Karthus Build Guide by Fellish

League of Legends Build Guide Author Fellish

Sir Farmalot - A guide to becoming rich as hell

Fellish Last updated on November 17, 2016
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R


Natural Talent
Battering Blows
Piercing Thoughts

Ferocity: 12


Cunning: 18

Runic Armor
Veteran's Scars
Legendary Guardian

Resolve: 0

Threats to Karthus with this build

Show all
Threat Champion Notes
Galio ignore the shit out of this guy, perfect matchup
Mordekaiser haven´t seen one mid since the rework, but he doesn´t have gap closers, just don´t go melee
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Welcome to Fellish´s Karthus guide!

About me:

I play this game for fun, no matter if I win or lose.
Mostly I play with friends in Normals as you can go HAM and try new and stupid stuff.
If I play alone, I go Solo Queueing because there the motivation of both team´s members is different and you meet less AFKs or trolls.

About Karthus:

Karthus is a ranged AP Carry, which, unlike other AP Carries deals DMG over time or sustained DMG.

How I play him:

Karthus has 3 main features:

-His passive Death Defied
-His global ult Requiem
-His ignorance of cooldowns

Most people only know 2 of them and hate him for his ult.
Most people neglect that he has more than just his passive and his R button.

With my guide, those two things will be combined with the 3rd, which in my opinion is the most powerful one.

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Pros / Cons

+ outgold/ -level enemy fast
+ tremendous teamfights
+ very strong mid/late-game
- weak in early-game / squishy
- bad without teamwork, premades/platinum+ elo recommended

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Runes + Maths behind it

Greater Mark of Magic Penetration and Greater Glyph of Magic Penetration should be self-explanatory: With those you´ll hurt a lot more!
And with a lot I mean a LOT.

Meaning: with runes you´ll have 13,5 magic pene,
adding the magic pene by items: Sorcerer's Shoes 15 + Abyssal Scepter 20
you have: 48,5 + 8,4 from Precision at lvl 18 = 57 magic pene
+ 35% by Void Staff
So if an enemy has 88 or less mr (like every adc), you´ll deal true damage

Now to what makes this guide special and different from the others:

Greater Quintessence of Gold and Greater Seal of Gold make it possible for you to play totally safe and even set kills aside, without getting behind in gold.
It is the most important goldflow for this playstyle!

Why is it efficient?

Greater Seal of Gold gives you 0,25 Gold per 10 secs, that's 0,025 per second. You'll run 9 of these, making a total of 0,025 * 9 = 0,225 additional Gold per second.

Greater Quintessence of Gold gives 1 Gold per 10 secs = 0,1 Gold per second. With 3 that's 0,3 additional Gold per second.

Alltogether your runes give you 0,525 Gold per second.

Frostfang gives you 2 Gold per 10 seconds = 0,2 Gold per second.

On Summoner's Rift Gold generation is 20,4 Gold per 10 seconds = 2,04 Gold every second.

Alltogether this adds up to 2,04 + 0,2 + 0,525 = 2,729 Gold per second. This makes your Gold income 34% (24% before you buy Frostfang) more effective than your enemy's.

Notice, though, that after you´ve reached your full build, your runes become more or less useless.

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First we decide on what Keystone we want. Thunderlord's Decree and Deathfire Touch are equally good, but I love the Precision mastery more than Piercing Thoughts , because the enemy needs X = (100*8,4)/7 = 120 or more MR for Piercing Thoughts to be as effective as Precision .
For the rest we go for max sustain and damage and sustained damage.

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Both trinkets are viable, I mostly use Warding Totem to not be surprised while taking wraiths. Build Farsight Alteration if you want to be sure a Requiem will actually kill the enemy and Sweeping Lens if you´re feeling sweepy...

Start double Faerie Charm + 5 red for maximum sustain you need to farm.

Another possibility would be Doran's Ring + 2, for more hp, but a lot less Mana-Regen, which I think isn´t worth it.

Next step is getting Frostfang, Tear of the Goddess and Boots of Speed.

Frostfang gives you a little AP, which never hurts, even MOAR GOLD (reason enough), plus an additional amount of 45 gold per ult, as it gets you 15 gold for 3 enemies hit by abilities, if you didn't lasthit something lately.

Tear of the Goddess gives you MOAR Mana-Regen + Mana as the game goes on and finally builds into the Archangel's Staff.

Boots of Speed: any questions? Really?

Step 3: Get Luden's Echo, upgrade your boots, buy Zhonya's Hourglass

Luden's Echo: Go to the item list and scroll for the one which gives you most AP, choose Luden's Echo over Rabadon's Deathcap as its passive synergizes amazingly with your Q spam.

Zhonya's Hourglass is THE base item every Karthus who isn´t trolling needs! It´s active is amazing and together with the mentioned Seraph's Embrace will lengthen your existence on the map for ages (seconds)

Sorcerer's Shoes: What else would you get on an AP based champ? Decision is tough!

Final step: Complete your build with Archangel's Staff, Void Staff and something else you like...

Archangel's Staff: Do you remember what I told you about dying? The thing Karthus does, but doesn´t? Which is unavoidable but can be delayed? Well, Archangel's Staff doesn´t do that, but keep spamming and be surprised!

Void Staff gives you some extra AP plus heavy magic penetration which sums up nicely with your runes and Sorcerer's Shoes

Something you like is in my case either Rabadon's Deathcap or Abyssal Scepter, depending on the situation.

Rabadon's Deathcap rounds up your AP scaling, giving you an awesome lot of extra AP to the bit you already have.

You can get Abyssal Scepter for the Magic Resistance and for even MOAR Magic Pene.

Get Liandry's Torment if your enemies are stacking hp AND magic resistance, or if you´re bad at maths and think you need even MOAR magic pene.

Hextech Protobelt-01 is a very cool item if either you and your team struggle to catch up to the enemy (very unlikely due to your Wall of Pain), or they have a lot of deplacement spells like Jayce, Alistar, Lee Sin, Tristana, etc. so you can get back into the middle of the teamfight where you belong.

Lich Bane is a good idea for a Lich, but, you know, Auto Attacks?

Mejai's Soulstealer is too risky for my taste and anyways, we agreed on farming only, didn´t we?

Rod of Ages and Rylai's Crystal Scepter are for the tanky Karthus version, which is considerable, but here and now doesn´t have any place in this guide...

Last but not least: Athene's Unholy Grail: We all know that Sir Farmalot always looked for the grail, but this one simply is too unholy. Anyways, the mana regen it provides is best in game, but you already have a mana regen item with an active you need ( Seraph's Embrace), making Athene's Unholy Grail kind of needless and even unnecessary if not superfluous (Get it, fluous because it provides mana flow? No? Nevermind, let´s move on...).

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Skill Sequence

R > Q > E > W
What I am trying to say is:
Always max Requiem(R) when possible, max Lay Waste(Q) over Wall of Pain(W) and Defile(E).

Now it depends on you and your opponent if you want to max Wall of Pain(W) or Defile(E) second.
If your opponent plays risky and tries to towerdive you, max W, if not E, your call

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Summoner Spells

Take Flash and Teleport

Flash is a great escape/engage tool

Teleport brings you to your farm, as it never comes to you :´(

All the others: NO

I´ll feel personally attacked if I meet one of you guys following my guide, but taking different Summoner Spells and most likely report you for bad player...

The above are everything you need and I´ll tell you why not the others:

Barrier and Heal would be acceptable as they give you the opportunity to lenghten your presence during team fights, but Zhonya's Hourglass and Seraph's Embrace do well enough, and as far as I know, there are no items which do cool things like Flash and Teleport.

Cleanse: not that good kind of a spell, when in need buy Quicksilver Sash

Exhaust: little better than your Wall of Pain, but only on a single enemy.

Garrison: You´re joking, right?

Ghost: Where would you want to run to? Wanna escape? See Exhaust

Ignite: What about "play safely" didn´t you understand? Ignite is the most aggressive Summoner Spell ever.

Smite: You suck at lasthitting, eh?

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Playstyle explanation for this build (WARNING! LONG TEXT!)

Now, I´ll tell you how to play with this Karthus build.

With this guide I bring to you the possibility to travel through time and bring the so called "Late Game" a little earlier to your unexpecting enemies.

You might have noticed the GP5 item in the set and the "jew-runes" as bad tongues use to call them.

The trick is simple: Karthus is a Late Game monster, an unstoppable force, when he has his items.

But you don´t want to wait for the Late Game to come, you decide when the Late Game starts.

Therefore, you completely ignore the enemy mid lane champion, keep pushing your lane into his tower from afar with Q, then, when he is losing CS under his tower, you go and farm your wolves and wraiths, or even the enemy´s wraiths, if your team is warding well.

As you are farming like a boss and getting gold by your runes and items, you don´t need kills on your enemy or ganks by your jungler.
Plus you can´t feed them, because you´re constantly in your tower or jungle farming.

While farming always have an eye on your ally´s lanes, if they need help or engage a fight, press R for a global gank.

Now everybody´s Mid Game has come.
Everybody´s but yours: You´re already in the Late Game, with your nearly full build.

Now you want to start teamfights as long as you are in advantage, but have in mind, that you are the only one with full build. It´s up to you to deal the heavy damage.
If you are not sure if you should start a teamfight keep farming!

If you haven´t won yet, the Late Game starts, although you don´t really want to get there.
The tides are nearly even again, the others have caught up, your only advantages are your elixirs.
Your role has changed completely by now: You don´t start teamfights anymore, you wait for your team and keep it safe. Never get caught alone!
In case of a teamfight, try to deal as much DMG as possible and be in the middle of the fight when you die.
I say when and not if, because you most likely will die now. You only have offensive penetrator marks and glyphs and now useless GP10 runes.
The point in dying is doing that after having dealt as much DMG as possible to everyone. Try to delay your certain death as much as possible using your actives.

And this is what you want to do in TFs:
- Poke until it finally breakes out
- When it started, go right in the middle of it with your W active, use your Seraph's Embrace and Zhonya's Hourglass to survive as long as possible. (Note: You want to stay in the fight until you´re dead, you might even want to Flash if you´ve been knocked back.
- After you´re dead always use Requiem to help your team out
- Never, I repeat NEVER use your ult to actively steal kills from
your team, you are undead, but not an ***ho1e, plus your ult has a really high cooldown
and it´s better you use it for something more productive.

That´s about it and if you are still interested in reading: Further instructions coming below...

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Thank you for reading my guide on Sir Farmalot.

I´m sorry for the boring looks in this guide, I did this to share my knowldege, not to impress!

Maybe you´ll let me know if I´ve done or said something wrong, if you´re offended by this guide or need any psychiologocal help.

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Change Log

16.06.2014: Fixed mistakes in the ability sequence and the most embarrassing spelling mistakes, added more viable items and bad jokes

18.06.2014: Item section adjusted so it becomes clearer

19.11.2014: Damn, found even more spelling mistakes I had to fix, one of them in the change log >.<

28.01.2015: Changed itemization, RIP Deathfire Grasp, added matchups

03.02.2015: Now really removed DFG from everywhere it was hiding

21.02.2015: MOAR matchups for you

25.02.2015: Revive has left the League and this guide

03.04.2015: Luden's Echo has been looked at and found worthy - included in the build

28.10.2015: Reworked and added some Champs in matchup section

11.11.2015: Masteries updated to S6, Clairvoyance and Clarity removed

28.12.2015: Items updated

25.01.2016: Homeguards removed

25.03.2016: Reworked runes and masteries section

05.05.2016: Ripperino enchantments

02.11.2016: More maths in rune section, reworked masteries, clearer item selection, added eyecandy!

11.11.1111: Preseason update