Karthus Build Guide by Luelen
| Health | 1740 |
| Health Regen | 15.4 |
| Mana | 1368 |
| Mana Regen | 17.3 |
| Armor | 124 |
| Magic Resist | 75 |
| 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 | 618.59 |
| Life Steal | 0% |
| Spell Vamp | 32 |
| Armor Penetration | 0 |
| Magic Penetration | 22.83 |
| Cooldown Reduction | 0% |
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Mastery Tree Is Outdated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
PLEASE READ THIS FIRST
I have made a lot of changes to this guide recently, so please disregard what is below for the time being. The reason I'm publishing slightly unfinished is because I would like to get the new item build out there sooner rather than later.
This is, what I hope to become, a definitive guide to all
Karthus play styles. I currently only have up a build for a standard laning
Karthus. I have developed this through constant play testing, as well as by looking at and compiling discussion in other builds. I will be putting up some screenshots of my recent games in the next week or so, and hope to have up a thoroughly tested jungle
Karthus guide within the month. I'll also be keeping track of all changes to the build in this post. If you need to use this guide quick then the build information in the overview above should be sufficient.
Change Log
02/13/12 - v4.0 published
12/20/11 - v3.0 published
12/04/11 - v2.0 published
10/13/11 - v1.0 published
Pros / Cons
Pros
- Kill anyone, anywhere on the field, thanks to
Requiem; - Excellent zoning ability and high steady damage output thanks to
Lay Waste; - A powerful slow that also weakens your enemies defenses thanks to
Wall of Pain; - Amazing farming ability thanks to
Lay Waste and
Defile; - Near infinite mana supply thanks to
Defile; - Be useful in fights after you die allowing for more offensive plays thanks to
Death Defied.
Cons
- Your
Requiem is easily countered by spell shields or invulnerability from items such as
Banshee's Veil, or
Zhonya's Hourglass and abilities such as
Tryndamere's
Undying Rage or
Sivir's
Spell Shield as well as resurrection effects from items like
Guardian Angel or abilities like
Zilean's
Chrono Shift; - Enemy champions can easily mitigate your
Lay Waste damage by half by standing in their minion waves or being grouped up in a team fight. This is countered in team fights through judicious use of
Defile to increase your damage output;
Karthus is a terrible initiator due to his speed and health pool. Be careful when entering dangerous situation;- You are useless without mana, so watch your mana bar carefully when
Defile is toggled on;
Karthus is easily blown up, so do not play too aggressively. If you are ganked you do not have any reliable means to survive or escape cc, so you must play carefully making sure you know where enemies are. Use wards and team chat to fix this.
Masteries
Offense
Utility
Runes
| Runes | |||||||||||||||
Greater Mark of Magic Penetration 9 |
Greater Seal of Scaling Ability Power 9 |
Greater Glyph of Scaling Ability Power 9 |
Greater Quintessence of Ability Power 3 |
||||||||||||
Ideal Runes
Greater Seal of Vitality is great because they add about 10 health per level to
Optional Runes
Bad Runes
Greater Seal of Replenishment is a waste of nine slots when there is a mastery that does basically the same thing. You only need mana regen for early game anyway, since
Summoner Spells
Flash is for running away, teleporting out of a
Zhonya's Hourglass ->
Defile combo or to catch a fleeing enemy.
Exhaust is going to help you kill fleeing enemies, kill/survive melee characters who can charge you, (
Exhaust,
Defile,
Lay Waste until the start to run,
Wall of Pain, then
Lay Waste till dead/escaped). It can also going to help you run away when
Flash or
Wall of Pain are on cooldown.
Unique Skills
Death Defied will let you keep doing damage after you are dead. Just drop your
Wall of Pain, pop
Defile and
Lay Waste until you're truly dead. It's especially important to drop your
Wall of Pain in a team fight because it will reduce the armour and magic resist of every enemy hit, as well as slowing them giving your team a nice advantage from beyond the grave. This is going to let you be more aggressive to take down an enemy if you need to.
Lay Waste is your main damage dealer. It is a pretty strong AoE that deals double damage when you hit only a single target with it. It also reveals the fog of war around its blast radius, so it is an easy way for
Karthus to scout bushes.
Wall of Pain is an extremely underrated ability. It is an AoE that slows for 80% and reduces the armor and magic resist of all enemies caught in it by 35 while they are standing in the wall and then for 5 seconds after. This is a big advantage in team fights if you get the placement right and makes it very easy to escape and to chase down enemies.
Defile is how
Karthus can keep his mana up while spamming
Lay Waste. When kept at the same level as
Lay Waste,
Defile's passive is going to return the cost of the spell, plus a little extra, every time you use it to last hit. This is what makes
Karthus such a great farmer, he should never have to leave a lane because he is out of mana. As far as the active goes, the only real times to use it are when dead, with
Zhonya's Hourglass invincibility, or when you are chasing someone down. If you are using it while still alive you better have an
Archangel's Staff or
Crest of the Ancient Golem
if you hope to get any prolonged use from it without running out of mana. This skill is very risky to use in any other circumstance because it puts you right in the middle of the enemy team, where you are just going to get focused down in two seconds.
Requiem is definitely
Karthus' most unique skill as it hits every enemy on the map, regardless of position. With good team co-ordination you should be getting kills all over the map every few minutes. No one is safe from your
Requiem so the enemy team will be need to play much more defensively because even if they escape a fight, your
Requiem can still finish them off in whichever bush thy are hiding in. Just make sure you won't be interrupted while you're casting it and that it will kill them or it will be wasted. If your team has a lot of burst champions you could also choose to cast
Requiem at the start of a team fight to give your team an edge by making it easier for your burst champions to one shot. The most important part of using this skill is to not use it to steal kills in other lanes, use it only to finish off escaped enemies.
Skill Sequence
Items
Build One - Actual End-Game Ability Power: 721
Early Game
Catalyst of the Protector adds health and mana, fixing survival and mana issues, and it provides a very powerful passive that will increase your lane sustain.
Core Items
Luxury Items
Situational Items
Which item you replace for one of these varies every game. For example, if the enemy stacks no magic resistance, lose the
Controversial Items
Creeping / Jungling
Karthus is a godly farmer, and for this reason he should almost always take mid or another solo lane or you'll have an underfarmed team mate. Until you get
Defile try to use auto-attacks to last hit, but use
Lay Waste if you need to.
After you have
Defile using
Lay Waste to last hit becomes very easy, but make sure to watch your mana, and revert to auto attack last hitting when you need to. Be careful not to push your lane too much when you're doing this because
Karthus has a hard time escaping ganks past his half of the river unless he has
Flash.
As soon as you have level 3 or higher
Lay Waste, focus down the caster minions in the last row with 3 of these to give you a nice place to single hit champions with
Lay Waste for double damage. As soon as you have level 3
Defile minion wave become a cinch. Turn on
Defile and walk into the middle of the wave, then turn it off right before they all die, and then finish off the wave with a couple of
Lay Wastes. This takes just a second or two and costs you no mana.
Karthus should never really jungle with this build. Grab
Crest of the Ancient Golem
when you can because it will help a lot with casting
Defile, but you shouldn't attempt this until around level 7. Don't try to kill Dragon until Level 9.
If you ever see an enemy going for a Ancient Golem/Dragon/Baron Nashor kill, just sit tight in a bush and when the health is low, it's very easy for you to steal it with a well timed
Lay Waste. Then cover the exit with
Wall of Pain and laugh all the way back to your lane. This is especially enjoyable when you steal an
Exalted with Baron Nashor
for your team.
Team Work
In a team fight, drop your
Wall of Pain right away to give your team a nice advantage. Stay out of melee range and
Lay Waste. As soon as they start to run you should have your
Wall of Pain again so drop that and pick off who you can with your
Lay Waste. If there is more than one enemy that is trying to escape, cast
Wall of Pain on as many as possible and start charging your
Requiem where you can't be interrupted for a multi kill. Try to take note of how much health they have before you start charging
Requiem and make sure it will kill them so that you don't waste it.
In the laning phase of the game, if your team mates are paying attention or you are on Skype or something you can even help get kills in other lanes through
Requiem. This should help your team push pretty well since the enemy knows they are not safe anywhere on the map at low health. They will be playing much more defensively at recalling sooner rather than later.
Summary
Thank you for reading my guide. Please leave feedback and rate my guide. If you have any questions, or thoughts about the guide, I would love to hear them.
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