Karthus Build Guide by Mallaboro
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.
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.
Early game @ lvls 1-10
Stay defensive. Last hit minions with Q. Don't past half way in mid. Keep an eye on teammate lanes, use teleport. Try help get that first blood. Only teleport if mid wont push to your turret. Tell your teammates when your 6.
Spam Q on clusters of minions if you can afford the drain of mana. Try hitting enemy champions and minions if you can, but getting cs is more important than harassing. Only harrass if the enemy champ is harassing too. Let boots of speed give you the advantage.
Mid game @ lvls 11-15
Turrets are getting destroyed. Players are beginning to scatter. Time to get your wall of pain because your going to need the slow when you and your team suddenly run out of a brush and focus a player. Your wall combined with Abyssal septer can potentially reduce magic resist by 55. Its a lot of fun putting champions into minus resistances because where your Q already deals 2x damage, now your hitting, maybe x3 damage. You'll probably do abour 1/6 a players health every Q, assuming they've around 55 magic resist (average at level 11?) without it being reduced.
Keep an eye on your turret. You don't want it going down, atleast not before your teammates' turrets do, so if you end up screwing up a game, you can always hold that against them that you defended better than them...
Late Game 16-18
So assuming you've done dragon as much as possible and played well, your at a full build. Gratz! Problem is everyone else is also at a full build, so that enemy ashe or whoever is going to be pissed at you after all those kills and, well, players are going to start focusing you which is alright, because by the time you die, youre team will have killed them and you may find yourself getting a pentakill and an easy victory (happens a lot now days).
keep an eye on who your laning against. Can they stun? yes? well they make sure your out of their range when you ult.
In the middle of a teamfight? feel like ulting? slap yourself. You should never fight in the middle of a teamfight. Always do it after, but before 8 seconds is up. (so enemy players don't recall before you ult). Keep into account the health of enemy players.
If a player gets low and runs away, they're going to recall. You want to hurry up what it is your doing and stop them from recalling at all costs... do this by ulting, not by chasing. Again: ult away from a teamfight.
Take into account enemy health and magic resist, and also take into account your magic pen and damage.
Its better to flash and lay waste than to ult. You might need it later, although the same goes with needing flash later. Well, thats for you to decide.
do take into account this build gets around 555AP, not 400 as of Archangel's staff.
Swap Morello's Evil Tome and Abyssal Septer depending on who your laning against.
Doing bad, go for Abyssal Septer for the increase magic resist, and decrease enemy magic resist.
Doing good, go for Morello's Evil Tome for a significant increase in mana regen and cooldown reduction which later on is critically important for Reqium usage. Also its good to turn on and off Defile quickly to save mana when farming.
I love hugs.
I especially love hugging tanks, but sometimes they don't like hugs, so I have to flash out of there and go back to playing support with Q and W. You should only ever use E if there is an enemy within Defile range.