Karthus
Jungle SleeperJungle Karthus (S3 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.
Skill order
Max priority:
E Profanar → Q Laceración → W Muro de Dolor
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.
Masteries: how they work
In Season 3 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.
- Runes
- Magic pen, armor, AP quints
Summoner spells
- Lane
- Jungle
- Original role
- Mid AP