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A Requiem from the Scarlet Lich






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Spells:
Flash
Clairvoyance
Ability Order
Death Defied (PASSIVE)
Karthus Passive Ability
Introduction
Karthus is a very powerful champion if played correctly. Contradicting to other people's beliefs, He is not an OP champion. He is actually quite balanced. By experience, the number of kills you get will not be too far from the number of deaths you will receive. That is if your a team player. Greedy Karthus summoners tend to get an amazing no. of kills but it will also come with underfed team mates and a high risk of losing. Remember the goal of the game is to destroy the opposing nexus but it's purpose is to have fun :).
This guide aims to promote Kathus's strengths and cover his weaknesses since you are only as strong as your weakest link. The end-product of this build will be a healthy Karthus with an incredible amount of mana and ability power. Detailed stats shown above and may increase with varying runes and masteries. Note: The AP shown is only the least possible you can get. It doesn't show the bonus AP gained from your Items' effects. Same applies to mana
Please take the time to read and understand the full guide in order to bring out it's full potential.
- Great harasser (One of the best in-game)
- Incredible killer and high damage support
- Fanstastic slow (80% at max + magic resist and armor reduction)
- Great farmer and pusher
- Amazing AoE and nuke
- Ultimate can benefit you and the team
- Helpful innate
- Fun to play :D
Cons:
- Squishy (However, my item build tries to cover that)
- Focused on
- Ultimate can be countered in a couple of ways
- Can run out of mana early game if your too reckless
- Can be out harassed if you can't place Lay Waste to your advantage
- Hard to master, if you feed early game then be sure to find a way to cope up because if you don't then you definitely will be the gold mine of the other team

(Innate): Upon dying, Karthus enters a spirit form allowing him to continue casting spells for 8 seconds. During this time his abilities cost no mana. His death timer is also reduced by 20%.
This is a nice passive that allows you to deal damage beyond the grave. Use this to your advantage if you ever die. Especially in a team fight.

(Active): Creates a delayed blast at Karthus' cursor position. After 0.5 seconds, deals magic damage to each nearby enemy; damage is doubled if it hits only a single unit.
Cooldown: 1 second.
Range: 875.
Area of Effect: 200. Cost: 20 / 26 / 32 / 38 / 44 mana.
Magic Damage: 40 / 60 / 80 / 100 / 120 (+0.35 per ability power).
Cooldown 1 seconds | Cost 20 / 28 / 36 / 44 / 52 mana | Range 875
This shall be your farming and harassing skill. If you can place it properly, it deals an enormous amount of damage. In a team fight, try to hit one opponent at a time so that it'll trigger the double damage feature. By experience, this can wipe out the opponent team faster.

(Active): Karthus creates a wall between 2 obelisks at target position. Any enemy passing this wall have their armor, magic resistance, and movement speed reduced for 5 seconds. The wall lasts 7 seconds.
Cost: 100 mana.
Cooldown: 18 seconds.
Range: 1,000. Wall Width: 800 / 900 / 1,000 / 1,100 / 1,200 .
Armor & Magic Resist Reduction: 15 / 20 / 25 / 30 / 35 .
Slow: 40 / 50 / 60 / 70 / 80 %.
This is an amazing and very versatile spell. It severely slows the enemy and deducts their armor and magic resist. It also gives vision so use it to scout possible ganking areas and brushes. Opponents usually refrain from passing it so you can use this to your advantage.

(Toggle) - Off: Karthus steals energy from his victims, gaining mana on each kill.
On: Defile drains Karthus' mana to deal damage to nearby enemies each second.
Cooldown: 0.5 seconds.
Area of Effect: 450. Mana Gained: 20 / 27 / 34 / 41 / 48 per kill.
Cost: 30 / 42 / 54 / 66 / 78 Mana per second.
Magic Damage: 30 / 50 / 70 / 90 / 110 (+0.25 per ability power) per second.
This is a nice AoE spell that can deal a lot of damage with the items I presented. Refrain from using it at earlier levels since it's not mana-effective at those times. This spell helps a lot in teamfights and 1 on 1. If you've ever met champions that can do backbreaking and confusing moves (blinking around you or running in random places around you to avoid damage or stall). It WILL prove their efforts useless since they're going to have to be in your range to do it.

(Active): After channeling for 3 seconds, Karthus deals magic damage to all enemy champions.
Range: Global. Cost: 150 / 175 / 200 mana.
Cooldown: 180 / 150 / 120 seconds.
Magic Damage: 250 / 400 / 550 (+0.7 per ability power).
Ask your allies to help point out when you should use Requiem to get kills in different lanes, or alternatively, alert your teammates when you are about to use it. However, be sure to keep your eye out for action elsewhere on the map; you may be able to help someone when they otherwise wouldn't have time to type for help.
Before using Requiem to kill a retreating enemy, consider the shield/heal/defensive abilities and items of the enemy team; at endgame, it is usually more important to have an ultimate up than to force enemies to heal.
Be sure that whenever you use Requiem, it helps you or the team since it has one of the longest cooldown in the game. Also take note of items and abilities that can block or reduce the damage of Requiem such as Banshee's Veil, Hex Drinker, Sanguine pool etc....



On your first recall buy a



Next buy


Next, complete your Catalyst the Protector and then your

Finish


Once that's through finish

At this point you should have already 500+ AP. The items your going to buy at this point should be built to help you in-game.
If you need more survivability (which is usually the case at this point), take

If you need more AP, take

If you need Magic Penetration, take




If the game still persists at this point, Choose


This Mastery page really helps since it decreases the total cooldown of your summoner skills. One clear advantage I found was the incredibly short time that you spend when your dead. Karthus's innate already grants him 20% less time dead, add that to the 9.99% reduction you get by following it. Death for you will be less of a problem than it already is.
I believe this guide by Searz can help Rune tips - What Secondary and Primary means and more.
If you don't know the standard mage build. Then I'll elaborate.

Greater Mark of Insight (9) for the Spell Penetration

Greater Seal of Clarity (9) for the Mana Regeneration

Greater Glyph of Focus (9) for the Cooldown Reduction

Greater Quintessence of Fortitude (3) for the Health

and

Reasons:
Flash
- It is a great escape spell
- It allows you to catch up with enemies who are not in your spells range
- Allows you to escape annoying AoE Spells such as


- You can use it to jump in with the team right before a teamfight
- You can use it to place yourself during a teamfight
Clairvoyance
- It gives me more map control
- You can use it to scout brushes anywhere in the map (helpful during the start of the game)
- Allows you to check a fleeing foes HP
- Allows you to spot ganks before they even come
- Allows you to check which lanes are their champs going at the very start of a game.
However if your staring out with Karthus or dislike Clairvoyance, you can switch it with another spell such as

or

Ghost can help you flee away or catchup to enemies and Exhaust gives you another slow to your arsenal plus it gives you a weapon against pesky DPS champions.
Once you get your




If your confident that your team can cover for you then go in closer that your Defile can hit all of them. Spam your Lay Waste as usual but try to go for the nuke damage instead of the AoE since the damage difference can help you wipe out the opposing team faster.
If you ever die during a team fight. Don't fret, you still have 10 seconds to aid your team and if they're smart they'll keep the opposing team in your zone of influence. Turn Defile on, spam Lay Waste. Wall of Pain and Requiem if needed. When your timer's up. Your going to spend a short time dead so you can go back into battle if it's still going on.
What other people don't see with Karthus is that he is actually a good initiator of team fights. He has 2 skills that can initiate if used wisely.




Note that this technique is rarely used so the opposing team won't have a clue that your initiating thus giving your team the element of surprise.

Though you can also adapt it so that it fits the moment. For example, if you team is focusing you. Defile then activate Zhonya's. This'll make their efforts useless and giving your team a 2 second moment to counter attack. By then, The opposing tem should have been exposed to your Defile's damage and if your lucky enough skills that could finish you in seconds (such as



If ever you find yourself the focus in every team fight of your game where your teammates will just forget you when your being focused then there's one method still available. Suicide Bombing. Use this only when you don't last around 3 seconds in a team fight. Go in the middle of the battle (preferably closer to the enemy team), activate



This guide is still incomplete but I thought it had enough info to share so I'll still add more very soon.
Please vote and comment. They are highly appreciated :D
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