• 9
    Greater Mark of Magic Penetration (+0.87 magic penetration)
  • 9
    Greater Seal of Armor (+1 armor)
  • 9
    Greater Glyph of Magic Resist (+1.34 magic resist)
  • 3
    Greater Quintessence of Ability Power (+4.95 ability power)
Skill Order
1 1 1 1
2 2 2 2
3 3 3 3
4 4 4 4
5 5 5 5
6 6 6 6
7 7 7 7
8 8 8 8
9 9 9 9
10 10 10 10
11 11 11 11
12 12 12 12
13 13 13 13
14 14 14 14
15 15 15 15
16 16 16 16
17 17 17 17
18 18 18 18

Hello, this is 2346273454. That is my Summoner also, feel free to add me to ask questions or duo queue with me. I am not saying I am the best Karthus player in the league, but I believe that many people could learn from this guide. Post any suggestions in comments :) I'll post images and videos soon once I make them, but I'm not finished with them yet. Also, this guide is still in progress, I will make changes and update.

Karthus players have two mindsets. The first of which is to stay back and play defensively. This mindset is great for the pre-teamfight poking, and early game. You should hopefully NEVER be the first in the teamfight UNLESS an enemy is out of position. We will call this mindset 1. Mindset 2 is once that team fight starts, wait for the initial burst, then get in the middle of it and kill enemies. Making sure that you can switch between these two mindsets instantly is essential to playing karthus. An example is in the following situation. The enemy ranged carry walks a little to far forward. Both teams have all 5 members. This is the signal to go from mindset 1 to mindset 2. Wall of pain, flash in, and they get instantly exploded, especially if you have someone like Irelia/Akali on your team who can hop onto the enemy. Flash in if you need to(if you have it/need to). The enemies will be so disorganized that they won't be able to burst you down. Ideally, your tank should go in first, and you can wait until the initial burst is done. Most games that just dosn't happen. If you see the opportunity to jump in, jump in.

Here is your priority of skills. [img=skills/karthus/r.png] Get whenever possible, obviously. [img=skills/karthus/q.png] When you can't get R, this is your main damage dealer [img=skills/karthus/e.png] When you can't get Q and R, gives mana for last hitting, consumes tons of mana. [img=skills/karthus/w.png] Get 1 point in this early, but max it last. This is pretty much the most effective way to build Karth. Some people like to get E more before maxing Q, but you really need that Q nuke to be as strong as possible ASAP. More wall is not effective, it increases 10% each point, while your E gives you mana and damage, and your Q gives you damage. If you are in a lane that the enemy has low damage and heavy sustain, (like VS vlad), it turns into a farm fest. Feel free to get more points in E before maxing Q if it clear that your just going to be farming in lane. It gives you more sustain in lane, and improves your farming dramatically. E will let you stay in lane infinitly with a hextech, allowing all the mana you spent on your E to be refunded on the creep wave kills. In certain situations, I max E before Q, but they are very rare. I am also more likely to do this if I am not able to get blue buff.

[title][img=skills/karthus/p.png] Passive: Death Defied[/title] [number]Upon dying, Karthus enters a spirit form allowing him to continue casting spells while dead for 7 seconds. [/number] [title]Explanation:[/title] Great passive. Has synergy with ult, as well as your other skills. Use your ult after 3-4 seconds of this form, as it takes 3 seconds to channel it. [title][img=skills/karthus/q.png] Q: Lay Waste[/title] [number]Creates a delayed blast at Karthus' cursor position. After 0.5 seconds, deals 40 / 60 / 80 / 100 / 120 (+30% of ability power) magic damage to each nearby enemy, this deals double damage if it hits only a single unit. Cooldown 1seconds Cost 20 / 28 / 36 / 44 / 52mana Range 875[/number] [title]Explanation:[/title] Main damage dealer, you can use this to last hit in lane since your autoattack sucks so badly at last hitting. But when you can, use it as it will save mana. Most lane match ups will leave you unable to use a regular attack to last hit, as the animation is so slow anyone can hit you with a skillshot. Use double damage for harassing by only hitting the champ. [title][img=skills/karthus/w.png] W: Wall of Pain[/title] [number]Creates a 800 / 900 / 1000 / 1100 / 1200 distance wide wall through target point. Reduces enemy armor and magic resistance by 15 / 20 / 25 / 30 / 35 and reduces movement speed by up to 40 / 50 / 60 / 70 / 80%; debuff lasts 5 seconds. The wall lasts 7 seconds. This recently got nerfed, so it does not refresh when the enemy walks threw it. Can be significant if you are trying to block off the baron ramp from enemys, and it dosn't refresh the 80% slow. Just take that into consideration when you are trying to rush baron. Cooldown 22seconds Cost 100mana Range 1000[/number] [title]Explanation:[/title] This skill gives you tons of magic penetration, as well as a good escape, chasing mechanism, and a way to help you land your Q. 80% slow = easy Q landing. [title][img=skills/karthus/e.png] E: Defile[/title] [number]Toggle Off: When Karthus kills a unit, he restores 20 / 27 / 34 / 41 / 48 mana. Toggle On: Drains 30 / 42 / 54 / 66 / 78 Mana to deal 30 / 50 / 70 / 90 / 110 (+25% of ability power) damage to nearby enemies each second. Cooldown 0.5seconds Range 550[/number] [title]Explanation:[/title] This skill gives you mana for last hitting. This helps you keep your mana up in lane. Aura can also be used to last hit creeps (quickly toggle on and off to grab a creep if your Q animation will not be fast enough) Do not leave on for long periods, especially early game because it will drain your mana, even with blue. [title][img=skills/karthus/r.png] R: Requiem[/title] [number]After channeling for 3 seconds, Karthus deals 250 / 400 / 550 (+60% of ability power) magic damage to all enemy champions (regardless of distance). Cooldown 180 / 150 / 120 seconds Cost 200 / 300 / 400 mana Range 10000 [/number] [title]Explanation:[/title] Most annoying skill in the game. There is a right way and a wrong way to use this skill. Ok, the wrong way is a fight happens in another lane. After both of your lane mates die, you use this to pick up the kills. NO. Use it as soon as the fight is firmly initiated to give your team the advantage after you take 1/3-1/5 of the enemies HP gone. This will help them win the fight, or scare them into retreating. Also good for picking off those champs that get way with small amounts of hp. Also, don't worry about KSing when you use this in teamfights. Just use it in a safe spot, or after you die. Keep in mind, if you die while casting, get stunned/pulled/other CC will break your ult, costing your team the teamfight most likely. Use after you are dead, or from a safe location.( like when the enemies are running away, use for cleanup, use to initiate at the same time as your tank from a safe spot.

Ok. Here is the item builds section. This will be a LONG section. Starting items are [img=items/dorans-ring.png], [img=items/sapphire-crystal.png][img=items/health-potion2.png], OR [img=items/boots-of-speed.png][img=items/health-potion3.png] Also, you can substitute 1 mana pot for 1 hp pot in the Sapphire crystal + hp pots. Boots of speed is a necessity if against Malzahar or Brand so you can dodge the skill-shots. Here are some items that you may want to get during the early laning phase. [img=items/sorcerers-shoes.png] Get these. They are great. This, combined with your runes and wall of pain will reduce enemys to 0 MR unless they have over 70. Good first back item, combined with some other stuff. [img=items/tear-of-the-goddess.png] I often get this item. If you do get it, get it early. This item will take 10 minutes or more to stack, assuming you use a spell exactly every 3 seconds, which you do not. Expect it to take 20 minutes+ to fully stack after you purchase it. Gives you great mana regen, even while not stacked so you can lane without blue. I don't recommend getting this if you have a jungler who can give you blue buff, at least not on first back, if your jungler can give you blue. This is often a first back item. [img=items/hextech-revolver.png] This item gives you crazy amounts of lane sustain, so you can no longer be harassed out of your lane. Use with caution. This will not help you at all against burst casters. Not a good item against a champion like Annie, who will kill you in one burst while you are stunned. [img=items/catalyst-the-protector.png] This item gives you great lane sustain, as well as hp to survive burst. I usually get this against a heavy burst enemy team. Build this into a Rod of Ages. I rarely get a Banshee's Veil, instead getting a Abyssal Scepter and a [img=items/quicksilver-sash.png]. That way you can decide which spell to escape from, as well as weakening those pesky nukes. [img=items/negatron-cloak.png] Get this item early if your lane enemy is going to be able to kill you in 1 combo. (e.g. Annie, LeBlanc, etc.) Those items are items that you will most likely help you in lane. As Karthus is not the best laner, these items are the best ones to keep your farm going. If you think you can go in for a kill against your lane enemy, you could get more AP early. After you get as few or as many of the above as you like, you can build your mid/lategame items. Also, a quick word on certain builds. Some idiots will build [img=items/rabadons-deathcap.png][img=items/archangels-staff.png][img=items/archangels-staff.png][img=items/archangels-staff.png][img=items/archangels-staff.png][img=items/archangels-staff.png]. THEY ARE IDIOTS. Look, yes you do heavy damage. But at this point, most enemys will have enough MR and HP that you won't be able to kill them before they kill you. And running away from you is a complete joke without boots. Survivability is of utmost importance with ALL CHAMPIONS, and Karthus is not excluded. It is a joke to run mainly off your passive, unless your enemies are idiots. Yes, your passive is very useful. But you can be more useful when you live 5 secounds. If you get killed in 2 hits by [img=champ/kassadin.png][img=champ/katarina.png][img=champ/olaf.png][img=champ/veigar.png][img=champ/akali.png] etc, and then she dashes away, you are useless to your team. Here are some items that you can build mid/late game. [img=items/rod-of-ages.png] This gives TONS of AP, as well as TONS of HP and MP. A perfect item for karthus, you make use of all of the stats. And it gives a bunch of stats. I build this on 95% of my games. [img=items/rabadons-deathcap.png] This item gives boatloads of AP. 155 AP + 30% BONUS! This item is essential for karthus, I build this on 95% of my games also. [img=items/void-staff.png] If the more than 2 of the enemies have MR > 200, and they are significant threats, than this item can help. I build this in about 50% of my games. [img=items/will-of-the-ancients.png] I build this item on all my games. This helps you stay alive durring fights. After your tank initiates, and the initial burst is used, this is when you go in. Your spellvamp will keep you alive, and you can completely own your enemys. Use your W on the enemy AD carries, resulting in your divers (like you, Irelia, Akali, etc) to be able to kill them without them running away. [img=items/zhonyas-hourglass.png] A decent item. I rarely build this, but I do occasionaly. I build this in situations when: I need Armor due to some enemy AD doing heavy damage. There is going to be situations when I have to initiate. (should never happen). [img=items/abyssal-scepter.png] is good if the enemies have nukes and MR. [img=items/archangels-staff.png] I build ONE of these on most games. This item gives a crapton of AP when combined with Rod of Ages's Bonus Mana and fully stacked up. [img=items/mejais-soulstealer.png] Because it is so easy to get stacks with karth, I build this item if I am really facerolling occasionally. Very risky item, can draw even more focus to you. I do not recommend this item, but it is occasionally useful. [img=items/rylais-crystal-scepter.png] This item is good, but DO NOT GET IT EARLY. You spend TONS of money on a slow that is not useful to be honest until team-fights. This is not my favorite item, you have Wall of Pain that gives an 80% slow. This item gives HP also, so it can be an alternative to Rod of Ages. If I don't get Rod of Ages, I get this item for the HP. I do not build an Archangel staff without rod of Ages however, as the 3% of Mana bonus to AP is minimal without that Mana bonus. Those are going to be your best items. Occasionally, you just need to get some heavy DEFENSE. Here are good pure defensive items for karthus. [img=items/thornmail.png] This item is good against heavy AD. This will help you survive longer in a variety of ways. The first is that the enemys will not want to attack you, instead causing them to focus a less tanky, less painful target. This item will usually prevent most AD carrys from focusing you, instead they will focus your tanks or tanky DPS. Interestingly enough, this item sucks on tanks. People get it because it causes them to take less damage. Some people say that thornmail is a noob item. It is a noob item for tanks, because it prevents people from focusing you. But as karthus, you want people NOT to focus you, so if you get this item, this means that the enemy AD carry will either not be able to kill you, or weaken themselves the process. [img=items/quicksilver-sash.png] This, combined with flash is your get out of there. Or keep doing damage. Or chase. This item is great, especially against people with stuns/sciences that can keep you out of action for a while. Great against Veigar, as you can get rid of the stun. That is about it for the items.

Magic Pen reds Armor/Flat Mana regen seals MR/level Glyphs AP quints, Movements speed quints, Goldper5 quints can also be good on a generic runepage. I use flat armor seals as I find that it can save me from jungle ganks. If you have trouble with mana management, go for Mana regen (flat) Generally your cheapest good rune page will be Magic pen reds, flat armor, and flat/scaling MR glyphs. Scaling MR passes Flat MR at level 11, so it will help to have those flat MR. Other quint options. Flat MR quints can also be nice at mid, that extra 15 MR can save your life. Goldper10 quints are also decent. Flat HP quints are also great. Many other rune pages can work. I have found the most success with the options above, however. The only thing that is an absolute necessity are magic pen reds. [imgext=]

First of all, there are VERY few match ups that karthus can outright win. Given that your Q is cake to dodge, especially once the enemy has boots. Your best bet is to Q right where the enemy will be standing to go in for a last hit. This why you can deny them the last hit, OR they take a 250 damage Q. If you have spare mana, use a wall on them and hit them with 3-4 Q's if it is safe while they are slowed. Keep in mind that E uses massive amounts of mana, so only use it for 1 second if you must last hit a minion at really low hp and your Q is not going to be fast enough. I will divide champs into 3 sections. One for heavy burst, and one for heavy harass, and one last section for champions that you absolutely do not want to lane against, due to one or both of the previous sections. Only champions that you might see at mid are listed. Heavy burst: For these champions, it is vital to get an early catalyst/negatron cloak, or many more dorians rings in order to boost up your hp pool. [img=champ/anivia.png][img=champ/annie.png][img=champ/brand.png][img=champ/chogath.png][img=champ/gragas.png][img=champ/kassadin.png][img=champ/leblanc.png][img=champ/lux.png][img=champ/malzahar.png][img=champ/orianna.png][img=champ/veigar.png] And some Medium burst champs. [img=champ/xerath.png][img=champ/katarina.png][img=champ/jarvaniv.png](has some burst at 6) [img=champ/ashe.png](can dish out some pain at level 6 with ult + volley + autoattacks). [img=champ/galio.png][img=champ/akali.png] Lots of harass: For these champions, it is prudent to get a hextech revolver early on so you can heal back up the harass. [img=champ/akali.png][img=champ/anivia.png][img=champ/annie.png][img=champ/ashe.png][img=champ/corki.png][img=champ/caitlyn.png][img=champ/cassiopeia.png][img=champ/chogath.png][img=champ/ezreal.png][img=champ/galio.png][img=champ/garen.png][img=champ/gragas.png][img=champ/karthus.png][img=champ/kassadin.png][img=champ/katarina.png][img=champ/kennen.png][img=champ/kogmaw.png][img=champ/leblanc.png][img=champ/lux.png][img=champ/orianna.png][img=champ/nidalee.png][img=champ/rumble.png][img=champ/ryze.png][img=champ/xerath.png][img=champ/zilean.png] That is a lot of champions. Make sure to learn how to dodge harass, dish out harass, WHILE GETTING CREEP KILLS. Champions that you never want to be in a lane against: [img=champ/kassadin.png] [img=champ/chogath.png] [img=champ/leblanc.png] All 3 of these champions are awful for you to be against. Get a catalyst, hex-tech, and negatron cloak ASAP in order to be able to farm. At all. First of all, cho'gath can heal for more than your Q dishes out, assuming that you can even hit your Q. His W will take massive chunks of your hp out, and you won't be able to retaliate. He can also take you out at 6, so don't get hit by his Q. Kassadin is also awful. Your Q gives him free charges on his E, so he will be able to be able to use his powerful E to constantly harass you, forcing you out of lane in a matter of minutes. And again after you come back. And again. And kill you at 6. Against this champion, they can use their Q so you can't retaliate. Never lane against, get a switch. Difficult to gank, a spammable flash wtf. Leblanc can just burst you at 6. And again and again. And if they don't get you at 6, they will get you in 30 seconds when their ult is back up again. Also difficult to gank, they have a double blink, or triple blink if they ult the blink. As karthus, just FARM, FARM, and MORE FARM. You will not be able to get many kills in lane outright, (if your enemys are any good), so just use your ult, teleport into sidelanes to gank and/or cover. Just farm as much as you can until mid game, and still avoid those pesky burst champions.

Farm. Farm. Farm. Seriously. Practice with your Q. Remember that your Q does double damage when only hitting one target. Try to harass the enemy when they go in to last hit. You can last hit with autoattacks also, but be careful. This image is an example of how you can use your Q to last hit. Use it where it does not hit multiple minions to avoid pushing your lane [imgext=] With teleport-revive Karthus, you have no escapes. Aside from wall. Seriously, play defensively in lane. Do not try to go for a kill unless you can do it without presenting yourself as an easy jungle gank target. Not having flash is already a GANK ME FREE KILL tag. So be exceptionally careful. Due to your lack of mobility, you will also be easier to tower dive then many other characters, so don't stay at your tower at low hp, unless you are sure you can save it. You can adjust your build depending on the enemy you are laning against. This may mean getting a Negatron cloak at first back if you are against a burst champ, or against a more steady harass champ (such as Vlad) you may want to get a Hextech Revolver.

At this point in the game, (6-11ish), seize the opportunity to do dragon whenever possible. You can solo it with blue and a Hextech, but make sure the enemies do not have it warded! After bot lane goes back(enemies), your team can take dragon. Keep it warded. Also, avoid any fights with enemies 1v1. They will have a useful combat ult most likely, while you have an ult that is not useful when it comes to jungle fights. Always avoid wandering the jungle alone, unless you know where all the enemies are. If your jungler is nice, you can get the second/third blue buff. If you can do this, you can delay buying a tear until your second back. Do not get a tear any later than second back, best to get it charged very fast. Farm, Farm, and FARM. Also, once you get to around level 12ish is where Karthus is the most powerful compared to other champions. If you are fed, in general, your build should adapt to your enemies.

If there is to much action at mid, and you can't farm, go farm a sidelane (ward it first) This way you can be well on your way to 250 CS or so by 30 minutes, and teleport in to fights. Keep farming, helping other lanes, fight with your team when necessary. Take blue buff if possible.

Once major teamfights start, you want your revive/flash and teleport to be up. First, make sure you have a ward in a discreet spot, such as a bush near baron, near where a teamfight will take place. Then, when your tank initiates and most burst has been used, Wall the most important target, turn on E, and RUN INTO THEM ALL WITH E AND Q. QQQQQ. Hopefully, you should take down the enemy carry, or force them out of the fight. Then, start working on whoever is annoying your ranged carry. Use flash to improve positioning. Use exhaust(if you took it) on a high priority target. Instead of walling the enemy carry, it might be useful to wall the enemy tanky DPS, lowering their MR, so you can easily disbatch them. Then, once you are on the third second of your passive, use your ult. Other good places to use your ult are while your tank is initiating from a safe spot where no one can interrupt. The enemy's should never have vision of you ulting while you are alive. As soon as your passive ends, use REVIVE, and TELEPORT immediatly after to where your ward is. Also, minions, turrets, and pets can also be used. I have used a malzahar voidling, an Annie tibbers. Then, repeat. Go in, WEQQQQQ. Your spellvamp and tankyness will make it so you can take several opponents on at once, if you are farmed. Also, if possible fight near minions. Your E will kill them and spellvamp you a free 1k hp durring the fight. THIS IS WHY WE GET SO MANY HYBRID ITEMS. If you can last in the middle of a teamfight with a massive focus (as you do tons of damage), this diverts focus from your team. If the enemy team have to focus down a 3k hp karthus with 100 Armor and 70 MR, who regen's 300+ a secoud from spellvamp, this gives your AD carry time to lay down some hurt on the enemys. If you have other AP champs, use the wall on people who they will be bursting to make their burst more effective. Walling the enemy AD carry can also make it hard for them to position.

1: If you are obviously stronger than the enemies (3v5, or enemys are at half hp, etc) 2: To contest a major objective (Dragon, Baron) 3: When the enemies are not grouped. Sieze the opportunity to pick off someone. Be exceptionally careful that you do not try to pick of someone very tanky, the enemies are no where near. 4. If the enemies are not together, make sure you know where they are. Use clairvoyance, and ward around baron beforehand. If you know the ranged AD carry is running up from bot lane, it might be a good idea to send someone to murder them. Then, once Akali has taken out the ranged AD, they can come back up and clean up the mess from the teamfight.

1. Stay back initially.. At the start, you want to stay near your ranged AD carry to protect them, and so your tank can protect you. Your tank will initiate, the enemies will start bursting as will your casters. Here is when you might want to use Wall of Pain to help your AD carry survive from tankyDPS type champs that might jump them. (IE jarvin, irelia, akali). Poke with Q. If your AD carry does not need help, than save wall. If you are against an akali, make sure to have a purple ward to use on her shroud. Ok, once the initial burst has been used and your carry can safely DPS, now you go in all out. 2. Turn on E. Use flash to get into a good position if you have it. Now your goal is to just kill the enemy carry. Or any important enemy team. As a general rule, take down the person most likely to mess up your team. If the enemies Ashe is DPSing down your tank, Drop your wall on them, and kill them in 4 hits. 3. Keep your E in as many enemies as possible, DO NOT MISS Q. If your team has used any form of CC on someone, OR the enemies are using a channaling spell, try to kill them. IE if malz ults someone, Quickly DPS malz down. 4. Eventually, your spellvamp will not keep you alive. Now, keep your E on, use W to help your team clean up/escape, and try to hit your Q. Ult when you have 3 secounds left. 5. If you have revive, use it. If you have teleport, use it. Clean up the mess, or help baron or push towers.

DO not use it when there is an enemy who can interrupt it. Do not use it when you are in danger of dying. Don't use it when your under an enemy turret turret with two caster minions left. Just don't. Also, don't panic and use it when your nearly dead. (Especially common with Tryndamere players) Decide when it is best to use it of your 7 seconds. Use it before 4 seconds for it to work.

The wall can be used in a variety of ways: 1. prevent people from chasing you or your team. 2. Place in and such a way that they either have to run threw it, or go around it. 3. Drop directly on top of someone, if you just want to slow them. Keep in mind that some people have dashes that they might use so you miss a wall. 4. Protection from jungle ganks 5. Provide vision.

Don't use it much from 1-5, other than to get free mana. It drains your mana at a ridiculous pace. It starts being useable around level 7, when you may have gone back and got a tear of the goddess and blue buff from your jungler. Turn it on during your passive, all the time. Use it in all teamfights.

Ok, Q does great damage. When it hits one target. When you try to harass, make sure the Q will not hit any enemy minions to push the lane. You can use this to last hit easily, it does 90 damage at level 1. This becomes powerful at about level 3ish. Your best bet for landing this thing is either slow the enemy with wall, or use it when they are in the attack animation, or casting a spell. For example, the enemy annie autoattacks a creep to last hit. Use a Q slightly to the side, so it only hits one target. If this is timed properly, you can hit the target for the full damage of your Q. The other good thing about being versus karthus is that people ofter will take boots and 3. This will save you from level 6 bursts, an annie without that extra 10 AP hits MUCH less hard than someone with a Dorians ring. If they don't, you need to punish them hard in lane. Your Q hits like a truck, so land some Q's. At level 4, drop a wall, and land 2-3 Q's on them if you have high mana. With all this harass, even the most sustained champions can be dropped to low hp.

Ok! While most people complain about this jungle patch, I kindof like it (for jungle karthus). The three problems with jungle karthus were 1. To easy to counter-jungle 2. To easy to possibly be killed by a jungle invasion. 3. Having to used DEF masterys instead of utility. BUT this new patch 1. Made counterjungling less rewarding! Takes more time, less reward. Less likely people with screw with you in jungle 2. Made karthus's jungle safer! 3. You can use 22 attack point masterys, and still clear the jungle with a safe amount of hp! 4. This patch screwed up single target junglers (like fiddlesticks), and buffed multi-target junglers (like phoenix Udyr, Rammus.) You can clear your jungle at approximitly 3:40 with this route. Start cloth armor and 5 hp pots. Also doable regrowth pendent + 1 hp pot, but I find this riskier. (use it to make a philo stone sometime) Start at blue. Toss down single target Q's, autoattack big golum. You can bring it down in about 4 Q's, after taking 2 hits, with smite. Kill little ones with 1 Q's on each, then one in the middle, + the autoattacks in that time period. Then go to wolves. Autoattack big wolf, and Q the middle of them (so it hits all 3). Level 2 get 1 point in E Wraiths hit the big one with autoattacks and 2 single target Q's, then smash the other 3 with 2 Q's as well. Lizard kill in the same manner as golum. Just kill it without smite, as it won't be up. Get another point in Q at level 3 Big golum, smite the little 1 + 1 Q, then DPS the big one down as it walks to you with single target Q's. Go back, buy amplifying tome + hp pots. Kill wraiths, put 1 point in wall, and gank enemy bot/mid (or even top!) lane. Keep in mind that ganking mid is the greatest risk to you of getting bursted. Know the mid champions well, so you know when you can or cannot take someone down. Check the champions that have heavy burst, and use caution while ganking them. Sometimes, players can turn around while you are chasing them, blow the crap out of you, and make it back to their tower. Top has usually little risk of getting bursted, but will have higher sustained damage usually than mid. Also, top solo's tend to be tanky, so usually the best ganks will have a champion on your team with a slow/stun, although you can pull it off with your wall.

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