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Recommended Items
Runes: Go-To

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:

Flash
Ghost
Items
Threats & Synergies
Threats
Synergies
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Extreme Threats

Darius
In my honest opinion there is no match-up Darius cannot beat. If You take the right precautions, go for the right Runes and Summoner Spells, You're clean with your mechanics, itemize correctly and You have the game knowledge You have the potential to beat every single champion as Darius.
At the end of the day Darius is about stat-checking people and destroying them with a superior output of damage.
When it comes to damage Darius is on top of the ladder of the champions who have the highest potential damage outputs in the entire game thanks to Noxian Might and his general kit.

Zilean
Can speed you up to help you reach your targets, can heavily slow somebody for you or even stun them and has a very valuable ultimate that lets you go all out without having to worry about dying.
Synergies

Zilean
Can speed you up to help you reach your targets, can heavily slow somebody for you or even stun them and has a very valuable ultimate that lets you go all out without having to worry about dying.
Champion Build Guide
| Hello, I am Nostalgiz and welcome to my Darius guide. I am a Master EUW Darius main trying to teach You the ways of this awesome champion. My op.gg: http://euw.op.gg/summoner/userName=nostalgiz . Reddit: https://www.reddit.com/user/nostalgiz/ . I've been playing Darius for nearly 3 Seasons now. I have played him in every elo from Bronze to Master in every role and I can safely say that I am now worthy of writing a Guide about him. |
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Pros
+ Insane Amount Of Damage + Great Scaling (Damage-Wise) + Built-In Armor Penetration + Built-In Sustain + True Damage Ultimate + + Fun To play + Able To Solo Carry + + + Can Fight Multiple People + Good Waveclear + Snowballs Hard + Natural Tank Destroyer + Exceptionally Strong Duelist + Can Turn Trades Into Fights + Decent CC + Great Teamfighter + Strong At Abusing Mistakes + Low Elo God Carry + Down But Never Out + |
Cons
- Zero Mobility - Super Prone To Getting Kited - Squishy Compared To Other Bruisers - Very Weak Against CC - Struggles Against Strong Poke - Feast or Famine - Negative stigma - Struggles Against Big Health Pools - Struggles Against Peel - Exponentially Harder To Play The Higher The ELO - Useless When Behind - Prone To Ganks - Item reliant - Abilities Can Be Missed Easily - Becomes Team-Reliant Late Game - Easy To Mess Up - Requires Strong Mental From Time To Time - Predictable Abilities And Gameplay - No Escapes - Banned Often In Low ELO |
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VS
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- More Burst - Better Dueling - Stronger Split Push - Faster Stacking Of - Allows For A Harder Carry - Permanent Movement Speed Increase - Mana Is Very Helpful - Better Synergy With - More Usage Out Of - Scales Better |
- A Lot Cheaper - Insane Synergy With Armor Shred Passive - Much Better Build Path - Increased Survivability - Better "Rage" Passive - Stronger 1 Item Power Spike - Better Synergy With - Better Against Armor Stacking Opponents - More AD (Higher Ability Damage) - More Useful In Teamfights |
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Hemorrhage [Passive] |
Upon applying full Noxian Might: This is what defines |
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Decimate [Q] Effect Radius: 425 Inner Radius: 205 Cost: 30/35/40/45/50 Mana Cooldown: 9/8/7/6/5 Blade Physical Damage: 40/70/100/130/160 (+ 100/110/120/130/140% AD) Shaft Physical Damage: 14/24.5/35/45.5/56 (+ 35/38.5/42/45.5/49% AD) |
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Decimate has to be used with caution against enemies who are in possession of mobility or abilities that can deny
Decimate from hitting its targets with the blade. In cases where you absolutely need to make sure
Decimate hits its target(s) and have
Apprehend off cooldown you can use
Apprehend to hard CC your targets so they can't use said abilities to dodge
Decimate.
Decimate is a relatively high risk high reward ability. Using it the lower you are and the more targets you hit will result in a more significant heal. Therefore it's sometimes better to stall out the usage of it until a more gainful opportunity arises (comes with experience).
Decimate can be used to somewhat farm safely against ranged match-ups or used to bully melees who are trying to CS.- The mana cost of
Decimate is fairly high. Using it mindlessly will quickly drain your mana pool. - Missing
Decimate will, more often than not, put you into a position where your lane opponent can trade with you or even all-in (depending on match-up) you and come out on top. Therefore it's crucial to always hit the blade of
Decimate. - The shaft of
Decimate deals miserable damage and gets outdamaged by normal AA's. If you can't hit your targets with the blade of
Decimate then don't use the ability.
Decimate is a predictable ability because of its 0.75 second delay. Using
Flash after casting
Decimate right before the delay ends will catch your enemies off guard and can result in some clutch moments.
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Crippling Strike [W] Cost: 30 Mana Cooldown: 7/6.5/6/5.5/5 Bonus Physical Damage: 50/55/60/65/70% AD |
If A very nice and simple ability. This ability is basically a tool to turn trades into fights and is a crucial part of combos. It's also one of the main reasons why |
Crippling Strike makes last hitting a breeze. You can use it to last hit in lane but you can't do it against everybody. Against even+ match-ups, especially those who are strong in trades, it's best to only last hit using AA's.- It's crucial to use
Crippling Strike to cancel your AA animation. Do it every time you can. AA and instantly use
Crippling Strike. The faster you can do it the higher your DPS will turn out to be.
Crippling Strike can be used to setup a target for
Decimate due to the heavy slow it provides. It's worth noting that some champions, especially those who are mobile, are still able to dodge the blade of
Decimate. So keep that in mind.- Combining
Trinity Force with
Crippling Strike will result in a nuke that will destroy squishy champions.
Crippling Strike is great at taking towers and inhibitors, especially when combined with
Trinity Force.- Against immobile champions it's almost always better to AA twice before using
Crippling Strike since you usually open up with
Apprehend. By auto attacking twice before using
Crippling Strike you chain your slows as best as you can.
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Apprehend [E] Effect Radius: 535 Angel: 50° Cost: 45 Mana Cooldown: 24/21/18/15/12 |
Passive: Active: After a brief delay, I can't put into words how important this ability is. It's basically the ability that dictates what your opponents can and can't do against you. What you can and can't do against them. It's your only ability to get your opponents into melee range. Missing this ability can downright get you killed or net you a pentakill if you hit it. Yes it's this important. Use this ability to bully your lane opponent by forcing them into a trade, get a ranged champion into your range, turn trades into fights or use it to disengage. |
Apprehend let's you cancel many abilities, mainly dashes and leaps but also channeled abilities. Examples for these abilities would be
Leap Strike,
Requiem,
Broken Wings (3rd instance) or even
Hookshot.
Apprehend is cone shaped. Therefore it has the highest reach in the center with less and less range on the sides. To get the most out of
Apprehend's range it's important to always use the center to aim at your opponent. You'll get better and better at the more you play
Darius.- It's very important to be mindful about the usage of
Apprehend against mobile champions or champions who have abilities which they can use to dodge the blade of
Decimate. Therefore it's crucial to only use
Apprehend to start a trade when you can instantly use
Decimate. - Using
Apprehend will always put opponents into can guarantee you a hit with the blade of
Decimate to all those caught in it. However it's important that you instantly use
Decimate instead of doing the usual combo.
Apprehend allows for some crazy synergy with
Yasuo's
Last Breath.
Apprehend can be used to disengage since it's unique in the way that it's a displacement and slow at the same time.
Apprehend can be used to deny champions from using abilities that can save themselves from for example:
Noxian Guillotine. Such as
Fiora's
Riposte
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Noxian Guillotine [R] Target Range: 460 Cost: 100/100/0 Mana Cooldown: 120/100/80 True Damage: 100/200/300(+75% bonus AD) Maximum True Damage: 200/400/600 (+150% bonus AD) |
Active: After leaping unstoppably for 0.25 seconds, If At rank 3, if What would |
Noxian Guillotine does significantly more damage at 5 stacks of
Hemorrhage compared to 4 and below stacks due the bonus AD scaling it has to it.
Noxian Guillotine instantly grants you Noxian Might if you land the killing blown on a champion.
Noxian Guillotine can only be canceled by
Darius' death, his targets death, untargetablility or loss of sight of the target. It will not be put on cooldown or consume mana if it get's interrupted.- Since
Noxian Guillotine deals true damage it will ignore any form of damage reduction. - In teamfights it's crucial to keep the enemies abilites in mind such as heals and shields or abilities that can deny you resets like
Zilean's
Chronoshift.
Noxian Guillotine exceeds
Darius's AA range by quite a bit. Therefore it can be seen as a small gapcloser. When you're chasing somebody but you're just a tad bit too far away from them you can use
Noxian Guillotine to get into range if you have to.- If you level up
Noxian Guillotine during its rank 2 recast time it will be off cooldown once the recast time ends.
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Keystones
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Animation Cancels
This is a simple yet effective animation cancel that roughly saves you ~0.75s of animaton time. If done correctly
Here is a video of how it looks.
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Combos
AA-Reset
Nothing fancy here, just a standard auto-attack reset. Press W instantly after auto-attacking to stack
Bread and Butter Combo
This is the bread and butter combo. It combines the AA-reset with the animation canceling of
Example Extended Combo
Extended combo that can also be used as an all-in if you have
Example All-in Combo
An example all-in combo. This will kill most champions who aren't a tank, especially when ahead.
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The hardest snowballing starting item (aside from |
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Great against match-ups where you will be poked a lot, such as |
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Even though this item is overtuned in my opinion right now it simply doesn't feel that good compared to the other starting items. It does give you the highest sustain out of all starting items, gives you a tiny bit of damage and also a lot of mana to use which is really good since |
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Extremely greedy starting item but can work into favorable matchups. Be careful with it as you will be very squishy. What's good about starting |
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This is the most important item component for |
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Not much to say here other than to always get this if you have enough gold for it even when you're ahead. This item is incredibly gold-efficient. |
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The only time when you should get this item is when you're against |
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Great against burst heavy AP match-ups like |
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A holy item among |
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Check out the chapter: "Trinity Force VS The Black Cleaver? [My Take On The Topic]". |
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Check out the chapter: "Trinity Force VS The Black Cleaver? [My Take On The Topic]". |
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A core item and an absolute must have on |
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Hands down the best armor item on |
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Unless you are against a full AD comp you should always have this in your build. The only exception is when this item is severely outclassed by |
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Ever since the change to |
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Chances are if you're doing well and you're a carry for your team the opposing team will prioritize killing you. |
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Great against teams who deal a lot of Critical Strike Damage. I wouldn't recommend taking this over |
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Great against heavy AD comps where you're against a lot of AA-reliant champions. Can be rushed against AD match-ups who pack a very strong all in like |
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CC is one of |
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Only good against |
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The main reason you should get this item for is for the effect "Grievous Wounds". This is simply an item meant to deal with champions who want to drain tank with lifesteal. Prime examples for whom this item is useful against are: |
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Good Late Game option if you will be the main target soaking up the damage. Other than that it can act as a panic button whenever you get focused and it buys you time to get your stacks. While it does reduce damage it doesn't reduce True Damage meaning |
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A great MR item which often gets overlooked. It has to be very effective against the enemy team comp to make it worth getting over |
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Actually really great item on |
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Very niche item on |
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The only time you should get this item is when you're against no counterplay CC. Example for this would be |
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Not much to say here other than to build this last after having bought |
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If you've got a fetish for AA-resets and fast stacks then this is an item for you. I don't really recommend building it unless you're really into that sort of stuff. |
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The sole purpose of this item is counter strong late game poke. Get it when the enemy team is in possession of strong poke such as |
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Pure snowball item. This is the only viable Lethality item on |
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" |
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Not much to say here other than to only get this when you're either full build or the game deciding fight is about to happen. If you need to output more damage in order to carry your team get this over |
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It's only worth buying this against CC heavy comps or when you really, really need to be tankier. Also only get this when you're full build or the game deciding fight is about to go down. |
There are certain requirement that have to be fulfilled for you to be able to pull of a successful split-push.
You can split-push when
1. Your team is in possession of strong waveclear and disengage.
2. Your team can fight without you.
3. You are able to 1v1 anybody on the enemy team.
You can't split-push when
1. Your team is severely behind.
2. Your team is dependent on being grouped to be strong.
3. The enemy team consists of a comp that can easily dive your team if you're not there with them.
It's a form of art that requires a long time to pull off well but its rewards are immense. This is what I used to help me hone my split-pushing skills. Excellent guide by NEACE
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Turning Around Ganks

When it comes to turning around ganks I have my personal "Rules" that I stick to which give me the ability to come out on top if I stay true to those "Rules".
The Rules are:
1. Don't panic, ever. Doesn't matter if it's the entire enemy team coming for You or only 1 person.
2. Get 5 stacks on the person who has the least amount of possibility to escape from You (usually the person who engages on You, most of the time a tank who engages on You). You can determine that by knowing what abilities a champion can use to disengage or deny you from acquiring your 5 stacks.
3. Make sure to use
4. Know your priority targets. There is no point in hammering down a 5K HP
5.CC is your Death Sentence in most situations. Avoid it as best as you can.
6. Remember that
Provoking Ganks
You might be asking yourself "Why should I ever provoke a gank when I can simply freeze the wave and get a lead that way?". Good question. First of all by provoking a gank I mean getting intentionally ganked by overextending or proxying the wave behind the turret(extremely risky, only ok if very experienced). There are several reasons why you can set yourself up to getting ganked. Please remember that this can backfire really bad for you and should only be done if the situation allows it and you're confident in your ability to pull it off.
1. Your team is getting crushed and you want to draw the Junglers attention to your lane. This will result in your team getting more breathing room, your Jungler can counter-jungle or take objectives or make a play.
2. You're greedy, confident and you think you can 1v2 to majorly shoot ahead and snowball out of control. This will not only trash the mental of your opponent (should you succeed in turning it) but also cause insane pressure since the enemy now knows they cannot even 1v2 you. The Jungler will most likely abandon that lane and look somewhere else for the entirety of the laning phase.
3. Your Jungler knows what he is doing and sees that the enemy Jungler is about to gank you (counter-gank) and you want to lure a passive lane opponent to engage onto you with his jungler to then 2v2.
There are a ton of questions that You should be asking yourself when You want to determine whether You can or can't 1v2 Your lane opponent and his Jungler or not. Such as:
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What type of Jungler/Match-up is it?
Which summoner spells do they have up, which summoner spells do I have up?
Do they have CC?
How long can I tank their damage?
Are they able to kite me?
Any abilities that can prove to be difficult to deal with?
Underneath You can see a flowchart that can help You determine. It's completely dependent on the situation and who you're facing.
Underneath are my personal tips that also got me to where I am now.
- Seek improvement not wins. Losing is fine, what matters is that you improve.
- Look at your own mistakes not your teammates' and actively try to iron out your mistakes and weaknesses.
- Don't blame anybody but yourself.
- You're getting griefed/inted/trolled? Ignore it and move on.
- You're tired? Don't play.
- You've got a headache? Don't play.
- You're tilted? Don't play.
- You're not feeling healthy or you don't want to actually play the game but you queue up again? Be smart and exit that queue, my friend.
- You/your team is getting held hostage by an unpleasant player? Don't risk your sanity and your MMR, be the smart player and run.
- Your team composition is utter trash and has nearly unfulfillable win conditions? Be the smart player and run.
- Dodging is a big part in climbing the ladder. Do it more often. It protects your sanity it saves your MMR and it saves you time.
- You're on 3+ game losing streak? Take at least a day off.
- You want to learn a new champion and bring him to ranked? Hammer down a lot of normal games with that champion before attempting to bring him into ranked.
- Try to be as consistent as possible by sticking to comfort picks and a small and simple pool of champions. Consistency is the key to climbing.
YOU can do it YOU have the POWER to DO IT!
NOW GO OUT THERE AND GET THAT ELO!!!
If you want to ask me something my Discord is Notalgiz #2878
Good Luck on the Rift!
In-Depth Ability info: https://leagueoflegends.fandom.com/wiki/Darius
Split-Push Video: https://www.youtube.com/watch?v=9VYoLcrj8M4
Wave Management Guide: https://mobalytics.gg/blog/league-of-legends-guide-everything-you-need-to-know-wave-management/#ideallanephase.
















































































































































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