Darius Build Guide by Hydrocodien
Champion Build: Darius
| Health | 5370 |
| Health Regen | 57.35 |
| Mana | 875 |
| Mana Regen | 31.3 |
| Armor | 180.69 |
| Magic Resist | 125.56 |
| Dodge | 0 |
| Tenacity | 0 |
| Movement Speed | 415.92 |
| Gold Bonus | 5 |
| Attack Damage | 281.05 |
| Attack Speed | 0.979 |
| Crit Chance | 15%S |
| Crit Damage | 0% |
| Ability Power | 0 |
| Life Steal | 0% |
| Spell Vamp | 0 |
| Armor Penetration | 0 |
| Magic Penetration | 0 |
| Cooldown Reduction | 25% |
Recommended Runes
Ability Sequence





Mastery Tree Is Outdated
WARNING: These masteries are still using the old tree and have not been updated to the new tree by the guide author. As such, they will be different than the masteries you see in-game.
Masteries
Introduction
Welcome to my guide "Darius, get your Hand off my Noxus". I decided to take another whack at this and use Jhoijhoi's guide to BBCoding along with Panglots Warding helper - More than your eyes can see and Jhoijhoi's Making a Guide
Special Thanks
Jhoijhoi again for letting us all use his graphics and guide, and Pangalot for his guide warding helper!
Character Introduction
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SPACESPACESPACESPACESPACESPACE | SPACEPSACESPACESPACESPACESPACE |
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PROS
+ + damage scales with level very well + can solo red/blue buffs with ease after level 4 |
SPACESPACESPACESPACE |
CONS
- Falls behind in damage quickly if zoned even once - usually the focus in team fights due to his - like |

Seeing
Darius is NOT a carry- None of his skills can critically hit like
Gangplank and
Parrrley - He needs NO armor pen due to
Apprehend's passive (5,10,15,20,25)% armor pen.
Ashe
Caitlyn
Ezreal and so on... are your carries, your job is to take SOME damage initiate and let them do the damage. then possibly killsteal with
Noxian Guillotine- His skill,
Apprehend can be used both to initiate and save teammates, dont be afraid to use it!
Runes and Masteries - Because they hold hands
| Runes | |||||||||||||||
Greater Glyph of Magic Resist 9 |
Greater Mark of Attack Damage 9 |
Greater Seal of Armor 9 |
Greater Quintessence of Attack Damage 2 |
Greater Quintessence of Movement Speed 1 |
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Now you might notice there are NO armor penetration Marks, this is because I focus the build around having 35% armor penetration as a PASSIVE from both the offensive tree 10% from
As for the masteries, I already explained the reason why there is a lack of mark of desolation in the rune builds, 35% armor penetration is MORE than enough.
- 3/3
Brute Force
this gives you extra attack damage which is a great thing to snowball the beginning game. - 1/1
Summoner's Wrath
increases ignites damage, can't go wrong there! - 3/3
Alacrity
increased attack speed, means that your passive
Hemorrhage stacks faster to allow for a higher ultimate and more damage. - 1/1
Weapon Expertise
this is your passive 10% armor penetration. - 3/3
Hardiness
Resistance
this puts you pretty well on par with tanks at level 1 - 4/4
Durability
3/3
Vigor
theses increase your lane stay ability and your overall health/health regen - 1/1
Veteran's Scars
+30 health its great! - 3/3
Initiator
this is bread and butter for the build. the mastery creates the ability to catch champs at the beginning game. - 3/3
Enlightenment
this is great. cooldown reduction is always wonderful to have! - 1/1
Juggernaut
final mastery of the defensive tree. give you a GREAT amount of scaling health along with reduction of disables like
Exhaust,
Frost Shot,
Terrify and so on...

the reason there is just a shallow touch into the OFFENSIVE tree and more points into the DEFENSIVE tree is that
Items - core build
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I take this item to increase my GP/5. I was finding that my first few games I was really lacking gold AND mana-regen until late game but with this item I can find myself bullying more with less of a loss and more of a gain and scoring those much needed first bloods and killing blows regularly. on top of that it builds into |

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[phage] is a great tool for champions that like to control movement, I find its usually the FIRST item I build AFTER |

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I choose these over [mercury treads] because I'm not aiming |

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this is a great tool to have with ANY health heavy champion in my opinion. it increases damage as your health gets lower. and on top of that if you drop below 30% health you get a 400 damage magic shield that will protect from magic only. This is a great tool when it comes to someone like |

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This combined with all the health from the DEFENSIVE tree and the health gained from |

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this I throw into the build because it compliments |

I encourage everyone to branch out and try new items. these are not set in stone and are just what work for me and my playstyle the best. I do stress that items like
The items you want to try to avoid are as follows:
- -
Boots of Swiftness - these are not very usefull they add no beneficial effects and your increased speed comes from
Greater Quintessence of Movement Speed - -
Infinity Edge - your not a carry, none of your spells benefit from crit - thought your autoattacks do but your skills do a lot more damage than if you were an autoattack machine like
Graves or
Caitlyn - -
Phantom Dancer - same reason as above. - -
The Black Cleaver - you have 25% passive armor pen if you need more your team is going to lose anyway DONT FOCUS THE TANK FIRST!.
Plausible items:
- - the bloodthurster - adds a good amount of damage and lifesteal though it only procs off of your auto attacks.
- -
Mercury's Treads - adds more tankyness to
Darius - though he dosnt scale like a tank does per level with armor and magic resist. - -
Randuin's Omen this item is great when there are AD carries on the opposing team.
Summoner Spells
Flash and
Ignite are two skills that are great for
Darius. Knowing how much damage your current stacks of
Hemorrhage can do as far as bars of health on a champion (one bar of a green health is equal to 100 health) its great to know that you can stack up 3
Hemorrhage and use
Ignite then run away and even a
Health Potion wont save them. be careful though because
Hemorrhage says it deals the orange (+11) damage but it actually converts that damage to Magic damage. so be aware of the enemy resistance stacking when using those two in combination.
Flash has to be a great summoner spell its widely accepted as both and escape tool and catch tool. this has lead me to many great
Flash in to a turret and then
Ignite and run for a kill, moments.
try to steer clear of the summoner spells like:
Heal - this summoner spell isnt usefull unless your a support toon or someone who runs off health like
Vladimir or
Mordekaiser
Clairvoyance - your toon is not support
Promote - kind of useless beacuse of
Darius's damage output even when solo laneing
Clarity - you dont have enough mana to justify this spell
Surge - kind of useless unless your a carry even then its not to great
Revive - oh god why...
Ghost - this can be a great escape tool for someone like
Gangplank
Exhaust - thought I personally dont use it because of
Crippling Strike I have toyed with it and it is very viable.
Teleport - use if your solo laning it can help in downtime to B
Team Work - theres no I in team... but there is ME!
If you get the change to duo lane with someone such as
Singed with
Fling or
Volibear with his
Rolling Thunder these can be some devastating combinations. using your
Apprehend and having them use their throwback and then
Crippling Strike combined with
Majestic Roar or
Mega Adhesive you can keep people pretty well contained and controlled.
When plaing with or laning with a champion such as
Skill Sequence/Skill Zones
There are a few things to keep in mind when paying
Darius. you want to make sure the timing between his
Apprehend and
Crippling Strike is correct. When playing his "W" skill (
Crippling Strike) is an attack reset. meaning if you time it correctly, you can get a double attack faster than
Master Yis passive
Double Strike if you have 5
Hemorrhage stacks the cooldown is roughly 3 seconds with this build.
the sequence your looking for would then be
Apprehend -> melee attack -> followed by an immediate
Crippling Strike. this will maximize your damage output.
Also a good range to know/remember is the zoning of your skills. By zoning I mean where they can and cant hit. like most summoner skills
Apprehend actually reaches a little bit further than the actual skill highlight shows, same goes for
Decimate.
for
Decimate there's a special zone it has inside its zone. just like
Nidalee's
Javelin Toss,
Decimate has an outer ring where the further they are from you the more damage you do to them, 50% plus the 100% in fact. here are some pictures where the RED ARROW is, is where this outer area is. notice that anyone standing in your name is hit by this area that's a good marker to remember. check bushes with this skill. You'll notice a blood-trail follow your axe if someones in the bush and gets hit by it.




Decimate

WARDING! learn it its 75g and keeps the other team from earing 300g!
Simple as this. look at panglot's guide here and learn about warding it helps the game so much, you can keep others from dieing and keep yourself more. AND BEST OF ALL ITS ONLY 75G!
Edit log
5/28/12 - added items to avoid and plausible alternative items.
5/28/12 - fixed some bbcoding errors.
5/29/12 - tried a few games with lucidity boots - swapped in place of
Berserker's Greaves
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