Karthus
Jungle SleeperJungle Karthus (classic)
How to play this build
In the jungle, clear with Wall (W) and Defile (E) damage-free and gank using the wall slow. Requiem (R) is global: finish kills in any lane, and if you die, keep dealing damage with your passive for a few seconds.
Strengths
- Global presence: the ult (Requiem) hits the whole enemy team from anywhere on the map. You close fights and steal kills they thought they'd escaped.
- You keep casting for a few seconds AFTER dying (passive): trading your life for a wombo is a winning play.
- Defile (E) is huge, sustained AoE DPS in grouped fights.
- Brutal waveclear and farming with Lay Waste (Q).
Weaknesses
- No mobility or escape: you get caught easily.
- Mana-hungry until items come online.
- Relies on landing the Q's small AoE for damage and mana.
- Fragile: assassins blow you up if they reach you.
Key combos
- Wall of Pain (W) to trap → Defile (E) on → spam Lay Waste (Q) → Requiem (R) to finish whoever's left low.
Matchups
You beat
- Comps that fight grouped: Requiem + Defile melt the whole team.
- Immobile enemies who can't escape your AoE.
Trouble vs
- Dive and assassins that kill you before you cast.
- Teams that stack heavy magic resist.
Game plan
Farm with Q and hit your item spikes. In fights, turn on Defile and machine-gun Q while walking through them. Use Requiem to snipe low enemies across the map or to secure a fight even after you die. Dying mid-combo isn't the end: keep casting.
Quick tips
- Use Requiem to finish those who 'escaped' a fight from across the map.
- Buy items that fix mana early so you can spam Q.
Skill order
Max priority:
The ultimate (R) is always leveled at 6, 11 and 16.
| Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Q | Q | Q | Q | Q | Q | |||||||||||||
| W | W | W | W | W | W | |||||||||||||
| E | E | E | E | E | E | |||||||||||||
| R | R | R | R |
- Why this order
- In the jungle max Defile (E) for fast camp clears; in mid you'd max Q, but here farming rules. Q second.
Items and what they do
-
Spirit of the Ancient Golem Tank jungle item: health, tenacity and the Smite buff (jungle sustain). -
Rod of Ages Health, mana and AP that grow over time; very strong on scaling champs. -
Rylai's Crystal Scepter AP and health; your spells slow enemies (helps land everything). -
Void Staff AP and % magic penetration; a must vs. enemies stacking MR. -
Sorcerer's Shoes Boots with magic penetration.
Runes
In classic LoL, runes were a system SEPARATE from masteries: bought with IP (Influence Points) and slotted into 4 tiers — Marks (red), Seals (yellow), Glyphs (blue) and Quintessences (purple, the strongest). They gave flat stats: damage, armor, penetration, etc.
Magic pen, armor, AP quints
Masteries: how they work
In classic LoL you have up to 30 points (at level 30) to split across three trees: Offense (damage), Defense (durability) and Utility (mana, cooldown reduction and mobility). The notation 21/0/9 means 21 points in Offense, 0 in Defense and 9 in Utility.
- Masteries
- 21/9/0 — Offense
- Why this page
- 21/9/0 gives damage and durability to clear fast and survive counter-ganks.
Summoner spells
- Lane
- Jungle
- Original role
- Mid AP