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Spells:
Heal
Exhaust
Ability Order
Hemorrhage (PASSIVE)
Darius Passive Ability
Introduction

There is no greater symbol of Noxian might than





Seizing momentum from this victory, Darius led his now fiercely loyal troops in a devastating campaign against Demacia. After proving his power on the battlefield,






''A united Noxus could control the world - and would deserve to.'' -

Hemorrhage -

Decimate -

Deals 70/105/140/175/210 (+0.7) physical damage to all nearby enemies in a circle. Champions in the outer half of the ability are struck by the blade, taking 50% additional damage.
Cost 40 mana
Range 1
Crippling Strike -


The next basic attack deals 120/140/160/180/200% damage and slows the target's movement and attack speed by 20/25/30/35/40% for 2 seconds.


Cost 30/35/40/45/50 mana
Range 0
Apprehend -


Passive: Grants 5/10/15/20/25% armor penetration.
Active: Pulls in all enemies in front of

Cost 45 mana
Range 540
Noxian Guillotine -



Leaps to target enemy champion and strikes a lethal blow, dealing 160/250/340 (+0.75) true damage.
For each stack of


Maximum Damage: 0.0.
The cooldown is refreshed if

Cost 100 mana
Range 460
I will briefly explain my ability sequence choices;
I choose to max Decimate first, because it's your main damaging ability, harassing skill and you benefit from it the most. It's damage is just amazing while leveling it up and it's cooldown isn't terrifying. Then I choose to max out Crippling Strike of course. It's your second damaging ability and leveling it up gives you the extra slow for movement speed, if you hit the enemy and it's damage output is also increased quite a bit. For the third, but not the least I choose to max our Apprehend. I don't find it necessary to level it up, just for the cooldown and armor penetration %, but of course they do help you, but not as much as Decimate or Crippling Strike. As always, choose Noxian Guillotine always when you can, because it is what makes you "The Hand of Noxus"! I can't see any champion except maybe few, where ultimate is not leveled up always when possible. Usually ultimate is chosen every time you can and Darius isn't exception.
This sequence may vary according to the needs of the game, but where possible increases
Decimate
I choose to max Decimate first, because it's your main damaging ability, harassing skill and you benefit from it the most. It's damage is just amazing while leveling it up and it's cooldown isn't terrifying. Then I choose to max out Crippling Strike of course. It's your second damaging ability and leveling it up gives you the extra slow for movement speed, if you hit the enemy and it's damage output is also increased quite a bit. For the third, but not the least I choose to max our Apprehend. I don't find it necessary to level it up, just for the cooldown and armor penetration %, but of course they do help you, but not as much as Decimate or Crippling Strike. As always, choose Noxian Guillotine always when you can, because it is what makes you "The Hand of Noxus"! I can't see any champion except maybe few, where ultimate is not leveled up always when possible. Usually ultimate is chosen every time you can and Darius isn't exception.
This sequence may vary according to the needs of the game, but where possible increases

has many great places on the map where you can pull an enemy using power is turned to
Apprehend him on your team, making a battle to stay up to 1x1 or 1x2 depending on the numbers of enemies as you can pull
Note: Be careful not to pull several when you're alone, so always go accompanied by an ally

Note: Be careful not to pull several when you're alone, so always go accompanied by an ally

Better understanding of each of masteries
OFFENSE













DEFENSE




Hi guys, thought enough to choose the runes when I thought I created this build attack speed so I opted for the runes attack speed, ie faster as you beat more minios you will be able to kill and so will have more money to buy the near items, too many times caused greater damage to the opponent

Restores 100-570 Health (depending on champion level) to your champion and 50% of that to nearby allies. 270 second cooldown.
particularly think that the


Ignites target enemy unit, dealing 70-410 true damage (depending on champion level) over 5 seconds and reduces healing effects on the target for the duration. 180 second cooldown.
Man this is one of the best spells in game. There are so many champs that this just clicks with. So many players like this for its killing potential. Cant blame them. With champs that have dots, this is just the icing on the cake

Teleports your champion toward your cursor's location. 265 second cooldown.
perfect to get away from your opponents, and also go after them, that skill and very good, either for any hero, it is always good

Exhausts target champion, reducing their Movement Speed by 40%, attack damage dealt by 70%, and ability and item damage dealt by 35% for 2.5 seconds. 210 second cooldown.
is really the best summoner spell for darius since it weakens enemies and slows them. It is best to use this on AD carries
Lane

Early Game






Mid Game
try pulling 1-2 enemy heroes using







Late Game
This is the time when you are reaching max levels and you should be around 4 items at least by now. You will do fine late game also, especially at level 16 when you can max

Since you are not a full tank, you're not really supposed to take the focus, but you will more likely be focused anyways, but try to get your team's real tank dive in first.
Try to land as many Decimates as possible on the squishiest targets and slow escaping enemies with Crippling Strike and finish off with
Noxian Guillotine or simply just pull the enemies back with
Apprehend and let your team do the rest, while you seek second opponent and start damaging him. You are easily able to do 2vs1 with some feeds as long as you are facing squishy targets, but usually 2vs1 is not recommended unless you are 100% sure, that you are able to take on them both.
Darius has really good potential in team fights, it won't be a fast kill or the enemies will not target you and you can really do tons of damage! Not much to add, your role is quite simple in team fights, just target the squishiest target first as always and kill him/her first. After the target has ded move to the second squishiest target and doesn't matter if you are targetted or you aren't. Both ways are really good for your team.
Try to land as many Decimates as possible on the squishiest targets and slow escaping enemies with Crippling Strike and finish off with



PROS
One of the best ultimates





CONS
Can be kited easily (slow movement speed)
Needs Core items to be effective
Mana hungry early on
No ranged harassment tools
Vulnerable to CC
These three items are crucial for map control and avoiding enemy jungler ganks as well as initiating your own team movements to result in kills in lane or the jungle. Where to ward is also a crucial part of map control, and I will explain exactly where the best places are for these temporary lifesavers.
Critical Locations:
The two most important spots for wards are Baron and Dragon, the latter carrying more importance early game and the former being much more game-changing late game. These are also good spots to place

A



If you know the enemy support or jungler has either an



This is where you can expect most attempts at stealing baron to come from if you are on theblue side of the map. Ward this area to prevent any heroic Smite steals from the enemy jungler. If you started on the purple side, you'll want to ward the bush next to the enemy blue to hopefully see enemy movements with ample time to react.
The twobuff camps (red and blue) are also great places to ward if you feel they will respawn soon as this will allow you to gank the enemy jungler when he is preoccupied or weak, as well as have central sight on the enemy jungle. If you were counter-jungled early by a more aggressive jungler like


Second to these locations are the areas near the twowraith camps, where there are four diverging pathways. This ward will cover half the ganks coming towards mid lane as well as allow you and the mid laner to steal the enemy wraiths for extra experience and gold.
For bottom and top lanes, a ward in thetri-bush will help give away the position of the enemy jungler attempting to gank your laner. This is a common place where enemies will set up ambushes or wait for the opportunity to gank, and vision there will shut this down quickly.
Use Your Judgment:
As for other locations, there are tons of good places to put wards in the jungle and any areas where there are either choke points or divergent paths will cover the most for your team. Just be smart about your placement and try to anticipate the enemy's movements so that you can catch them in the sight radius of your wards when they come. If an enemy jungler likes to gank directly from the brush, go ahead and ward that area so that your laner can know exactly how long he stays and when he finally recalls. There are so many situational locations for map warding that you must use your judgment beyond the aforementioned crucial areas.
Oracle's and the Team:
An early

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