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Recommended Items
Runes: Darius vs. Melee

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+10-180 Bonus Health
Spells:

Flash
Ghost
Items
Threats & Synergies
Threats
Synergies
Show All
Extreme Threats

Gnar
Extremely difficult. 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.
Synergies

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 |
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Cons
- Predictable trade patterns - Immobile - Easily kited - Vulnerable to ganks - Reliant on summoner spells - Lots of counters in lane - Falls off late game |
Match Ups Visualized
(See Threats section for more detailed match up info) ( Not pictured:
Hemorrhage (Passive)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.
DecimateAfter 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%.
Crippling StrikeDarius'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.
ApprehendPassive: 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.
Noxian GuillotineDarius 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.
FlashAlways take
Ghost
Ignite
TeleportDon'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.
Take attack speed, adaptive force, and scaling HP for small runes.
(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, take attack speed, adaptive force, and scaling HP for small runes.
Some
Lethal Tempo

Fun to mess around with but not optimal, especially after the recent nerfs. It is arguably stronger early in lane phase than
Trinity & SteraksREMINDER: This is now the best build on the new patch.
StridebreakerSituationally good on
HullbreakerGood item in the current meta. You can go
Black CleaverSituationally good depending on enemy comp. If you are playing against a very heavy tank team such as 3 tanks, maybe something like
Dead Man's PlateArguably the best of the 3 armor items
Randuin's Omen
Gargoyle Stoneplate
Spirit VisageOur most common magic resistance pick up. This synergizes great with
Thornmail
Force of NatureEarly 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
Make sure to use efficient wards top side. The best spots to ward when top are here:

Ward 1 keeps you protected from common tri-brush ganks, and ward 2 gives vision of junglers coming up river to gank you and a bit of vision from junglers coming through tri-brush. It also shows when they are on crab which is very useful information for your jungler. This is typically better than the vision ward being used in the river brush at top, which offers nothing more than some protection from blast plant ganks. Ward 2 being placed lower down the river gives us more useful vision of the enemy jungler and potential mid roams. Outer blast plants spawn around 5 min~ so just take note of that.
Tip: Every single time you have an extra 75g on a base pick up a
For control ward placement, these are the best spots generally:


1 and 2 are self explanatory and pretty common control ward spots. 1 is more common when you are on red side, 2 more common when you are on blue side. But if you are pushed up and winning hard with control of the lane either spot is good.
3 is a good spot that detects movement through river and gives you crab vision top side, but is cleared somewhat often by junglers walking through it. 4 is only really useful on red side, but it is my absolute favorite spot to control ward if you are on red. This spot gives you a lot of useful information, like when the enemy jungler is on blue or pathing top. The big bonus of this spot is junglers and top laners VERY rarely check this brush for wards or walk through it. Your control ward will last a very long time here in most cases and gives you a lot of solid information.
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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