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Karthus Build Guide by DingDongGaming


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League of Legends Build Guide Author DingDongGaming

[70% Winrate] Rank #334 Karthus In The World Guide

DingDongGaming Last updated on October 8, 2017
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Ability Sequence

1
3
5
7
9
Ability Key Q
4
14
15
17
18
Ability Key W
2
8
10
12
13
Ability Key E
6
11
16
Ability Key R

Masteries

18 Ferocity

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12 Cunning

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0 Resolve

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Threats to Karthus with this build

Threat
Low
High
Show all
Threat Champion Notes
1
Aurelion Sol He has to come in your range to hit his W & farm. Use this in your advantage and poke him down.
1
Ezreal Stand behind minions and poke him down.
1
Kog'Maw Easily beatable by poking him down.
Guide Top

Introduction [Person]

Hi guys!



My in-game name is Ding Do ng Gaming(Do ng without a space between the o and the n) and I play on EUW. Right now I am the #334 Karthus in the world and I decided to make a guide for him since I know him quite well. I am in Diamond 5 and that's where my journey will end since I won't be playing ranked anymore! I've started playing Karthus since season 2 where PhantomL0rd trolled with him and ran TP & Revive. Since then I fell in love with the champ. I've played over 1000 games with him over 4-5 different accounts with an average of a 70% winrate. I've studied Karthus after PL's stream and mastered him. Right now it's your turn!


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Champion Introduction & Skills.


Karthus

is a low mobilty, high damage output champion who can burst people down in seconds. (If played right.)

Let's start with his passive.



Passive


"Upon Dying, Karthus enters spirit form that allows him to continue casting spells for 7 seconds."


This is one of the reasons why Karthus is overpowered. Even when you get killed in teamfights, you still have 7 whole seconds to continue casting spells and trust me. They hurt.



Q


"Karthus unleashes a delayed blast at a location, dealing damage to nearby enemies."


One of the strongest abilties in-game in my opinion. If you hit Lay Waste on a single target, the damage is doubled. That's why he can poke and burst champions really

W


"Karthus creates a passable screen of leeching energy. Any enemy units that walk through the screen have their Movement Speed and Magic Resist reduced for a period.


This ability is really amazing. No matter how much magic resist the enemy has, you can always damage them in combination with Sorcerer's Shoes, Void Staff and Liandry's Torment. (And your runes ofcourse!)



E

"Karthus passively steals energy from his victims, gaining Mana on each kill. Alternatively, Karthus can surround himself in the souls of his prey,


dealing damage to nearby enemies, buit quickly draining his own Mana."


Great ability to sustain in lain! The Mana you get back after killing a unit is +- enough for 1 extra Q. In teamfights you have to activate this ability and keep it activated. Only turn it off if you are low on Mana. I wouldn't recommend turning this ability on in early game since it will drain out your Mana quickly.



R

]

"After channeling for 3 seconds, Karthus deals damage to all enemy champions."


An ability that deals 250 damage on it's first level to all five players at the same time? This is a game changing ultimate. In combination with your magic penetration you can basically deal true damage on carries in late game. You have the possibility to one-shot them.


Don't use your ult just to secure a kill. If your botlane gets ganked by the enemy jungler or your midlaner, activate it! There is a high chance that the enemy team will back off since you dealt a lot of damage to them. This way you saved your botlane and maybe secured an assist for yourself! Or you can use it when you see your toplaner / botlaners fight. Either way, teamplay is important!


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Runes

Runes

Greater Seal of Scaling Health
9

Greater Glyph of Cooldown Reduction
9

Greater Quintessence of Ability Power
3

Greater Mark of Magic Penetration
9

Greater Mark of Magic Penetration is a pretty basic rune for mages. This rune will also maximize Karthus his damage output early game. In combination with Liandry's Torment, Sorcerer's Shoes and your runes you will basically deal true damage. (And Void Staff too.)



Greater Glyph of Cooldown Reduction can also be replaced with Greater Glyph of Magic Resist in case you're playing vs Karthus' big counters. But the more CDR you have, the faster you can spam your Q's. I prefer taking Greater Glyph of Cooldown Reduction since it brings your cooldown cap to 37,5% (so almost 40%) in combination with your Zhonya's Hourglass and Morellonomicon.



Greater Seal of Scaling Health is also a pretty basic rune for a mage midlaner. But this can also be replaced with Greater Seal of Armor when you're matched against a poking or heavy ad enemy midlaner.



Greater Quintessence of Ability Power are just basic mid lane runes. You can also replace them with Greater Quintessence of Magic Penetration so you run the maximum flat magic penetration that you could possibly get, but this way you won't be dealing a lot of dmg to the enemy midlaner and farming will be difficult. Towards end game this will come in handy. But it will hurt your early game immensely.


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Masteries

Let's talk about what masteries I took and the reason for them.



Masteries
5/5
1/1
2/5
3/5
1/1
5/5
1/1
5/5
1/1
4/5
1/5
1/1

Those 2 point in Vampirism don't really have a huge impact in early game but as soon as you build your second finished item, it comes in quite handy. It heals you more than you would expect and this increases your survivabilty from ganks and in teamfights!



You have the option to choose Bounty Hunter over Battle Trance . But I prefer Battle Trance since higher elo games end quicklier than the average game. Most of the enemy players know not to overextend with a Karthus in the enemy team. It also gives more damage in early game.



One point in Meditation comes in quite handy for staying in lane longer. Extra mana regen always comes in handy.



I prefer Bandit because it's pretty much free gold if you hit the enemy midlaner with your Q but Dangerous Game comes in handy as well. Restoring 5% of your missing Health and Mana on a kill or assist by just ulting. More laning survival!


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Skill Sequence

Abilities wise, you should always start with your Lay Waste. No questions asked.


Your second ability should also be a no-brainer: your Defile.



From now you got an option. You can put a point in your Wall of Pain but only if you know that you can get a secured kill out of it. Or if your jungler does a lvl 3 gank. If this is not case, put a third point in your Q Lay Waste. The damage boost will reward you anyway.



Now on every single skillshot should be placed in Lay Waste, followed up by Defile and at last Wall of Pain. Your ult Requiem on lvl 6,11,16 ofcourse.


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Summoner Spells

There are a lot of options for Summoner Spells.



Flash is a must on Karthus though. But your second Summoner Spell slot is customable.



I would recommend picking Barrier just for the early game. This way you can survive enemy ganks, enemy burst, ignite etc.



The second option is to pick Exhaust. I would recommend this when you're playing vs an assassin champion just like Zed or Talon. The slow will also help you land your Q's better.



The third is to pick Teleport. This way you won't miss a lot of farm. There is no real other reason to pick this Summoner Spell.



The fourth and last option to pick is Ignite. I would only recommend this if you"re playing vs a healing enemy teamlaner just like Gangplank or Soraka.


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Pros / Cons

Just like every single champion, Karthus has some strenghts and weaknesses.



Pros


+High Damage


+Global ult hitting all enemies at the same time


+AoE damage


+Has CC (Crowd Control)


+Even when you're dead you can participate in teamfights with your passive


+Strong early game



Cons


-Squishy


-No mobility


-Gets countered by a lot of champions


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Items

As you've had noticed, I don't use a Tear of the Goddess just because it stacks up really slowly. Instead I am rushing Lost Chapter into Morellonomicon. This will provide you 20% CDR which helps you spam your Q faster, mana on kills and assists who'm you can receive with your global ult. And it excells especially vs an enemy team who can use healing abilities just like Soraka, Taric, Janna thanks to Grievous Wounds.

An early The Dark Seal will help you sustain longer in lane, get some free ability power by ulting to assisting your team or to secure a kill. (NOT TO KILLSTEAL)



In this guide I've said many times that magic penetration is a must on . So Sorcerer's Shoes, Liandry's Torment are a must. Only if they haven't bought magic resist, then you can replace Void Staff with something else. In case you've picket Abyssal Mask over Zhonya's Hourglass, grab Zhonya's Hourglass as well.


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Farming

When the first creeps are in lane and when they are fighting eachother, use your Q Lay Waste on the caster minions (single hit them). Do it until all 3 of them are dead. This way you can push your wave and try to poke the enemy midlaner down. Try to deny him experience and cs as well. In all cases you shouldn't use your Q Lay Waste on multiple enemies, only if you can kill them all at the same time with just one Q Lay Waste.


Try to take the raptors as well after you've pushed your wave into his turret. A little bit more farm is always welcome.


As soon as you reach level six, you should look at top lane and bottom lane to look at the enemy players their health bar. Maybe you can secure a kill.


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Teamfights

In teamfights you should be the one who initiates. Since you have your Zhonya's Hourglass in combination with your other items, you should be good to go. But before you go into your Hourglass, dont' forget to activate your E. It's literally free damage. Defile is also a great ability to activate your mastery Expose Weakness . This way your team will also deal more damage to the enemy team. Don't use your ult if you're alive in the teamfight, leave if for when you're dead. Don't use it too quickly eather, try to land some Q's and try to time your ult.


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Karthus' Performance in ELO's.

Allright. Let's top it off by saying that Karthus isn't viable in every single ELO. In higher ELO's he will be countered and outplayed 95% of the times. Hitting your Q's will be a real pain in the *ss and you will probably get oneshotted by the enemy. In lower ELO's (plat 2 and lower), he is an overpowered champion. Most of the players don't know what to build or rush against him. Try to use that to your advantage.


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Comments

If you have any questions, go ahead and ask me in the comment section! You can also add me on League of Legends too! My in-game name is Ding Do ng Gaming (without a space between the o and the n: the word D o n g has been banned on this site, that's why.)


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Updates

As soon as the new rune system comes out, I will look for the best that fits Karthus well and update my guide on it. Until then stand put & follow this one :)