What can be done with Karthus?

AyAyRon Black·2/29/2016, 2:56:48 AM·3 votes·620 views

With this mage update coming up I'm in favor of having more of this particular champion having something a little extra. Granted he's categorized as the "press R to win/pentakill" guy, I think he's missing a lot to his kit. What can be added to him that will make him better? I will try to add something to each of his abilities and hopefully something strikes. I will not be biased because he's my main but at the same time I'm wanting Riot to throw him a "bone" (Aha, pre-rework jokes. Why do I have friends?) so my suggestions are.

Q - Basically his most reliable damage source for the whole game because it's maxed first. Honestly the spell is fine the way it is. But, with what I said earlier, if there's any way to improve something why not go off on that? So what could be done with his Q? I was thinking something along the lines of amplifying damage with consistently landing them on champions up to a stack mechanic. It sounds a bit overboard but with a max damage cap to balance it to the point it's not super ridiculous it would be tolerable, perhaps even cost more mana with every stack. Also gives enemies more the reason to dodge against him and place them strategically as him.

W - This ability was recently nerfed from what I understand. For the spot this one is in, it's his last maxed spell with some utility. Maybe the most that can be done with this is refresh it upon death. Sometimes it feels awkward having it on CD as you're about to die/already dead.

E - This one I came prepared for. If the mana restoration could be redeemed while it's active that would feel nice. It would help with his poor damage early game, and it would just feel right. It might feel too much like Swain but at the same time it doesn't feel too good to go oom trying to wave clear in general. I see this one being the most realistic change.

R - Everyone's favorite. My thoughts on this are that not everyone will like the idea of this even being buffed. But let's be honest... 3:20 seconds is probably the highest cooldown on any ultimate in the game (correct me if I'm wrong), and there's probably a good reason why. But Soraka has a reverse version of Karthus' ultimate having like 1/3 of the cooldown timer that is as justified as my reason for this much-needed change. To be fair it's supposed to reward for a good timing on the ultimate rather than just buffing it for free in general. My idea for this one is... Getting a cooldown deduction by 5% for each kill and assist (up to 25%), I have no clue whatsoever what kind of items or item reworks are coming with the mage update but I have a hunch that his core item path will still lack CDR stats of any sort. With this change, it gives every R a much truer purpose than just seeing how much damage you can do. The only reward with it's use is securing a kill, and it seems hollow. People need to understand that in a perfect game this would be broken but more times than not you have uncoordinated teams that sometimes forget the potential in a teammate Karthus. If you're lucky you'll get the full 25% deduction. That's 80 seconds level 6, 45 seconds at level 11, and 40 at level 16. Most times it will be 5%, or 10%, and it will reward your resources in some shape or form regardless. That's what his ult really needs without making it extremely overboard.

If any of these can be implemented then I will die happy (I mean technically still live 7 seconds to spam ctrl 3 in zombie passive form, but you get me). I understand not all of it will but if I can be a contribution to better to one champion... Any of the above I feel would give Karthus an up-to-date and meaningful fix to today's game standards. I would like to be enlightened on other ideas to buff this particular champion if someone has any. Keep it civil.

9 Comments

blackcat13003/6/2016, 2:22:20 AM3 votes

I think their is a lot of room for improving this ult I would go the more Requiem is for the dead instead of cooldown reduction.

Patch rework a champion that has their health set to -1 will not have passive revive abilities proc.

Requiem: A champion that would receive damage grater than or equal to that champs current health will have their health set to -1. Tryndamere Aatrox Zilean Zac Ekko item 3026 Anivia Kindred

now die and stay dead when killed by a Karthus ult that is my Idea on how to improve it.

I understand your amplifying damage but it just seams like it would make you feel bad when you can't seem to pull off the sustain damage and if it wasn't strong enough it would not help him so I would just make champs and large mobs take triple single target damage and double aoe damage. this way his farming doesn't get out of hand and you feel really good when your level 4 Q delt 300 single target damage. that being a 1/4 -1/3 of a level 5 champs max health and any aoe damage dealing 200 damage as well.

Similar to how Poppy has a wall that stops the dash this one redirects you in to the wall and stun them for 1.5 seconds giving Karthus more depth in game play. I could even be renamed Torn Vale of Eternity and add in Death Fire Grasps bruning effect when ever a enemy moves through the wall.

You know he is warping the space between life and death thus DFG's effect on wall would make seance as would the warping effects on dashes and tp's.

esmelar2/29/2016, 3:03:25 AM2 votes

Inmediately i can agree with you about the cooldown on the ult. with the pace of the current gameplay thats a lot!. I hope it can get an adjustment soon

beffl2/29/2016, 3:51:56 AM2 votes

His R CD can be lowered by 20 seconds at all ranks. His W needs some buffs. Maybe give Karthus some MS if he hits it. Or reduce the manacost early. Or revert the latest nerfs to it. His E is fine as is. You just have to toggle it off when you lasthit. His Q is fine too and the most defining part of Karthus (arguably). Don't touch this mechanic wise.

blackcat13003/6/2016, 2:03:43 AM2 votes

hange his Q's so they deal double damage large jungle mobs and champs as aoe damage and triple damage to single target large jungle mobs and champions. NOW Lay Waste Cost: 20/26/32/38/44 Mana Range: 875 Karthus unleashes a delayed blast at a location, dealing damage to nearby enemies. Creates a delayed blast at Karthus' cursor position. After 0.5 seconds, deals 40/60/80/100/120 (+30% Ability Power) magic damage to each nearby enemy, this deals double damage if it hits only a single unit.

Patched

40/60/80/100/120 (+30% Ability Power) aoe minions

80/120/160/200/240 (+60% Ability Power) single minion and aoe to champs / large jungle mobs

120/180/240/300/360 (+90% Ability Power) single target champion and large jungle mobs.

this would do a lot of good and would keep him from out farming but give him that early game damage he needs.

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

Or they could add DFG's effect to his wall of pain and give it an area of affect that if an enemy champion would dash, flash, or tp in the area of the wall excluding ult they would instantly get teleported in to the wall and stunned for 1.5 sec.

Similar to how has a wall that stops the dash this one redirects you in to the wall giving Karthus more depth. I could even be renamed Torn Vale of Eternity

You know he is warping the space between life and death thus DFG's effect on wall would make seance as would the warping effects on dashes and tp's.

These are just my ideas from my understanding of his kit; E passively gains stakes to help with sustain and improves his pathetic W and Q dealing triple damage to single target damage and double damage all the time would really make hime the highest sustain damage dealer in LOL as well as making those single** target Q's feel oh so good when they land instead of is that all the damage I can do?** ~~I mean put some muscle it to it ~~ bad joke.

Nekusen3/6/2016, 3:08:41 AM2 votes

reduce delay from when Q is cast to when it detonates.