Darius Build Guide by menic

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.

League of Legends Build Guide Author menic


menic Last updated on July 6, 2012
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Offense: 21

Honor Guard

Defense: 9

Strength of Spirit

Utility: 0

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There is no greater symbol of Noxian might than Darius, the nation's most feared and battle-hardened warrior. Orphaned at a young age, Darius had to fight to keep himself and his younger brother alive. By the time he joined the military, he had already developed the strength and discipline of a veteran soldier. The first true test of Darius resolve occurred in a crucial battle against Demacia, where the Noxian forces were exhausted and outnumbered. Darius captain called for his troops to retreat, but Darius refused to accept such an act of cowardice. Breaking formation, Darius strode towards the captain and decapitated him with one sweep of his gigantic axe. Both terrified and inspired, the soldiers followed Darius into battle and fought with incredible strength and fervor. After a long and grueling battle, they ultimately emerged victorious.

Seizing momentum from this victory, Darius led his now fiercely loyal troops in a devastating campaign against Demacia. After proving his power on the battlefield, Darius turned his gaze homeward. He saw a Noxus riddled with weakness, where greedy, complacent nobles drained the nation's strength. Seeking to restore his country to greatness, Darius took it upon himself to reshape the Noxian leadership. He identified weak figureheads and violently removed them from their positions of power. Many in Noxus saw Darius cull as an attempt to seize power, but he had a different plan for the throne. He had been watching the rise of Jericho Swain with keen interest. In Swain, Darius saw a leader with the mind and determination to bring Noxus to glory. Now allied with the Master Tactician, Darius works to unite the nation behind his vision of true Noxian strength.

''A united Noxus could control the world - and would deserve to.'' - Darius

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Hemorrhage - Darius aims his attacks strategically, causing his target bleed. This effect stacks up to five times.

Decimate - Darius swings his axe in a wide circle. Enemies struck by the blade take more damage than those struck by the handle.
Deals 70/105/140/175/210 (+0.7) physical damage to all nearby enemies in a circle. Champions in the outer half of the ability are struck by the blade, taking 50% additional damage.

Cost 40 mana
Range 1

Crippling Strike - Darius next attack strikes a crucial artery. As they bleed out, their movement and attack speed is slowed. Crippling Strike cooldown is lower the more bloodied its target.
The next basic attack deals 120/140/160/180/200% damage and slows the target's movement and attack speed by 20/25/30/35/40% for 2 seconds.

Crippling Strike base cooldown is reduced by 1 second for each stack of Hemorrhage on the target.

Cost 30/35/40/45/50 mana
Range 0

Apprehend - Darius hones his axe, granting him passive armor penetration. When activated, Darius sweeps up his enemies with his axe's hook and pulls them to him.
Passive: Grants 5/10/15/20/25% armor penetration.

Active: Pulls in all enemies in front of Darius

Cost 45 mana
Range 540

Noxian Guillotine - Darius leaps to an enemy champion and strikes a lethal blow, dealing true damage. This damage is increased for each stack of Hemorrhage on the target. If Noxian Guillotine is a killing blow, its cooldown is refreshed.
Leaps to target enemy champion and strikes a lethal blow, dealing 160/250/340 (+0.75) true damage.

For each stack of Hemorrhage on the target, Noxian Guillotine deals an additional 20% damage.
Maximum Damage: 0.0.

The cooldown is refreshed if Noxian Guillotine kills the target.

Cost 100 mana
Range 460

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Skill Sequence

I will briefly explain my ability sequence choices;
I choose to max Decimate first, because it's your main damaging ability, harassing skill and you benefit from it the most. It's damage is just amazing while leveling it up and it's cooldown isn't terrifying. Then I choose to max out Crippling Strike of course. It's your second damaging ability and leveling it up gives you the extra slow for movement speed, if you hit the enemy and it's damage output is also increased quite a bit. For the third, but not the least I choose to max our Apprehend. I don't find it necessary to level it up, just for the cooldown and armor penetration %, but of course they do help you, but not as much as Decimate or Crippling Strike. As always, choose Noxian Guillotine always when you can, because it is what makes you "The Hand of Noxus"! I can't see any champion except maybe few, where ultimate is not leveled up always when possible. Usually ultimate is chosen every time you can and Darius isn't exception.

This sequence may vary according to the needs of the game, but where possible increases Decimate

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

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Used Apprehend

has many great places on the map where you can pull an enemy using power is turned to Apprehend him on your team, making a battle to stay up to 1x1 or 1x2 depending on the numbers of enemies as you can pull

Note: Be careful not to pull several when you're alone, so always go accompanied by an ally

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Better understanding of each of masteries


Summoner's Wrath Improves the following Summoner Spells:
Exhaust: Reduces target's Magic Resist and Armor by 10.
Ignite: Increases Ability Power and Attack Damage by 5 while on cooldown.
Surge: Increases Ability Power and Attack Speed gained by 10%.
Ghost: Increases Movement Speed bonus to 35%.

Brute Force +1 / 2 / 3 Attack Damage.

Alacrity +1 / 2 / 3 / 4% Attack Speed.

Weapon Expertise +10% Armor Penetration.

Deadliness +0.125 / 0.25 / 0.375 / 0.5 Attack damage per level.

Lethality +10% Critical Strike Damage.

Vampirism +1 / 2 / 3% Life Steal.

Sunder +2 / 4 / 6 Armor Penetration.

Executioner Increases damage dealt by 6% to targets below 40% Health.


Resistance +2 / 4 / 6 Magic Resist.

Hardiness +2 / 4 / 6 Armor.

Durability +1.5 / 3 / 4.5 / 6 Health per level (+27 / 54 / 81 / 108 Health at champion level 18).

Veteran's Scars +30 Health.

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Hi guys, thought enough to choose the runes when I thought I created this build attack speed so I opted for the runes attack speed, ie faster as you beat more minios you will be able to kill and so will have more money to buy the near items, too many times caused greater damage to the opponent


Greater Mark of Attack Speed

Greater Seal of Attack Speed

Greater Glyph of Attack Speed

Greater Quintessence of Attack Speed

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Summoner Spells

Restores 100-570 Health (depending on champion level) to your champion and 50% of that to nearby allies. 270 second cooldown.

particularly think that the Heal hero was created for this, dive tower is much easier to perform, not only so, but in the real time control and essentially to get out alive after killing the enemy

Ignites target enemy unit, dealing 70-410 true damage (depending on champion level) over 5 seconds and reduces healing effects on the target for the duration. 180 second cooldown.

Man this is one of the best spells in game. There are so many champs that this just clicks with. So many players like this for its killing potential. Cant blame them. With champs that have dots, this is just the icing on the cake

Teleports your champion toward your cursor's location. 265 second cooldown.

perfect to get away from your opponents, and also go after them, that skill and very good, either for any hero, it is always good

Exhausts target champion, reducing their Movement Speed by 40%, attack damage dealt by 70%, and ability and item damage dealt by 35% for 2.5 seconds. 210 second cooldown.

is really the best summoner spell for darius since it weakens enemies and slows them. It is best to use this on AD carries

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Game Play


Darius is best as a solo top laner.

Early Game

Darius Is able to go solo top, 2vs1 or 2vs2. I don't see him as well mid champion, but why not. Basically you can go quite aggressive or wait until you get your level 3 and get all abilities. You can pull the enemy towards you, land your slow followed by Decimate and you can start chasing them with / without your teammate. Health Potions will allow you to stay long in the lane. Try to harass your enemy as often as you can with your Decimate. Also since you have Apprehend, feel free to gank often, if you have the possibilities for it, but it's not recommended while soloing, if you are laning bottom or top 2vs2 or top 1vs1, you can check out above for my tips how to solo or lane with your partner. Basically you won't have almost any troubles with any champion, which is just great with Darius. Other champions are somehow dependant on what they get on their lane, but Darius is not one of them. Doesn't really matter who you get, you should do fine with any of them. There are few expections of course, but just few.

Mid Game

try pulling 1-2 enemy heroes using Apprehend so your team can single out 1-2 heroes. Having Darius pull one enemy makes it easier for your team to push a lane. Darius Ultimate can be used to kill all your enemies so make sure to only use Noxian Guillotine when the enemy will surely die from it. Sometimes when you know your already gonna die and your enemy is low on HP and you've already maxed the stacks for Hemorrhage, you may use Noxian Guillotine, die and wait until your enemy dies from Hemorrhage

Late Game

This is the time when you are reaching max levels and you should be around 4 items at least by now. You will do fine late game also, especially at level 16 when you can max Noxian Guillotine. As said, try to get the baron buff at this time. It can really turn the game around and you have the extra something to finish the game. Try to push mid mostly and get the inhibitor down, then you can start focusing on other lanes turrets or if you ahve the opportunity, take down the nexus turrets.

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Team Fights

Since you are not a full tank, you're not really supposed to take the focus, but you will more likely be focused anyways, but try to get your team's real tank dive in first.
Try to land as many Decimates as possible on the squishiest targets and slow escaping enemies with Crippling Strike and finish off with Noxian Guillotine or simply just pull the enemies back with Apprehend and let your team do the rest, while you seek second opponent and start damaging him. You are easily able to do 2vs1 with some feeds as long as you are facing squishy targets, but usually 2vs1 is not recommended unless you are 100% sure, that you are able to take on them both. Darius has really good potential in team fights, it won't be a fast kill or the enemies will not target you and you can really do tons of damage! Not much to add, your role is quite simple in team fights, just target the squishiest target first as always and kill him/her first. After the target has ded move to the second squishiest target and doesn't matter if you are targetted or you aren't. Both ways are really good for your team.

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Pros / Cons


One of the best ultimates

Noxian Guillotine resets its cooldown on kill.

Apprehend is a mini Rocket Grab that can hit multiple targets and cannot be blocked by minions.

Hemorrhage can pick up many would-be kills. If people are under 10% health and trying to run from you, it's like... wait for it... YOU HAVE SLAIN AN ENEMY.

Hemorrhage deals magic damage and Noxian Guillotine deals true damage. This makes Darius very hard to itemize against.


Can be kited easily (slow movement speed)

Needs Core items to be effective

Mana hungry early on

No ranged harassment tools

Vulnerable to CC

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sight ward

These three items are crucial for map control and avoiding enemy jungler ganks as well as initiating your own team movements to result in kills in lane or the jungle. Where to ward is also a crucial part of map control, and I will explain exactly where the best places are for these temporary lifesavers.

Critical Locations:

The two most important spots for wards are Baron and Dragon, the latter carrying more importance early game and the former being much more game-changing late game. These are also good spots to place Vision Ward if you have them because the enemy team is more than likely to also have wards there, and shutting out the enemy's map control is half the battle.

A Vision Ward here will allow you to maintain sight on the central river and dragon , while simultaneously preventing the enemy support or jungler from warding it for themselves. You are unlikely to destroy very many wards with this as opposed to Oracle's Elixir, but it is a strong tactic when your team intends to kill dragon in the next minute or two.

If you know the enemy support or jungler has either an Oracle's Elixir or has placed a Vision Ward in the river near dragon, place your own Sight Ward behind the barrier as shown because it will not be spotted by a passerby and is well outside the sight radius of their Vision Ward.

This is where you can expect most attempts at stealing baron to come from if you are on theblue side of the map. Ward this area to prevent any heroic Smite steals from the enemy jungler. If you started on the purple side, you'll want to ward the bush next to the enemy blue to hopefully see enemy movements with ample time to react.

The twobuff camps (red and blue) are also great places to ward if you feel they will respawn soon as this will allow you to gank the enemy jungler when he is preoccupied or weak, as well as have central sight on the enemy jungle. If you were counter-jungled early by a more aggressive jungler like Lee Sin or Skarner, then feel free to ward these locations on your own side for the same purposes, ganking and buff control. Make him pay for coming into your jungle!

Second to these locations are the areas near the twowraith camps, where there are four diverging pathways. This ward will cover half the ganks coming towards mid lane as well as allow you and the mid laner to steal the enemy wraiths for extra experience and gold.

For bottom and top lanes, a ward in thetri-bush will help give away the position of the enemy jungler attempting to gank your laner. This is a common place where enemies will set up ambushes or wait for the opportunity to gank, and vision there will shut this down quickly.

Use Your Judgment:

As for other locations, there are tons of good places to put wards in the jungle and any areas where there are either choke points or divergent paths will cover the most for your team. Just be smart about your placement and try to anticipate the enemy's movements so that you can catch them in the sight radius of your wards when they come. If an enemy jungler likes to gank directly from the brush, go ahead and ward that area so that your laner can know exactly how long he stays and when he finally recalls. There are so many situational locations for map warding that you must use your judgment beyond the aforementioned crucial areas.

Oracle's and the Team:

An early Oracle's Elixir can put your team at a great advantage by eliminating enemy wards so that your team can truly dominate the map with greater mobility and preparation. While many support champions get Oracle's, the jungler is arguably best suited for it because of his nature as a roamer. I find that the 400 gold is a bit expensive and will set back your build early unless you are already ahead in farm or kills, but it will prove worthwhile if you do not die often and can hold it for more than 20 minutes.