- Quick Guide
- Author / Skins
- Item Build
- Rune, Masteries, and Summoner Spells
- Strategy and Tactics
Rune, Masteries, and Summoner Spells
Greater Quint of Movement Speed x3
Greater Mark of Magic Penetration x9
Greater Seal of Scaling Health x9
Greater Glyph of Magic Resist x9
The flat magic resist helps you stay in lane longer so you can farm more. The magic penetration reds are standard. The health per level seals scale with the magic resist, armor, and damage reduction Katarina has with her skills, base stats, and item build.The Movespeed Quints are essential for chasing after enemies, ganking lanes, and escaping.
- Points Available: 30 / 30
Standard masteries for offensive mages are currently 21/9/0. Because of this, replacing some of the AP mastery points with AD mastery points is more effective. As a carry and glass cannon type player, I believe 21/9/0 is a basic necessity. Some people tend to go 9/21/0, the issue with that is many points in the defense mastery tree are wasted on Kat, particularly the % HP increase in addition to the damage reduction. Both of these mastery points benefit from stacking health, which is something Kat does not do unless playing tank Kat (sunfire, rylais, randuins etc).
NOTE: You may put one point in utility for the extra long ward hop (21/8/1), a longer ward hop can sometimes make the difference between surviving or getting that kill.
Many Katarina players will disagree with this, saying Ghost provides more mobility in teamfights and you already have a built-in Flash in your E. However, there will be those situations where getting caught is inevitable and you have nothing to E towards to escape and will have to flash over a wall. While Ghost does provide more mobility in teamfights, Flash provides more survivability/utility/play making. Being able to manage situations is key with Katarina, and although Ghost may be better in some situations, Flash is definitely just as viable, if not more. Flash also allows you to get to the backline where the squishy high priority targets are.
In addition, flash gives Kat the element of surprise that ghost does not. A good Kat can flash-shunpo combo the enemy and kill them before they even have time to react. Speed is key with Katarina, and flash only helps with this fact.
Ignite is the bread and butter to snowballing Katarina, after shunpo, bouncing blades, and her ult, what can she do then? Ignite is that extra added damage that can guarantee that Katarina's passive goes off. Good players know exactly how much damage they can deal in different situations, ignite only adds to that damage and provides for more killing opportunities. A little trick I like to do is ignite an enemy that is guaranteed to die, and then proceed to combo someone else and combo them again as soon as the ignite finishes off the original player.
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