Karthus Build Guide

Their pain... is my pleasure!

Uploader Emanp0p
Updated 4 years ago
5,194
82%
Runes
  • 9
    Greater Mark of Magic Penetration (+0.87 magic penetration)
  • 9
    Greater Seal of Scaling Ability Power (+0.1 ability power per level (+1.8 at champion level 18))
  • 9
    Greater Glyph of Scaling Ability Power (+0.17 ability power per level (+3.06 at champion level 18))
  • 3
    Greater Quintessence of Ability Power (+4.95 ability power)
Skill Order
Q W E R
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

Karthus is one of the top 5 late game AP's on LoL. His ult/AoE and wall are amazing damage/utility tools that can change the course of a team fight. Although his early game is weak, a good Karthus can focus on farming without receiving too much punishment from the opposing AP. This is due to the long cast range on his 'Q' which is his primary farming tool. Hi name is Emanpop, I have been playing LoL for about 15 months now. I was ~1200 ELO by the end of season 1, however I have reached 2000 ELO in season 2. I main AP mid in ranked, Karthus being one of my most played champions. [imgext=http://i49.tinypic.com/23kvqmf.png] Pro's: - Amazing late game - Amazing farm potential - All 4 of his abilities scale well as the game progresses - One of the best passives in the game - Global Ult - Clears Baron/Dragon fast Con's: - Weak early game - Has a few hard counters - Hard to co-ordinate with your team in solo queue at times. - Reliant on good farm to do well late game, at least more than other AP's in my opinion.

The runes I highlighted can be changed around. Here are a couple of changes that can replace the standard runes I mentioned above: - Mana Regen Seals: If against a lane such as Morgana/TF/Morde or any mid that can push well early, I suggest running mana regen. This is because until you get your catalyst/blue you will be pushed to your tower, allowing your lane to roam while you have no mana to really do anything to stop it. - Heal per Level Seals: Gives you an extra 100 HP late game. Adds to your tankyness/prolongs your AoE damage late game. - MR Glyphs: If against Kassadin/LB/Ahri it mitigates some of the damage they can dish out on you. - MS Quints: Movement speed is strong all around, helps you dodge skill shots which could be the difference between living and dying early on.

[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] In my opinion one of the best passives in the game. This allows you to proc your ult every fight, guaranteed as well as do damage even after you die. [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] Primary farm tool. This is what makes Karthus have such crazy farm. It's not uncommon to reach 220 CS at 20 minutes if you don't get harassed a ton/die. After level 7 you can use 3 q's on a mage trio of creeps to finish them all off. [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 5 seconds. Cooldown 22 seconds Cost 100 mana Range 1000 [/number] [title]Explanation:[/title] Great initiate at times, as well as a great zoning tool in team fights. An 80% slow for 5 seconds is really strong. This is basically an AoE nunu ice ball that grants vision in a huge area and lasts 2 seconds longer as well as grants % MR shred. [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] Great AoE damage, as well as giving you mana back in lane when you kill a unit. This is why mana regen seals are not required at all times. [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] Still one of the best ults in the game. End game, you can die/wall them and do pretty much 900 true damage with void staff/sorcs. OP.

R->Q->E->W Get R at 6-11-16. Q for your primary farming tool, E for the AoE mid game, W for utility when your other skills are maxed.

Starting [imgsmall=items/boots-of-speed.png][imgsmall=items/health-potion3.png] Gives you enough sustain/mobility to survive in lane until you can back to buy a catalyst or at least health/mana crystals on first buy. Getting a [imgsmall=items/catalyst-the-protector.png] adds on to your sustain and gives you enough mana to be able to push back your lane against certain mids that can push/roam. Building the [img=items/catalyst-the-protector.png] into a [imgsmall=items/rod-of-ages.png] gives you extra AP/sustain/HP into late game. The rest of the build is standard to most AP mids. [img=items/rabadons-deathcap.png], [img=items/void-staff.png], [img=items/zhonyas-hourglass.png] are all must have items on Karthus. You can finish the build off with [img=items/will-of-the-ancients.png] or [imgsmall=items/abyssal-scepter.png] depending on the composition of the opposing team.

All you need to do is farm. Try to land single target q's for double damage on all minions. You should be last hitting 90% of minions this way unless you get harassed.

Keep farming. Ult when needed. Map awareness is crucial here. Always look where your jungler is and glance down to see if you need to ult when a gank is being made. Try to avoid team fights at this stage as you will probably be weaker than the opposing mid.

Only force team fights when you've maxed your 'E'. Place down your wall for initiates/zoning the other team. If you are pushing, wall down just behind their turret to slow them/lower their MR. Landing your wall on 4-5 people to start a fight is huge seeing as they'll be standing still for 5 seconds unable to really move due to the huge slow.

Try to get in the middle of the other team. Exhaust one of their carries. Place wall down to slow them. Land as many q's as you can. If flashing into their team try to wall then zhonyas right away. Only ult after you've died/when you're safe from any cc/dying. There isn't anything worse than starting your ult and then getting cc'd.

This is my first guide so pm me with comments/things that you would like to see changed.

Comments coming soon!
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