Buildwise it doesn't matter TOO much... you're gonna do a ton of deeps almost regardless, as long as you have spellvamp and some ap items that make sense you're looking good.
[Champion] Karthus - Page 9
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ZERG_RUSSIAN
10417 Posts
Buildwise it doesn't matter TOO much... you're gonna do a ton of deeps almost regardless, as long as you have spellvamp and some ap items that make sense you're looking good. | ||
Slaughter
United States20248 Posts
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Vei
United States2845 Posts
On December 26 2011 11:04 ZERG_RUSSIAN wrote: Oh like anyone that can burst you for over 1/2 your hp is pretty much a stiff counter. With Ahri out now it's even harder. I'd say bad matchups are Ahri/Cass/LB/Kass/Xerath and it's why you haven't seen much of Karth mid lately. Buildwise it doesn't matter TOO much... you're gonna do a ton of deeps almost regardless, as long as you have spellvamp and some ap items that make sense you're looking good. i've never tried spellvamp seriously on karth, i'll give it a shot. yeah Ahri looks really fun, I haven't really played since she was added. | ||
Deleted User 3420
24492 Posts
I guess Talon is probably a similar situation to akali. | ||
ZERG_RUSSIAN
10417 Posts
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Deleted User 3420
24492 Posts
anyways i just got unofficial penta (sooooo close to official penta) with karth playin with plats! so kewl | ||
SupaLuv
4 Posts
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Slaughter
United States20248 Posts
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MyTHicaL
France1070 Posts
And yeah I recently was crushed by a decent xerath mid... Didn't originally realise how badly this hero counters karthus. Not quite sure how to counter him, I don't even know if there is a build that would counter him except maybe tankarthus which is pretty retarded IMO (but I have seen it work- played by others, but then not vs xera...) I guess a solution is to simply ban the mofo if u have 1st pick/plan on playing karthus. | ||
Sabin010
United States1892 Posts
Smite and flash magic pen reds. armour yellows. ap/level blues, ap quints. start cloth armour 5 pots and take a point in q get blue and go clear camps toggling pools and spaming q. buy some boots when you can afford them get a point in the wall for your ganks. Get a mana gem item, catalyst or tear. then you're free to go for RoA, Archangles, Deathcap, Voidstaff, later in game sell the cloth armour for chain vest and buy Zhonya's, just build what ever items you want after the mana gem item but if catalyst go RoA ASAP. You're Karthus, so feel free to die in team fights and still do all your damage. | ||
Lmui
Canada6155 Posts
I've taken to not helping at all with wolves/wraiths and taking the enemy big wraith over the wall at 1:40 before running to leash blue after seeing reginald do it. If top lane/bot lane help with wolves/wraiths it's generally alright IMO since it sets the enemy jungler somewhat behind and it puts you at a decent advantage early game. I've taken to grabbing the big wraith against most blue starting junglers at their first spawn at 1:40 and the third spawn at ~4:20 after I've pushed the lane. It's early enough in the game that they shouldn't have the wraiths warded and it's safe to steal it plus most junglers have just finished their first full clear and are in fountain or making their way to wolves/doubles. I've only got about a dozen games or so on karthus so I'm curious. Because of defile's passive mana return and the first two items karthus generally builds, mana regen isn't necessary on karthus. Obviously tear first is optimal if you're allowed to get away with it but catalyst -> tear -> RoA or just cata-> RoA, putting off the tear until much later. Once it hits lategame karthus is obviously a beast but how much does the lack of a fully charged tear-> AA impact karthus's lategame? I've never failed to build a tear on karthus since he charges it so quickly but I haven't had any insanely hard lanes yet (kassadin is a bitch but it's tolerable) Also post-6, I generally don't follow my lane unless I catch them moving somewhere early (seeing them at baron/dragon area) and instead just push mid and take all the wraiths, relying only on karthus's ultimate to assist. It'll only do ~275-285 damage before resists to everyone so it's not huge but it's usually enough. I'm wondering though. I generally ulti the second someone in someone in another lane hard initiates onto someone else whether it's a jungle gank, taric stun or whatever. Is it worth blowing the cooldown for the assist gold or attempted save on a teammate or should I wait until someone gets away with low health which might or might not happen? | ||
ZERG_RUSSIAN
10417 Posts
9/0/21 with exhaust/flash, flat ap/mpen/flat ap/scaling ap and a boots + 3 opening is where it's at right now in my opinion. | ||
Lmui
Canada6155 Posts
karthus has ~1350 mana at level 18, 725 from RoA, up to 1400 from AA. 45+105 = 150 AP, before deathcap is factored in. If you can live with the tear and get it built, it gives massive amounts of damage. Putting into perspective, this is more AP than a second deathcap would give you. I might play karthus differently than you because I personally build Boots RoA AA Dcap Hourglass Voidstaff since his job is to do as much damage as possible before dying and then die in the enemy team with defile up and ulti. I don't see why you need a particularly large amount of survivability on karthus. WotA especially I find useless on karthus since spellvamp is worthless if you're dead. The only survivability item I'd ever get on karthus is an abyssal since that synergizes very well with the suicide karthus idea. As far as matchups go, against anything without 100-0 possibility if I'm playing correctly I build a tear first. Anivia and orianna are two champions that I dont' feel pressured into going catalyst first against. My opinion is that since karthus generally runs mpen+AP all the way in runes, there's no point in not going all the way for damage on him and going 21/0/9. | ||
ZERG_RUSSIAN
10417 Posts
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NEOtheONE
United States2233 Posts
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Perplex
United States1693 Posts
On July 12 2012 17:38 ZERG_RUSSIAN wrote: AA and tear are completely unnecessary in my opinion, you need the sustain from catalyst if you want to be competitive with most mids nowadays, and tear/AA aren't as strong as Rylais/Deathcap/Zhonya's/WOTA in utility (and obviously Deathcap is more dmg). Choosing between Void Staff and AA late game would be nice, but it's hard to determine early in the game if you're going to need the pen or if you can go full damage. The nice thing about catalyst is that sometimes you can just hold it for a Banshee's in certain matchups and rush Rylais. I can't really think of many matchups where I would build tear first anymore. Since they buffed passive mp5 and nerfed mp5 runes a long time ago and retooled the mastery trees I think Karthus has been pretty good on mana with just Cata/blue if you manage correctly and bluepill at the right times. Karthus has really forgiving bluepills because the champs he has trouble with can't usually take towers extremely fast and you can just blow all your mana shoving a wave and be back before they miss you. 9/0/21 with exhaust/flash, flat ap/mpen/flat ap/scaling ap and a boots + 3 opening is where it's at right now in my opinion. Can you elaborate on your mastery choice? Why do you prefer utility? | ||
Lmui
Canada6155 Posts
On July 13 2012 06:12 Perplex wrote: Can you elaborate on your mastery choice? Why do you prefer utility? Most likely MS, gp10, CDR and summoner spell cooldown (Maybe experience?) It's actually pretty decent in hard lanes since it keeps you relevant even if you fall behind and having exhaust up more often is always nice but you lose out on the 21st point in offense which synergizes so well with your ultimate. Also, now that wall got nerfed so hard, I've given up on levelling wall second. It was ridiculous how strong it was prepatch at level 9-13 when you could wall every time the cooldown was up and take 50% of your opponent's healthbar with minimal repercussions. It's still worth taking a point in it at level 8 IMO to get the slow and wall size strong enough to deny entry into important spots around the map but I just leave it at two points and level defile since the slow is extremely strong and the wall size is big enough at that point. Anyone else want to share insight on skilling on karthus? | ||
Shiv.
3534 Posts
On September 03 2012 19:22 Lmui wrote: Anyone else want to share insight on skilling on karthus? I've done the same after they nerfed his wall, used to level up W and E simultaneously. Now I just go QWEQ with a second level in W at 8 and leave it there. | ||
ZERG_RUSSIAN
10417 Posts
On September 03 2012 19:22 Lmui wrote: Most likely MS, gp10, CDR and summoner spell cooldown (Maybe experience?) It's actually pretty decent in hard lanes since it keeps you relevant even if you fall behind and having exhaust up more often is always nice but you lose out on the 21st point in offense which synergizes so well with your ultimate. Also, now that wall got nerfed so hard, I've given up on levelling wall second. It was ridiculous how strong it was prepatch at level 9-13 when you could wall every time the cooldown was up and take 50% of your opponent's healthbar with minimal repercussions. It's still worth taking a point in it at level 8 IMO to get the slow and wall size strong enough to deny entry into important spots around the map but I just leave it at two points and level defile since the slow is extremely strong and the wall size is big enough at that point. Anyone else want to share insight on skilling on karthus? Actually I take improved recall, utility mastery, mana regen, movespeed, spellvamp, 2 points in experience, cdr and capstone. That's a good point about the ult snipes, though. Oh also QEQWQR R>Q>E>W imo. Start maxing W when teamfights happen if you want but defile is just so much damage and wall utility depends more on placement than on how many points it has in it. | ||
Lmui
Canada6155 Posts
Since the slow is the only scaling utility on wall, some quick calculations on how strong it is (There's diminishing returns on slows below 220ms, according to http://leagueoflegends.wikia.com/wiki/Movement_speed 350 ms 215/198/180/163/145 380 ms 228/205/186/167/148 410 ms 246/213/192/171/150 You start running into diminishing returns at level 2 wall on pretty much everyone. Was an interesting little exercise to see the numbers. | ||
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