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Karthus Build Guide by nemesisfaust

Karthus - Death Sings!

Karthus - Death Sings!

Updated on August 24, 2011
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League of Legends Build Guide Author nemesisfaust Build Guide By nemesisfaust 1,925 Views 0 Comments
1,925 Views 0 Comments League of Legends Build Guide Author nemesisfaust Karthus Build Guide By nemesisfaust Updated on August 24, 2011
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Spells:

LoL Summoner Spell: Ignite

Ignite

LoL Summoner Spell: Teleport

Teleport

Chapter 1

this build with ignite on cooldown has 900 ability power oppose to other builds near 550.

350 more ability power = 61% more damage. + 10 from offense cap stone = 70% more damage oppose to regular utility builds.

the quent speed makes up for losses in utility tree.

then with standard magic resist is near 120 with a 1/2 items where the lost 15% = 18. resulting in 110 magic resistance oppose to 95. so there is minor loss from replacing boots oppose to some builds champion builds which use abyssal scepter.

resulting in loss of damage by 7.8%. you would already be dealing 70% more bringing total back to 60% more damage on the build.

also the utility tree looses 6% champion cd, however the boots that replace yield 15%cd. giving you a 9% increase to CD's from 1 item replacement. every 65sec to ult oppose to every 72 sec. where most matches are 25-55 min log, by time you are level 6 and capable of ulting you should have boots by level 7 first ult for 2nd kill. which would happen around 9-15min.

time remaining is 10-46 minutes.
rate is 1.05, and 1.18
9-43 ults oppose to 8-38, resulting the longer the game, the stronger and more ults you get.

of course you are looking for kills and lane assists early game, and will not use it as frequently.

in endgame, a lot of people play banchies vale thinking it will be karthas's ult counter.
look for these people in end game team fights. use lay to waist to break the vale's. then they have to wait over a minute for the vale to come back. giving you an opportune moment to strike every member on the opposing team for 20-55% of their health. helping team assaults, or forcing hostile retreats.

other strategy to use, is that with will of ancients, you receive a large portion of healing from such high ability power, especially while defile is active. with 3 angel staffs you can nearly keep defile active 90% of the time with out it even affecting your mana. this allows casts of waist and requiem when needed, further increasing your damage.

however, if using this 2nd method of assault and requiem is off cd, save it till you die, most cases you should not die if fighting with team, especially if there are hostile minions around to give you even more health return.

if you do die, you can then reactivate defile and cast 3 casts of waist, then activate your requiem and it can not be inturupted as you can not be targetable while dead. Using this method I have often challenged 1v4 and died, but so did all 4. creating an opening for the team to make an ace or make a finishing assault.

GL HF



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nemesisfaust
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