Karthus Jungle S12
GUIDE!
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January 1st, 1 ⸱ 6 min read
Introduction
Karthus is the best powerfarming jungler, with the unique ability to gank from anywhere in the map, something no other jungler can do.
Karthus is a late game champion, weak to invades early, which is one of his main weaknesses.
Runes for most games
Why each rune?
- Further amplifies oneshot damage late game and is one of the best scaling runes in the game, perfect for
Karthus playstyle.
- Extra true damage can proc off the slow from
Wall of Pain and teammates crowd control. is bad in the jungle and karthus has no dashes to make use of , unless you flash before every
Requiem
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Karthus Jungle is extremely weak to early invades, having means you can place a late ward at the buff you're pathing to (1:10), then walk to your starting buff, instead of backing for a sweeper like a normal jungler. Even when the ward expires, the Poro will keep you safe from invades.
- This rune allows you to have your ultimate up every single teamfight. has its uses for extreme poke comps, but is the better rune 99/100 games.
- Grants additional mana regeneration while fighting, helps with ganking when you don't have blue buff .
- this rune synergises with
Karthus passive, as you will be granted the full damage amplification during your passive.Why each rune?
- 9% true damage bonus on all damage + additional gold is perfect for the press R (
Requiem ) playstyle of
Karthus , allowing extra items to be built ahead of time.
- Free gold is always good, but this can be forgone in favor of , as some games, the early snowball of on a first back with is strong.
- No other rune in this trio is good for
Karthus , and this allows early .
- Decreased cooldown and is very strong, as this can be the difference between winning and losing teamfights or objectives. No other rune in this trio is good for
Karthus
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Karthus Jungle is extremely weak to early invades, having means you can place a late ward at the buff you're pathing to (1:10), then walk to your starting buff, instead of backing for a sweeper like a normal jungler. Even when the ward expires, the Poro will keep you safe from invades.
- This rune allows you to have your ultimate up every single teamfight. The decreased cooldown also enables more gold generation from . has its uses for extreme poke comps, but is the better rune 99/100 games.
vs
is better in games when your team has an engage, as it allows
Karthus to proc the extra damage and gold generation easier. In games where your team comp forces
Karthus to be a pseudo engage, by flashing and using , is superior, as the damage + gold from is not as beneficial as the procs.Summoner Spells
- Allows for mobility on an immobile champ and enables suicide plays that win teamfights.
- Situational spell, most games is superior, the only thing enables is early dueling power, which is not what
Karthus is looking for, making the summoner spell irrelevant. The only use of exhaust would be into an enemy team with 2 or more assassins.
Skill Path

Karthus
You should be full clearing almost every game, and therefore
Wall of Pain is not needed, the first point in
Wall of Pain should be at level 4, after the full clear.
Ability information
Death Defied P - After death, for 7 seconds
Karthus can cast all abilities, with no mana cost.
Defile is turned on permanently during the duration of the passive.
Requiem can be cast during this passive, as long as the time remaining in the passive is enough for the channel to complete.
Lay Waste Q - Grants vision of the area that it is cast in and does bonus damage if isolated (one target only). Can be used to leave base early at 00:05 with a pathing glitch.
Wall of Pain W - Shreds magic resistance and has a decaying slow on all enemies hit. Grants vision of the area around the edge of the walls only.
Defile E - AOE magic damage that costs a lot of mana and refunds mana per unit killed, can be cast during and other stasis abilities like
Tempered Fate , also works during
Tahm Kench
Devour . This is your main teamfighting ability and if enemies are forced to fight within it, there is no teamfight you lose due to the insane damage this can deal over time. Remains active during
Death Defied .
Requiem R - The ability
Karthus is most well known for. Deals damage to all targetable champions on the map. It can be negated by items such as or even basic abilities such as
Playful / Trickster . It also counts as an AOE ability if targeting more than one individual, meaning if
Requiem is being cast on
Jax and his teammate, if he activates
Counter Strike , a defensive stance that reduces 25% AOE damage,
Requiem damage will be lowered. This does not apply if it is only being cast on
Jax . Item Builds
vs -
is better for gold and below, where players are worse mechanically and will struggle to dodge
Lay Waste . The additional damage allows you to have counterplay against many assassins. is better for higher elo, as it will enable you to land
Lay Waste much more easily.
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Buy this if you predict you will snowball the game through ganks. Usually farming is more optimal.
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Perfect buy after a full clear into successful gank, enables a very fast clear and solves all mana issues.
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Buy after a full clear if you want to farm, buying two is also good, if you wish to rush lost chapter.
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Perfect item for
Karthus , shreds tanks and is constantly applied, increases
Requiem lethal range by a lot due to the burn
-Probably the best item for
Karthus ,
Defile still works and if combine this stasis state along with
Death Defied , you can easily do 80% of the enemies HP bars in a teamfight.
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Increases AP, do more damage.
-Get this item if they itemize any MR at all, as this will be very effective in shred.
is a noob trap unless it's a game.
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Healing is so prevalent in every game, making this item very valuable. applies this with each tick.
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Good item in 1/100 games, when they cannot itemize MR at all, making you do true damage with the mythic passive, pair with this.
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Good with only.
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Strong item into movement speed oriented teams, and if you are behind, as it provides strong utility for your team. (
Zeri ,
Singed ,
Hecarim and more)
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Strong into 2 or more tanks, the max HP burn does a lot of damage.
, -
Personally would never buy, because I die too much, but can be an option with a strong peel champion on your team, such as
Nautilus , who can let you freely DPS from range.