
[11.1] NEW ITEMS Real's COMPLETE Darius Guide (All Match Ups
By LoLReal | Updated on January 25, 2021





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Runes: Darius vs. melee












+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:


Flash

Ghost
Items
Ability Order Q Start - Primary Build Order
Threats & Synergies






Gnar
Extremely difficult. Thankfully he is not meta right now (let's keep it that way). We lose early, mid and late to Gnar in the side lane. He's also just as good of a team fighter as we are. Hope he makes a mistake in lane, can pull him if he walks too far up, but he can jump out. He has to misplay badly to lose. This lane will usually be farming under turret, get tabis first.







Sejuani
Great synergy with Darius. She sets up ganks very easily with her CC, and since you have an auto reset she procs it fast. Probably my favorite jungler to play with as Darius.

Champion Build Guide




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Pros
+ Strong early game + Massive lane bully + Strong mid game + Big team fight threat + Can 2v1 in lane + Tanky with damage + Adaptive build paths + Strong carry potential |
|
Cons
- Predictable trade patterns - Immobile - Easily kited - Vulnerable to ganks - Reliant on summoner spells - Lots of counters in lane - Falls off late game |

Darius aims his attacks strategically, causing his target to bleed for 12 (+1 per champion level) (+0.3 per bonus attack damage) physical damage over 5 seconds. This effect stacks up to five times.








After a 0.75 second delay, Darius swings his axe in a wide circle. Enemies struck by the blade take 50 / 80 / 110 / 140 / 170 (+1.0 / 1.1 / 1.2 / 1.3 / 1.4 per attack damage) physical damage and receive a stack of Hemorrhage. Enemies struck by the shaft take 35% damage and do not receive a stack of Hemorrhage.
Darius also heals himself for 15% of his missing Health for each enemy champion hit by Decimate's blade, up to a maximum of 45%.











Darius's next attack severs a crucial artery, dealing 150 / 155 / 160 / 165 / 170% of his total attack damage as physical damage and slowing his target by 90% for 1 second.
If the target dies, the mana cost of Crippling Strike is refunded and the cooldown is halved.










Passive: Darius hones his axe, granting him 15 / 20 / 25 / 30 / 35% armor penetration.
Active: Darius sweeps up his enemies with his axe's hook, pulling them to him while briefly granting vision in the area around the pull. Enemies pulled by Apprehend are slowed by 40% for 1 second.






Darius leaps to an enemy Champion and strikes a lethal blow, dealing 100 / 200 / 300 (+0.75 per bonus attack damage) true damage. This damage increases by 20% for each stack of Hemorrhage on the target up to a maximum of 200 / 400 / 600 (+1.5 per bonus attack damage) true damage.
If Noxian Guillotine is a killing blow, Darius causes all nearby minions and monsters to flee in terror and he can recast the ability for free within the next 20 seconds. This can occur multiple times in succession. At maximum rank, the cooldown will completely reset on kill.












Always take
















Don't take this summoner on


I have run many different pages testing keystones + secondary trees on the new patch and I've come to conclusion that this is one of the best in general.















Switch the flex rune from armor to MR if vs. AP
(Note: A lot of players prefer sorcery tree secondary for


Darius vs. Ranged Top

The only significant change in this match up is we switch


Again, switch the flex rune from armor to MR if vs. AP
Some















REMINDER: This is now a more niche build on the new item set. You generally only build these together if you are very ahead in the side lane and want to keep winning 1v1. Otherwise I think








Know how we said 90% of games you'll be going either














Arguably the best of the 3 armor items















Our most common magic resistance pick up. This synergizes great with





Get this before















Early game as




If we can trade hard level 1 we have a couple options. We can cheese in a brush, common spots include tri-brush if you're blue side, or river brush if you are red side. You can also use the lane brush to cheese behind minions too.
If you can't fight them level 1 easily, or are unable to cheese, then we should focus on getting our CS in lane. If it is a winnable melee match up, something like



Tip: Every single time you have an extra 75g on a base pick up a

Mid Game
For the mid game,

If you have a lead at this point, you can stay top and continue to apply pressure and try to draw the jungler to you. At this point you should have the potential to 2v1, and if you are successful, it can really turn the game in your team's favor.
You can also leave top and help your jungler secure



Towards the 20 minute mark and onward you want to maintain




Late Game
Late game isn't


Assess the game at this point as well because it will change how you need to play team fights. Is your ADC stronger than theirs? If so, you are likely going to want to front to back. Kill the tanks and enemy front line attacking your carries first. You can also pull them off with




If your ADC is weaker than theirs, it is usually worthwhile to try and close the gap with


It's hard to recommend an "all-in-one" approach to team fights since they are so dynamic and always different. Try to assess them on a case by case basis and close out the game.



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