This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
We recommend you take a look at this author's other builds.
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






Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Spells:
Teleport
Flash
Ability Order
Death Defied (PASSIVE)
Karthus Passive Ability
Introductionn
As a champion Karthus is very powerful at all stages in the game. But with this great power comes incredible squishynes in return. In this guide I'll go over everything you need to know about Karthus from basic mechanics to his more intricate game play. Like team fighting, farming, and mid laning.
I'd like to give some credits to my resources as well:
Formatting from Karthus - Karaoke
General information and numbers from Karthus Wiki
On a side note I apologize for the lack of diagrams and video content. But I hope it won't heavily affect your voting decision!
-He is very powerful at all stages of the game
-An excellent farmer
-Can get off very good harass
-Very good damage output in team fights along with 1 vs 1
-His Passive

-His ultimate can guarantee kills across the map no matter where the opponent is.
Con's:
-When outnumbered even by a small amount it's almost guaranteed you will die
-Extremely item dependent with Archangels Staff
-VERY squishy during all stages of the game
-Difficult to mid with a hyper aggressive champions (Graves, Leblanc, Fizz, Corki, etc...)
-Top focus priority in team fights
-Somewhat dependent on blue buff

The reason why I choose





Some question getting Archangel's so fast because your mana stacks on


Some alternative items you can get are:



Both these items are good on Karthus as alternatives



Runes:
My Rune pages are rather typical for an AP carry with:
Greater Mark of Insight

Basic Magic Penetration for any mage not much to go over with this rune
Greater Seal of Clarity

Mana regen is your best bet in seals for this build as the only other item you have for regen is Archangels Staff and the once in a while blue buff.
Greater Glyph of Force

A total of ~27 bonus ap at level 18. Overall great because it goes well with your

Greater Quintessence of Potency

+15 ap for your early game

Rune Alternatives:
Greater Mark of Potency

You could use this as an alternative for early game dominance but I still believe

Greater Glyph of Celerity

The only real reason you would want cool downs with Karthus is for his



Greater Glyph of Potency

Same deal with the marks, only it gives you more flat ap.
Greater Quintessence of Fortitude

If you feel that you can't get over how squishy Karthus is early game you could use these but you will be missing out on that great early game ap boost from

Greater Quintessence of Insight

One of the best alternatives I can recommend tbh. Really nothing bad about this compared to

Masteries:
As far as Masteries go I prefer 21 0 9. You can go the opposite 9 0 21 for the extra utility. But now that mages get amazing bonuses from the new mastery trees I really want to abuse 21 0 9 with all the AP carry's.
Summoner Spells

I choose this summoner spell for almost any champion that I lane in mid with. It gives you great map control and has multiple uses like Teli ganking and so forth. Overall a great summoner spell for any champion

Flash along with a well placed wall can save your but if you get ganked. It's also a nice way to clean up a kill in the event that they run out of you

Alternative Summoner Spells

Some Karthus's I've seen get this summoner spell but you don't need it to be honest. Don't forget



This can help your escape and/or offense capabilities by quite a bit as this ability synergizes well with your



Similar to





Has great potential on Karthus but overall his


Upon dying, Karthus enters a spirit form, which allows him to continue casting spells for 7 seconds. During this time, his abilities cost no mana.
-This happens every time you die (has no cooldown).
-Your Defile is automatically turned on.
-You must channel your

-You cannot use summoner spells while in the

Lay Waste

Creates a delayed blast at the cursor position. After a half a second delay, it will deal magic damage to each nearby enemy. The damage is doubled if it hits only a single unit.
Cost: 20 / 26 / 32 / 38 / 44 mana
Magic Damage (Multiple Target): 40 / 60 / 80 / 100 / 120 (+0.3 per ability power)
Magic Damage (Single Target): 80 / 120 / 160 / 200 / 240 (+0.6 per ability power)
-Your main nuke
-Your main farming spell
-Can be used to gain a small amount of vision to scout a brush
-If it hits one target it is considered as single target spell (this means it will benefit from the full slow of

Wall of Pain

Karthus creates a wall between 2 obelisks at target position. Any enemy passing this wall have their armor, magic resistance, and movement speed reduced for 5 seconds. The wall lasts 5 seconds.
Cost: 100 mana
Cooldown: 18 seconds
Wall Length: 800 / 900 / 1000 / 1100 / 1200
Armor and Magic Resist Reduction: 15 / 20 / 25 / 30 / 35
Slow: 40 / 50 / 60 / 70 / 80 %
-Can be used offensively or defensively
-Great ganking tool
-Can initiate team fights
-Great harassment combo with


-Can be used to gain a huge vision radius where it is placed
Defile
Defile size 64
(Toggle)
Off: When Karthus kills a unit, he restores mana.
On: Drains mana to deal magic damage to nearby enemies each second.
Radius of AoE: 550
Mana Restored: 20 / 27 / 34 / 41 / 48 per kill
Cost: 30 / 42 / 54 / 66 / 78 mana per second
Magic Damage: 30 / 50 / 70 / 90 / 110 (+0.25 per ability power)
-Mini version of


-Great late game farming tool.
-Passive greatly increases lane sustain along with an Archangels Staff.
-AoE is great in team fights.
-Synergizes well with a


-Discourages melee champions from attacking you because they know theres a high risk of them dying with you.
-Can still hit stealth champions like


Requiem

After channeling for 3 seconds, Karthus globally deals magic damage to all enemy champions.
Cost: 150 / 175 / 200 mana
Cooldown: 180 / 150 / 120 seconds
Magic Damage: 250 / 400 / 550 (+0.6 per ability power)
-The ability that makes Karthus awesome!
-Can get you a lot of kills/assists during the course of a game.
-Synergizes well with

-Can change the tide of a team fight
-Can be countered by any spell shield like





When you play Karthus you should always be in mid lane. Farming with his


NEVER farm with your

As for blue buff if you have a jungle champion who doesn't need Blue Buff much like


If your mid opponent is being extremely aggressive chances are he is losing in the "Creeps Slain" department. In mid lane harass is something Karthus is very good at but in the event where the opponents harass beats yours just sit back and farm. Because in the long run you will be ahead.
For harassment on your opponent throw out a single placed





Requiem

The second you get your ultimate notify your team! And tell them to call for it if the enemy is low enough. If you have some good teammates this is your ticket to getting free kills across the map!
NOTE: Make sure if your in mid lane and they call for a

Ganking:
If your lane is pushed now would be a good time to go for a gank. It could be in any side lane you want but I prefer to go to the lane with the most squishiest champion in it as it makes for an easy kill. For a standard ability combo I like to open up with my


Mid Game Team Fights:
Although you are not the initiator you do have a


The majority of team fights will happen either in the dragon river area, around the buffs, and when pushing there outer/inner turrets. When team fighting it is important that you stay alive as long as you can before dying. Some Karthus players suicide and think that it's ok because of

During the fight you should have your







In the case that you die in a team fight don't forget your


Pushing:
When pushing as Kathus your aim is to get all the farm and leave the lane. Pushing the turret entirely could get you killed so you should leave that to and AD character who can fill that role like





Late Game Team Fights:
At this stage in the game I would highly recommend staying in the back letting your tank initiate, because the enemy has probably came up with counter measure to your

The majority of team fights during this stage will probably happen at Baron Nashor, Dragon, Buffs, and inhibitor turrets. As mentioned before try to stay alive as long as you can by kiting with your



When using



As far as Jungling Karthus I dont recommend it much just because he is very item dependent and jungling isnt reliable enough in his case to get much farm. Over all jungling is good I guess but Mid lane is wayy better!
You must be logged in to comment. Please login or register.