Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page
x
x

Did this guide help you? If so please give them a vote or leave a comment.
You can even win prizes by doing so!
Vote
Comment
I liked this Guide

I didn't like this Guide




Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Recommended Items
Spells:
Ghost
Ignite
Items
Ability Order
Hemorrhage (PASSIVE)
Darius Passive Ability
Introduction


Pros:
Brutally High Damage Excellent Kit Massive Killing Potential Amazing Ultimate Efficient Mana Costs Strong Counter-Jungler Scary to the Enemy Team |
Cons:
Often Focused Subject to Ganks Ruined by Crowd Control Easily Kited No Escapes Little Team Synergy Needs some better looking skins |
Who is Darius?
Darius is probably one of the most infamous champions in League of Legends, and for good reason. A very strong Bruiser/AD-Offtank, Darius boasts some of the highest damage in the game, namely from his kit which deals Physical, Magic, and True Damage. Add on DoT (Damage over Time) on his passive,
Hemorrhage, that is applied by any damaging technique he does, built in Armor Penetration on his
Apprehend, and utterly massive damage dealt by his ultimate,
Noxian Guillotine and you have a champion that people love to hate.
What's Good about Darius?
Probably too much by a lot of people's opinions. As said earlier,
Darius can deal terrifying amounts of damage with his kit and is easily capable of crippling the enemy team on a single mistake made. He is extremely good at dueling and chasing, and once the kills start racking up, it'll be very hard to stop him. His
Noxian Guillotine, even after its recent nerf, can cleave through entire teams with ease. If you want your presence on the field to be feared by the opposing players, Darius is one of the best choices for that.
What's Bad about Darius?
There's always a catch with champions, and
Darius is no exception. Darius is a champion that goes all in when engaging the enemy; either he wins the fight, the enemy uses all their tools to escape him, or he loses his fight. He has no means of escape in his kit, which makes him very susceptible to crowd control and while the range on some of his abilities is good, it won't really make up the gap if he has to deal with any ranged champions. Because of the massive damage Darius can inflict, he's often focused in team-fights and will be ganked often to try and keep him from snowballing.




What's Good about Darius?
Probably too much by a lot of people's opinions. As said earlier,


What's Bad about Darius?
There's always a catch with champions, and

Runes











The Holy Trinity
There is never a time when Flash should not be considered, if just for the multitude of uses this spell has. Whether it's chasing, initiating, or escaping, Flash is simply good all around. However, it's not always the best tool for the job when it comes to Darius, as there's only so many ways he can use it efficiently, and Darius players that run this alongside Ignite become rather predictable. This is why the spell I advocate in this guide is actually...
Ghost. Why Ghost you ask? Because there are few things as terrifying for an enemy champion to deal with then a speedy Darius. If you're already intent on getting
Mobility Boots, then you might be able to neglect this spell altogether, but its uses as an escape and a chasing tool make it very strong. It also really helps with champions who prioritize Hit'n'Run tactics against Darius, (looking right at you
Teemo). In fact, Ghost helps a lot when dealing with Darius counters, namely because it puts them within his grasp, where he can prioritize his advantage of simply being Darius over them.
Another very typical spell for Darius. Ignite pretty much speaks for itself; use it to insure you get that kill you worked for. In conjunction with his passive, Darius really benefits from having it, and against champions with massive sustain, like
Dr. Mundo or
Volibear, it can be the difference between life and death. However, if you feel your bleed damage is enough to punch their tickets, then feel free to substitute this with one of the other two spells.
And then there's the other spells...
This spell is preference at most, but it's certainly worth something. The ability to get back in lane quickly is notable, but trading off other spells for it seems like a waste.
This is definitely a spell that Darius can make use of to kill his opponents, but it doesn't really have the same versatility of
Ignite.
Darius does make for a decent jungler, but this is not a jungle build.
It has its uses, mainly in team fights. However, considering that Darius will still have no means of escape, even after using it to remove any debuffs on him, using it for that purpose is a wasted spell. If you feel you really need something along these lines though, you can work toward a
Mercurial Scimitar instead of your
Maw of Malmortius.
A very situational spell at best, and one that can be outdone by a
Maw of Malmortius or even a
Hexdrinker.
If you feel you REALLY need to bring one of these spells, go ahead and do it. It won't hurt you, but it's only gonna help you sparingly, though it might be more to benefit your team than yourself.
Don't do it. Buy wards.
This spell is literally only good at mid-late game, and if you're dying that often, you got bigger problems.

There is never a time when Flash should not be considered, if just for the multitude of uses this spell has. Whether it's chasing, initiating, or escaping, Flash is simply good all around. However, it's not always the best tool for the job when it comes to Darius, as there's only so many ways he can use it efficiently, and Darius players that run this alongside Ignite become rather predictable. This is why the spell I advocate in this guide is actually...

Ghost. Why Ghost you ask? Because there are few things as terrifying for an enemy champion to deal with then a speedy Darius. If you're already intent on getting



Another very typical spell for Darius. Ignite pretty much speaks for itself; use it to insure you get that kill you worked for. In conjunction with his passive, Darius really benefits from having it, and against champions with massive sustain, like


And then there's the other spells...

This spell is preference at most, but it's certainly worth something. The ability to get back in lane quickly is notable, but trading off other spells for it seems like a waste.

This is definitely a spell that Darius can make use of to kill his opponents, but it doesn't really have the same versatility of


Darius does make for a decent jungler, but this is not a jungle build.

It has its uses, mainly in team fights. However, considering that Darius will still have no means of escape, even after using it to remove any debuffs on him, using it for that purpose is a wasted spell. If you feel you really need something along these lines though, you can work toward a



A very situational spell at best, and one that can be outdone by a




If you feel you REALLY need to bring one of these spells, go ahead and do it. It won't hurt you, but it's only gonna help you sparingly, though it might be more to benefit your team than yourself.

Don't do it. Buy wards.

This spell is literally only good at mid-late game, and if you're dying that often, you got bigger problems.

Hemorrhage
Darius' basic attacks and damaging abilities cause enemies to bleed for 12 / 15 / 18 / 21 / 24 / 27 / 30 / 33 / 36 (+ 30% Bonus AD) magic damage over 5 seconds, stacking up to 5 times.
Darius gains 5% movement speed for each bleeding enemy champion.
This passive will net you more kills than you thought possible,and will add on to the already high-damage output this champion has. In conjunction with Darius' kit, you shouldn't be surprised if you get early game kills on players who underestimate its power. It also makes your chase much more efficient by the speed boost it grants, and can actually help if you need to get out of a bad situation (use


Decimate
Cost: 40 mana
Range: 425
Cooldown: 9 / 8 / 7 / 6 / 5 seconds
Physical Damage: 70 / 105 / 140 / 175 / 210) (+0.7 per bonus attack damage}
Maximum Physical Damage: 105 / 157.5 / 210 / 262.5 / 315) (+1.05 per bonus attack damage}
Darius deals physical damage to all nearby enemies in a circle around him. Champions in the outer half of the ability are struck by the blade, taking 50% additional damage.
This is the source of most of your early game damage and an excellent harass tool. Typically, I max this out first because of its range. Try to get used to the Axe-Blade range when attacking enemies; you do significantly more damage if you manage to hit them with it. You can use it to secure farm as well, but it's better just to focus on last-hitting during early-game, if just to conserve mana.

Crippling Strike
Cooldown: 8 seconds
Range: 125
Cost: 30 / 35 / 40 / 45 / 50 mana
Physical Damage: 120 / 140 / 160 / 180 / 200 %
Slow: 20 / 25 / 30 / 35 / 40 %
Darius' next basic attack deals additional damage and slows the target's movement and attack speed for 2 seconds.
Crippling Strike's base cooldown is reduced by 1 second for each stack of Hemorrhage on the target.
Another very nasty attack that will keep your adversaries on their toes. Especially efficient when dealing with ADC's due to its slow on both movement and attack speed, you'll be surprised just how much damage it'll do when maxed out, and as such I typically max it second, but take it at level 3, which I'll explain later. Since the effects proc on hit, you can also use it bash in turrets. It should also be noted that it resets the auto-attack timer as well, so the best way to utilize it is right after a normal attack, netting you a few quick


Apprehend
Cost: 45
Range: 550
Armor Penetration: 5 / 10 / 15 / 20 / 25 %
Cooldown: 24 / 21 / 18 / 15 / 12 seconds
Darius gains passive armor penetration. When activated, Darius pulls in all enemies in front of him.
A strong initiation tool, with a lethal passive to boot, Apprehend is Darius' gap closer...well sorta. It's not so much that he closes in on enemies as he simply makes them come to him. Early game, this will be a serious threat to your opponent, who will probably be fearful of even getting close to you if you've been doing a fair job of







Noxian Guillotine
Cost: 100 mana
Range: 475
Cooldown: 100 / 90 / 80 seconds
True Damage: 160 / 250 / 340 (+0.75 per bonus attack damage)
Maximum True Damage: 320 / 500 / 680 (+1.5 per bonus attack damage)
Darius leaps to target enemy champion and strikes a lethal blow, dealing true damage. For each stack of Hemorrhage on the target, Noxian Guillotine deals an additional 20% damage.
When Noxian Guillotine kills the target, it can be recast within the next 12 seconds. This can occur multiple times in succession.
This right here is what makes

The


That said, using it for one single opponent from Mid-Game onward is a waste. Conserving it for when it's best used is key to winning the match and getting ridiculously fed. Personally, I don't like using the ult unless I can net at least a double kill off it, and so that's usually the standard I follow. You only get the 12 additional seconds of use on a kill, so make use of them and net a multi-kill as often as possible. However, if you can't manage to whittle an enemy's health down enough for the attack to finish them, drop the Guillotine on them anyway; more often than not, the combined damage of the Ult and

It should be kept in mind though, that once your ult goes on cooldown, players will take advantage of your weakness. In addition to that, there are a fair few items, abilities, and some passives that are meant to make you waste it on the spot, like the







With that noted, the






However, (gonna have to come back to this point sooner or later) learning when to save your ult is actually very important, not just for the sake of keeping it available to you, but for making sure your team can get kills as well. If you go around in every fight and dunk on anything with a pulse, yes you will get fed as hell, but your team will be left behind, and despite how powerful a champion he may be,

Tl;Dr, Dunk wisely, my friends!
A very typical start. It doesn't offer you anything in the departments of offense or defense, but it grants you a nice amount of sustain and vision, and the Flask gets recharged upon returning to base, which makes it more versatile than the standard truckload of pots.
If you're dealing with a Duo Top lane (meaning probably not ranked), you're gonna want bring a bit more than just sustain. Extra defense or damage of your choosing lets you stay in control of the situation. Even if that's not the case, you can use these to get started on the other items you're going to want to build (more often than not your

Nine times out of ten, you're gonna build these above all others. Simply put, they're the best suited for Darius with some nice MR and Tenacity bonuses to help with AP Champs and CC.
You'll rarely nab these, but they're still worth noting if dealing with a primarily AD team, though it won't do much against tough AD Casters like

You will only get these if you are horribly fed early game, or feel like roaming to help out other lanes because your opponent at Top is either too defensive for you to do much against or simply needs to recall too often. However, they are my boots of choice when jungling. More on that later.
Core
These are the items you will almost always get, but it doesn't mean you must get them. Trade them out with others as the situation dictates.

Now we're getting into the meat of the build.


More often than not, this will be your first large purchase.




The reason I choose this item for a core purchase is because it gives

Damage
There's fewer choices here than in defense, because most of the Core items would fall under this category anyway. As you're the AD Offtank, bringing too many of these eventually becomes counter-intuitive to your role. For that matter, I simply trade out Core items for these as I see necessary.

There was a surge of usage of





The

Is the enemy team lacking any real tankiness? Do you have Armor Penetration runes? If the answer to either of those was yes, then you're probably gonna wanna grab this bad boy to replace your Black Cleaver.

The



Defense
After building a few damage items, it's time to build yourself tanky enough to deal it out. Most of the items here prioritize building either defense or health, while adding on either more damage or bringing some overall utility to the fight.

Most tanks and Offtanks will run one of these and with good reason; it's a fantastic item.

The viability of the

In general, every team needs at least one of these, and if you have to take it, that's just fine, but it would be greatly preferred that someone else did. The

As if your damage wasn't silly enough, taking the


I really like the

The



Like the



Early Game
How well you do here can really dictate how well the rest of the game goes for you. Remember, even though your killing power is higher than most, there are still many dangerous champs you must be aware of. Pick your fights well, because Darius has no means of getting out of a bad fight without using a Summoner Spell. Wait till all the lane opponents have made their appearance before sticking a ward in the bush (if on Blue Side, put it in the River Bush. If on Purple, the Tri-Bush). When you recall back, make sure to buy another, if not two to cover both of those bushes. Vision is king, especially with a character like Darius who can't deal with Ganks that well.
The opponent you have in lane will decide how you play it. Against most, good harassment with your










However, there are occasions in which Darius will be the one being bullied, namely against burst heavy champs, like


Once you hit level 6, unless you've been doing very poorly in lane, you can pretty much guarantee the lane is yours. At this point, there's very few champions that can 1v1 Darius and hope to come out alive. Pick your fight cautiously, and once you add enough

When you beat your enemy out of the lane, or if you kill them, take this opportunity to recall back and grab some items. On your first back, you should grab






Mid Game
Once a few turrets go down, and champions start to roam about, you can safely say the Mid Game has begun. This is a point in which


You are one of the most capable killers on the team, so act the part. While Darius is a semi-competent pusher with his

Otherwise, focus on working with your team to push. At this point in the game, you probably have some of the highest damage output, and in combination with your Guillotine, kill should come easily. Use it to press forward and secure the ground the enemy loses. After a while, you'll be bullying their entire team back, so leave it to the ranged champions to whittle em down before charging in. You'll be the one focused, more often than not, so hit them hard so that the rest of them can play clean-up.
Late Game
This is where your teams composition plays the largest role, and unfortunately, where Darius is at his weakest. By now, the ADC's have gotten fairly fed, and everyone is, more or less, on the same level, and at similar points in their build. The lead you might have had earlier on is now absent, and people can survive fighting you, lest you use up your Guillotine, which is probably doing atrocious damage now. However, this is the only thing that Darius can really bring to the table now, sans any added utility on his items like

To help, you must survive, because your biggest aid to the team will be the damage you're dealing. Items like the



The Counters
Like all champions,

You will be filled with rage if you have the misfortune of dealing with






How Do I Deal With Her?
You don't. If you see there's an enemy


Starting to see a trend here? Champions with multiple kits seem to have an advantage over









How Do I Deal With Him?
He's tough, but he's not





Ugh.
It's of no surprise to anyone that







How Do I Deal With Him?
No matter what you do, this match-up will be annoying. All you can really hope to do is either call for ganks (which once he hits level 6 won't be recommended), or to burn

Hoooo boy, this guy is trouble.







How Do I Deal With Him?
Ganks and some luck. Like most of the other counters,




And The Rest
To be Added at a Later Date
You must be logged in to comment. Please login or register.