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Recommended Items
Spells:
Teleport
Flash
Items
Ability Order
Voracity (PASSIVE)
Katarina Passive Ability
Introduction
I used to play on NA and created a smurf account to play on EU West with my friends. However, when Riot released the new transfer options I moved my main account to EU West and stopped playing on my smurf account.
Who am I to tell you how to play
Katarina?
My main champions are


I started playing

There are certainly better

In ranked games, I played

Why am I writing a
Katarina guide?
In my opinion,

The key to play her is decision making. There is also a good potential on

I enjoy playing


I hope that my knowlegde and experience with

What you need to know about
Katarina
Before you can get started with

The way I play her,

On the downside, she is very squishy and a major mistake can make her useless.
In the champion selection, you have to be very careful about picking

Even as a very experienced






However, if you feel confident, it is not a troll pick to first pick


If you already have a good knowledge about the game (you know how to use smart cast, you know how to use

Smart Casting
If you want to play

Smart cast means that, once you press the hotkey for an ability, you automatically select the target that your mouse cursor is currently pointing at without clicking.
If you aren't using smart cast already, it might take you a game or two to get used to it, but it's not hard.
In order to enable smart cast, press Esc and select "Key Bindings".
I am assuming that you use Q, W, E and R for your abilities, 1, 2, 3, 4, 5 and 6 for your items and D and F for your summoner spells. If you don't use those, just replace them by your own hotkeys.
In the key bindings,
set Smart Cast Spell 1 to Q,
set Smart Cast Spell 2 to W,
set Smart Cast Spell 3 to E,
set Smart Cast Spell 4 to R,
set Smart Cast Item 1 to 1,
set Smart Cast Item 2 to 2,
set Smart Cast Item 3 to 3,
set Smart Cast Item 4 to 4,
set Smart Cast Item 5 to 5 and finally
set Smart Cast Item 6 to 6.
If you want to smart cast your summoner spells as well (I recommend it),
set Smart Cast Summoner Spell 1 to D and
set Smart Cast Summoner Spell 2 to F.
Katarina's combo

You cast all of the abilities you want to cast immediately.
Use



It is very important to do it as quicky as possible. Since you cannot move with your ultimate on and it may even be interrupted, your enemy has much more time to react if you cast your combo too slowly (e.g. if you don't use smart cast). A split second can save your enemy, get you killed and even lose you the game (!!!).
If you go for

Note, however, that it is sometimes better to start your combo off with




Generally, you should use



Play a few games with

Katarina's nemesis - interrupts
In this guide, I will be talking a lot about crowd control (short: CC) and interrupts.


This is a list of crowd control effects that interrupt

- Airborne (knockups, knockbacks, any kind of ability that knocks you somewhere)
- Forced action (fear, taunt, ...)
- Polymorph
- Silence
- Stun
- Suppression
Examples:
Pulverize,
Stand Aside,
Condemn,
Monsoon
Shadow Dash, Puncturing Taunt,
Idol of Durand,
Charm,
Terrify
Whimsy
Null Sphere,
Infuse,
Static Field
Dazzle,
Cocoon,
Bandage Toss
Nether Grasp,
Infinite Duress,
Impale
This is a list of crowd control effects that will not interrupt

- Blind
- Entangle (
Curse of the Sad Mummy)
- Slow
- Snare (blocks movement)
Examples:
Blinding Dart,
Blinding Assault
Curse of the Sad Mummy
Wither,
Volley,
Make it Rain,
Command: Dissonance
Light Binding,
Dark Binding,
Grasping Roots,
Chain of Corruption
Make sure you know the interrupting potential of your enemy champions.
In order to make this easier for you, I have listed every champion in the matchups section and rated their interrupting potential, so you can look it up before the game starts.
If you are new to the game or to the concept of interrupting, be sure to keep the above in mind. A single champion with good interrupts (e.g.

Don't do anything while using


Last-hitting under your turret
You can use this section for any champion.
Generally, there are five types of minions:
- Melee minions
- Caster minions
- Siege minions
- Super minions
- Anti-turret cannons
Concerning last-hitting, you only have to worry about the first three types, since super minions only spawn late in the game (after laning phase) and anti-turret cannons are only summoned by a special item.
As you have probably noticed, each minion wave consists of six minions and every third minion wave (before 35 minutes in the game) includes a big siege minion as well.
From the six "normal" minions, three are melee minions and three are caster (ranged) minions. Melee minions are slightly more durable and stronger than caster minions.
Killing a minion gives you gold. However, you will only get the gold if you have delivered the last hit on the minion. The experience will be given to you and nearby allies regardless of last-hitting.
Since the tower deals way more damage than

However, there's a trick to get the last hits under your turret:
A melee minion at full health will take two hits from your turret. After that, you will be able to last hit it with a basic attack or any of your abilities.
A caster minion at full health will only be able to take one hit from your turret. After that, you will need two basic attacks to finish it off.
There are two ways to get the last hit on caster minions under your turret:
- If you can predict which minion your tower will attack, hit it once before the tower attacks it and then last-hit it after the first tower hit.
- Use an ability and a basic attack at the same time to kill the caster minion after the first hit.
The siege minion is the most durable one. Don't hesitate to use your abilities to last-hit it since it grants a lot of gold. Before you try to last-hit it, look at its health bar and see how much damage the tower deals to it, so you will know when it is low enough for you to kill it.
Whenever it is possible, use only basic attacks to farm (only in the early game, later on, it will be better to wave clear with your abilities).
I will provide a detailed description about this in the "Laning" section, since this section shuld only provide a general overview for beginners.

On the one hand, she has an amazing potential but on the other hand, there are a lot of limitations.
In this guide, I will not try to hide the Cons and highlight the Pros.
I will merely explain how to deal with the Cons and how to use your Pros to your advantage.
However,

Pros



You can get your entire




You don't have to worry about mana at all.
Enjoy unlimited resets and infinite spamming in lane (although this is not always recommended).
You'll hardly find a champion to match

If she's not interrupted, she is able to sweep up tp three enemy champions as if it was just one because all of her abilities, with the exception of



If you throw



Once you have completed your core build, you are extremely dangerous in skirmishes (2v2, 3v3 ... fights). Your roaming is very strong (especially if you have taken teleport) and if you manage to surprise your enemies when they have used their crowd control, you are unstoppable.
With a few kills and good farm, you can easily fight 2v1 or even 3v1.
Against a low crowd control team and with a lot of farm and kills, you can win the game by yourself.
If you have a ward or if you are positioned well,





Cons


Since




As long as





With


However, enemies can protect themselves with defensive purchases like




A



In this section, I will explain why they are good and how to use them.
Additionally, I am going to tell you why the other spells are not viable.
If you don't agree, you're free to use your own spells.
![]() |
![]() It is recommended to take it with most champions, including ![]() You can get out of very dangerous situations with a good ![]() However, you should make sure to use the great potential of this spell in the best possible way. Keep the following in mind:
![]() However, if you really know what you're doing, you can play ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() |
At this point, my guide differs from the other guides.
As you have probably noticed, I prefer ![]() ![]() I don't want to say that ![]() ![]() ![]() ![]() As you might have concluded from the Pros/Cons section, ![]() Before level 6, you will hardly use ![]() However, if you get bullied out of lane or killed too early, you can ![]() ![]() Your enemy won't be able to snowball too hard early if you do that. Of course, if you see a good opportunity, use ![]() After/at level 6 in the laning phase, ![]() The laning phase is over when both teams start to group (most likely as 5). Keep your team informed whenever your ![]() Ask your laners to place Sight Wards or ![]() ![]() Always keep an eye on the map. If a fight breaks out, make sure to get out of range of your opposing laner, since they might attack or interrupt you while casting ![]() Be aware that your ![]() Therefore, it is best to use it when the enemies have engaged on your teammates. Don't hesitate too much ("Only fools hesitate."), just make sure that your enemies cannot get away (without burning important abilities like ![]() Casting ![]() During those 4 seconds, you can be interrupted (in a similar way as ![]() ![]() ![]() Don't use ![]() Assuming that you are not interrupted and you really want to gank, you have to inform your teammates. Don't be afraid to ping three times while casting ![]() ![]() Once you have arrived, burst your enemies down. If you are behind them, you may even save ![]() ![]() You can ![]() ![]() After the laning phase, ![]() You can push any lane and come to help your team at any time (make sure you have something to ![]() Don't overextend and don't push without vision on your side of the map. Don't leave your team if they want to initiate a fight and don't make them give up objectives (turret, inhibitor, base) because you're missing (unless you're taking objectives yourself). You might even want to backdoor (take a deep objective in the enemy territory that is unprotected) or assassinate someone (don't forget the cast time). To sum up, I like taking ![]() ![]() You can also counter enemy globals/semi-globals like ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Make sure you don't forget enemy globals when using ![]() With your ![]() In the late game, you can push the bottom lane without giving your enemies the possibility to force ![]() |
![]() |
![]() It is a great spell to secure kills. Additionally, I think it's quite easy to use. Since ![]() Only use it to kill your opponent, there is no other reason to cast it. If you just want to reduce your opponent's healing, use ![]() Don't poke with ![]() If you can't finish off your enemy, save it. If you don't even need ![]() You can cast ![]() ![]() However, you will interrupt ![]() On the downside, ![]() ![]() ![]() ![]() ![]() If you cannot quite burst anyone down with your abilities and items, ![]() Although I don't take it, ![]() ![]() |
![]() |
A shield can always be useful.
Although ![]() ![]() In the laning phase, the combination of ![]() ![]() ![]() You can tower dive squishy enemies without crowd control and kill them easily, using ![]() In team fights, ![]() You can use ![]() ![]() Like any summoner spell, ![]() Use it when you're getting very low, but keep in mind that ![]() ![]() This spell is good against team compositions that don't have any/enough interrupts and therefore rely on bursting you down. For example, ![]() ![]() Although you can use ![]() ![]() |
![]() |
![]() ![]() It's a very good spell since it shuts an enemy down, but it is your task to get kills and be safe. Tell your support to take ![]() If there is no ![]() It might be useful against champions with predictable burst damage like ![]() You can use ![]() ![]() However, if your enemy is out of range, you will interrupt ![]() |
![]() |
Over the full duration,
![]() ![]() However, ![]() The only time you want to pick up ![]() ![]() If you like ![]() |
![]() |
![]() If you want to protect yourself, take ![]() If you want to help your team, tell someone else to do it. You're supposed to get kills and resets. I haven't tested if you can cast ![]() ![]() |
![]() |
![]() Once you have started ![]() ![]() You can merely remove the crowd control from yourself after you have been interrupted. ![]() ![]() ![]() ![]() ![]() |
![]() |
![]() However, it's the support's job to get it. If you really want it and noone wants to take it, consider playing without ![]() Kills and resets are more important. |
![]() |
![]() |
![]() |

Since there are lots of runes, I'll stick with the good ones - I won't talk about the bad ones.
You should only use Tier 3 runes ("Greater ... of ...").
Recommended Runes
Runes




Marks (red):

I think it's the only option to go on

They work very well with your flat magic penetration build.
On AP carries, you will usually take these.
Seals (yellow):

Seals are good defensive runes. Since I use a very aggressive build, I like to take scaling health, so I have more survivability in the late game.
These seals work well against any opponent.
However, this is not the only option. There are more viable seals for

Glyphs (blue):

These glyphs will be good against any opponent and give you a good amount of ability power.
There are more options for this.
Quintessences (purple):

This is what gives you your early ability power (since there is no base AP).
I think it's the best option, but there are more possibilities.
Good Runes
Marks (red):
Greater Mark of Magic Penetration (recommended)
Seals (yellow):
Greater Seal of Scaling Health (recommended)
Greater Seal of Armor: very good if you are laning against an AD champion (
Talon,
Zed, ...)
Glyphs (blue):
Greater Glyph of Scaling Ability Power (recommended)
Greater Glyph of Ability Power: these are good in easy lanes (e.g.
Karthus)
Greater Glyph of Scaling Magic Resist: good against AP nukers (
Veigar,
LeBlanc, ...)
Greater Glyph of Magic Resist: good against early magic damage (rather take the scaling ones)
Quintessences (purple):
Greater Quintessence of Ability Power (recommended)
Greater Quintessence of Movement Speed: good for ganking and chasing
Greater Quintessence of Spell Vamp: if you really need early sustain

Recommended Masteries
You should take 21 points in the offense tree as it's the case for most AP carries.
Since

You can switch the points in


Second Option
You can take the same offense tree as the recommended one, but instead of going for survivability, you might grab additional movement speed and cooldown reduction on summoner spells.
I don't recommend this, but I have tested it and it works.

They are very easy to use and you will probably know a lot about them if you just read the descriptions.
In this section, I will explain every detail I know about her spells.

![]() |
Voracity (Passive)In League of Legends, every champion has a passive. Some passives are not too important (like ![]() ![]() ![]() ![]() ![]() This passive can turn games around easily. The 15 second cooldown reset resets ![]() ![]() ![]() Don't forget that assists will trigger ![]() ![]() To get the most out of ![]() If an enemy is low, ![]() ![]() In a team fight, use ![]() ![]() ![]() If ![]() Although ![]() ![]() ![]() However, make sure that you don't need ![]() Don't be afraid to turn around ganks. After a kill, ![]() ![]() ![]() It makes you scary. If you don't get any resets, ![]() ![]() One reset in a team fight is very likely to win the fight for you if you're still healthy. Back to navigation |
![]() |
Bouncing Blades![]() All of your other spells are all-in spells. You have to be very close to your enemy or jump in if you want to use them. However, ![]() It's your only way to damage enemies from range and stay safe. However, the range is not too large. In the very early game (level 1-5), you will probably need this spell to farm. Whenever you feel that it would be unsafe to last-hit a minion at melee range, use ![]() Take care that you don't push the lane and don't waste this spell. Whenever it's possible, use basic attacks to farm. If that's not an option, try to use Sinister Steel. Only if that doesn't work as well, use ![]() If you don't need ![]() Since you have no mana, only the cooldown matters. Remember that ![]() Don't push the lane too much when you're harassing your opponent. If the minions are already pushed to the enemy side of the lane, push them into the enemy tower. Stay safe while harassing your enemy. Don't eat skillshots and dont run too far to them. You can throw ![]() Once you've hit level 6, you have two options. If you are stronger than your opposing laner (e.g. ![]() ![]() However, if you are weaker, continue farming. If you see a good opportunity (e.g. with ![]() In the late laning phase (level 9+), you will only use ![]() If you're winning your lane really hard, you might want to bully your opponent with ![]() In the late game, only use ![]() It is too dangerous to harass your enemies when they're grouped because of the low range on ![]() Don't forget the second part of ![]() Whenever it's possible, trigger the mark to get free damage. Use ![]() In that case, you'll most likely want to use ![]() Back to navigation |
Sinister Steel |
Sinister SteelSinister Steel is a very simple spell. It gives you extra close-range damage on a short cooldown. You don't have to save Sinister Steel - use it whenever you can deal damage to an enemy. It's also very good to trigger the mark from ![]() Use Sinister Steel right after ![]() While doing ![]() ![]() Sometimes it's good to farm with Sinister Steel. If your enemy wants to harass you, they will expect you to walk to a minion and last-hit in with a basic attack. However, you can kill the minion at a slightly higher range and without cast time if you use Sinister Steel. Be aware that Sinister Steel barely deals any damage if you have only one skill point in it. If you skill ![]() Back to navigation |
![]() |
Shunpo![]() ![]() ![]() In the early game, ![]() You can always jump to a minion instantly as long as ![]() Don't use ![]() If you want to harass your enemy, use ![]() Before level 6, you can only jump to your enemy to harass them if it's absolutely safe. Absolutely safe means that you are not exposing yourself to ganks (e.g. you see the enemy jungler in another lane) and you're absolutely sure that you cannot lose the trade (e.g. ![]() Of course, ![]() If ![]() Harassing with ![]() If you're ganking your enemies from behind, consider saving ![]() Additionally, it's sometimes good to interrupt ![]() ![]() In the late game, ![]() Whenever it's possible, use ![]() ![]() Don't jump to an enemy if you can't kill them. In a team fight, ![]() ![]() ![]() ![]() However, you can also work with ![]() ![]() ![]() ![]() When you're done, continue fighting or escape with ![]() It's always useful to have Sight Wards or ![]() ![]() ![]() This requires a bit of practice and smart cast on items. ![]() In other words, when you use ![]() ![]() ![]() ![]() ![]() ![]() ![]() Finally, do not underestmate the damage reduction. You don't have to think too much about it since it's activated automatically when using ![]() ![]() ![]() ![]() Back to navigation |
![]() |
Death Lotus (Ultimate)![]() ![]() Like most of ![]() ![]() As soon as you've put your first skill point into ![]() ![]() ![]() Don't be afraid to waste ![]() ![]() I don't want to say that you should use it all the time, but you can use it to bully your opponent out of lane. You have to channel ![]() During this time, you can be interrupted by some kinds of crowd control and you cannot use your abilities or move. Be careful that you don't move accidentally because that would interrupt ![]() You can use summoner spells that don't move you anywhere like ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() However, you cannot use ![]() ![]() ![]() In fights, it's important to cast ![]() You don't have to channel for the full two seconds to deal massive damage, but you should at least have a guarantee that you will hit a lot of important enemies. I have listed the interrupt potential of every champion in the matchups section. ![]() In this case, the icon will be grayed out. You can use this to your advantage if you don't see an enemy and ![]() This means that one or more enemies are in your ![]() For example, a ![]() ![]() ![]() If you activate ![]() You can hit up to three targets, but it's often better to hit two important targets or just one very important target instead of three tanks. Back to navigation |
Whenever it's possible, put a skill point into

It's

At level one, put a point into

It has the highest range of your abilities and you don't want to fight at melee range at level one. In some cases, you might go for a different option. Check out the laning section for more information.
The second skill point goes to

You might need an early escape and sometimes a gap closer like

Put the third point into Sinister Steel, just to make it available.
After that, you have two options.
You can either prioritise

I usually prioritise


I admit that Sinister Steel is better for pushing, so if you want to push, prioritise Sinister Steel.



Back to navigation

In this section, I'm going to explain why this works well on

However, I will also mention some more options later on.

"Glass cannon" means that you build a lot of damage and avoid building defense whenever it's possible. You only buy defensive items if you really can't live without them.
I cannot give you an explanation why you should use a glass cannon build, but I can list a few good arguments. Tanky


The first reason why I go for glass cannon

- You have to lock your opponent down.
If you're building tanky, you obviously have less damage.
Because of this, you need more time to kill your enemy.
However, since you have no crowd control, they can just run away if they get in trouble and you cannot burst them down since you lack the damage to do so. - You can be ignored.
If you build too tanky, there is no reason why your enemies should bother to attack you at all.
Without crowd control and without too much damage, you don't have a great impact on the fight.
Your enemies can just move on and focus your squishy teammates and then finish you off.

Her three basic abilities scale with a total of 125% AP.

With two resets on your basic abilities, you get a scaling of 375% AP.
Maybe those numbers don't mean anything to you, but compare them to other AP carries' scalings and you will see that


Tankier builds also have their benefits, however, I won't talk about them in this guide.
I might add a tanky


In order to understand this, you first need to know what flat magic penetration actually is.
All of

However, your enemies are not affected by 100% of the magic damage you deal to them.
Every unit (champions, monsters, minions) in LoL has magic resistance (short: MR).
Champions have a base magic resistance, but there are items that provide additional magic resistance as well.
A multiplier of 100 : (100 + your opponent's magic resistance) is applied to your magic damage in order to calculate the actual damage that you deal to your opponent.
For example, if your opponent has 50 magic resistance, the multiplier will be:
100 : (100 + 50)
= 100 : 150
= 2 : 3
= 0.667
= 66.7%.
Two thirds of your damage will be dealt to your opponent and one third will be blocked.
Now, there is flat and percent magic penetration and flat and percent magic resist reduction. The only difference between magic penetration and magic resist reduction is that magic penetration just ignores a part of your opponent's magic resistance while magic resist reduction actually reduces their magic resistance (which helps your teammates as well).
However, for this sectionn (and only for this section), there is no difference between those two and you can just add them (20 magic penetration + 20 magic resist reduction = 40 magic resistance ignored).
Percent magic penetration is very easy to understand: it ignores a percentage of your opponent's magic resistance.
Obviously, it's more effective if your opponent has more magic resistance.
However, there's a misconception about flat magic penetration.
A lot of players believe that it becomes less effective if your opponent has less magic resistance.
This is not true.
Magic penetration becomes incredibly effective if your opponent doesn't have a lot of magic resistance.
Let's get back to the formula and add the flat magic penetration:
Multiplier = 100 : (100 + max(0, magic resistance - flat magic penetration))
I added the max(0, ...) because magic penetration cannot ignore more magic resistance than your enemy has. However, you will usually not have to worry about this since it's extremely hard to get more penetration than your opponent's magic resistance.
Assume you have 50 flat magic penetration.
Your first opponent has 100 magic resistance.
Without penetration, you would deal:
100 : (100 + 100)
= 100 : 200
= 1 : 2
= 0.5
= 50% damage to them.
With penetration, you deal:
100 : (100 + max(0, 100 - 50))
= 100 : (100 + max(0, 50))
= 100 : (100 + 50)
= 100 : 150
= 2 : 3
= 0.667
= 66.7% damage to them.
The penetration saves 16.7% of your original damage.
Your second opponent has 50 magic resistance.
Without penetration, you would deal:
100 : (100 + 50)
= 100 : 150
= 2 : 3
= 0.667
= 66.7% damage to them.
With penetration, you deal:
100 : (100 + max(0, 50 - 50))
= 100 : (100 + max(0, 0))
= 100 : (100 + 0)
= 100 : 100
= 1
= 100% damage to them.
The penetration saves 33.3% of your original damage.
As you have seen, flat magic penetration is much better if your target has less magic resistance. Don't be afraid to buy too much flat magic penetration.
Even if you have more flat magic penetration that your opponent's magic resistance, the extra penetration is wasted, but you will deal a ridiculous amount of damage to your opponent (100% of your magic damage), so you don't have to worry about that.
Now, I've talked a lot about calculations and I'd like to get back to

The question is, why is flat magic penetration so effective on





Flat magic penetration helps her a lot.
The penetration build grants her 37.83 magic penetration and 20 magic resist reduction from


A target at 100 magic resistance will be affected by your damage as if they had 14.17 magic resistance.
That's quite impressive, considering that a squishy target like the AD carry will rarely have more than 100 magic resistance, and even if they buy more, it will have an impact on their damage output.
To conclue, flat magic penetration helps


Additionally, those items make her very strong in the mid game.
The moment she completes



Besides that, you will have some extra health and magic resistance, along with movement speed.
As I have already mentioned, there are different ways to build

For more information, see this LoL wiki article about magic resistance and this LoL wiki article about magic penetration.
Item Sequence








In the middle lane, take
Boots and 4
Health Potions in a standard AP matchup,
- 2 Sight Wards,
Vision Ward and 5
Health Potions if you need safety (e.g. against a
Shaco in the enemy jungle) or
Cloth Armor and 5
Health Potions against an AD champion.
In the top lane, take
- 2 Sight Wards,
Vision Ward and 5
Health Potions,
Cloth Armor, Sight Ward and 2
Health Potions against all-in AD champions (e.g.
Talon) or
Cloth Armor and 2 Sight Wards only if you don't need sustain against an AD champion (not recommended).
Item Sequence







As I have explained in the Why full penetration Katarina? section, these items work very well on

In most situations, it's the best idea to rush

The early health from

Consider getting




After you have completed

Sorcerer's Shoes if you need more speed or your enemy has 25 to 40 magic resistance,
Blasting Wand if you need damage,
Negatron Cloak if you're laning against an AP nuker (e.g.
Annie,
LeBlanc or
Veigar) or
Abyssal Mask if you're rich and you can afford to complete/buy it.
Repeat the step above until you have completed


If you really need armor, you can go for an early

After that, you're done with your core items.
After your core items, it's very difficult to tell you what you should get, because there's a lot of stuff to consider.
This is why I will provide a pool of viable items in this section and explain their strenghts and weaknesses.





A lot of it is related to her spells and summoner spells, which is why I have already given you tons of information about it.
However, I am going to put it in a nice order here.
Pre-laning phase
I haven't found a good name for this phase yet.
It starts at 0:00 and ends when you get to your lane (around 2:00).
If there are no junglers on your teams, you should stay at your outer turret and put a skill point into

Early aggression without minions is something that

However, there will most likely be junglers on your teams in level 20+ games.
In that case, save your first skill point.
If nothing happens until you get to your lane, put it into



You may sometimes even put your first point into Sinister Steel. Only do that if you cannot farm with basic attacks at all and need a low-cooldown ability to get last-hits.
When you hit level two later on, you may only leave

Note that

Stay safe and don't engage any kind of fight.
If your team invades the enemy jungle, follow them but stay back.
If the enemy team invades your jungle, you shouldn't fight 5v5.
Instead, tell your jungler to steal the corresponding enemy buff.
If there are no jungle invasions, you can use

Your main task at this stage is staying safe.
You may only engage to kill an enemy if they're below 200 health.
Early laning
This is probably the most difficult phase for

Most mid laners and even more top laners are much stronger than

This phase starts when you get to your lane and ends when you hit level 6.
At level one, focus on farming.
Last-hit the melee minions with basic attacks and the caster minions with


Once you've hit level two, put a skill point into

Use it to dodge skillshots if possible and to escape ganks.
Never go aggressive with

In an easy lane, you may start harassing with

Never push your lane at this stage.
The minions should always be on your side of the map or in the middle.
If you have accidentally pushed your lane (e.g. by throwing too many

In an easy lane, you may even use your entire combo (


In a hard lane, let your opponent push the minions into your tower and farm as much as possible. Stay safe, even if you miss some minions.
Try to complete this phase with the smallest possible farm deficit.
Even in an easy lane, you're not supposed to make any risky plays.
You can snowball later.
Mid game

It starts when you reach level 6 and ends when your enemy team starts grouping (as five or four with one split pushing).
You don't autimatically become incredibly powerful in this phase.
If your lane is easy, you can start bossing your opponent.
Zone them away from their minions and harass them.
Don't overextend.
If your opponent is skillshot-based, stay behind your minions.
Against a laner without crowd control spells and escapes, you can use your full combo (



However, don't focus too much on your lane.
As soon as your lane is pushed, do

If you cannot zone out or harass your opponent safely, push the lane and do

Attempt to dodge abilities and don't go too far away from your turret.
Your strength is ganking.
Communicate with your team.
If you have

If you don't have

Before you go to gank, push your lane as hard as possible.
Always ping before you arrive at your teammates' lane to let them know that you're coming (regardless of whether you're using

If you cannot gank your enemies from behind, wait for your teammate(s) to use their crowd control on the opponent you want to gank and then use your burst combo.
If you can surprise your enemies, don't hesitate to go in (and maybe save

Don't forget the enemy jungler and your enemy laner!!!
You're not the only one who can gank or countergank.
Watch your enemy laner and if they leave the lane, follow them at a safe distance or push your lane if it's unsafe to follow and inform your team with pings.
If you're hiding somewhere and waiting to gank, make sure you haven't been spotted.
Don't leave your opposing laner to free farm all the time, only gank if you can get something out of it.
Watch the map, especially if you have

Sometimes your jungler or your allied laners might be surprised by a gank and unable to call you for help.
Watch the map (for example, when you're doing

Get kills in this phase, most likely in different lanes.


However, you need opportunities to do something - don't roam around all the time and leave your opponent to farm freely.
Late game
At this stage,

The transition from mid to late game takes some time.
I cannot tell you exactly when the late game begins - sometimes teams group up as five and then split again to return to their lanes.
Generally, the late game starts when people get out of their lanes and only return to push.
The outer turrets will probably be down by that time and teams will start to group.
There are two strategies

- Team fighting
- Split pushing (only if you have
Teleport)
Team fighting is the most common strategy in the late game.
Even if someone goes for split pushing, there will most likely be some team fights in every game.
A team fight is a 5v5 fight and quite simple to explain: both teams group and fight.
The winning team gets objectives or

And here is the first difficulty:
If you're stronger than your enemy team, they will probably stay under their tower and avoid fighting you.
As

Just follow your team's calls and wait for someone to initiate the fight.
Whenever you leave the group (e.g. to push), inform your team.
Make sure that you never get caught.
Even in a group of five, don't stand too close to your enemies.
As I have already said,

You can only do nothing or fight for your life.
When a team initiates a fight (obviously, only if you have a chance to win),

You only want to go in on squishy targets.
Your primary target is the opposing AD carry.
However, thanks to

Don't attack too obviously.
In order to get good targets, pick targets that cannot escape or surprise them from another direction.
When you've picked your first target, use

You can activate

Don't get interrupted, that's your main goal.
After your first kill, sweep the enemy team with your resets from

Always focus squishy or low enemies.
Sadly, it doesn't always work like that.
Sometimes your enemies will save interrupts for you or use escapes, heals, shields, ... to counter you.
Never give up.
Think about what went wrong in the last team fight and try to fix it.
If you have to die, deal as much damage as you can.
Maybe even focus the tank.
Maybe wait a few seconds until your enemies have used their crowd control.
I wish I could give you an exact explanation how to get a reset, but that's impossible.
Work with your team, your items, your focus and your positioning and use

It will surely take some practice to learn what

If you have

In that case, you might want to proiritise Sinister Steel over

Make sure your

The rest of your team pushes another lane.
The enemy team has the following options:
- They can group as five and attack the rest of your team.
In that case, your team should run away and defend your towers.
If a fight breaks out, you can join it withTeleport.
- They can group as five and try to engage ("collapse") on you.
In that case, run for your life.
Never split push without vision around your lane.
Once you've spotted your enemies coming at you, run and tell your team to push.
You may even useTeleport to get out if you're in trouble and can't
Recall.
- They can send someone with
Teleport or another global spell to your lane.
In that case, you have to deal with them.
Your goal is taking towers and inhibitors.
Don't give your enemies a chance to fight and take the towers while noone's defending them.
However, split pushing has a limit.
You won't usually be able to win without fighting.
You or your team might even make a mistake and lose a lot because of it.
Split pushing is not specific to

I am sure that there are lots of explanations about split pushing on the internet, but unfortunately, I haven't found an official page (like LoL wiki), which is why I cannot provide a link for you.
I recommend that you focus on team fighting, especially if you're new to

In this chapter, I have told you every detail I know and you might want to check out the matchups section for more specific information against individual champions.

Usually, it depends on the team you're playing against.
In order to give you as much information as possible, I decided to list every single champion in this section.
Of course,

However,

I have rated every champion in three categories:
- Interrupt potential
The interrupt potential of a champion indicates how well they can interruptDeath Lotus.
It's very useful to know the interrupt potential of your enemy champions in team fights.
Most likely, champions with a higher interrupt potential will be stronger againstKatarina, however, that's not always the case.
To determine the interrupt potentials for all champions, I have considered their number of interrupts, range, cooldown, speed and how likely they are to hit you. - Lane difficulty
The lane difficulty indicates how difficult it will be forKatarina to lane against a specific champion.
This does not take the team fight power of a champion into account.
If the champion is not laning against you, you can ignore their lane difficulty.
SinceKatarina is a weak laner, you will notice that she is only strong against very few champions while she is weak against a lot of champions.
Look at the general difficulty for more information.
In order to determine the lane difficulties for all champions, I have considered their potential to outfarm you, harass you or win an all-in fight against you in lane. - General difficulty
The general difficulty is the most important category forKatarina.
It indicates how good (or bad) you are against any champion on the enemy team, regardless of whether they are laning against you or not.
To determine the general difficulty againstKatarina for all champions, I have considered their impact on you in fights (more than 1v1).
Please read the explanations carefully.
Navigation: A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

If you encounter anything of the following:
- Wrong language - I'm not a native speaker and it took me some days to find that my browser can correct English in this editor,
- Wrong information - Although I've done a lot of research, I might have said something wrong about the game at some point,
- Broken BB code and links - Very unlikely since I reread every part of the guide, but still happens,
just send me a message and I'll fix it.
If you need more information that my guide doesn't provide, these external links might help you:
- LoL terminology - a LoL wiki site explaining all the LoL expressions
If you feel that I'm wrong about something concerning

Thanks for reading my

I hope you enjoyed it and that it was helpful to you.
Your feedback is appreciated.
Change Log (Current patch: 3.11 Lucian)
September 14th, 2013 - Changed cheat sheet thanks to this post:

September 4th, 2013 - Fixed a lot of major and minor weaknesses in my cheat sheet and my explanations thanks to this post:

September 4th, 2013 - Completely changed


September 4th, 2013 - Added external links and tags
September 4th, 2013 - Published guide
September 4th, 2013 - Updated for patch 3.11 (slightly changed

September 3rd, 2013 - Finished writing this guide
August 13th, 2013 - Started writing this

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