Karthus Build Guide by Shukori
Shukori's Karthus Guide [S11 Master] 70% Winrate (Still in P
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Runes: Rune Page (adjust armor/mr)
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
Threats & Synergies
Kindred starts being a threat at lvl 2. This is where she will be able to jump every few seconds with her Q+W. So make sure to ward accordingly and play around her pathing. You wanna avoid her at all costs, she is able to kite you, slow you, burst you and all this while dodging your Q's due to her high mobility. Also your Ult will never kill "them" (Wolf&Lamb)
Nidalee starts being a threat at lvl 2 but has insane lvl 1 invade potential. So make sure to ward accordingly and play around her pathing. You wanna avoid her at all costs, she is able to kite you in human form. If she happens to land a Q on you, she will jump in trying to oneshot you, so if shes far way place your W on her and run as far as you can from this monster, if she is almost/already in jump range then place W on yourself and run as far as you can, this way she will have to jump through your W. She has an easy time clearing your Camps too, so warding them to act accordingly is a must.
As of right now [Patch 11.3], Graves is really bad in my opinion and is therefore not even a threat to Karthus. Nevertheless i will write down Notes in case he becomes strong again.||||||Graves becomes a threat starting at lvl 1 because his Shotgun passive allows him to exert a lot of damage with autoattacks only. He also has a really fast Clear so make sure to ward in case he steals your Camps and if he does act accordingly. His Smokescreen [W] can be quite a nuisance but as long as you kind of "guess" where the enemy is and Q while walking out you should be fine. This is kinda the part where Intuition and gamesense comes into play.
Kayn has a good Level 1. He is able to do very cheese pathings with the help of his Q and E, making it really hard to track him in the jungle. He also has an insane clear, so same thing applies here, use wards and act accordingly. You can countergank Kayn if you have a Laner with CC, making it easy to burst one out with Karthus Q but if Kayn is ahead or has his Form early on, then you won't be able to do more than try to do as many crossmap plays as possible.
Hecarim starts becoming a threat at lvl 4, he is able to clear as fast as Karthus and his Goal is to do a full clear just like Karthus. If Hecarim gets ahead, he will just run Karthus down with his Kit. You scale kinda evenly with Hecarim, but once you reach Minute 30, Hecarim will fall off and you will be able to slowly start hard winning teamfights if played correctly, under normal circumstances of course.
Ekko starts becoming a threat at lvl 3, but you should be able to 1v1 him in case he wants to invade you, just make sure to not get stunned by his W. If he gets ahead he will stomp Karthus easily, he is able to Burst Karthus and get out easily with his Passive and Ult. He is also able to build Zhonyas so he has multiple ways to avoid your Ult Damage.