Arrr, VRC.LOL

Game patch, matey 26.20Data Dragon 16.20.1

Arrr, reference patch 16.20.1

Karthus

the Deathsinger

Karthus be a spell-focused champion who plays 'round range, cooldowns and controlled areas. This overview keeps th' explanation practical and leaves patch-sensitive numbers to Riot's structured data and th' present in-battle tooltip.

JungleArrr, mostly magic damageArrr, ranged attacks
Arrr, usual roleJungle
ClassMage
DifficultyArrr, medium · 7/10
Arrr, basic attacksRangedArrr, ranged basic attacks · 450 range.
Arrr, damage profileArrr, mostly magic damageMost normal kit pressure be magic. Magic resistance may lend a hand, but control, penetration and true damage still matter.
Arrr, reference patch16.20.1

Arrr, strengths and limits

What Karthus does well, and what can go wrong

These be kit-level patterns, nay a promise that every course or matchup plays th' same way.

Arrr, good patterns

  • Arrr, uses spells to shape space, punish predictable movement or control an approach.
  • Ranged basic attacks can contribute without entering melee distance when spacing be preserved.

Arrr, limits to respect

  • Fit fer th' captain's eye pressure falls while key spells be overboard or miss their intended area.
  • Needs th' sailor to respect cooldowns, resources and th' foe's course into th' fight.

Arrr, riot ally tips

Use these while learning th' champion
1

Ask yer crewmates to lend a hand point out when ye should use Requiem to get kills in different lanes.

2

Lay Waste be very strong at farming minions and harassing foe champions.

Riot foe tips

What an foe be told to watch fer
1

Karthus can cast spells fer a short duration after he be killed. Move astern from his corpse to be seaworthy.

2

Make sure ye always have enough hull to survive Requiem, even if ye have to go back aboard to th' base more booty frequently to heal.

Arrr, source boundaryTip text and kit data come from Riot Data Dragon 16.20.1. VRC.LOL’s strength and limit summaries be independently written.

Arrr, practical champion reading

Arrr, how to read Karthus in a real fight

Use these patterns to ask better questions afore choosing an gear, target or commitment. They describe th' kit, nay a promised result.

Arrr, damage delivery

Arrr, primarily magic pressure

Magic resistance can reduce th' broad spell profile, but positioning and cooldown tracking still decide whether th' fit fer th' captain's eye tricks connect.

Arrr, fight rhythm

Track th' shipshape trick cycle

Do nay judge th' champion from one control. Watch which setup, payoff and escape tools be available afore choosing a trade or commitment.

Arrr, range and access

Arrr, spacing protects repeated output

Ranged attacks be useful only while a seaworthy line to th' target remains. Flanks, hard control and blocked escape routes can remove that advantage quickly.

Typical crew job

Shape th' fight wit' spell timing

Use range, controlled space and cooldown order to make th' next aboard action easier fer th' crew rather than spending every spell at once.

Control inspect

Identify th' exact movement restriction

Tenacity can shorten only eligible control. Displacements, airborne effects and repeated slows need their own positioning, blocking or movement captain's answer.

Arrr, protection and sustain

Do nay buy a counter that has no target

Reserve anti-heal and anti-shielding fer a visible problem in th' full crew composition; they be nay default answers to every champion.

Arrr, resource pattern

Arrr, mana and cooldowns both matter

A spell being available does nay mean th' shipshape sequence be sustainable. Watch th' resource bar as well as th' setup and escape cooldowns.

Read th' whole crewTh' same champion can create a different problem after changing role, gear or crewmates. Re-inspect th' visible clash afore committing to a defensive captain's answer.

Defensive gear reference

What can help against Karthus?

Set sail wit' th' threat that be actually affecting th' clash. These be conditional comparisons, nay an automatic counter loadout.

Pre-battle choices
Arrr, dEFENSIVE BOOTS

Mercury's Treads most often fit better

Magic resistance addresses th' broad damage profile, while Tenacity can shorten reducible control.

Pick Plated Steelcaps instead only when physical basic attacks from this champion or th' rest o' th' crew be th' larger repeated threat.
Slows
Arrr, mAGIC DEFENCE

Arrr, magic defence

Kaenic Rookern · Force o' Nature

Magic resistance can reduce th' broad spell profile.

Pick a role-appropriate option only when repeated or burst magic damage be th' problem.
Arrr, rEPEATED SLOWS

Arrr, repeated slows

Arrr, Boots of Swiftness

Slow resistance can be more booty useful than Tenacity when repeated slowing strength be th' main problem.

It gives no armour or magic resistance, so compare th' rest o' th' opposing crew.
Sailor decidesChampion identity be a starting point, nay an automatic purchase. Compare th' full opposing crew, present gear tooltips and th' problem that be actually deciding fights. Ne'er buy two completed pairs o' Boots.

Normal Draft and Ranked role sea chart

Where Karthus fits on Summoner's Rift

Each course be assessed separately. Unfurl a role to reach its queue-specific loadout and matchup preparation.

TopUnestablished course

Old chart, matey. Recommendations await inspection. Karthus be normally played Jungle and does nay currently have a reviewed Top course. Top most often needs independent laning, durable trading or reliable side-course pressure. Treat this as a deliberate experiment, nay a standard recommendation.

Inspect this role
MidUnestablished course

Old chart, matey. Recommendations await inspection. Karthus be normally played Jungle and does nay currently have a reviewed Mid course. Mid most often needs solo-course safe harbour plus wave control, roaming or reliable burst pressure. Treat this as a deliberate experiment, nay a standard recommendation.

Inspect this role
BotSecond berth

Old chart, matey. Recommendations await inspection. Karthus has a secondary station in this historical log, matey. It be less common than the main stations, but has a recognisable plan for that station.

Inspect this roleUnfurl matchup
SupportUnestablished course

Old chart, matey. Recommendations await inspection. Karthus be normally played Jungle and does nay currently have a reviewed Support course. Support most often needs useful engage, peel or utility while operating on low doubloons income. Treat this as a deliberate experiment, nay a standard recommendation.

Inspect this role

Arrr, Situational AP purchase

Arrr, When should you buy anti-heal?

Arrr, Buy healing reduction when enemy healing or regeneration is deciding fights and you can keep damaging the relevant target. Grievous Wounds reduces healing; it does not reduce shields, magic damage or crowd control.

Arrr, Start with the component

Arrr, Oblivion Orb can provide healing reduction without immediately paying for a completed Morellonomicon. Fit the component around your core damage, mana and survival needs; check the current queue's item tooltip.

Arrr, Finish when it fits the fight

Arrr, Complete Morellonomicon when its stats and slot efficiency suit your build. Do not treat it as a mandatory first item just because your champion deals magic damage.

Arrr, Coordinate coverage

Arrr, Multiple Grievous Wounds sources do not add their percentages together. Another reliable applier may cover the same target, but you may still need your own source for a separate fight or target.

Arrr, Repeated spell damage and damage over time can maintain coverage more reliably than a single hit. Match the purchase to your actual spell access, enemy sustain and the teammates who can apply the debuff.

Arrr, Will the fight last long enough?

Arrr, If you die before dealing damage, you apply no healing reduction. If your target dies before healing, there is little healing to prevent. The debuff applies on qualifying damage immediately; it does not need to build up. It remains briefly after your last hit, so teammates can benefit even after you disengage.

Arrr, Only healing during the active debuff counts. For example, 40% reduction prevents 80 of a 200-point heal, or 400 of a 1,000-point heal, before other modifiers. Compare that with the damage, penetration or survival you delayed; neither example guarantees a kill. Healing after the debuff expires is unaffected.

Arrr, See the Arrr, oblivion Orb and Arrr, Morellonomicon Arrr, references for current effects and queue availability. These are situational decisions, not a measured best-build claim.

Arrr, kit reference

Karthus tricks

Trick names, descriptions and numeric fields come from Riot Data Dragon. Practical reads be independently written; th' present in-battle tooltip remains authoritative.

Tricks Data Dragon 16.20.1Cooldown / Cost / Range Data Dragon 16.20.1
P
Passive

Death Defied

Arrr, what it doesEnglishUpon dying, Karthus enters a spirit form that allows him to continue casting spells.

Arrr, practical readDeath Defied be th' always-on rule shaping Karthus's normal trading and fight pattern. Watch its in-battle state afore committing.

Q
Q trick

Lay Waste

Arrr, what it doesEnglishKarthus unleashes a delayed blast at a location, dealing damage to nearby enemies. Deals increased damage to isolated enemies.

Arrr, practical readLay Waste contributes damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.

Cost20/25/30/35/40Arrr, listed rangeArrr, 875 units
W
W trick

Wall of Pain

Arrr, what it doesEnglishKarthus creates a passable screen of leeching energy. Any enemy units that walk through the screen have their Move Speed and Magic Resist reduced for a period.

Arrr, practical readWall o' Pain be part o' Karthus's W pattern. Read its listed effect first aboard, then track th' cooldown and condition that make th' next aboard use valuable.

CooldownArrr, 15 secCost70Arrr, listed rangeArrr, 1000 units
E
E trick

Defile

Arrr, what it doesEnglishKarthus passively steals energy from his victims, gaining Mana on each kill. Alternatively, Karthus can surround himself in the souls of his prey, dealing damage to nearby enemies, but quickly draining his own Mana.

Arrr, practical readDefile contributes damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.

CooldownArrr, 0.5 secCost30/42/54/66/78Arrr, listed rangeArrr, 550 units
R
Ultimate

Requiem

Arrr, what it doesEnglishAfter channeling for 3 seconds, Karthus deals damage to all enemy champions.

Arrr, practical readRequiem contributes damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.

CooldownArrr, 200/180/160 secCost100Arrr, listed rangeArrr, 10000 units
Arrr, cast commitment

This cast has a wind-up, charge or channel. Movement, interruption or a changing target state can matter afore th' effect completes.

Arrr, levels 1–18

Karthus · Health, arr / Mana, arr · Tricks

Base values exclude gear, runes, temporary buffs and mode-specific modifiers. Cooldowns be th' listed base cooldown afore trick haste.

Arrr, level 1620 Health, arr467 Mana, arr
Arrr, level 3782 Health, arr513 Mana, arr
Arrr, level 61,055 Health, arr589 Mana, arr
Arrr, level 111,585 Health, arr739 Mana, arr
Arrr, level 162,212 Health, arr916 Mana, arr
Arrr, level 182,490 Health, arr994 Mana, arr

Cooldown Data Dragon 16.20.1

Q
Basic trickLay Waste

Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

CooldownRead present tooltip
W
Basic trickWall of Pain

Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

Arrr, all ranksArrr, 15 sec
E
Basic trickDefile

Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

Arrr, all ranksArrr, 0.5 sec
R
UltimateRequiem

First aboard rank becomes available at level 6; later ranks normally become available at levels 11 and 16.

Arrr, rank 1Arrr, 200 secArrr, rank 2Arrr, 180 secArrr, rank 3Arrr, 160 sec
Unfurl every levelHull and mana from level 1 to 18
RankHealth, arrMana, arrTrick milestone
1620467 Mana, arrPick th' first aboard basic trick
2699489 Mana, arrStow another basic trick or rank
3782513 Mana, arrStow another basic trick or rank
4869537 Mana, arrSpend one trick point
5960563 Mana, arrSpend one trick point
61,055589 Mana, arrFirst aboard ultimate rank normally available
71,153617 Mana, arrSpend one trick point
81,255646 Mana, arrSpend one trick point
91,361676 Mana, arrSpend one trick point
101,471707 Mana, arrSpend one trick point
111,585739 Mana, arrArrr, second ultimate rank normally available
121,703772 Mana, arrSpend one trick point
131,825806 Mana, arrSpend one trick point
141,950842 Mana, arrSpend one trick point
152,079878 Mana, arrSpend one trick point
162,212916 Mana, arrArrr, final ultimate rank normally available
172,349954 Mana, arrSpend one trick point
182,490994 Mana, arrSpend one trick point
How th' numbers be calculatedLevel values use Riot Data Dragon 16.20.1 base and growth statistics wit' League’s non-linear champion-stat growth curve. Queue starting levels can differ: Normal Draft and Ranked normally begin at level 1, while ARAM and Swiftplay use faster starting rules.

Pick th' next aboard query

Turn th' profile into a pre-battle course

Pick a queue-aware loadout, compare a course foe, or return to th' full champion library.

Unfurl Karthus buildsArrr, prepare a matchupArrr, browse champions