Karthus

Karthus

Jungle Sleeper

Jungle 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:

E Profanar Q Laceración W Muro de Dolor

The ultimate (R) is always leveled at 6, 11 and 16.

Level 123456789101112131415161718
Q QQQQQ
W WWWWW
E EEEEE
R RRR
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

  1. Spirit of the Ancient Golem
    Spirit of the Ancient Golem Tank jungle item: health, tenacity and the Smite buff (jungle sustain).
  2. Rod of Ages
    Rod of Ages Health, mana and AP that grow over time; very strong on scaling champs.
  3. Rylai's Crystal Scepter
    Rylai's Crystal Scepter AP and health; your spells slow enemies (helps land everything).
  4. Void Staff
    Void Staff AP and % magic penetration; a must vs. enemies stacking MR.
  5. Sorcerer's Shoes
    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.

Marks (red) Magic penetration ×9
Seals (yellow) Armor ×9
Glyphs (blue) Magic resist per level ×9
Quintessences (purple) Ability power ×3

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

Flash Flash Smite Smite
Lane
Jungle
Original role
Mid AP

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