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Spells:
Ignite
Flash
Ability Order
Death Defied (PASSIVE)
Karthus Passive Ability
Introduction

If you're looking at this guide, you're probably thinking one of two things: A) "More than just an "R " button? GUFFAW! Karthus is nothing more than a skill-less scrub-stomper!" or B) "Hey, maybe this guy is onto something. Maybe there's more than one key on my keyboard." If you picked choice A, the back arrow beckons from the top-left corner of your browser. This guide isn't for you. Hopefully you picked choice B, to which I say, "Congratulations, chap! You've made your first step toward becoming a Karthus worthy of the title Lich King."
While it's true that Karthus is quite strong against players who don't know how to counter him, not every enemy you encounter will cry OP every time your ultimate strikes down. Sometimes, you'll encounter a rare breed of players. One with experience. Luckily, Karthus has much more to him than what newbies like to believe. In my experience with Karthus, I've discovered him to be a very effective and rewarding champ when played correctly. Unfortunately, there are many Karthuses (Karthi?) who...well, don't play him correctly. This guide will explain all that I've learned in my time with the Deathsinger. Although it's geared mostly towards people who are relatively new to Karthus and still picking him up, there's something for everyone in here, so long as you're interested in improving your game with our good ol' lich. So sit tight, grab your amp tomes and take some notes, because this is gonna be a long one.

Karthus is a champion with a wide variety of uses. He provides many things to a team, including good utility and a massive damage output.

PROS:
-Great harasser
-One of the best and most efficient farmers in the game
-One of the best non-ult AoE CC abilities in the game
-High damage output in team fights
-Fun, active gameplay that rewards good positioning, placement and timing

CONS:
-Somewhat frail
-Requires good mouse skills
-Must be smart about conserving mana, particularly with Defile

Recommended spells:



Other great choices:

Acceptable choices:




Choices that will force me to reprimand you with a stick:








Karthus' passive ability. It is without a doubt one of the most useful passives in the game, and comes in handy very often. You can easily score revenge kills with it, and if you die in a team fight, you can still dish out heavy damage while being untargetable for 8 seconds. You can really put a beating on opponents who don't move out of the way or are too distracted by your teammates who are still alive to do so. In fact, there's a common tactic among Karthus players called the "Suicide Bomb", which consists of Karthus dying on purpose amidst the enemies and decimating them with Defile + Wall of Pain and constant Lay Waste drops, with Requiem in case anyone escapes. During this time, the rest of your team will have a field day with the severely weakened enemies, and can gain some ground if an ace is scored. It may be a bit of a bummer to rush to your own death, but it is often worth it to allow your team to push. However, be careful. If you have a lot of stacks and/or will give your killer a HUGE gold bonus for slaying you, you should weigh your options a bit more carefully, especially if you aren't sure how reliable your team will be. After all, you don't want to sacrifice yourself for nothing!

Easily one of my favorite abilities on any champ. With proper aim and leading, this one will make your opponent /dance/. It takes some time to master the placement, but becoming proficient with Lay Waste is a must if you want to maximize your potential with Karthus. It's often the difference between "pssh, Karthus" and "Aww phooey, it's Karthus!" More about this move will be explained in the Early Game section.

A very useful ability that can work well for chasing or escaping, or simply messing up your opponents when they're clustered together. The slow on Wall of Pain is MASSIVE and hard to avoid because of the size of the wall. The armor and magic resist reduction is another useful part of the spell, especially when you plop it down in the middle of a team fight. If your opponents are standing still, simply place it right on top of as many as you can hit (enemies don't need to "pass through" the wall for the debuff to apply as long as they are touching it). If they are running, place it as close as you can in front of them so that there's no chance that they can avoid it. Just don't try too hard by placing it behind them - that would be bad!

Another move that separates a true lich from a scrub. If used correctly, it can melt your opponents' health bars like popsicles in the sun. If not used smartly, however, it can be your own undoing. More on this in the Early Game section.

Ah, Requiem. The defining move of the Deathsinger. Who doesn't appreciate being able to strike enemies down on any part of the map? You could even be sitting in your own spawn sipping Earl Grey and enjoying a good book, and then BANG, triple kill! And rage ensues. Proper use of this will be explained later, because no you silly goose, you cannot just jam your "R" button as you see the cooldown approaching zero.





Karthus uses very standard caster runes. Magic penetration marks, some mana regeneration (these are not mandatory and can be subbed for other seals of your preference, such as dodge seals), ability power per level (they surpass the flat AP glyphs pretty quickly), and HP quints (you can also use flat AP or movement speed).

-


-

-

-


- Catalyst the Protector -->

-

-

-

-


-

Feel free to mix to find combinations that work well for you in different situations.

As Karthus, you ALWAYS wants to put a point in Lay Waste when it is available. It is your highest priority besides your ultimate. As for Wall of Pain and Defile, it depends on the game situation. If you find yourself using the wall often for chasing or escaping, it makes sense to upgrade it. If you feel that you just need some more damage output and aren't using your wall often, Defile is a better choice. Keep in mind that upgrading Defile also increases the amount of mana that you get for killing a unit. When in doubt, I like to put the point in Defile.
However, regardless of how you choose between those two, your first 7 skills will always be in the same order: Q-- > E --> Q --> W --> Q --> R --Q. Skills 8 - 18 here are a typical order of what you might use in a standard game.

Now, on to the actual gameplay. Pay attention chaps, because it is here that I will give more in-depth descriptions of how to use your skills effectively, how to control a lane, and how to function well in your team. The bulk of the guide is in here. Let's get started, shall we?
As Karthus, you will almost always want to take the middle lane. Your ultimate is an EXCELLENT asset to the team and you want it as soon as you can have it. If you have a stubborn teammate who demands mid, then so be it. Karthus works fine when thrust into a side lane as well. However, since the middle lane is his natural habitat, I will assume for this guide that you are there.
Buy your







When trying to hit a target with



A really important point to stress is that you MUST take advantage of the fact that



Another use of


Once you get your





Now, a note about


Now, for the glorious part: What to do when you reach level 6 and acquire

Level 6 is a nice time for


1. Miscalculation. This is the big one. At rank 1, Requiem does 250 damage, with 0.7 per AP. However, just because you see an enemy below 250 HP does not mean that you can kill them. You have to factor in magic resistance. Even if your enemies don't have any items with MR yet, champions still have a natural base MR that you have to take into account. I don't feel safe using using

(Note: If you didn't see exactly how much health your opponent had, don't guess. It usually isn't worth it unless their health bar was literally invisible. This is where

2. Healing/shielding spells. Champs like Morgana, Shen, Sivir, Gangplank, and Garen are Karthus' worst nightmare. You MUST make sure that you factor in abilities like




3. Your target recalled. Don't be silly and cast Requiem 5 seconds after your opponent exited your line of sight. If it's just about to go off cooldown, don't always count on it to strike in time, because you might have just put it back on its extremely long cooldown for nothing. Be smart about when you can cast it in time.

4.



5. Spell popping/invulns. This is the least common one, and only applies to a select few champions, notably Vlad, Shaco, Kayle, and Tryndamere. Vladimir can avoid Requiem by going into







Make sure that your team tells you when there's an ideal target for Requiem. Working together with your team can net you a lot of kills, and therefore, stacks. But don't steal any! Often it may seem like there's an opportunity to score a kill, but your teammates might be able to get it by themselves. Wait until you're sure that the opponent will escape. Not only will it spare you from your teammates' complaints, but it will also ensure that you don't use Requiem when it's not necessary, and you can save it for another time when it is.
One final note for early - mid game is ganking. It may seem fun to stay in mid gathering creep kills after you kill your lane enemy. After all, you can just help your team with Requiem! But sometimes your side lanes may need more than just that. If the fights there are pushed toward your side of the map, go ahead and swoop in to assist your team. Place a



Karthus' gameplay doesn't change much from his early game to the middle and end of the match. The only real difference is that you can be a lot more liberal with using Defile. Wall of Pain will also begin to shine more when team fights start to break out. Wait for your team to initiate, because even with some extra bulk, you'll still go down pretty quickly if the other team focuses on you. Even if you want to try the suicide trick, it's best to wait for someone else to make the first move to ensure that you can get close enough to the action without dying on the way. Often you will be the other team's primary target, so don't be reckless; sometimes it's best to wait. After a teammate or an opponent has made a move, slam your wall down right in the middle of the enemy champions. Turn Defile on and make sure that it's hitting as many opponents as you can get close to, but be careful that you aren't in immediate danger. You aren't a front-line fighter, so you can't risk being smack in the middle of the fray if you don't plan on dying. An ideal time to approach is when your targets are disabled or distracted, or running away (as long as you can't be killed if they turn around and resume the fight). Know when it's safe to get close with Defile and you won't die needlessly! Continuously set Lay Waste under whichever enemy your team is focusing. If somebody is trying to run away with low health, you know what to do. Press R and...DENIED! Enjoy your ace.

Even the Lich King has rivals that give him some trouble. There are some champions that simply overpower Karthus in mid on most occasions. While it isn't impossible to outplay them, a good player of these champions will make things difficult for you. Try to avoid laning against them when possible.












If you've made it this far, I commend your dedication, and thank you for your time. Karthus is a very entertaining champion and it makes him a sad little lich that so many people aren't doing it right. I hope that you learned something from this guide and can apply it in-game! If you need any help or have any questions, go ahead and ask, or add me on League of Legends: Kyrooo.
Thanks for reading, and have fun with those quadra-kills!
EDIT: Also, if you're going to downvote, PLEASE leave a comment so that I can respond to you and learn what you don't like about my guide. Criticism is good, but only if it's constructive!
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