This build guide for Karthus is for mid lane and is by Scarra, a platinum rated player on League of Legends. Has the best late game of any other AP Champion. The question is, can you make it till then?
+0.065 mana regen / 5 sec. per level (+1.17 at champion level 18)
Greater Seal of Scaling Mana Regenerationx9
Greater Glyph of Scaling Mana Regeneration
+0.055 mana regen / 5 sec. per level (+0.99 at champion level 18)
Greater Glyph of Scaling Mana Regenerationx9
For advanced Karthus players:
Greater Quintessence of Ability Power
+4.95 ability power
Greater Quintessence of Ability Powerx3
Greater Mark of Magic Penetration
+0.87 magic penetration
Greater Mark of Magic Penetrationx9
Greater Seal of Scaling Ability Power
+0.1 ability power per level (+1.8 at champion level 18)
Greater Seal of Scaling Ability Powerx9
Greater Glyph of Scaling Ability Power
+0.17 ability power per level (+3.06 at champion level 18)
Greater Glyph of Scaling Ability Powerx9
For lanes you'll likely lose:
Greater Quintessence of Ability Power
+4.95 ability power
Greater Quintessence of Ability Powerx3
Greater Mark of Magic Penetration
+0.87 magic penetration
Greater Mark of Magic Penetrationx9
Greater Seal of Scaling Health
+1.08 health per level (+19.44 at champion level 18)
Greater Seal of Scaling Healthx9
Greater Glyph of Magic Resist
+1.34 magic resist
Greater Glyph of Magic Resistx9
Masteries
Points Available:30 / 30
Summoner Spells
Exhaust
Exhausts target enemy champion, reducing their movement speed and damage dealt by 30% for 2.5 seconds and reducing their attack speed by 50% for the duration.
Exhaust
Flash
Teleports your Champion to target nearby location under your mouse cursor.
Flash
Skill Order
Lay Waste
Lay Waste
Creates a delayed blast at Karthus' cursor position. After 0.5 seconds, deals 40/60/80/100/120 (+0.3*AP) magic damage to each nearby enemy, this deals double damage if it hits only a single unit.
Cost
20/26/32/38/44 Mana
Range
0
Cooldown
1/1/1/1/1 Seconds
Lay Waste
Creates a delayed blast at Karthus' cursor position. After 0.5 seconds, deals 40 (+0.3*AP) magic damage to each nearby enemy, this deals double damage if it hits only a single unit.
Lay Waste
Creates a delayed blast at Karthus' cursor position. After 0.5 seconds, deals 60 (+0.3*AP) magic damage to each nearby enemy, this deals double damage if it hits only a single unit.
Lay Waste
Creates a delayed blast at Karthus' cursor position. After 0.5 seconds, deals 80 (+0.3*AP) magic damage to each nearby enemy, this deals double damage if it hits only a single unit.
Lay Waste
Creates a delayed blast at Karthus' cursor position. After 0.5 seconds, deals 100 (+0.3*AP) magic damage to each nearby enemy, this deals double damage if it hits only a single unit.
Lay Waste
Creates a delayed blast at Karthus' cursor position. After 0.5 seconds, deals 120 (+0.3*AP) magic damage to each nearby enemy, this deals double damage if it hits only a single unit.
Wall of Pain
Wall of Pain
Creates a wall at target location that lasts for 5 seconds. Enemies that pass through the wall have their Magic Resist reduced by 15% and Movement Speed reduced by 40/50/60/70/80% for 5 seconds (their Movement Speed gradually recovers over the duration).
Cost
100 Mana
Range
0
Cooldown
18/18/18/18/18 Seconds
Wall of Pain
Creates a wall at target location that lasts for 5 seconds. Enemies that pass through the wall have their Magic Resist reduced by 15% and Movement Speed reduced by 40% for 5 seconds (their Movement Speed gradually recovers over the duration).
Wall of Pain
Creates a wall at target location that lasts for 5 seconds. Enemies that pass through the wall have their Magic Resist reduced by 15% and Movement Speed reduced by 50% for 5 seconds (their Movement Speed gradually recovers over the duration).
Wall of Pain
Creates a wall at target location that lasts for 5 seconds. Enemies that pass through the wall have their Magic Resist reduced by 15% and Movement Speed reduced by 60% for 5 seconds (their Movement Speed gradually recovers over the duration).
Wall of Pain
Creates a wall at target location that lasts for 5 seconds. Enemies that pass through the wall have their Magic Resist reduced by 15% and Movement Speed reduced by 70% for 5 seconds (their Movement Speed gradually recovers over the duration).
Wall of Pain
Creates a wall at target location that lasts for 5 seconds. Enemies that pass through the wall have their Magic Resist reduced by 15% and Movement Speed reduced by 80% for 5 seconds (their Movement Speed gradually recovers over the duration).
Defile
Defile
Toggle Off: When Karthus kills a unit, he restores 20/27/34/41/48 Mana.
Toggle On: Drains Mana to deal 30/50/70/90/110 (+0.25*AP) magic damage to nearby enemies each second.
Cost
30/42/54/66/78
Range
0
Cooldown
0.5/0.5/0.5/0.5/0.5 Seconds
Defile
Toggle Off: When Karthus kills a unit, he restores 20 Mana.
Toggle On: Drains {Cost} Mana to deal 30 (+0.25*AP) magic damage to nearby enemies each second.
Defile
Toggle Off: When Karthus kills a unit, he restores 27 Mana.
Toggle On: Drains {Cost} Mana to deal 50 (+0.25*AP) magic damage to nearby enemies each second.
Defile
Toggle Off: When Karthus kills a unit, he restores 34 Mana.
Toggle On: Drains {Cost} Mana to deal 70 (+0.25*AP) magic damage to nearby enemies each second.
Defile
Toggle Off: When Karthus kills a unit, he restores 41 Mana.
Toggle On: Drains {Cost} Mana to deal 90 (+0.25*AP) magic damage to nearby enemies each second.
Defile
Toggle Off: When Karthus kills a unit, he restores 48 Mana.
Toggle On: Drains {Cost} Mana to deal 110 (+0.25*AP) magic damage to nearby enemies each second.
Requiem
Requiem
After channeling for 3 seconds, Karthus deals 250/400/550 (+0.6*AP) magic damage to all enemy champions (regardless of distance).
Cost
150/175/200 Mana
Range
0
Cooldown
200/180/160 Seconds
Requiem
After channeling for 3 seconds, Karthus deals 250 (+0.6*AP) magic damage to all enemy champions (regardless of distance).
Requiem
After channeling for 3 seconds, Karthus deals 400 (+0.6*AP) magic damage to all enemy champions (regardless of distance).
Requiem
After channeling for 3 seconds, Karthus deals 550 (+0.6*AP) magic damage to all enemy champions (regardless of distance).
Q
Lay Waste
Creates a delayed blast at Karthus' cursor position. After 0.5 seconds, deals 40 (+0.3*AP) magic damage to each nearby enemy, this deals double damage if it hits only a single unit.
E
Defile
Toggle Off: When Karthus kills a unit, he restores 20 Mana.
Toggle On: Drains {Cost} Mana to deal 30 (+0.25*AP) magic damage to nearby enemies each second.
Q
Lay Waste
Creates a delayed blast at Karthus' cursor position. After 0.5 seconds, deals 60 (+0.3*AP) magic damage to each nearby enemy, this deals double damage if it hits only a single unit.
W
Wall of Pain
Creates a wall at target location that lasts for 5 seconds. Enemies that pass through the wall have their Magic Resist reduced by 15% and Movement Speed reduced by 40% for 5 seconds (their Movement Speed gradually recovers over the duration).
Q
Lay Waste
Creates a delayed blast at Karthus' cursor position. After 0.5 seconds, deals 80 (+0.3*AP) magic damage to each nearby enemy, this deals double damage if it hits only a single unit.
R
Requiem
After channeling for 3 seconds, Karthus deals 250 (+0.6*AP) magic damage to all enemy champions (regardless of distance).
Q
Lay Waste
Creates a delayed blast at Karthus' cursor position. After 0.5 seconds, deals 100 (+0.3*AP) magic damage to each nearby enemy, this deals double damage if it hits only a single unit.
E
Defile
Toggle Off: When Karthus kills a unit, he restores 27 Mana.
Toggle On: Drains {Cost} Mana to deal 50 (+0.25*AP) magic damage to nearby enemies each second.
Q
Lay Waste
Creates a delayed blast at Karthus' cursor position. After 0.5 seconds, deals 120 (+0.3*AP) magic damage to each nearby enemy, this deals double damage if it hits only a single unit.
E
Defile
Toggle Off: When Karthus kills a unit, he restores 34 Mana.
Toggle On: Drains {Cost} Mana to deal 70 (+0.25*AP) magic damage to nearby enemies each second.
R
Requiem
After channeling for 3 seconds, Karthus deals 400 (+0.6*AP) magic damage to all enemy champions (regardless of distance).
E
Defile
Toggle Off: When Karthus kills a unit, he restores 41 Mana.
Toggle On: Drains {Cost} Mana to deal 90 (+0.25*AP) magic damage to nearby enemies each second.
W
Wall of Pain
Creates a wall at target location that lasts for 5 seconds. Enemies that pass through the wall have their Magic Resist reduced by 15% and Movement Speed reduced by 50% for 5 seconds (their Movement Speed gradually recovers over the duration).
E
Defile
Toggle Off: When Karthus kills a unit, he restores 48 Mana.
Toggle On: Drains {Cost} Mana to deal 110 (+0.25*AP) magic damage to nearby enemies each second.
W
Wall of Pain
Creates a wall at target location that lasts for 5 seconds. Enemies that pass through the wall have their Magic Resist reduced by 15% and Movement Speed reduced by 60% for 5 seconds (their Movement Speed gradually recovers over the duration).
R
Requiem
After channeling for 3 seconds, Karthus deals 550 (+0.6*AP) magic damage to all enemy champions (regardless of distance).
W
Wall of Pain
Creates a wall at target location that lasts for 5 seconds. Enemies that pass through the wall have their Magic Resist reduced by 15% and Movement Speed reduced by 70% for 5 seconds (their Movement Speed gradually recovers over the duration).
W
Wall of Pain
Creates a wall at target location that lasts for 5 seconds. Enemies that pass through the wall have their Magic Resist reduced by 15% and Movement Speed reduced by 80% for 5 seconds (their Movement Speed gradually recovers over the duration).
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
Items
Starting Items
Crystalline Flask
Health Potion
x3
Early game items
Catalyst the Protector
*MAKE SURE YOU GET YOUR ROA BEFORE 13 MINUTES!! (if your not getting it, you are not farming correctly)
Late game items
Sorcerer's Shoes
Rod of Ages
Rabadon's Deathcap
Void Staff
Zhonya's Hourglass
Deathfire Grasp
Enchantment: Furor
Situational Items:
For farming in lane, feel free to get cyrstline flask if the lane is slow and you just want to farm and your getting harassed and need sustain.
DFG is decent as a 6th item on karthus for flash/exhaust and bursting a carry - which is typically your role that late in the game. Arch angels is not a good item if you can make it through the game without going low on mana (you should almost never use your defile to farm)
Crystalline Flask
Pro Commentary
Pros and Cons
Pros
Farms very well with massive area of effect clearing abilities.
Has the highest sustained caster DPS's in the game.
Can execute low targets globally on the map with his ultimate.
Great are killing PvE objectives like Baron and Dragon.
His wall is a powerful counter initiation to incoming enemy champions.
Cons
Ganked easily in lane as he has no escapes.
Very farm reliant.
Very squishy and often has to get in the middle of team fights to deal his damage successfully.
This is ridiculous... I've been on 3 different websites on builds for Karthas but you guys overlook certain things. Heres my 2 builds: one for damage other for damage and health sustain. Seraph's Embrace, Liandry's Torment, Rylais Crystal Scepter, Void Staff, Rabadan's Deathcap, Zhonya's Hourglass. ...OR... Seraph's Embrace, Void Staff, Rabadan's Deathcap, Zhonya's Hourglass, Deathfire Grasp, Will of the Ancients. ( High spell damage, high healing per spell... Especially for R and spamming Q so health is made up for)
Guides are just that. Guides. They are not the end all and it would be impossible to give you a build for every situation and teamcomp you could possibly ever want to use a champion in or every teamcomp you would ever want to devise.
Could you use Seraph's on Karthus? Absolutely. But it's a build that is riskier than a RoA build and has a longer build up time. You also suggest a build that is quite possibly one of the most expensive builds and takes an extremely long time before you get any level of power (Liandry + Rylai + Seraph). So you're making very little impact early to mid game because you're just sitting there trying to farm and charge up your tear. There's a reason it's not in the guide because your suggestion is stupid and doesn't understand the purpose of Karthus. Sure, if you want to afk farm and somehow convinced the opposing team to not do anything also for the first 30 minutes, knock yourself out.
BTW i wouldn't suggest going RoA AND Seraphs embrace. Karthus isn't Ryze...he doesn't need 3400 mana. You do get +96 ability power from stacking RoA with Seraphs (154 AP for 1 item) and an 850 hp (max) shield, but the permanent 35% slow and 138 AP (60+78) is more useful. I guess if you're intent on *diving*, then RoA, Seraphs+Dcap/Void will do a lot of damage. But again--the longer you survive in fights WITHOUT dying, the more damage you will do.
I honeslty think that, ever since the spell pen changes made %pen come before flat pen (very important change) and the new items, that RoA is simply not as useful overall nor as cost effective for the utility it gives. Haunting Guise is very strong on almost all AP carries now, and helps Karthus hit like a truck, even more so if you use spellpen blue runes as well as reds, and instead of RoA, you should rush tear, then Rylais, and then depending on team comp, either complete the AA staff into Seraph's embrace (650'ish HP shield if you have full mana) or rush Zhonyas (only if you REALLY need the armor, as completing the AA staff is 2000 vs Zhonyas from scratch is 3300 (?). You'll usually want to complete the zhonyas first if you started armbands e.g. Karthus Top or mid vs Bruisers, or if you're in danger of being instagibbed and the serpahs not being strong enough.
I know Scarra feels Rylais is somewhat questionable, but there are some very important things to consider here.
1) You can't always rely on your wall being available as a CC as it has a 17 sec CD without CDR.
2) enemies and gap closers can jump over it, then you're forced to engage.
Instead of RoA Dcap Void Zhonyas, a Diamond 1 player (Russl) prefers a core build usually consisting of this:
Rylais, Seraphs Embrace, Zhonyas (unless going tele revive zombie karthus, since Zhonyas is less useful if you don't have flash, then deathcap/hextech is an option), Liandry's Torment (a natural Rylais pair), Void staff, Sorc/Homeguards. This is even more attractive since Zhonyas now gives 120 AP and Serpahs Embrace gives around 136 AP AND a shield, thus giving you TWO shields. Deathcap gives you 120 AP+30% but 30% doesn't scale well early game, so putting all that money into an early deathcap when you can have a far more useful Zhonyas Seraphs makes a lot more sense.
This build basically allows Karthus to simply destroy what are usually some brutal matchups, and allows him to control where engagements take place and a permanent, spammable 35% slow can kite an entire team. Champions like Singed, Voli and many other tanks/bruisers basically get countered, and many matchups become much easier for both you and your team to handle.
Also, a void staff will hit -harder- than a deathcap if they have 80 MR (spell penetration and the AP), and if you use spellpen reds and blues, you will do true damage to anyone with 80 MR or lower. Do not underestimate how important spell pen is! Void+flat spellpen (besides sorcs) didn't really work well in Season 2, but now with % coming BEFORE flat, its a strong combination.
Remember, the longer you survive in fights or pokes, the more damage you do, so having 600 AP and the ability to protect your AD carry and yourself a lot easier, is more important than having 750 AP and having to rely only on your wall.
Just remember not to rush Torment. Rush Guise then get your other high damage items and grab the Torment when they actually start stacking HP.
Try it....I've gotten some completely absurd scores with the Rylais/Seraphs combo, and even a nice recent Penta :)
RoA is still useful in some matchups where you feel you REALLY need the sustain and the hp all at once, and yes, you do get damage sooner, but you can always grab a chalice/grail if you really need the MR (maybe substituting guise, etc). I'm not saying it's a bad item...it isn't "bad"...but isnt having a PERMANENT 35% slow Q kiting skittles of death far more useful?
Roa is far superior then any item to start with.It actually the best.Sure you may get more utility from rylais but you will die to ganks more easily,you will be severly weak on your mana pool, and plus rylais doesnt help your farming and sustain.If you can get your rod before 13 minutes it better than most items that you can start with.Farming faster and longer and not dying>35 percent slow.
I'm fairly certain that every pro player starts Tear on Karthus now (Tear -> Catalyst -> RoA) and then expands from there depending on playstyle.
The Koreans go Zhonya's or Abyssal after Tear/RoA since they are a much more aggro with TP Karthus (think RapidStar) while the NA/EUs tend to go more global passive/press R Rabadon's into Zhonya's (think Scarra/NyJacky/Froggen).
Is it a good idea building hem more HP, with like Rylai's Crystal Scepter for example. With Liandry's Torment and with his E will deal a lot of damage. Is it possible build or it has some issues that I missed?
thx for fixing, i realy love this guide, ive had a hard time picking who to main in ranked soloQ but after this guide i realy fell in love with the lichking of LoL.
Before i used to have way to many champs focusing way to hard on counterpicking, now i just go Karthus vs most and instead of counterpicking i counter with runes masteries and items, this way you get way better faster focusing on less champions.
I get rod of ages for a reason.....because with it comes a lot of extra mana which is good to push lanes when they are full of creeps.....when the towers are down and the creeps are almost to your base Karthus is the BEST at clearing those minions fast...he can go full speed thru a pack of minions and kill them all without stopping late game...but not if he runs out of mana. The other reason is late game I like to tower dive and hit Zhonyas hourglass and force the enemy to run and give up thier tower or die...because when I die I ulti and get triple or quadra kills...It may seem reckless but sometimes my sacrifice means winning the game because a late game triple usually means the game is over.....
If I understand you correctly, you were talking about not running out of mana during late game when huge waves are pushing in and you are trying to clear them. Rod of Ages is great early game for its mana, but in that late game that your talking about, mana regeneration plays much more of a role, as the 600 mana from RoA isn't a whole lot once you have some levels under your belt. Karthus also has a very low mana cost on his Q and has the mana restoration from his E, which makes him pretty good at maintaining mana levels with or without RoA.
I have no clue what your trying to say for your second reason? I don't see how RoA would help you with a kamikaze tower-diving tactic. Unless your talking about the extra 600 health RoA would be giving you, which would last you all of a second or two. Simply put, I do not see RoA as needed item on Karthus, just a compatible one.
To post a comment, please login or register a new account.
-
View User Profile
-
Send Message
Posted 4/16/2013 9:04:37 PMI think this is outdated.
-
View User Profile
-
Send Message
Posted 4/10/2013 1:10:09 PMThis is ridiculous... I've been on 3 different websites on builds for Karthas but you guys overlook certain things. Heres my 2 builds: one for damage other for damage and health sustain. Seraph's Embrace, Liandry's Torment, Rylais Crystal Scepter, Void Staff, Rabadan's Deathcap, Zhonya's Hourglass. ...OR... Seraph's Embrace, Void Staff, Rabadan's Deathcap, Zhonya's Hourglass, Deathfire Grasp, Will of the Ancients. ( High spell damage, high healing per spell... Especially for R and spamming Q so health is made up for)
This turns Requiem into a nice sized heal
-
View User Profile
-
Send Message
Posted 4/11/2013 12:18:03 AMGuides are just that. Guides. They are not the end all and it would be impossible to give you a build for every situation and teamcomp you could possibly ever want to use a champion in or every teamcomp you would ever want to devise.
Could you use Seraph's on Karthus? Absolutely. But it's a build that is riskier than a RoA build and has a longer build up time. You also suggest a build that is quite possibly one of the most expensive builds and takes an extremely long time before you get any level of power (Liandry + Rylai + Seraph). So you're making very little impact early to mid game because you're just sitting there trying to farm and charge up your tear. There's a reason it's not in the guide because your suggestion is stupid and doesn't understand the purpose of Karthus. Sure, if you want to afk farm and somehow convinced the opposing team to not do anything also for the first 30 minutes, knock yourself out.
-
View User Profile
-
Send Message
Posted 3/18/2013 11:12:46 AMBTW i wouldn't suggest going RoA AND Seraphs embrace. Karthus isn't Ryze...he doesn't need 3400 mana. You do get +96 ability power from stacking RoA with Seraphs (154 AP for 1 item) and an 850 hp (max) shield, but the permanent 35% slow and 138 AP (60+78) is more useful. I guess if you're intent on *diving*, then RoA, Seraphs+Dcap/Void will do a lot of damage. But again--the longer you survive in fights WITHOUT dying, the more damage you will do.
-
View User Profile
-
Send Message
Posted 3/18/2013 10:46:28 AMI honeslty think that, ever since the spell pen changes made %pen come before flat pen (very important change) and the new items, that RoA is simply not as useful overall nor as cost effective for the utility it gives. Haunting Guise is very strong on almost all AP carries now, and helps Karthus hit like a truck, even more so if you use spellpen blue runes as well as reds, and instead of RoA, you should rush tear, then Rylais, and then depending on team comp, either complete the AA staff into Seraph's embrace (650'ish HP shield if you have full mana) or rush Zhonyas (only if you REALLY need the armor, as completing the AA staff is 2000 vs Zhonyas from scratch is 3300 (?). You'll usually want to complete the zhonyas first if you started armbands e.g. Karthus Top or mid vs Bruisers, or if you're in danger of being instagibbed and the serpahs not being strong enough.
I know Scarra feels Rylais is somewhat questionable, but there are some very important things to consider here.
1) You can't always rely on your wall being available as a CC as it has a 17 sec CD without CDR.
2) enemies and gap closers can jump over it, then you're forced to engage.
Instead of RoA Dcap Void Zhonyas, a Diamond 1 player (Russl) prefers a core build usually consisting of this:
Rylais, Seraphs Embrace, Zhonyas (unless going tele revive zombie karthus, since Zhonyas is less useful if you don't have flash, then deathcap/hextech is an option), Liandry's Torment (a natural Rylais pair), Void staff, Sorc/Homeguards. This is even more attractive since Zhonyas now gives 120 AP and Serpahs Embrace gives around 136 AP AND a shield, thus giving you TWO shields. Deathcap gives you 120 AP+30% but 30% doesn't scale well early game, so putting all that money into an early deathcap when you can have a far more useful Zhonyas Seraphs makes a lot more sense.
This build basically allows Karthus to simply destroy what are usually some brutal matchups, and allows him to control where engagements take place and a permanent, spammable 35% slow can kite an entire team. Champions like Singed, Voli and many other tanks/bruisers basically get countered, and many matchups become much easier for both you and your team to handle.
Also, a void staff will hit -harder- than a deathcap if they have 80 MR (spell penetration and the AP), and if you use spellpen reds and blues, you will do true damage to anyone with 80 MR or lower. Do not underestimate how important spell pen is! Void+flat spellpen (besides sorcs) didn't really work well in Season 2, but now with % coming BEFORE flat, its a strong combination.
Remember, the longer you survive in fights or pokes, the more damage you do, so having 600 AP and the ability to protect your AD carry and yourself a lot easier, is more important than having 750 AP and having to rely only on your wall.
Just remember not to rush Torment. Rush Guise then get your other high damage items and grab the Torment when they actually start stacking HP.
Try it....I've gotten some completely absurd scores with the Rylais/Seraphs combo, and even a nice recent Penta :)
RoA is still useful in some matchups where you feel you REALLY need the sustain and the hp all at once, and yes, you do get damage sooner, but you can always grab a chalice/grail if you really need the MR (maybe substituting guise, etc). I'm not saying it's a bad item...it isn't "bad"...but isnt having a PERMANENT 35% slow Q kiting skittles of death far more useful?
-
View User Profile
-
Send Message
Posted 5/14/2013 2:52:26 PMRoa is far superior then any item to start with.It actually the best.Sure you may get more utility from rylais but you will die to ganks more easily,you will be severly weak on your mana pool, and plus rylais doesnt help your farming and sustain.If you can get your rod before 13 minutes it better than most items that you can start with.Farming faster and longer and not dying>35 percent slow.
-
View User Profile
-
Send Message
Posted 5/15/2013 2:06:40 AMI'm fairly certain that every pro player starts Tear on Karthus now (Tear -> Catalyst -> RoA) and then expands from there depending on playstyle.
The Koreans go Zhonya's or Abyssal after Tear/RoA since they are a much more aggro with TP Karthus (think RapidStar) while the NA/EUs tend to go more global passive/press R Rabadon's into Zhonya's (think Scarra/NyJacky/Froggen).
-
View User Profile
-
Send Message
Posted 2/17/2013 9:25:09 PMIs it a good idea building hem more HP, with like Rylai's Crystal Scepter for example. With Liandry's Torment and with his E will deal a lot of damage. Is it possible build or it has some issues that I missed?
-
View User Profile
-
Send Message
Posted 12/14/2012 1:21:12 AMDelete Notes: SPAM
-
View User Profile
-
Send Message
Posted 12/14/2012 12:48:19 AMDelete Notes: SPAM
-
View User Profile
-
Send Message
Posted 12/13/2012 1:37:07 AMthx for fixing, i realy love this guide, ive had a hard time picking who to main in ranked soloQ but after this guide i realy fell in love with the lichking of LoL.
Before i used to have way to many champs focusing way to hard on counterpicking, now i just go Karthus vs most and instead of counterpicking i counter with runes masteries and items, this way you get way better faster focusing on less champions.
THX! for the inspiration
-
View User Profile
-
Send Message
Posted 12/12/2012 9:41:29 AMIn the quick guide it says Magic pen marks. but in the masteries and rune section you say magic pen marks is wrong ? so what is it ?
-
View User Profile
-
Send Message
Posted 12/12/2012 1:39:12 PMFIXED! Magic pen
Team Curse Team Captain. Follow us at www.facebook.com/teamcurse
-
View User Profile
-
Send Message
Posted 10/30/2012 12:25:48 AMI get rod of ages for a reason.....because with it comes a lot of extra mana which is good to push lanes when they are full of creeps.....when the towers are down and the creeps are almost to your base Karthus is the BEST at clearing those minions fast...he can go full speed thru a pack of minions and kill them all without stopping late game...but not if he runs out of mana. The other reason is late game I like to tower dive and hit Zhonyas hourglass and force the enemy to run and give up thier tower or die...because when I die I ulti and get triple or quadra kills...It may seem reckless but sometimes my sacrifice means winning the game because a late game triple usually means the game is over.....
-
View User Profile
-
Send Message
Posted 11/3/2012 5:11:31 PMIf I understand you correctly, you were talking about not running out of mana during late game when huge waves are pushing in and you are trying to clear them. Rod of Ages is great early game for its mana, but in that late game that your talking about, mana regeneration plays much more of a role, as the 600 mana from RoA isn't a whole lot once you have some levels under your belt. Karthus also has a very low mana cost on his Q and has the mana restoration from his E, which makes him pretty good at maintaining mana levels with or without RoA.
I have no clue what your trying to say for your second reason? I don't see how RoA would help you with a kamikaze tower-diving tactic. Unless your talking about the extra 600 health RoA would be giving you, which would last you all of a second or two. Simply put, I do not see RoA as needed item on Karthus, just a compatible one.