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.
Game patch, matey 26.20Data Dragon 16.20.1
Arrr, reference patch 16.20.1
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.
Arrr, strengths and limits
These be kit-level patterns, nay a promise that every course or matchup plays th' same way.
Ask yer crewmates to lend a hand point out when ye should use Requiem to get kills in different lanes.
Lay Waste be very strong at farming minions and harassing foe champions.
Karthus can cast spells fer a short duration after he be killed. Move astern from his corpse to be seaworthy.
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, practical champion reading
Use these patterns to ask better questions afore choosing an gear, target or commitment. They describe th' kit, nay a promised result.
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.
Do nay judge th' champion from one control. Watch which setup, payoff and escape tools be available afore choosing a trade or commitment.
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.
Use range, controlled space and cooldown order to make th' next aboard action easier fer th' crew rather than spending every spell at once.
Tenacity can shorten only eligible control. Displacements, airborne effects and repeated slows need their own positioning, blocking or movement captain's answer.
Reserve anti-heal and anti-shielding fer a visible problem in th' full crew composition; they be nay default answers to every champion.
A spell being available does nay mean th' shipshape sequence be sustainable. Watch th' resource bar as well as th' setup and escape cooldowns.
Defensive gear reference
Set sail wit' th' threat that be actually affecting th' clash. These be conditional comparisons, nay an automatic counter loadout.
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.Normal Draft and Ranked role sea chart
Each course be assessed separately. Unfurl a role to reach its queue-specific loadout and matchup preparation.
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.
Old chart, matey. Recommendations await inspection. Karthus has an established clear th' deck and sea chart course that can function without course income while contesting camps and prizes.
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.
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.
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.
Arrr, Situational AP purchase
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, 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, 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, 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, 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
Trick names, descriptions and numeric fields come from Riot Data Dragon. Practical reads be independently written; th' present in-battle tooltip remains authoritative.

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.

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.

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.

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.

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.
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
Base values exclude gear, runes, temporary buffs and mode-specific modifiers. Cooldowns be th' listed base cooldown afore trick haste.
Cooldown Data Dragon 16.20.1
Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
First aboard rank becomes available at level 6; later ranks normally become available at levels 11 and 16.
| Rank | Health, arr | Mana, arr | Trick milestone |
|---|---|---|---|
| 1 | 620 | 467 Mana, arr | Pick th' first aboard basic trick |
| 2 | 699 | 489 Mana, arr | Stow another basic trick or rank |
| 3 | 782 | 513 Mana, arr | Stow another basic trick or rank |
| 4 | 869 | 537 Mana, arr | Spend one trick point |
| 5 | 960 | 563 Mana, arr | Spend one trick point |
| 6 | 1,055 | 589 Mana, arr | First aboard ultimate rank normally available |
| 7 | 1,153 | 617 Mana, arr | Spend one trick point |
| 8 | 1,255 | 646 Mana, arr | Spend one trick point |
| 9 | 1,361 | 676 Mana, arr | Spend one trick point |
| 10 | 1,471 | 707 Mana, arr | Spend one trick point |
| 11 | 1,585 | 739 Mana, arr | Arrr, second ultimate rank normally available |
| 12 | 1,703 | 772 Mana, arr | Spend one trick point |
| 13 | 1,825 | 806 Mana, arr | Spend one trick point |
| 14 | 1,950 | 842 Mana, arr | Spend one trick point |
| 15 | 2,079 | 878 Mana, arr | Spend one trick point |
| 16 | 2,212 | 916 Mana, arr | Arrr, final ultimate rank normally available |
| 17 | 2,349 | 954 Mana, arr | Spend one trick point |
| 18 | 2,490 | 994 Mana, arr | Spend one trick point |
Pick th' next aboard query
Pick a queue-aware loadout, compare a course foe, or return to th' full champion library.