Ignite on karthus is baaad for reasons luther already stated
Exhaust counters swain harder than ignite does.
Why would you go for ghost when you can get revive? Die, do damage, ult, respawn, teleport and there's your triple clean-up kill.
On a side-note does anyone know if you can place wards when you die as karthus, can you place it while channeling ult?
Exhaust counters swain harder than ignite does.
Why would you go for ghost when you can get revive? Die, do damage, ult, respawn, teleport and there's your triple clean-up kill.
On a side-note does anyone know if you can place wards when you die as karthus, can you place it while channeling ult?
Ty MM and Blood for the sigs :3 | Rammus is comming back - heard it here first!
"Carrying"-guide | My reviewservice
"Carrying"-guide | My reviewservice
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My figuring is that Ghost will give you more ability to keep Defile on a feeling and/or kited opponent than Flash offers.
Sure, you sacrifice a slight bit of survivability, but combined with your wall, I honestly think that Ghost is just as useful in every situation where you do not have to jump over a wall.
Ghost Also has cools down 90 seconds (a full minute and a half) before Flash does, giving you easier offensive decision making. Using Flash to catch that damned Teemo puts you at risk for 300 seconds, where Ghost might give you the kill and still be active for an escape, plus it'll be off cooldown much faster. That means less worry about whether the decision to use it was the right one or not - you don't have to look so far ahead.
As far as Teleport goes, it's an iffy trade. In Solo Q, you better pray you have teammates who can bait and commit correctly. I feel Teleport lets me carry Solo Q games better than the usual Ignite will.
Sure, Ignite will secure kills for myself, and probably snowball my lane. The thing is, Karthus doesn't need to snowball. He gets decent just from CS, and isn't kill dependent. Sure, all those kills are awesome, but I want to make sure my bottom and top lanes are getting fed as well.
So basically, after an early push or before my first B, when the opponent is least likely to MIA me, I can Teleport to top or bottom lane for a surprise gank. Past level three and properly timed, this will almost always result in a kill.
I'm not dissing Ignite here guys, it's an excellent spell for sure. And vs some lane opponents, would be vary necessary (I'm looking at you, Swain). But I feel that Teleport not only enables me to help insure the well being of my other lanes, but offers much more variability in the late game as well.
TL;DR: Karthus Ghost - Teleport. Thoughts?