The Few Things Karthus Needs

badooga·2/3/2016, 10:40:51 PM·1 votes·440 views

Karthus has been and is one of my favorite champions in League of Legends. His background, the animations, I love it all. But his underwhelming power and lack of a reason to choose him over, say, a different mid laner, is definitely an issue. However, he does not need a major rework at all. Here are a few things that I, as a Karthus lover, would suggest some of these ideas:

  1. Every time you cast his Q, Karthus stops moving due to the casting time. This seemingly minor delay actually is very detrimental towards Karthus. With a lack of mobility and hard CC already, Karthus should at least be able to Q as he runs away without stopping every single time he casts it. No other changes to his Q.

  2. Karthus' W has so much potential that I think can be used to make him a valid choice in a game. For example, his W should take the Magic Resist that it steals and convert it to Armor/Health/Both for himself. Or, it could give him a temporary shield based on how much MR he stole. This allows for builds such as a Tank Karthus to still be viable, although I would most likely make the conversion factor scale with AP.

Furthermore, the bonus(es) Karthus would receive would also be larger based on how many enemy champions he affects with his W. If his W hits more than 3 enemy champions, for example, he could get a 15% damage reduction for a few seconds.

  1. When Karthus kills someone during his passive, his passive should be extended for a few seconds. Therefore, him dying in a teamfight where he has the potential to kill a few people makes him much more deadly.

  2. When Karthus kills someone with his ultimate, he should get a little burst of movement speed or a little of the CD taken off of it, or some other small, temporary bonus that scales based on the number of enemies he killed with that ultimate.

Any other ideas? Keep in mind that I haven't actually played the game in a while, and I may have missed some changes that affect Karthus.

3 Comments

blackcat13002/4/2016, 4:14:34 AM1 votes

How about his Q dose double damage to champions and jungle mobs in aoe damage and triple damage to single target champs and jungle mobs.

know MAGIC DAMAGE (MULTIPLE TARGET): 40 / 60 / 80 / 100 / 120 (+ 30% AP) MAGIC DAMAGE (SINGLE TARGET): 80 / 120 / 160 / 200 / 240 (+ 60% AP)

Patch 6.4 MAGIC DAMAGE (MULTIPLE TARGET Minions ): 40 / 60 / 80 / 100 / 120 (+ 30% AP) (Champs and jungle Mobs): 80 / 120 / 160 / 200 / 240 (+ 60% AP)

MAGIC DAMAGE (SINGLE TARGET Minions): 80 / 120 / 160 / 200 / 240 (+ 60% AP) (Champs and jungle Mobs): 120/ 180/ 240/ 300/ 360 (+ 90% AP)

Know when you hit a champ for single target damage you get rewarded and this punishes champs for staying to close to the mions to neff your Q damage. This also prevents Karthus from having any better wave clear then he already dose and allows Karthus jungle Karthus to be a solid second role.

HIS ULT COULD HAVE ROLE OVER DAMAGE. So if your team is a head Karthus keeps you a head by dealing the damage that would get delt to 5 champs to the renaming ones. So their is only 1 champ left booom!

Also it would be nice if his ult did % of life burning damage during the channel to inflict grievous wound so spell shields would have to be timed to prevent the ult. I like the idea that lethal on death defied could revive him that would be cool and since it is so situational having to be his ult it makes for a death defying feet.

His wall is so useless his passive needs to do something

blackcat13002/4/2016, 4:24:23 AM1 votes

this is another idea i had posted a wile back for a Karthus update.

Karthus is missing something to make up for certain falls in the mid game. So I would like the to add a stacking passive to defiled. Passive each kill give you a stack, max 5, each stack gives 1,2,3,4,5 per cent spell vamp Active when toggle on defiled he gets bonus % of ability power to all abilities you toggle off defile. You then loose all stacks and you loose all stacks at the end of death defied.

I think this would be a nice revamp to an old champ and would allow him to return to the pro seen. I would help to prevent early game magic resist shut down and help give karthus back some damage. I would increase his skill cap suitability and would not make him over powered. with max stacks and having defiled on you can have 55%/75% Q 55% E and 75% R This could be redused to only 0.5, 1, 2, 3, 4 Q. I know the ult seems op but late game if it doesn't kill someone life steel usually negate the damage.

I would also like to see 2,4,6,8,5 spellvamp per-stack and 1,2,3,4,5% bonus ap to all ablities. Since you only gain stackes when defile is toggled off and loos all stacks when toggled from on to off, this max for a fun mechanic.

Max stack 200ap change lv 1-5 Wall 5%=10 10%=20 15%=30 25%=50 Defile 25%=50 30%=60 35%=70 40%=80 45%=90 Lay waist 35%=70 40%=80 45%=90 50%=10 55%=110 Lay Waist single target and ult 65%=130 70%=140 75%=150 80%=160 85%=170

Max stack 1070ap change from lv 1-5 Wall 5%=535 10%=107 15%=160 25%=267 Defile 25%=267 30%=321 35%=375 40%=428 45%=482 Lay waist 35%=375 40%=428 45%=482 50%=535 55%=588 Lay waist single target and ult 65%=695 70%=749 75%=803 80%=856 85%=909 %ap could be change to .5,1,2,3,4

blackcat13002/4/2016, 4:31:23 AM1 votes

I do prefer my role over damage idea to your movement speed idea but moving wile i cast my Q's would be nice could help to doge and kite better.

I would be happy with the old scaling mr to 35% reduction and 35% armor reduction that it used to have. Oh that debuff used to last 7 seconds not 5 so again that would be nice healp out the ad jungler when they gank my lane and team fights.

Your idea would be better if they buffed this damage to triple like I suggest ed tough.