Karthus Rework

Flailmorpho··2 votes·951 views

Passive - Death's Embrace: When Karthus dies, he stays alive for around 10 seconds, automatically casts a weaker version of his ult (needs a much lower percent health threshhold), and is surrounded by Death's Gates, anyone between him and the walls will be targeted automatically by Lay Waste

Q - Lay Waste: Kathus targets a small circle on the ground and does damage there after 1 second, applying a slow, this has a short enough cooldown so that you can keep an enemy continually slowed.

W - Death's Gate: Karthus erects a wall that becomes active after 1 second, it knocks back any enemy that dashes into it towards Karthus, if Karthus passes through this he gains bonus movement speed.

E - Death's Chorus: Passive - Karthus has a constant circle around him that deals percent health magic damage. Whenever Karthus lands Lay Waste on an enemy champion, this damage is heavily increased for a few seconds. Active - when activated, Karthus gains increased Armor, Magic Resist, and Tenacity for a few seconds, taking damage increases the time this is active.

R - Requiem: Karthus stands still and channels for a few seconds, afterwards, any enemy below a certain percent of health is automatically killed, all other enemies take no damage.

Edit: Okay to give context to this rework. Karthus has been somewhat weak for quite a long time, his weaknesses far outweight his strengths, he's slow, squishy, and needs consistently great aim to kill an enemy. His Q and E both want to be leveled first so you have to choose between mana sustain and low damage, or high damage but running out of mana incredibly quickly. His kit revolves around him being in the middle of a fight but he's not nearly tanky enough for it even with the roa-liandary's-scepter-abyssal combo. This is focused around keeping his main playstyle, by making it feel much more powerful. His death's Chorus is intended to be his main farming tool now, but it will be relatively weak at first and to keep it's farming useful, you must land your Q consistently. Along with this, his fighting ability is now entirely based around his sort of "death lawnmower" status of running down an enemy using your E. Playing against Karthus will be poking him down as without casting his E, he will still be relatively squishy and have trouble aiming his Q if you stay on your toes. Along with this he's still relatively bad at fighting multiple people. As for the ult, this is intended to make it so it's current role is emphasized where it's to execute that one enemy who got away. Spellshields, invincibility, or just healing in general will be able to negate it so there is counterplay.

4 Comments

ModWulf Helhammer1 votes

You are either a troll, or someone who doesn't understand game balance at all. Probably both

Flailmorpho1 votes

{quoted}

You are either a troll, or someone who doesn't understand game balance at all. Probably both

what makes you say that

LeifTheExplorer1 votes

{quoted}

what makes you say that

Automatic champion execution is not balanced in any way. I play lots of Karthus, and honestly his kit is perfectly fine. All I would do is add 5% missing health damage on his R. Preforms the same effect of an execute, but it isn't as broken.

Karthus is in a good position right now, and doesn't really need to change.

Flailmorpho1 votes

{quoted}

Automatic champion execution is not balanced in any way. I play lots of Karthus, and honestly his kit is perfectly fine. All I would do is add 5% missing health damage on his R. Preforms the same effect of an execute, but it isn't as broken.

Karthus is in a good position right now, and doesn't really need to change.

I mean, kindred's original ult was going to be to insta-kill a target from any amount of health globally and the only reason it was taken out was because the skillshot was either too easy or too hard to land. If an enemy escapes with like, under 10% health, they're pretty much near dead anyway if they get hit by any ADC global, this just kinda streamlines it so that Karthus's Ult has a clear window of effectiveness. You could even make it so that during the game, all enemy healthbars have a clear indicator of where their health should be so that they know to get the fuck out before it gets to that point.

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