Darius Build Guide by Tikanman
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Not Updated For Current Season
Run Darius Run
Core buying Process
Full Tier 3 Build
Not Updated For Current Season
Hello! I am Tikanman and I play on the Nordic and East EU server. I am currently at silver division III (around 1300 elo) and i like playing either OP supports like
, or OP aggressive champs like
I really feel that a guide for a more utility-based darius is needed, and therefore this guide is for that purpose exactly.
Pros / Cons Playing Darius
+ Very fun to play
+ Tons of damage
+ Tanky base stats
+ Crazy True Damage Ultimate
+ Can 1 v 2 or 1 v 3 easily
+ Strong pusher,Farmer
+ Ignite-like passive
- If you have no jungler pressure from your team, you will most likely lose the lane
- No escapes whatsoever, thats why we take ghost and not flash
- Kited easily, although with this build, you will be able to kill the annoying or
- Miss clicked ultimate can ruin team fights
- Crowd Control of any kind cripples really bad
- You rely heavily on your Team
What's So Special about this Build?
This guide is for people who already played 1 or 2 games with
and still have trouble with ganks and traps.
If you checked out other builds, you probably noticed most of them go for 21-9-0 or 9-21-0, None of them go Full utility Tree on And that is the difference.
I know it is not common to play AD bruisers with these mastery points, but as it seems the top lane is a lot more KITING than people think, and therefore movement speed becomes really important, especially in the early game, and especially against early ganks.
I really think the kit is good enough, Base stats are really good, so what's left is his BAD BAD mobility. Therefore I started playing him with full utility, which gives me ALOT of cooldown reduction, mana regen, and of course movement speed!
The runes are a very general set of armor, magic resist, And attack damage for bruisers, it basically fits all AD bruisers in the top lane, and also some AD Carries as well.
Greater Mark of Attack Damage
Greater Seal of Armor
Greater Glyph of Scaling Magic Resist
Greater Quintessence of Attack Damage
This is the Big Point of this build. we dive into the utility tree and some defense too .
We get :
+5% Movement speed
+6% Cooldown Reduction
+5% Experince recieved
+20% Increase on buff durations
+10% Summoner spells CD reduction
+6 HP per level
+3.5 Magic Resist
+3 Mana regen per 5 seconds
+5 Gold for each auto-attack
+0.5 Gold per 10 seconds
The point of this is getting to maximum Mana and HP most of the time in the lane, because-you Will be ganked. You can gradually stop buying and sell your when you feel that it's effect is too weak.
These items are the best possible on :
gives MR,AD and a very important passive for duels
Gives HP,AD and nice passive that if you can proc.... thats a kill
MR, Movement speed and Tenacity, the best boots in the game, and thats why they also cost so much.
You need to Rush as soon as possible.
Is a standard Tank item
Gives you a lot of resistances and make you a great Team Fighter
Amazing for long chases
An improved version of the .
Always remember to buy sight ward every trip back, You need the vision.
I usually don't do this, but if you have an Annoying armor stacking enemy like , you should consider Maxing first
If you really want to escape or chase, is not enough, especially in the lane.
For first kills, works great with your passive and Ultimate
possible, can be helpful, but most of the times isn't enough.
Very nice, can replace ignite to chase more efficiently
Very good for Real teamwork games (Ranked)
Can be good, but we have for that
If you are really good with him, why not jungle?
Nice for baiting kills through + +
Pointless, as dying a lot is not worth it playing
You are tanky enough to sustain after getting hit by CC
what are you, ?
You don't have mana issues with this Build
The Laning Phase
This is your place to have fun. As a lane bully you need to farm and harass with as much as you can. try to hit from some distance so they take more damage. and also trade as much as you can with your top lane enemy. Your best combo is + + .
A few more auto-attacks and you can + .
The worst thing that can happen is a Farm-Fest where no one kills each other, that will be problematic in mid-late game, especially Against enemy champions like Cho'Gath and Nasus.
If you feel your opponent is playing too passive, so you cant kill him, push the lane, buy and go gank other lanes.
ALWAYS sight ward your river bush and Tri-bush, as ganks are likely to come, and you can spare that gold.
The whole point of
is the ability to Initiate, Tank, and do DPS in the fight. therefore you always need to remember how tanky you are, so that you can be usefull. even dying in a team fight is usefull, as long as your team wins it.
In some cases it's even worth it to someone like so he unloads everything on you, instead of your team carries.
But most of the time you just want to focus the enemy AD CARRY or AP CARRY, or the most fed enemy.
If your team has even a bit of CC, stuns, snares, that together with will win the team fight.
is a very strong Early game champion.
If played and built correctly, his mid-late game is also OP exactly like his early game.
He relies heavily on his team, and needs jungler pressure and help, if he doesn't get it, he can lose his lane easily.
But with this build he should survive more ganks, and be the Dunk master we all like to play.
A nice Darius video from ImBonkey