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Spells:
Ghost
Surge
Ability Order
Death Defied (PASSIVE)
Karthus Passive Ability
Introduction



Now


To start, here are

This is what makes




This useful little spell that reveals the area it is placed in, slows targets caught in it, and reduces armor and MR. Again, landing this skill takes practice. Oftentimes, a good player is able to slow the entire enemy team with one














If












This is the most common rune set I use for











These are all good choices for damage. When selecting runes, the main question you ask yourself is: will the game last long? If you believe it will, then Force runes are a better option. otherwise, Potency is the way to go. Insight runes are taken if you feel you can take all the AP you want from items and masteries, and instead need to focus on ignoring magic resistance. Of course, if the enemy team fails to build magic resistance, then you tend to deal true damage when your Wall of Pain is out anyway.







These runes focus less on damage, and so I rarely use them. For CDR, I usually rely on the 20 stacks of







Any runes not mentioned, I have no use for. Feel free to experiment, however. I built this guide from experience, and not from watching champion spotlights or reading other guides. This is after all, a guide, and not a rule book.

I open up with





If you last-hit well enough, you will have enough money for



















EXTENSION

I take this item after my core about 90% of the time. The ability power is good, and so is the armor. The real purpose of the hourglass is the Stasis ability, which buys



There are games that don't last long enough to finish this item, but in case your team cannot capitalize on your sheer AP before you complete this, then you might as well build it. This forces your AP beyond reasonable limits, and can allow you to grab kills with




Simply because





This is another addictive item, but is not always recommended. 70 AP is outclassed by a lot of other items, and 40% magic penetration is not that useful in games where the enemy team doesn't build up MR items. If you find yourself facing off against tanks however, this is a good idea.

This is another anti-tank item. It scales well with





This is a situational item used against champions with raw HP, ergo








This is a great item for





Other mentionables are:




Regarding unmentioned items, I just don't see the purpose of them, but try to experiment.



I sometimes do this if I find my allies are more than capable of killing, but lacking in a good CC ability. This maximizes


This one I rarely use, though I have relied on it once. It is a balance between the first two builds, and usually is the result of having to adapt to a good enemy team countering your initial play style. This is not recommended, but may be necessary at times.







Ghost and Surge are my most valued Summoner spells. I know you're probably thinking: "What the ****? Surge? How can Karthus make use of the AS increase?" I can see your selling point, but here's my defense.
I choose



I choose Surge of course, for the AP increase. The burst of AP from









Also, if you think that the AS is useless, well so is the AD from










What the fuuu...



NON-VIABLE





While














Remember, I play






For now, I've got to eat.
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