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Choose Champion Build:
Spells:
Ignite
Ghost
Ability Order
Hemorrhage (PASSIVE)
Darius Passive Ability
!!Introduction!!
975RP
I would like to welcome everyone to the wonderful world of Darius. From Noxus with love, comes a new melee BLEEDER. That's right summoners! Darius' attacks cause his target to bleed over time and apply a stack, which buffs your movement speed! So we are going to capitalize on that!, but I will try to make it as friendly and as easy to follow as possible.
Just a heads up, people will cry and call you OP and tell you have no skill and what not. Well we won't listen to them, because we all know there are plenty of "OP" champions, and they can
all own if you have skill.
I BOUGHT HIS SKIN ITS !EPIC! I MUST SAY :D
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's resolve occurred in a crucial battle against Demacia, where the Noxian forces were exhausted and outnumbered. Darius's 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's 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
!!Champion Spotlight!!
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's 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
!!Champion Spotlight!!
PROS
+++Hits like a freakin' train carrying PLANES. Even to tanks.
+Absolutely murders squishies.
+ Noxian Guillotine resets it's cooldown on a kill.
+Very good at jungling and counter-jungling.
+ 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.
CONS
- Apprehend is on a long cooldown, and Crippling Strike is not the best CC ever by any means. Darius can be kited. Hard..
- His ultimate can be baited by Healor moves like Fury of the Sands and Wild Growth.
- Given the same treatment as Tryndamere when fed. CC'd, focused and killed.
- Doesn't have the best ganks ever when jungling. This is remedied by laners having strong CC.
- Has sustain issues. I find I'm often owning so hard I forget that he runs on mana.
+++Hits like a freakin' train carrying PLANES. Even to tanks.
+Absolutely murders squishies.
+ Noxian Guillotine resets it's cooldown on a kill.
+Very good at jungling and counter-jungling.
+ 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.
CONS
- Apprehend is on a long cooldown, and Crippling Strike is not the best CC ever by any means. Darius can be kited. Hard..
- His ultimate can be baited by Healor moves like Fury of the Sands and Wild Growth.
- Given the same treatment as Tryndamere when fed. CC'd, focused and killed.
- Doesn't have the best ganks ever when jungling. This is remedied by laners having strong CC.
- Has sustain issues. I find I'm often owning so hard I forget that he runs on mana.
[1] Your Team will be Less Powerful!!
[2]They will Target u as the first and MOST important to kill so thats bad too
[3] You being hyper fed makes you target numero uno. And Darius has no ways to deal with being focused and CC'd.
Well, that's simple. Don't be a try hard tool. Kills aren't everything. The game is about destroying towers and the nexus. The enemy champions are merely obstacles to that goal. Just repeat this mantra, and you'll hopefully break your addiction to clicking R to win.
[2]They will Target u as the first and MOST important to kill so thats bad too
[3] You being hyper fed makes you target numero uno. And Darius has no ways to deal with being focused and CC'd.
Well, that's simple. Don't be a try hard tool. Kills aren't everything. The game is about destroying towers and the nexus. The enemy champions are merely obstacles to that goal. Just repeat this mantra, and you'll hopefully break your addiction to clicking R to win.
RUNES
[*] Greater Quintessence of Movement Speed: Darius has no gap closer outside of Apprehend
and Noxian Guillotine. Blowing an ultimate to catch up to someone is bad, and Apprehend is on a long cooldown, so Darius needs to be fast to catch people :P.
[*] Greater Mark of Attack Damage: Normally on a physical attacking champion, like Darius, I'd use.
[*] Greater Mark of Desolation. But, due to Apprehend's passive, the armor penetration is unnecessary. Instead improve your early game damage with these marks.
[*] Greater Glyph of Scaling Magic Resist: These runes help scale your defense against AP casters better into late game. They also help against the occasional Mordekaiser or Vladimir at top lane.
Greater Seal of Armor: Improve your defense. Pretty self explanatory honestly.
[*] Greater Quintessence of Movement Speed: Darius has no gap closer outside of Apprehend
and Noxian Guillotine. Blowing an ultimate to catch up to someone is bad, and Apprehend is on a long cooldown, so Darius needs to be fast to catch people :P.
[*] Greater Mark of Attack Damage: Normally on a physical attacking champion, like Darius, I'd use.
[*] Greater Mark of Desolation. But, due to Apprehend's passive, the armor penetration is unnecessary. Instead improve your early game damage with these marks.
[*] Greater Glyph of Scaling Magic Resist: These runes help scale your defense against AP casters better into late game. They also help against the occasional Mordekaiser or Vladimir at top lane.
Greater Seal of Armor: Improve your defense. Pretty self explanatory honestly.
I use a traditional 21/9/0 mastery page on Darius as he is more focused on dealing damage than taking damage. A more defensive set up simply doesn't work for him, and you should fill the gaps in his defense through items.
There is one simple reason why to use 21 in the offensive tree: Executioner + NoxianGuillotine. 6% more damage on Noxian Guillotine on targets under 40% health is just plain out mean.
Also, Summoner's Wrath is nice for improving your offensive summoner spells.
As for the defensive tree. Durability and Veteran's Scars make you well, more durable.
When Jungling
This mastery setup drops some armor penetration from Sunder , which you really don't need anyway due to Apprehend's passive, in favor of Butchering minions.
In the defensive tree, take Summoner's Resolve for the bonus gold when you Smitecreeps, and Tough Skin and Bladed Armor to jungle faster and take less damage.
There is one simple reason why to use 21 in the offensive tree: Executioner + NoxianGuillotine. 6% more damage on Noxian Guillotine on targets under 40% health is just plain out mean.
Also, Summoner's Wrath is nice for improving your offensive summoner spells.
As for the defensive tree. Durability and Veteran's Scars make you well, more durable.
When Jungling
This mastery setup drops some armor penetration from Sunder , which you really don't need anyway due to Apprehend's passive, in favor of Butchering minions.
In the defensive tree, take Summoner's Resolve for the bonus gold when you Smitecreeps, and Tough Skin and Bladed Armor to jungle faster and take less damage.
Tips&Tricks
[1]Try to stack 5 Hemorrhage Then use Your Ultimate so it deals EXTRA DAMAGE!![2] Decimate to last hit minions or to poke the enemy laner at a safe distance.
Always try to hit as many targets as possible in team fights, the more people bleeding from Hemorrhagemakes Darius faster.
When jungling, try to move backwards before using Decimate to get the full damage on creeps
[3]Try to use Crippling Strike immediately after using Apprehend.
At 5 stacks of Hemorrhage, this skills cooldown is just as long as it's duration. Abuse it.
This ability procs Sheen and other on-hit effects. This can be helpful in destroying turrets.
[4]You Can use Apprehendto pull people through walls and terrain.
This ability has a lengthy cooldown. Really try to get them every time you use it.
This ability can be used to pull the blue buff golem out of his camp and safely kill it. You can use this to snatch the enemy teams blue if you think their jungler is getting it
[5] Noxian Guillotine:Try to get as many stacks of Hemorrhage before executing the enemy with Noxian Guillotine.
The tool tip leaves out the fact that Noxian Guillotine will still be refreshed if you did not get the killing blow, as long as the target died within .5 seconds of using it.
This ability makes Darius a good janitor. Much like Master Yi, he can come into a losing team fight and mop the floor with the damaged enemy team.
[1]Try to stack 5 Hemorrhage Then use Your Ultimate so it deals EXTRA DAMAGE!![2] Decimate to last hit minions or to poke the enemy laner at a safe distance.
Always try to hit as many targets as possible in team fights, the more people bleeding from Hemorrhagemakes Darius faster.
When jungling, try to move backwards before using Decimate to get the full damage on creeps
[3]Try to use Crippling Strike immediately after using Apprehend.
At 5 stacks of Hemorrhage, this skills cooldown is just as long as it's duration. Abuse it.
This ability procs Sheen and other on-hit effects. This can be helpful in destroying turrets.
[4]You Can use Apprehendto pull people through walls and terrain.
This ability has a lengthy cooldown. Really try to get them every time you use it.
This ability can be used to pull the blue buff golem out of his camp and safely kill it. You can use this to snatch the enemy teams blue if you think their jungler is getting it
[5] Noxian Guillotine:Try to get as many stacks of Hemorrhage before executing the enemy with Noxian Guillotine.
The tool tip leaves out the fact that Noxian Guillotine will still be refreshed if you did not get the killing blow, as long as the target died within .5 seconds of using it.
This ability makes Darius a good janitor. Much like Master Yi, he can come into a losing team fight and mop the floor with the damaged enemy team.
Exhaust:
Reasons to use:
[*] Slows down a target so you can catch up and use Crippling Strike, or initiate a gank.
[*] Hinders their damage output, allowing you to possibly overpower them, if you were losing a fight. Useful to shut down enemy AD carries in team fights.
[*] With Summoner's Wrath , it drops their armor and magic resist slightly. Somewhat helpful.
Teleport:
Reasons to use:
[*] Allows you get back to your lane faster if you back or die.
[*] You can Teleport to Sight Wards or even Teemo's Noxious Traps for a surprise gank or go to Dragon or Baron Nashor.
[*] Allows you to split push late game and either Teleport to safety, or to go to another turret to take down.
Smite:
Reasons to use:
[*] If you are jungling you must have Smite. No exceptions.
[*] With Summoner's Resolve it's an extra 10 gold every use. It doesn't seem like a lot but it adds up.
[*] Useful to steal Blue and Red buffs when counter jungling as well as secure Dragon and Baron Nashor. space
Ghost:
Reasons to use:
[*] To catch fleeing champions easier. It's a very long a powerful speed boost that makes you ignore collision with minions.
[*] To escape fights you cannot win. Darius is somewhat like Xin Zhao in that once he's in a fight, he's generally committed to it entirely because he has no escape moves.
Other Viable Summoner Spells:
Heal:
Reasons to use:
[*] Baiting people into over committing to kill you, either under a turret, or when backup is coming.
[*] Gives Darius some otherwise lacking sustainability.
[*] A small AoE Heal can be useful in team fights. space
Flash:
Reasons to use:
[*] Gives Darius an otherwise lacking mobility option.
[*] Can be use offensively to catch people with Apprehend or defensively to escape a fight by Flashing over a wall. space
Ignite:
Reasons to use:
[*] You are laning against characters that heal themselves, like Dr. Mundo, Vladimir, or Volibear.
[*]To burn peoples health in conjunction with Hemorrhage and secure would-be kills.
Reasons to use:
[*] Slows down a target so you can catch up and use Crippling Strike, or initiate a gank.
[*] Hinders their damage output, allowing you to possibly overpower them, if you were losing a fight. Useful to shut down enemy AD carries in team fights.
[*] With Summoner's Wrath , it drops their armor and magic resist slightly. Somewhat helpful.
Teleport:
Reasons to use:
[*] Allows you get back to your lane faster if you back or die.
[*] You can Teleport to Sight Wards or even Teemo's Noxious Traps for a surprise gank or go to Dragon or Baron Nashor.
[*] Allows you to split push late game and either Teleport to safety, or to go to another turret to take down.
Smite:
Reasons to use:
[*] If you are jungling you must have Smite. No exceptions.
[*] With Summoner's Resolve it's an extra 10 gold every use. It doesn't seem like a lot but it adds up.
[*] Useful to steal Blue and Red buffs when counter jungling as well as secure Dragon and Baron Nashor. space
Ghost:
Reasons to use:
[*] To catch fleeing champions easier. It's a very long a powerful speed boost that makes you ignore collision with minions.
[*] To escape fights you cannot win. Darius is somewhat like Xin Zhao in that once he's in a fight, he's generally committed to it entirely because he has no escape moves.
Other Viable Summoner Spells:
Heal:
Reasons to use:
[*] Baiting people into over committing to kill you, either under a turret, or when backup is coming.
[*] Gives Darius some otherwise lacking sustainability.
[*] A small AoE Heal can be useful in team fights. space
Flash:
Reasons to use:
[*] Gives Darius an otherwise lacking mobility option.
[*] Can be use offensively to catch people with Apprehend or defensively to escape a fight by Flashing over a wall. space
Ignite:
Reasons to use:
[*] You are laning against characters that heal themselves, like Dr. Mundo, Vladimir, or Volibear.
[*]To burn peoples health in conjunction with Hemorrhage and secure would-be kills.
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