU WILL BE SURPRISED BY THE RESULTS IT WILL YIELD.
If you are going to downvote this guide, please let me know why, so that I may ammend the guide or explain the choices in it (again and in more detail.)
I'll say it once more, The only guide that I recommend you follow is the "Cruel and Unusual" build; the other builds are for you people who can't get over not using an RoA.
Pros / Cons
PROS
-
+Everyone hates him.
+He's a blast to play.
+A little spell vamp goes a long way.
+Doesn't need to wreck his lane to carry.
+If he wins his lane, turns into a hyper carry.
CONS
-
-He is fairly squishy.
-It is hard to finish off kills pre-Lvl 6.
-Teammates will always blame you for not kill-securing.
-Teammates will always blame you for kill-stealing.
When not to play Karthus
Sometimes you will be last pick, you should not lane against the following champions unless you are capable of extreme bad-***ery. And even then you should strongly consider playing a character better suited to counter the enemy mid/top laner. These impossible champs are:
Akali
Talon
Kassadin
Veigar
LeBlanc
Fizz
Katarina
There is one thing that is similar with all of these champs. The ability to teleport/jump, dodge, and go invisible or otherwise untargetable. They are extremely difficult to lane against due to high mobility, however they have a low range so they are not invincible. I would be wary of most of these matchups.
Other matchups that are difficult but not as impossible as the ones above are:
Ahri
Lux
Zyra - She has Heim's turrets, Lux's aoe stun/root, and Orianna's Ult (but with a bigger AoE)
Gragas
Vladimir
Fiddlesticks
Malzahar
Orianna - but only if she's a good one
Champs you should not hesitate to play Karthus against are:
Heimerdinger
Annie
Brand
Ryze
Viktor
Swain
Morgana - Stay behind minions and let them take the stun, it moves very slowly.
Xerath
Kennen - just watch out for the CC when his jungler ganks.
When Karthus gets counterpicked
Karthus doesn't always get counterpicked but here's a list of counterpicks (they aren't all mid lane counters.)
Shaco
Sivir
Nocturn
Runes

I've tried about 10 different combos, and this one seems to yield the best results
| Runes | |||||||||||||||
Greater Mark of Magic Penetration 9 |
Greater Seal of Scaling Ability Power 9 |
Greater Glyph of Magic Resist 9 |
Greater Quintessence of Spell Vamp 3 |
||||||||||||
This is great because it adds to survivability early-game, and invincibility late-game.
Another valid option is
Gives you some AP per level so that you can maximize your DPS esp. late game, besides there really isn't anything better to put in this slot.
This is almost essential if you want to be able to trade damage with other mids, without having to buy
This will give you a little bit of magic penn. before you complete your boots, it will help counteract the MR that the jungler will get off of
Masteries
From the offense side you get the essentials: additional tons of AP, CDR, increased damage and Magic Penn. You might have noticed I take 2 additional damage to minions over 2 more AP. This is because the gains to AP through the deathcap along with the AP to damage ratio of all of the skills means that you might do an additional 2 damage. I've never let anyone get away who survived with less than a couple hundred health. That being said, 2 damage will let you pick up minions a little easier in the early levels with auto-attacks. The difference is negligible but I've found it more useful than single digit AP boosts.
From the Utility side you get added movement (remember mobility = early survivability). You also get more mana (which will factor into how much AP you get from your
Skill Sequence
I take
At level 2 I get
At level 4 I take
I max my
The way I max my
-
A good Karthus will hit his Q's which do more damage than if you were to leave Defile toggled on.
Wall of pain makes you faster than people chasing you, which allows you to outrun a jungler, escape ganks, and trap turret-divers under an aggro'd turret.
Wall of pain also does more in a team fight since it helps everyone hit harder due to the fact that it strips anyone who walks through it of Armor and Magic Resistance.
Summoner Spells
the only 2 summoners you will need.
Ghost gets you away from everyone early game, and gets you to everyone late game, or at least close enough to drop a
Heal helps with laners who do damage over time, some examples are
A complete list of DoT abilities, spells, and buffs that heal helps you avoid is as follows:
Items
STARTING ITEMS
+
: for a standard lane.OR
+
: for when you're expecting to not have to use your CORE ITEMS
: Its just enough to counter OR
: If you've been counterpicked for your mid lane.Early game:
: you take this over catalyst of the protector because catalyst gives you health and mana but no regeneration, so you will eventually run out of one of the two.
: rewards you for hitting things. Take that anger out on something, son! Also in tandem with Tear of the Goddess you can convert mana into hp via your Q.Mid/Late game
: Increased spell vamp + more AP.
: More AP.
: More of More AP
: Armor, Bling Factor, Invincibility, and (of course) AP!!
SITUATIONAL ITEMS
I have only found myself needing one of 5 additional items:
: Is great when someone decides to build a
: If the enemy hits as hard with AP as you do. + More AP
: More HP and Mana, also good against a caster that tends to land stuns or fears, good examples are
: More mana, Cooldown Reduction, and Armor... Alot of Armor.
: Gives some AP and CDR but mainly because it is a truly exceptional against Health Tanks like Gameplay
Early game
You'll want to go mid, unless you have a
First thing you'll get ready to wreck is the blue buff. In some cases your jungler will ask you to damage the wolves, and its important to let him take aggro from them, conversely, you will leash the blue and head to mid. If you've only leashed the blue, then you should get there in just enough time to
You'll want to refrain from casting
At Lvl 4 you'll get your
When being the victim of a gank you want to prioritize the jungler when you throw down your
Sometimes you will be forced to use your
While roaming isn't really recommended, if you see the need to do so, make sure to check bushes with your
Mid game:
You should have your
When ulting someone in your own lane, you only do it when one of two things has happened. 1- They have blown their heals and shields and are way past their turret. 2- You are dead and they are low and out of reach, if they are in your reach, use
Once the laning phase has been broken up, either by roamers from your team or from the other, you will be ganking and trapping. Karthus plays the second role very well. Many enemy champs will underestimate your suvivability onc eyou have an
-
1- Slow enemies chasing your teammates.
2- Slow and debuff multiple enemies during ganks.
3- Slow retreating enemies that are running from a teamfight or running from your ghost after you've died, try and keep them inside of your AoE.
4- You will use it to debuff neutral monsters like the Ancient Golem, the Dragon, and the Baron himself.
As an added benefit your
Late game
There are two main ways to play that I've seen, suicide bomber karthus and ranged skittle-cannon karthus.
A suicide bomber runs in with
Skittle-cannon Karthus is better in my opinion, because the range on
Either way, your dps should be almost as much as your ranged AD carry's.
Warding Your Lane
Let's face it, wards win games. They will alert you to incoming junglers and ganks and keep you from overextending. It is a good idea to drop these bad boys whenever you're getting harassed by the jungler. Even if you haven't seen a gank but you're doing well, you should still ward, because the likelihood of a gank happening in a lane is higher when that lane is doing worse.
So here's an overview of where your team as a whole should ward.
And if you're playing Karthus, here's where you should ward:
You should ward above the mid lane here:
Unless, of course, your top and jungler haven't put a ward here:
Or here:
If they don't have either of those, you will need to sacrifice some visibility of the riverbed for some visibility of your backdoor and ward here:
On the bottom of the mid lane you should ward here:
And ward here if you find that you're having to turtle and worry about getting dived in a 4 or 5 v 1:
Lastly, you may be facing someone who goes invis frequently or drops traps and presents for you that you can't see. If that is the case, get a pink one and ward here:
Solo Baron
-His damage.
For this I'd recommend getting some armor, some health, and some spell vamp.-Your damage output.
This calls for some firepower, abbreviated-Your mana consumption.
I'd recommend snagging the Blue buff and a blue elixer.-His magic resistance.
You'll need magic penn from somewhere, maybe items or runes?Here are tips on how I do it.
-I will keep trying to do it sooner, but my current earliest run was when I was Lvl 17.
-So far for me, the bare minimum for this run is Rylai's Staff,
-Earlier is better: Since the Baron gains 1000 HP per 8 minutes, the longer you wait, the harder it gets. Farm like crazy.
-There seems to be a sweet spot to his left where he doesn't hit you with his disrupts as much. You need to not be pushed up against the wall (keep him in your AoE) but you also need to keep him at arms length. Get him at the edge of your AoE. You're going to want to lead in with your wall, immediately turn on your Defile, and spam your lay wastes. If he knocks you back, make sure you immediately get back closer to keep him in your AoE. Also you'll want to use Zhonya's immediately after your first wall drops. Another move you should make is to throw down your wall whenever it is available.
-Obviously the Optimal setup is very late in the game when you're fed,but you should be able to get this one much sooner.
My current earliest run.
Summary

The last bit of advice I'm going to leave for all of the Karthuses out there is "Find a good soundtrack."
May I recommend some Bar9 and Ephixa?
HAVE FUN WRECKING FACE!!
Thanks to jhoijhoi her epic guide can be found here. Also, thanks to The_Nameless_Bard for having a decent Karthus guide which I used for the longest time, and eventually adapted to the one you see here.
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