Revision: Karthus
The Deathsinger. League's resident Lich, Karthus suffers from a problem that many of the older mages have at one point or another: lack of mobility.
This isn't to say that this is a bad thing, or even something that needs to be solved, a lack of mobility can be an intentional weakness on the part of designers to clip otherwise overbearing damage or utility. The Juggernauts are a good example of this, very little (or telegraphed) mobility, but high damage.
The difference between the Juggernauts and Karthus however, is that they can afford to take a hit and still be functional. Sure, he has his passive for when he inevitably dies. However, who wants to play a champion who's focused on dying to be effective, and when people stroll out of your meager range to spam emotes, Karthus' lack of power really hits you in the face.
The Object of this "Revision" is to give Karthus the tools to be on par with other champions during life. No champion should be required to die (and thus give up resources and pressure) in order to be effective. I'm trying to push him towards a Battle Mage style of play, while pushing him away from the suicide bomber role he's made for himself. For those of you that care to compare, here are his current spells and base stats.
Speaking of base stats, the only thing I'd suggest changing is his health and health per level, for a champion that should be in the thick of things, he is incredibly fragile. I'm not saying bump him up to tank levels, but he needs to be a little thicker.
P - Death Defied When Karthus dies, his soul leaves his body after a 1 second delay, leaving his Phylactery behind on the ground where he died. Karthus becomes a Wraith for the next 7 seconds, moving about freely, becoming untargetable and invulnerable. Karthus can use items and summoner spells while in this form, and the duration of Death Defied is extended by 3 seconds if Requiem is activated during Death Defied.
During this time, enemies can attack the Phylactery to cripple Karthus's spirit form, briefly slowing him. If it is destroyed before Death Defied ends, Karthus's spirit is immediately destroyed, and Death Defied ends. While in his spirit form, Toggling Defile switches the effect between Karthus and his Phylactery.
The Phylactery gains all of Karthus's bonus defense statistics (Armor/Health/Resistance) and mimics the effects of any items he currently possesses (Sunfire Cape, Thornmail, Etc.). When the effect ends, Karthus's death timer is reduced by up to 50%, based on the final health of his Phylactery (1% reduction per 2% health). The Phylactery is considered a champion for the sake of spells, but is not targeted by Towers unless no other targets are available.
The idea behind this version of Death Defied is to give Karthus more freedom with his passive while also introducing consequences should he leave his Phylactery (which is an item that Liches bind their soul to, they're normally invincible unless it's destroyed) undefended. If Karthus successfully defends his Phylactery, he will return more quickly than other champions, especially in the later stages of the game, truely Defying Death. The delay gives people a chance to react to the effect (and makes it so you can fit a cool animation in there and a quote "THE SHELL MEANS NOTHING!"), allowing for more power to be put into the ability (namely the ability to move).
The idea is to have the Phylactery be fairly soft as a target when Karthus builds Glass Cannon, while adopting the defensive statistics he gains from items to make it stronger. Being able to use things like Seraph's Embrace, or Zhonya's Hourglass to defend the Phylactery while you move about as Karthus will also give him options to defend himself.
Q - Lay Waste ACTIVE - Karthus detonates the target area in the direction of the mouse cursor after a 0.5-second delay, dealing magic damage to all enemies within. This damage is doubled if it hits only a single target. If Defile is active, the cast time of this ability is ignored.
The cooldown of this ability is unaffected by Cooldown Reduction
- Cost - (20 / 26 / 32 / 38 / 44) Mana
- Cooldown - (1) Second
- Range - (875 / 200) Cast/Detonation
- Magic Damage - (40 / 60 / 80 / 100 / 120) + (30% AP) (+0-45% AP based on CDR)
Lay Waste. A fantastic farming and harassment tool (if you can land it) in the early game, it can be the cause of some problems later against more mobile opponents for two reasons.
First, champions can often simply walk out of the effect before it detonates. Second, each time you cast the ability you stop yourself for a short moment. Every once and awhile isn't such a big deal, but when you're trying to chase or kite, the time it takes to cast this spell really adds up.
The damage increase for building cooldown reduction may seem strange for someone glancing at the effect (and in fact the numbers can get kind of crazy on a glass cannon Karthus in the late game), but keep in mind that the cooldown is no longer reduced by CDR, so if you were to run the numbers for his DPS, it would remain roughly the same. The difference will be that individual Q's will hit much harder than they would on live, but would be less frequent.
W - Wall of Pain ACTIVE - Karthus creates a wall at the target location that provides vision around it, slowing enemies that pass through it by an amount that is reduced after 1 second, and further decays over the next 4 seconds.
The value of the Reduced Slow is equal to half of the initial slow, and increased based on their missing health.
- Cost - (100) Mana
- Cooldown - (18) Seconds
- Range - (1000)
- Wall Length - (800 / 900 / 1000 / 1100 / 1200)
- Slow - (40 / 50 / 60 / 70 / 80%)
- Reduced Slow - (20 / 25 / 30 / 35 / 40%) - (30 / 37.5 / 45 / 52.5 / 60%) Based on missing health.
As Karthus's only natural CC, this ability is going to be very sensitive to changes. I've removed the -mres because while it fits with the ability's theme, I feel this can be acquired elsewhere via items should it be required in a game. It's difficult to say what kind of an impact this will have on Karthus without playtests, but because this effect isn't around for long enough to make a significant difference against targets that you'd really need it against (Read: Tanks and Beefy Fighters) due to their health pools I suspect it wouldn't make much of a difference in the long run anyway.
His slow now scales with the target's health when they encounter the wall. A target hit with the first rank of the skill, who is at 50% health, would be initially slowed by 40%, and the slow would then reduce to 30% for the remainder of the duration. Using the same target, but with 5 ranks into the ability, they would be initially slowed by 80%, which would then reduce to 60%. Thank you to those that took the time to discuss the subject with me to
E - Defile PASSIVE - Karthus regains mana upon killing a unit.
TOGGLE - Karthus deals magic damage to all nearby enemies each second. Cooldown Reduction reduces the time between ticks of this ability, yielding higher damage in a shorter period of time, but also increasing the rate at which mana is consumed. While Defile is active, Lay Waste has no cast time.
- Mana Restored - (20 / 27 / 34 / 41 / 48)
- Cost - (30 / 42 / 54 / 66 / 78) Mana per Second
- Range - (425)
- Magic Damage - (30 / 50 / 70 / 90 / 110) + (20% AP) per Second
Largely the same, but Defile now scales reasonably with Cooldown Reduction, allowing him to put a greater portion of his mana pool to use more quickly in later stages of the game. Lay Waste also has no cast timer while Defile is active, allowing Karthus to kite effectively if he has the resources to do so.
R - Requiem ACTIVE - Karthus channels for 3 seconds and, upon completion of the channel, deals magic damage to all enemy champions.
Karthus cannot move or deactivate Requiem after starting the spell until the channel ends or is interrupted.
Cost - (150 / 175 / 200) Mana Cooldown - (200 / 180 / 160) Seconds Range - Global Magic Damage - (250 / 400 / 550) + (60% AP)
This one I didn't see any reason to change, It's acceptable, the cooldown may be a little high, however given that the rest of his abilities now scale much better with Cooldown Reduction I don't see it being as much of an issue. The Mana cost could probably stand to be normalized, but I'll leave RIOT to decide that.
That's all I've got, I've been thinking about this for awhile and I'd love to discuss these or other ideas with you on the subject, How do you envision Karthus?

passive pretty useless on him. Slowing projectiles would be a really neat idea!