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Spells:
Flash
Ignite
Ability Order
Hemorrhage (PASSIVE)
Darius Passive Ability
Introduction
![]() |
SPACESPACESPACESPACESPACESPACE | SPACEPSACESPACESPACESPACESPACE |
![]() |
PROS
![]() + ![]() + damage scales with level very well + can solo red/blue buffs with ease after level 4 |
SPACESPACESPACESPACE |
CONS
- Falls behind in damage quickly if zoned even once - usually the focus in team fights due to his ![]() - like ![]() |




Seeing



Darius is NOT a carry
- None of his skills can critically hit like
Gangplank and
Parrrley
- He needs NO armor pen due to
Apprehend's passive (5,10,15,20,25)% armor pen.
Ashe
Caitlyn
Ezreal and so on... are your carries, your job is to take SOME damage initiate and let them do the damage. then possibly killsteal with
Noxian Guillotine
- His skill,
Apprehend can be used both to initiate and save teammates, dont be afraid to use it!
Runes





Now you might notice there are NO armor penetration Marks, this is because I focus the build around having 35% armor penetration as a PASSIVE from both the offensive tree 10% from





- 3/3
Brute Force this gives you extra attack damage which is a great thing to snowball the beginning game.
- 1/1
Summoner's Wrath increases ignites damage, can't go wrong there!
- 3/3
Alacrity increased attack speed, means that your passive
Hemorrhage stacks faster to allow for a higher ultimate and more damage.
- 1/1
Weapon Expertise this is your passive 10% armor penetration.
- 3/3
Hardiness
Resistance this puts you pretty well on par with tanks at level 1
- 4/4
Durability 3/3
Vigor theses increase your lane stay ability and your overall health/health regen
- 1/1
Veteran's Scars +30 health its great!
- 3/3
Initiator this is bread and butter for the build. the mastery creates the ability to catch champs at the beginning game.
- 3/3
Enlightenment this is great. cooldown reduction is always wonderful to have!
- 1/1
Juggernaut final mastery of the defensive tree. give you a GREAT amount of scaling health along with reduction of disables like
Exhaust,
Frost Shot,
Terrify and so on...

the reason there is just a shallow touch into the OFFENSIVE tree and more points into the DEFENSIVE tree is that








Philosopher's stone |
I take this item to increase my GP/5. I was finding that my first few games I was really lacking gold AND mana-regen until late game but with this item I can find myself bullying more with less of a loss and more of a gain and scoring those much needed first bloods and killing blows regularly. on top of that it builds into ![]() |

![]() |
[phage] is a great tool for champions that like to control movement, I find its usually the FIRST item I build AFTER philosopher's stone. ![]() ![]() ![]() ![]() ![]() |

![]() |
I choose these over [mercury treads] because I'm not aiming ![]() ![]() ![]() ![]() ![]() |

![]() |
this is a great tool to have with ANY health heavy champion in my opinion. it increases damage as your health gets lower. and on top of that if you drop below 30% health you get a 400 damage magic shield that will protect from magic only. This is a great tool when it comes to someone like ![]() ![]() ![]() |

![]() |
This combined with all the health from the DEFENSIVE tree and the health gained from ![]() ![]() |

![]() |
this I throw into the build because it compliments ![]() |

***SPECIAL NOTE***
I encourage everyone to branch out and try new items. these are not set in stone and are just what work for me and my playstyle the best. I do stress that items like


The items you want to try to avoid are as follows:
- -
Boots of Swiftness - these are not very usefull they add no beneficial effects and your increased speed comes from
Greater Quintessence of Movement Speed
- -
Infinity Edge - your not a carry, none of your spells benefit from crit - thought your autoattacks do but your skills do a lot more damage than if you were an autoattack machine like
Graves or
Caitlyn
- -
Phantom Dancer - same reason as above.
- -
Black Cleaver - you have 25% passive armor pen if you need more your team is going to lose anyway DONT FOCUS THE TANK FIRST!.
Plausible items:
- - the bloodthurster - adds a good amount of damage and lifesteal though it only procs off of your auto attacks.
- -
Mercury's Treads - adds more tankyness to
Darius - though he dosnt scale like a tank does per level with armor and magic resist.
- -
Randuin's Omen this item is great when there are AD carries on the opposing team.











try to steer clear of the summoner spells like:
Heal - this summoner spell isnt usefull unless your a support toon or someone who runs off health like
Vladimir or
Mordekaiser
Clairvoyance - your toon is not support
Promote - kind of useless beacuse of
Darius's damage output even when solo laneing
Clarity - you dont have enough mana to justify this spell
Surge - kind of useless unless your a carry even then its not to great
Revive - oh god why...
Ghost - this can be a great escape tool for someone like
Gangplank
Exhaust - thought I personally dont use it because of
Crippling Strike I have toyed with it and it is very viable.
Teleport - use if your solo laning it can help in downtime to B
If you get the change to duo lane with someone such as
Singed with
Fling or
Volibear with his
Thundering Smash these can be some devastating combinations. using your
Apprehend and having them use their throwback and then
Crippling Strike combined with
Sky Splitter or
Mega Adhesive you can keep people pretty well contained and controlled.
When plaing with or laning with a champion such as
Veigar make sure you dont use your
Apprehend when his
Event Horizon +
Dark Matter combo as you will pull enemy champs aways from his
Dark Matter and really piss the little guy off.








***SPECIAL NOTE***
When plaing with or laning with a champion such as





There are a few things to keep in mind when paying
Darius. you want to make sure the timing between his
Apprehend and
Crippling Strike is correct. When playing his "W" skill (
Crippling Strike) is an attack reset. meaning if you time it correctly, you can get a double attack faster than
Master Yis passive
Double Strike if you have 5
Hemorrhage stacks the cooldown is roughly 3 seconds with this build.
the sequence your looking for would then be
Apprehend -> melee attack -> followed by an immediate
Crippling Strike. this will maximize your damage output.
Also a good range to know/remember is the zoning of your skills. By zoning I mean where they can and cant hit. like most summoner skills
Apprehend actually reaches a little bit further than the actual skill highlight shows, same goes for
Decimate.
for
Decimate there's a special zone it has inside its zone. just like
Nidalee's
Javelin Toss,
Decimate has an outer ring where the further they are from you the more damage you do to them, 50% plus the 100% in fact. here are some pictures where the RED ARROW is, is where this outer area is. notice that anyone standing in your name is hit by this area that's a good marker to remember. check bushes with this skill. You'll notice a blood-trail follow your axe if someones in the bush and gets hit by it.



Decimate







the sequence your looking for would then be


Also a good range to know/remember is the zoning of your skills. By zoning I mean where they can and cant hit. like most summoner skills


for










Simple as this. look at panglot's guide here and learn about warding it helps the game so much, you can keep others from dieing and keep yourself more. AND BEST OF ALL ITS ONLY 75G!
5/28/12 - added items to avoid and plausible alternative items.
5/28/12 - fixed some bbcoding errors.
5/29/12 - tried a few games with lucidity boots - swapped in place of
Berserker's Greaves
5/28/12 - fixed some bbcoding errors.
5/29/12 - tried a few games with lucidity boots - swapped in place of

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