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

Greater Seal of Defense Why armor per level? Because most threats on Dominion are physical. coupled with the health from











22 points in offense to get every single magic damage increasing effect.
7 point into defense to increase your base resistances and give you the speed boost for
Revive.
The final point is purely preference. I like a slightly reduced death timer. It won't make much of a difference where you put it.
7 point into defense to increase your base resistances and give you the speed boost for

The final point is purely preference. I like a slightly reduced death timer. It won't make much of a difference where you put it.
In my opinion summoner spells have much less of an impact in Dominion than in Classic. Insuring kills on fleeing enemies and epic escapes on your part rarely make a very large impact on the game.
Ignite Purely for the 5 ap I get while it is on cool down. Although the damage portion is nice as well. Don't save ignite for a kill. Use it whenever it is off cool down. The exception of course being when the enemy has strong heals such as
Volibear's
The Relentless Storm or
Dr. Mundo's
Maximum Dosage obviously save ignite for them.
Revive I believe revive is the best summoner spell on the Crystal Scar. The large health bonus you get from activating it insures your early game dominance. But most importantly the clutch return to a fight can win a game. A clutch
Flash will insure you get away only to lose the middle point and then the game. A clutch
Revive will bring you back instantly with full health ready to defend. It may have a ludicrously long cool down, you may find you only use it 1-3 times a game, but
Revive wins games.











Don't put a point into




Ah

Ability power, cool down reduction, and physical damage survivability are the three most important things on Karthus. Think of Karthus as a ranged AD carry, your
Lay Waste is your auto attack. AP is your damage, and cool down reduction is your attack speed.
I cannot stress this enough:
Not because
Requiem has a long cool down. But because
Lay Waste has such a short one. Lay Waste only has a 1 second cool down so with 40% cdr it is .6 seconds. Why is a .4 second reduction so important you ask? Because it allows you to use dramatically more Lay Wastes.
Normally in the course of 10 seconds you can use 10 Lay Wastes. That's 2400 damage (rank 5, single target, 0 AP)
With 40% cool down reduction you can use 16 Lay Wastes over 10 seconds. That's 3840 damage. A 60% damage increase.
So roughly 1% cdr = 1.5% more dps on your
Lay Waste.
With this build you will be doing about 740 damage per second with just Lay Waste. Not factoring enemy magic resist or any missed shots.
But that's not all. Every time you toggle
Defile you do a tick of damage, Defile has a .5 second cool down on activation and deactivation or 1 second total. With no cdr toggling it on and off will be no different than simply leaving it on. But with 40% cdr it's a .3 second cool down on activation and deactivation or .6 seconds total. So toggling it on and off rapidly will cause you to do more damage per second than simply leaving it on.
Again another 60% damage increase with max cool down reduction.
NOTE: Avoid toggling
Defile when the enemy has crowd control effects ready, being stunned or silenced while it is toggled off can cut a decent chunk of your damage off.
Having a spammable
Wall of Pain and always having
Requiem up when you need it is just the icing on the cool down cake.
Please, please, please build cool down reduction on Karthus.

I cannot stress this enough:
--->Cool down reduction is extremely important on Karthus.<---
Not because


Normally in the course of 10 seconds you can use 10 Lay Wastes. That's 2400 damage (rank 5, single target, 0 AP)
With 40% cool down reduction you can use 16 Lay Wastes over 10 seconds. That's 3840 damage. A 60% damage increase.
So roughly 1% cdr = 1.5% more dps on your

With this build you will be doing about 740 damage per second with just Lay Waste. Not factoring enemy magic resist or any missed shots.
But that's not all. Every time you toggle

Again another 60% damage increase with max cool down reduction.
NOTE: Avoid toggling

Having a spammable


Please, please, please build cool down reduction on Karthus.




Catalyst the protector Get this before you upgrade boots to get rid of your mana problems. After getting this item consider putting a point into your





By this time the game is usually over or very close to being over. Hopefully you won. But if the teams are evenly matched and the game is dragging on:


Are they stacking magic resist?






Game still going on? If so a single team fight will most likely decide the winner. Sell your





If by some miracle the game still has not ended, and your


Your purpose is to deal as much magic damage as you can while staying in a safe position. You of course can not do this alone, you need your team to help you. A good top always has:
A heavy magic damage dealer, a heavy physical damage dealer, and two tanky dps with reliable hard crowd control or position changing effects. You can substitute a disruptive tanky dps for a hybrid damage dealer
Jax or even an assassin
Pantheon as long as they have hard cc.
An example of a perfect team composition for top would be:
Karthus Ranged magic damage, great aoe.
Vayne Devastating ranged physical damage and a
Condemn knock back to keep both of you safe.
Alistar Extremely durable and can easily keep the two carries safe from harm with his
Pulverize and
Headbutt.
Blitzcrank Durable and also a great disruptor with his
Power Fist. And of course his game breaking
Rocket Grab.
If the enemy stacks armor
Karthus and
Alistar will take over the game and destroy everyone. If the enemy stacks magic resist
Vayne and
Blitzcrank will mutilate your foes.
1 on 1
Lay Waste is laughably easy to dodge. Never fight alone, always make sure you have at least one other person nearby that can keep the enemy off of you.
Stay in the back and throw constant
Lay Wastes to widdle down your opponents. When the enemy is distracted focusing someone down or properly cc'ed then jump in and
Defile them all to death.
A heavy magic damage dealer, a heavy physical damage dealer, and two tanky dps with reliable hard crowd control or position changing effects. You can substitute a disruptive tanky dps for a hybrid damage dealer


An example of a perfect team composition for top would be:









If the enemy stacks armor




1 on 1

Stay in the back and throw constant


Positioning is key to winning as Karthus, don't get caught by assassins.
Build tanky enough so that you won't get decimated in the first 2 seconds of the team fight.
Don't forget the importance of the almighty cool down reduction.
Spam Toggle
Defile when you have the chance for a 60% damage increase.
In conclusion Karthus is amazing when played properly. By yourself you're nothing, but with proper coordination and teamwork you're an unreachable nightmare that can kill from across the map and even take your enemies to the grave with you when you die.
Build tanky enough so that you won't get decimated in the first 2 seconds of the team fight.
Don't forget the importance of the almighty cool down reduction.
Spam Toggle

In conclusion Karthus is amazing when played properly. By yourself you're nothing, but with proper coordination and teamwork you're an unreachable nightmare that can kill from across the map and even take your enemies to the grave with you when you die.

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