Karthus

The Deathsinger

How this differs from the live game

  • The dead never change

Build

Mid lane
Summoners
FlashTeleport
Start470g
Doran's RingHealth Potion2Yellow Trinket
Core6,600g
Tear of the Goddess1Rod of Ages2Sorcerer's Shoes3Archangel's Staff4
Full build15,455g
Sorcerer's ShoesRod of AgesArchangel's StaffRabadon's DeathcapZhonya's HourglassVoid Staff
Situational
Rylai's Crystal ScepterAbyssal ScepterLiandry's TormentBanshee's VeilMercury's Treads

Runes and masteries

Runes
  • x9Mark of Magic PenetrationMark
  • x9Seal of ArmorSeal
  • x9Glyph of Scaling Ability PowerGlyph
  • x3Quintessence of Movement SpeedQuint
  • Magic Penetration +9.00
  • Armor +9.00
  • Move Speed +4.50%
  • Scaling Ability Power +1.80

Magic penetration marks directly improve Lay Waste, Defile, and Requiem because all of Karthus's damage spells are magic damage with AP scaling. Armor seals cover auto-attack harass and minion damage, scaling AP glyphs support the farm-to-late plan, and movement speed quints help land Qs and keep Defile range.

Rune page

Mid lane

Statistics

  • Magic Penetration+9.00
  • Armor+9.00
  • Move Speed+4.50%
  • Scaling Ability Power+1.80
Masteries30 points21 / 0 / 9
Offense21
0/1
0/4
4/4
0/2
0/4
4/4
0/1
3/3
0/1
1/1
0/2
0/2
3/3
1/1
0/1
0/3
4/4
1/1
Defense0
0/1
0/3
0/4
0/2
0/3
0/3
0/1
0/2
0/2
0/1
0/1
0/1
0/3
0/3
0/1
0/3
0/1
0/1
0/1
Utility9
1/1
0/3
3/3
0/1
0/1
3/3
1/3
0/2
0/4
1/1
0/3
0/1
0/2
0/4
0/3
0/1
0/1
0/3
0/1

This is the standard 21/0/9 AP mid page: full offensive magic damage through Executioner, then utility for Flash/Teleport cooldowns, mana sustain, and Runic Affinity for longer blue buffs.

Skill order

ultimate at 6, 11 and 16

Death Defied

Lay WasteQ
Wall of PainW
DefileE
RequiemR
  • Lay Waste (Q) takes points at levels 1, 3, 5, 7, 9.
  • Wall of Pain (W) takes points at levels 4, 14, 15, 17, 18.
  • Defile (E) takes points at levels 2, 8, 10, 12, 13.
  • Requiem (R) takes points at levels 6, 11, 16.

Max Q first for lane farming and single-target poke, take one early E for mana returns and wave control, and add W at level 4 for gank setup and magic resist shred. Max E second once mana items and blue buff can support longer Defile uptime.

Why these items

Openingsall within the 475 starting gold

  • Doran's RingHealth Potion2Yellow Trinket

    Doran's Ring startDefault lane start when you expect normal trading and want AP, health, and last-hit mana return immediately.

  • Crystalline FlaskHealth Potion3Yellow Trinket

    Flask sustain startUse against poke or difficult lanes where repeated health and mana refills let you farm safely until Tear/Catalyst.

  • Boots of SpeedHealth Potion4Yellow Trinket

    Boots sustain startUse when dodging skillshots or avoiding early all-ins is more important than raw lane stats.

Corein buy order

  • 1

    Tear of the Goddess700gTear of the Goddess solves Karthus's heavy mana demands and stacks quickly through frequent Lay Waste casts.

  • 2

    Rod of Ages2,800gRod of Ages gives the health, mana, and AP Karthus needs to stand close enough for Defile while scaling into mid game.

  • 3

    Sorcerer's Shoes1,100gSorcerer's Shoes combine with magic penetration runes and Wall of Pain's magic resist reduction to make his spell damage bite.

  • 4

    Archangel's Staff2,700gArchangel's Staff converts the stacked Tear and large mana pool into a major AP spike.

Situationalonly when the game asks for it

  • Rylai's Crystal Scepter2,900gBuy Rylai's Crystal Scepter when your team needs persistent slows from Defile and extra health for front-line deaths.

  • Abyssal Scepter2,560gBuy Abyssal Scepter against double-AP threats or when fights happen in Defile range so the aura reliably amplifies your magic damage.

  • Liandry's Torment2,900gBuy Liandry's Torment against health-stacking teams, especially when you can keep enemies slowed by Wall of Pain or Rylai's.

  • Banshee's Veil2,750gBuy Banshee's Veil when one spell interrupt or pick tool is stopping you from positioning or channeling Requiem.

  • Mercury's Treads1,200gBuy Mercury's Treads instead of Sorcerer's Shoes only when crowd control or magic damage would otherwise keep you from dealing sustained Defile damage.

Build

Jungle
Summoners
SmiteFlash
Start475g
Hunter's MacheteHealth Potion5Yellow Trinket
Core9,660g
Spirit of the Spectral Wraith1Sorcerer's Shoes2Rabadon's Deathcap3Zhonya's Hourglass4
Full build14,855g
Spirit of the Spectral WraithSorcerer's ShoesRabadon's DeathcapZhonya's HourglassVoid StaffRylai's Crystal Scepter
Situational
Rod of AgesLiandry's TormentAbyssal ScepterMercury's TreadsFrozen Heart

Runes and masteries

Runes
  • x9Mark of Magic PenetrationMark
  • x9Seal of ArmorSeal
  • x9Glyph of Ability PowerGlyph
  • x3Quintessence of Spell VampQuint
  • Ability Power +10.80
  • Spell Vamp +6.00%
  • Magic Penetration +9.00
  • Armor +9.00

Magic penetration marks directly improve Lay Waste, Defile, and Requiem because all three deal magic damage and read AP rather than AD. Armor seals and spell-vamp quints make the first jungle clears less fragile; swap glyphs to Magic Resist if the enemy has heavy AP invade pressure.

Rune page

Jungle

Statistics

  • Ability Power+10.80
  • Spell Vamp+6.00%
  • Magic Penetration+9.00
  • Armor+9.00
Masteries30 points21 / 0 / 9
Offense21
0/1
0/4
4/4
0/2
0/4
4/4
0/1
3/3
0/1
1/1
0/2
0/2
3/3
1/1
0/1
0/3
4/4
1/1
Defense0
0/1
0/3
0/4
0/2
0/3
0/3
0/1
0/2
0/2
0/1
0/1
0/1
0/3
0/3
0/1
0/3
0/1
0/1
0/1
Utility9
1/1
0/3
3/3
0/1
0/1
1/3
3/3
0/2
0/4
1/1
0/3
0/1
0/2
0/4
0/3
0/1
0/1
0/3
0/1

This is 21/0/9: deep offense for AP damage and magic penetration, then utility for mana, summoner cooldowns, and Runic Affinity. Runic Affinity is legal here because exactly 8 points are spent in higher utility rows before taking it.

Skill order

ultimate at 6, 11 and 16

Death Defied

Lay WasteQ
Wall of PainW
DefileE
RequiemR
  • Lay Waste (Q) takes points at levels 1, 3, 5, 7, 9.
  • Wall of Pain (W) takes points at levels 4, 14, 15, 17, 18.
  • Defile (E) takes points at levels 2, 8, 10, 12, 13.
  • Requiem (R) takes points at levels 6, 11, 16.

Max Q first for single-target camp damage and skirmish poke, then E for sustained clears and teamfight DPS, taking W at level 4 for gank setup. Requiem is taken at 6, 11, and 16 only.

Why these items

Openingsall within the 475 starting gold

  • Hunter's MacheteHealth Potion5Yellow Trinket

    Machete sustain startDefault jungle start: Hunter's Machete plus five Health Potions gives the safest first clear and keeps Smite clears stable.

  • Hunter's MacheteHealth Potion3Sight WardYellow Trinket

    Machete ward startUse when you expect an invade or need to protect the first blue route; the ward costs clear health but prevents the disaster scenario.

Corein buy order

  • 1

    Spirit of the Spectral Wraith2,000gSpirit of the Spectral Wraith is the AP jungle item: it gives AP, mana regen, cooldown reduction, spell vamp, faster Smite, and monster damage.

  • 2

    Sorcerer's Shoes1,100gSorcerer's Shoes stack early magic penetration with marks and Haunting Guise-style damage patterns for Q, E, and Requiem.

  • 3

    Rabadon's Deathcap3,300gRabadon's Deathcap turns Karthus from a clearing mage into a real global execute threat with Requiem.

  • 4

    Zhonya's Hourglass3,260gZhonya's Hourglass lets jungle Karthus walk into Defile range, force cooldowns, and keep damage running before Death Defied takes over.

Situationalonly when the game asks for it

  • Rod of Ages2,800gBuy Rod of Ages early instead of rushing pure damage if the game is slow and you need health and mana before large fights.

  • Liandry's Torment2,900gBuy Liandry's Torment when enemies are stacking health and fights last long enough for repeated Q and Defile burns.

  • Abyssal Scepter2,560gBuy Abyssal Scepter against double AP or when your team has multiple magic damage threats fighting in your Defile range.

  • Mercury's Treads1,200gBuy Mercury's Treads instead of Sorcerer's Shoes when crowd control will stop you from reaching useful Defile positions.

  • Frozen Heart2,900gBuy Frozen Heart against heavy physical attackers if you must be the front-line aura holder and cannot survive with Zhonya's alone.

One build, written by a player. Newest first.

Write a Karthus build
Karthus: King Killstealby wRAthoFVuLKWritten by a player, not generated · its own page

Build

Mid lane
Summoners
FlashIgnite
Start380g
Crystalline FlaskHealth Potion
Core9,750g
Catalyst the Protector1Sorcerer's Shoes2Rod of Ages3Hextech Revolver4Rabadon's Deathcap5Will of the Ancients6
Full build15,305g
Sorcerer's ShoesRod of AgesRabadon's DeathcapWill of the AncientsVoid StaffZhonya's Hourglass

Runes and masteries

Runes
  • x9Mark of Magic PenetrationMark
  • x9Seal of ArmorSeal
  • x9Glyph of Scaling Magic ResistGlyph
  • x3Quintessence of Ability PowerQuint
  • Ability Power +15.00
  • Magic Penetration +9.00
  • Armor +9.00
  • Scaling Magic Resist +1.80

Rune page

Mid lane

Statistics

  • Ability Power+15.00
  • Magic Penetration+9.00
  • Armor+9.00
  • Scaling Magic Resist+1.80
Masteries30 points21 / 0 / 9
Offense21
1/1
0/4
4/4
0/2
0/4
4/4
0/1
3/3
0/1
1/1
0/2
0/2
3/3
1/1
0/1
0/3
3/4
1/1
Defense0
0/1
0/3
0/4
0/2
0/3
0/3
0/1
0/2
0/2
0/1
0/1
0/1
0/3
0/3
0/1
0/3
0/1
0/1
0/1
Utility9
1/1
0/3
3/3
0/1
0/1
3/3
2/3
0/2
0/4
0/1
0/3
0/1
0/2
0/4
0/3
0/1
0/1
0/3
0/1

Not the author's. This is a 21/0/9 AP caster page for the author's magic penetration marks, AP quints, Sorcerer's Shoes, Deathcap, Void Staff, and Requiem kill pressure. The Utility points support Karthus's mana-heavy lane before Rod of Ages is stacked and improve Flash uptime. Inferred from the build and text they did publish.

Skill order

ultimate at 6, 11 and 16

Death Defied

Lay WasteQ
Wall of PainW
DefileE
RequiemR
  • Lay Waste (Q) takes points at levels 1, 3, 5, 7, 9.
  • Wall of Pain (W) takes points at levels 4, 14, 15, 17, 18.
  • Defile (E) takes points at levels 2, 8, 10, 12, 13.
  • Requiem (R) takes points at levels 6, 11, 16.

Not the author's. This maxes Lay Waste first for mid-lane damage and last-hitting, then Defile to match the spell-vamp AP build with Hextech Revolver and Will of the Ancients. Inferred from the build and text they did publish.

Why these items

Openingsall within the 475 starting gold

  • Crystalline FlaskHealth Potion

    StartThe opening as the guide publishes it.

Corein buy order

  • 1

    Catalyst the Protector1,200g

  • 2

    Sorcerer's Shoes1,100g

  • 3

    Rod of Ages2,800g

  • 4

    Hextech Revolver1,200g

  • 5

    Rabadon's Deathcap3,300g

  • 6

    Will of the Ancients2,550g

Notes

the author's own words

Karthus: King Killsteal — rated 9.5/10 from 328 votes on MOBAFire.

What the guide does not publish: the guide never fills in an ability sequence.

Build by wRAthoFVuLK, written in Season 3 and transcribed from [MOBAFire's League Classic library](https://www.mobafire.com/league-of-legends/build/karthus-king-killsteal-240392).

Abilities

per rank
P

Death Defied

Upon dying, Karthus enters a spirit form that allows him to continue casting spells.

Q

Lay Waste5 ranks

Karthus unleashes a delayed blast at a location, dealing damage to nearby enemies.

Damage
40 / 60 / 80 / 100 / 120 + 30% AP
Single Target Damage
80 / 120 / 160 / 200 / 240 + 60% AP
Cooldown
1s
Cost
20 / 26 / 32 / 38 / 44 Mana
Range
875
W

Wall of Pain5 ranks

Karthus creates a passable screen of leeching energy. Any enemy units that walk through the screen have their Movement Speed and Magic Resist reduced for a period.

Cooldown
18s
Cost
100 Mana
Range
1000
E

Defile5 ranks

Karthus 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.

DPS
30 / 50 / 70 / 90 / 110 + 20% AP
Cooldown
0.5s
Cost
30 / 42 / 54 / 66 / 78 Mana per second
Range
550
R

Requiem3 ranks

After channeling for 3 seconds, Karthus deals damage to all enemy champions.

Damage
250 / 400 / 550 + 60% AP
Cooldown
200 / 180 / 160s
Cost
150 / 175 / 200 Mana
Range
All map (global)

Matchup against

62 champions, one-on-one
  • Ahri

    AhriUnfavoured

    Ahri wins the clean duel because Charm and Spirit Rush let her choose the all-in while dodging the Lay Waste pattern Karthus needs to land repeatedly.

    Watch for Charm: if it hits, Ahri gets a full Orb of Deception and Fox-Fire trade before Karthus can reposition.

    How to beat

    Hold outside Charm range and make Ahri use Orb of Deception on the wave before stepping up for isolated Lay Waste hits. Do not commit while Spirit Rush is available unless she has already spent at least one dash; Wall of Pain should be saved for after her first dash, not thrown at max range.

    Later Ahri is still better in a side-lane pick pattern, but Karthus contributes more reliable teamfight damage if he is not charmed first. Play near teammates, force Ahri to spend Spirit Rush defensively, and punish her backline dive with Defile and Death Defied.

    • Stand off the minion wave so Orb of Deception cannot hit you and clear at the same time.
    • Wall of Pain after Spirit Rush starts; early Wall is easy for her to dash around.
    • If Charm is down, Ahri has to dodge Lay Waste rather than threaten lethal immediately.
    • Requiem can finish her after Spirit Rush disengage, but do not channel where Charm can interrupt it.
    BuyBanshee's VeilMercury's TreadsAbyssal Scepter
  • Akali

    AkaliUnfavoured

    Akali is favored because Shadow Dance repeatedly forces melee range and Twilight Shroud denies clean Lay Waste targeting during the window Karthus wants to kite.

    Watch for Shadow Dance: it closes through Wall of Pain and keeps Akali attached long enough to trigger Mark of the Assassin.

    How to beat

    Keep the lane long and thin, with minions between you and Akali only before level 6; after level 6, distance alone is not protection. Bait one Shadow Dance charge, drop Wall of Pain behind yourself, and fight with Defile active while placing Lay Waste on your own feet and her exit edge of Twilight Shroud.

    Later Akali is the stronger isolated side-lane killer, especially with fog and flank angles. Karthus should avoid matching her alone and instead group where her dive is punished by layered damage, Exhaust-style peel if available, and Death Defied value.

    • Lay Waste the center and edges of Twilight Shroud instead of waiting for vision.
    • If she marks you with Mark of the Assassin, back up before she consumes it.
    • Wall of Pain is best once she has dashed in, because it taxes her escape.
    • Zhonya's can waste her burst window while Defile keeps damaging nearby enemies.
    BuyZhonya's HourglassBanshee's VeilRylai's Crystal Scepter
  • Alistar

    AlistarFavoured

    Karthus usually wins the duel because Alistar cannot kill him quickly without committing his full combo, and Karthus can keep damaging through the displacement and after death.

    Watch for Pulverize into Headbutt: the combo removes your casting time and can knock you out of a favorable Defile zone.

    How to beat

    Stay outside Pulverize range and punish Alistar every time he walks forward without Headbutt angle. If he uses Headbutt first, turn Defile on, place Wall of Pain in his retreat path, and grind him down once his cooldowns are gone.

    Later Alistar matters much more in teamfights than side-lane duels because Unbreakable Will lets him start fights and ignore much of your damage. Do not waste Requiem into his ultimate unless it also kills other targets; instead punish the enemy team after Alistar has already engaged.

    • Do not stand between Alistar and his turret or he can Headbutt you into danger.
    • Wall of Pain after Unbreakable Will ends is much more valuable than during it.
    • If he combos you, keep casting immediately; his damage falls off after the first rotation.
    • Death Defied makes diving Karthus awkward for Alistar unless his team is already there.
  • Amumu

    AmumuEven

    The matchup hinges on Bandage Toss: if Amumu lands it he can lock Karthus down in Despair, but if it misses Karthus outranges and outdamages him.

    Watch for Bandage Toss: it starts Amumu's only reliable path into Curse of the Sad Mummy and sustained melee damage.

    How to beat

    Hold minions or lateral space between you and Amumu so Bandage Toss is not a straight shot. When it misses, place Wall of Pain on his retreat and chase with Lay Waste; when it lands, turn on Defile immediately and save movement for after Curse of the Sad Mummy expires.

    Later Amumu is stronger as a teamfight initiator, while Karthus is stronger if the fight stays spread and front-to-back. Track Flash plus Curse of the Sad Mummy and avoid giving him a multi-man engage that interrupts your Requiem setup.

    • A missed Bandage Toss is your main punish window.
    • Do not channel Requiem in front of Amumu while Curse of the Sad Mummy is available.
    • Lay Waste behind Amumu after he commits; he has no dash out.
    • His Cursed Touch makes extended melee trades worse than they look.
    BuyBanshee's VeilMercury's TreadsRylai's Crystal Scepter
  • Anivia

    AniviaEven

    Anivia can out-control Karthus with Flash Frost and Crystallize, but Karthus can punish her immobility and threaten Rebirth if he avoids the stun.

    Watch for Flash Frost: the stun creates the Frostbite burst window and stops Karthus from walking out of Glacial Storm.

    How to beat

    Stay offset from the wave so Anivia cannot line up Flash Frost through minions and your champion at once. Trade when Flash Frost is down, use Wall of Pain to keep her inside Lay Waste range, and remember that killing her once is not enough unless you can finish the egg.

    Later Anivia controls side lanes and sieges better, but Karthus has the easier global finisher and stronger damage after death in packed fights. Do not fight in her Glacial Storm choke; force open-space fights where she cannot wall you into guaranteed damage.

    • Save burst for Rebirth; wasting cooldowns before egg can lose the duel.
    • Crystallize can trap you in Defile range for her, so avoid hugging terrain.
    • If Flash Frost passes you, keep moving until the return detonation window is gone.
    • Requiem can finish egg timers only if Anivia's team cannot shield or zone for her.
    BuyBanshee's VeilAbyssal ScepterMercury's Treads
  • Annie

    AnnieUnfavoured

    Annie is favored because her longer range and Pyromania stun let her front-load lethal damage before Karthus gets enough repeated casts.

    Watch for Pyromania Tibbers: the stun plus Summon: Tibbers burst can kill or force Karthus into Death Defied before he controls the fight.

    How to beat

    Count Annie's Pyromania stacks and back off when she can stun with Q, W, or Tibbers. Harass with max-range Lay Waste when her stun is not ready, and only commit after she spends Tibbers or misses the stun window on a poor trade.

    Later Annie remains more dangerous as a flash-engage burst mage, while Karthus brings better damage if the fight continues after the initial stun. Stay outside her engage pocket, buy time with Zhonya's if she flashes, and let Requiem clean up after her cooldowns are spent.

    • Do not channel Requiem while Annie has stun ready and is in range.
    • Her attack range lets her threaten autos without eating every Lay Waste, so do not trade passively.
    • Wall of Pain is for disengaging Tibbers or punishing Annie after she commits.
    • If Tibbers is down, Annie's duel threat drops sharply.
    BuyZhonya's HourglassBanshee's VeilMercury's Treads
  • Ashe

    AsheEven

    Ashe can kite Karthus with Frost Shot and outrange him, but she is immobile enough that Wall of Pain and accurate Lay Waste can win once her arrow is down.

    Watch for Enchanted Crystal Arrow: the stun gives Ashe the space to chain Frost Shot autos while Karthus cannot close or cast freely.

    How to beat

    Avoid straight lanes where Enchanted Crystal Arrow is easy and do not walk through Volley slows for small trades. If Arrow misses or is used elsewhere, Wall of Pain Ashe's retreat path and force her to choose between taking isolated Lay Waste hits or walking back through Defile range.

    Later Ashe wins extended side-lane kiting if she sees Karthus first, but Karthus is more valuable in clumped teamfights and punishes her low mobility with global damage. Fight around vision so she cannot start with Arrow from fog.

    • Stand away from low-health minions so Volley cannot poke and farm together.
    • Wall of Pain behind Ashe is stronger than directly on top of her when she is retreating.
    • If Arrow hits at long range, the duel usually becomes Ashe's chase pattern.
    • Requiem is reliable against Ashe after she has used lifesteal or summoners to survive the first exchange.
    BuyZhonya's HourglassNinja TabiDoran's Shield
  • Blitzcrank

    BlitzcrankFavoured

    Karthus wins if Rocket Grab misses because Blitzcrank has to walk through Wall of Pain and Defile to do meaningful damage.

    Watch for Rocket Grab: it pulls Karthus into Power Fist and Static Field range, removing the spacing advantage that wins the matchup.

    How to beat

    Keep minions between you and Blitzcrank and punish every missed Rocket Grab with Wall of Pain into Lay Waste. If you do get grabbed, turn on Defile before the knockup lands and continue casting after the combo because his sustained damage is limited.

    Later Blitzcrank is not a true side-lane duelist; he is looking for hooks before teamfights. Stand behind minions and tanks, and make any hook on you costly by dropping damage in Death Defied if his team commits too deep.

    • Do not channel Requiem in hook range unless Rocket Grab is down.
    • Mana Barrier can bait a bad all-in, so account for the shield before committing Requiem.
    • Wall of Pain after Overdrive starts makes his engage much easier to kite.
    • A grabbed Karthus can still punish clustered enemies with Defile and passive casts.
    BuyBanshee's VeilMercury's Treads
  • Brand

    BrandEven

    Brand and Karthus both punish stationary targets, so the duel is decided by whether Brand lands Sear stun or Karthus keeps him slowed in repeated Lay Waste hits.

    Watch for Sear on a Blazed target: the stun locks Karthus long enough for Pillar of Flame and Pyroclasm to land cleanly.

    How to beat

    Do not let Brand apply Blaze for free before Sear is available; step wide after Conflagration or Pillar of Flame so the stun line is not automatic. When Sear is down, Wall of Pain him and force a damage race with Defile and isolated Lay Waste.

    Later Brand has stronger immediate area burst if enemies clump, while Karthus has more reliable cleanup and post-death damage. Spread for Pyroclasm bounces, then keep fighting through the burn window where Karthus can still cast and Requiem.

    • Never stand beside your own minions or teammates when Pyroclasm is ready.
    • Pillar of Flame and Lay Waste are both delayed; winning the footwork wins the trade.
    • Brand without Sear stun is vulnerable to Wall of Pain chase-downs.
    • Abyssal Scepter is strong only when you are willing to fight inside his range.
    BuyBanshee's VeilMercury's TreadsAbyssal Scepter
  • Cho'Gath

    Cho'GathUnfavoured

    Cho'Gath is favored because Rupture into Feral Scream denies Karthus's casting window and Feast ends the duel before Death Defied can swing enough damage.

    Watch for Feral Scream: the silence stops Lay Waste, Defile toggling, and Requiem long enough for Cho'Gath to walk into Feast range.

    How to beat

    Stay outside Feral Scream cone range and move diagonally whenever Cho'Gath threatens Rupture. Trade only after Rupture misses; if he reaches you with silence available, kite backward with Wall of Pain rather than trying to burst through his health pool.

    Later Cho'Gath is a stronger side-lane wall and objective frontliner, while Karthus is better at punishing full team commits. Do not duel him through Feast stacks; burn his team around him and use Requiem after he has spent silence or moved out of interrupt range.

    • Rupture under your feet is easier to dodge if you are already moving, not standing to last-hit.
    • Do not start Requiem while Feral Scream can reach you.
    • Wall of Pain after Cho'Gath misses Rupture lets you land multiple Lay Wastes on his slow model.
    • Feast can kill you before you get a final living rotation, so plan around Death Defied.
    BuyRylai's Crystal ScepterLiandry's TormentBanshee's Veil
  • Corki

    CorkiUnfavoured

    Corki is favored because Valkyrie dodges Wall of Pain traps and Missile Barrage lets him keep damaging Karthus from outside reliable Lay Waste range.

    Watch for Valkyrie: it breaks Karthus's spacing plan by escaping Wall of Pain or crossing into burst range on Corki's terms.

    How to beat

    Do not throw Wall of Pain until Corki has used Valkyrie or committed to a direction he cannot easily reverse. Farm at an angle from the wave to reduce Phosphorus Bomb and Missile Barrage splash value, then punish Valkyrie cooldown with repeated Lay Waste while he has no escape.

    Later Corki is stronger in side-lane poke and sustained marksman duels, but Karthus can decide teamfights if Corki has to Valkyrie defensively. Look for Requiem after Corki uses lifesteal or escape tools rather than trying to chase him alone.

    • Stand away from your caster minions so Missile Barrage does not poke and clear together.
    • Wall of Pain before Valkyrie usually just buys Corki an easy escape route.
    • His true-damage autos make short trades worse if you stand still after missing Lay Waste.
    • Zhonya's is mainly for buying time after he commits forward, not for blocking poke.
    BuyZhonya's HourglassNinja TabiChain Vest
  • Dr. Mundo

    Dr. MundoUnfavoured

    Dr. Mundo is favored in a finished duel because Infected Cleaver and Sadism let him run Karthus down while outlasting ordinary spell rotations.

    Watch for Sadism: the huge regeneration turns Karthus's first kill attempt into an extended chase that Mundo usually wins.

    How to beat

    Dodge Infected Cleaver first; if it lands, Mundo gets the movement pattern he wants and can keep Burning Agony on you. Harass before Sadism, save Wall of Pain for after he commits forward, and apply Grievous Wounds before trying to finish him through ultimate healing.

    Later Mundo is much better at side-lane attrition and soaking Karthus damage, but Karthus has more fight-winning backline threat. Do not spend everything on Mundo unless your team can finish him through Sadism; use Requiem for carries or after his regeneration has been reduced.

    • A single Cleaver hit often decides whether you can kite or get run down.
    • Wall of Pain should split Mundo from you after he ultimates, not start the trade.
    • Morellonomicon matters because Sadism is the whole duel.
    • Liandry's gains value when Mundo is slowed by Wall of Pain or Rylai's.
    BuyMorellonomiconLiandry's TormentRylai's Crystal Scepter
  • Evelynn

    EvelynnUnfavoured

    Evelynn wins most isolated duels because Shadow Walk creates the first hit and Agony's Embrace slows Karthus long enough for Ravage and Hate Spike damage.

    Watch for Shadow Walk flank: Evelynn starts the fight from close range, denying Karthus the spacing needed to land safe Lay Waste poke.

    How to beat

    Respect fog and keep defensive wards or teammates near the routes Evelynn uses to enter melee range. Once she appears, Wall of Pain your own retreat path, turn on Defile, and cast Lay Waste where she must walk rather than where she is currently standing.

    Later Evelynn is a stronger pick and flank champion, while Karthus is stronger when the fight is already committed and visible. Group tightly enough that Evelynn cannot isolate you, but not so tightly that her ultimate hits everyone for free.

    • Do not push alone without vision; this matchup starts before Evelynn is visible.
    • Wall of Pain on yourself is often better than chasing her with it.
    • If Agony's Embrace hits, assume she can stick unless you immediately create distance.
    • Zhonya's can waste her reveal burst while Defile keeps ticking.
    BuySightstoneZhonya's HourglassBanshee's Veil
  • Ezreal

    EzrealUnfavoured

    Ezreal is favored because Mystic Shot poke and Arcane Shift let him fight outside Karthus's most reliable damage zone.

    Watch for Arcane Shift: it dodges a key Lay Waste or Wall of Pain angle while keeping Ezreal in range to continue the trade.

    How to beat

    Stand behind minions to block Mystic Shot and avoid trading from open river-style space. Pressure Ezreal only after Arcane Shift is down; Wall of Pain his landing path, not his starting position, and make him spend cooldowns before you channel Requiem.

    Later Ezreal remains safer in side lanes because he can poke and blink away, but Karthus brings more unavoidable teamfight cleanup. Force fights where Ezreal must Arcane Shift defensively, then use Requiem after he has already taken poke or used barrier-style protection.

    • Minions are your best defense against Mystic Shot cooldown cycling.
    • Do not chase into open space after Arcane Shift; he wants a long kite path.
    • Wall of Pain can force Ezreal to Shift early if placed behind him during a wave fight.
    • Requiem is strongest after Trueshot Barrage trades have already softened both teams.
    BuyZhonya's HourglassNinja TabiBanshee's Veil
  • Fiddlesticks

    FiddlesticksUnfavoured

    Fiddlesticks is favored if he starts in range because Terrify and Drain stop Karthus from controlling spacing, but Karthus can win when he interrupts the setup with distance and damage.

    Watch for Terrify: the fear gives Fiddlesticks a guaranteed Drain or Crowstorm follow-up while Karthus cannot kite or cast properly.

    How to beat

    Stay outside Terrify range and do not face-check fog where Crowstorm can start on top of you. If Drain begins, break range with Wall of Pain and movement before trading back; once Terrify is down, Karthus can force Fiddlesticks to stand still and eat Lay Waste.

    Later Fiddlesticks has the more explosive flank teamfight, while Karthus has the more reliable damage if the engage is seen early. Ward flank channels and hold Requiem until Dark Wind or Terrify cannot interrupt it.

    • Never duel Fiddlesticks from brush or fog; that gives him the Crowstorm start.
    • Drain is punishable only if you can break the tether or outdamage it while he stands still.
    • Dark Wind can interrupt Requiem, so channel from outside bounce range.
    • Wall of Pain after Terrify ends can keep him from re-entering Drain range.
    BuyBanshee's VeilMercury's TreadsQuicksilver Sash
  • Gangplank

    GangplankEven

    Gangplank can win short trades with Parrrley and Remove Scurvy sustain, but Karthus wins extended fights if he keeps Gangplank slowed and away from repeated melee hits.

    Watch for Remove Scurvy: the heal erases Karthus's first finishing window and can remove Wall of Pain's slow pressure if timed well.

    How to beat

    Do not take repeated Parrrley trades for free; answer only when you can land Lay Waste as Gangplank walks up. Bait Remove Scurvy with a low-commitment Wall of Pain or damage trade, then commit with Defile and Requiem after the heal is gone.

    Later Gangplank is better at side-lane skirmishing and global zone control with Cannon Barrage, while Karthus is better in full 5v5 damage races. Avoid standing in Cannon Barrage while channeling Requiem, and force him to use Remove Scurvy before your team spends real crowd control.

    • Parrrley range trades favor Gangplank if you miss the return Lay Waste.
    • Wall of Pain is partly bait; Remove Scurvy down makes the next slow matter.
    • Do not channel Requiem inside Cannon Barrage if the slow lets him close on you.
    • Morellonomicon helps only when his Remove Scurvy heal is deciding the duel.
    BuyMorellonomiconNinja TabiZhonya's Hourglass
  • Garen

    GarenUnfavoured

    Garen can break Wall of Pain's slow with Decisive Strike, force Karthus into melee, and execute before Death Defied turns the trade back.

    Watch for Decisive Strike breaks the slow from Wall of Pain and gives him the speed to start Judgment on top of you.

    How to beat

    Hold max Lay Waste range and keep tagging him so Perseverance cannot reset the lane. Do not cast Wall of Pain just because he walks forward; wait for Decisive Strike to be used or you will lose your only spacing tool. Commit only when he has burned Q and has to walk through isolated Qs to reach you.

    Later Garen still wins the side lane if he can force a long chase, but Karthus matters far more in grouped fights. Stay behind terrain, make him spend Decisive Strike into your frontline, then punish his immobile exit with Wall of Pain and Defile.

    • A single Lay Waste tick stops Perseverance, so poke him before backing off.
    • Wall of Pain before Decisive Strike is usually wasted.
    • If he reaches execute range, flash early; Demacian Justice ignores your plan to kite.
    • Death Defied can still finish him if he commits too deep under Defile.
    BuyZhonya's HourglassRylai's Crystal ScepterLiandry's Torment
  • Gragas

    GragasUnfavoured

    Gragas has enough sustain to outlast poke and enough displacement to interrupt Requiem or throw Karthus into a losing close-range trade.

    Watch for Explosive Cask interrupts Requiem and can knock you into Body Slam range.

    How to beat

    Stand off the minion wave so Barrel Roll cannot push and poke you at the same time. Bait Body Slam before you step into Defile range, then punish the miss with Wall of Pain and isolated Lay Wastes. Channel Requiem only after Explosive Cask is down or when he is too far to stop it.

    Later Gragas is safer in side lanes because he can disengage and cancel your channel, while Karthus brings the stronger full-team damage if he is protected. In fights, track Explosive Cask first and use Requiem after his displacement has been spent.

    • Do not hug your caster minions; Barrel Roll gets free lane value there.
    • Wall of Pain behind Gragas after Body Slam misses makes his retreat predictable.
    • If he holds Explosive Cask, do not channel Requiem in his range.
    • His passive makes low-damage poke less meaningful unless you keep hitting Qs.
    BuyBanshee's VeilShushei's Mana JugTwin Shadows
  • Heimerdinger

    HeimerdingerEven

    Karthus can clear turrets with spells, but Heimerdinger controls space well enough that walking through his setup is dangerous.

    Watch for CH-1 Concussion Grenade stuns you in turret range and makes every follow-up rocket and turret shot land.

    How to beat

    Do not duel him inside a prepared turret nest; clear turrets with Lay Waste from the edge and make him rebuild. Keep moving diagonally so Hextech Micro-Rockets choose poor targets, and only step forward when Grenade is down. If he abandons turret cover, Wall of Pain lets you run him down with Defile.

    Later Heimerdinger is annoying in sieges and objective setups, but Karthus scales better in chaotic teamfights and punishes immobile zones with Requiem. In side lane, clear his setup before contesting him directly.

    • Isolated Lay Waste is useful for removing single turrets without entering their range.
    • Do not chase through two turrets just because Heimerdinger is low.
    • Grenade down is your real trade window.
    • Requiem ignores his setup, but not a shield or heal from teammates.
    BuyShushei's Mana JugBanshee's VeilTwin Shadows
  • Janna

    JannaFavoured

    Janna can disengage but lacks the damage to punish Karthus in a straight duel unless he wastes every spell into shields and tornadoes.

    Watch for Monsoon knocks you out of Defile range and resets the fight with healing.

    How to beat

    Walk her down slowly with Wall of Pain rather than flashing into her disengage. Use Lay Waste to chip through Eye Of The Storm, then commit after Monsoon or Howling Gale has been used. If she saves every cooldown defensively, accept the won space instead of forcing into tower.

    Later Janna does not side-lane against Karthus, but she is very relevant in teamfights because Monsoon can deny your best Death Defied position. Try to die in the middle of the enemy team after Monsoon is forced, or cast Requiem when her shield is already committed.

    • Do not stand still during a charged Howling Gale just to cast Q.
    • Eye Of The Storm can blank one poke pattern, not sustained Defile damage.
    • Monsoon can push your corpse value away from carries if you die too early.
    • Wall of Pain makes her spend Zephyr defensively instead of kiting forever.
  • Jarvan IV

    Jarvan IVUnfavoured

    Jarvan IV's flag combo and Cataclysm force Karthus into close range where he cannot kite long enough to win before dying.

    Watch for Cataclysm traps you in melee range and makes Defile a trade you often lose to his burst and autos.

    How to beat

    Stay far enough back that Demacian Standard plus Dragon Strike cannot reach without him overcommitting. If he misses the knockup, place Wall of Pain across his retreat and punish with isolated Qs. Save Flash for Cataclysm rather than for the first poke trade.

    Later Jarvan remains favored in a side-lane engage, especially with Flash down, but Karthus is stronger if Jarvan dives into a grouped fight and cannot leave Defile. Position so his Cataclysm either isolates only you after your damage is cast or traps his team inside your area damage.

    • Do not stand next to your minions when his flag combo is available.
    • Wall of Pain after his combo lands is late; use it to punish the miss or slow his exit.
    • Flash out of Cataclysm before Demacian Justice-style follow-up damage arrives from his team.
    • Death Defied is strong if Cataclysm keeps enemies near your body.
    BuyZhonya's HourglassSeeker's ArmguardRylai's Crystal Scepter
  • Jax

    JaxUnfavoured

    Jax jumps over Karthus's spacing, reduces area damage with Counter Strike, and wins sustained melee once he is on top of him.

    Watch for Leap Strike closes the gap instantly and starts the melee window Karthus cannot easily escape.

    How to beat

    Hold outside Leap Strike range until you have minion cover and Wall of Pain ready. When he leaps, drop Wall of Pain through your retreat path and kite backward with Defile on, using Lay Waste where he must walk rather than where he stands. Do not commit into Counter Strike; wait out the damage reduction before trying to finish him.

    Later Jax dominates side lanes and will beat Karthus in extended 1v1s unless badly chunked first. Karthus should group, force Jax to enter through Wall of Pain, and use Zhonya's or Death Defied to turn his dive into teamfight damage.

    • Counter Strike reduces your area damage, including Defile pressure.
    • Place Q behind yourself after Leap Strike because Jax keeps walking forward.
    • If he has Leap Strike and Flash, one Wall of Pain is not enough spacing.
    • Requiem is often better used after Jax commits than before he starts fighting.
    BuyZhonya's HourglassRylai's Crystal ScepterSeeker's Armguard
  • Kassadin

    KassadinUnfavoured

    Kassadin's magic damage reduction, silence, and repeated Riftwalks make him one of the hardest duelists for Karthus to control.

    Watch for Null Sphere silences you and can stop the spell chain or interrupt Requiem.

    How to beat

    Punish him before level 6 by pushing and landing isolated Qs when he walks up for last hits. After Riftwalk, do not stand within jump range unless Null Sphere is down; Wall of Pain should cover the direction he must Riftwalk through after committing. Never channel Requiem while he is close enough to silence you.

    Later Kassadin wins the side lane and can choose when the duel happens, while Karthus contributes more reliable damage in grouped front-to-back fights. Force him to spend Riftwalk charges entering through your team, then punish his exit path with Wall of Pain and Defile.

    • His passive makes even good Lay Waste poke less decisive.
    • Count Null Sphere before any Requiem channel.
    • Wall of Pain is best after his first Riftwalk, not before he chooses an angle.
    • Do not chase Kassadin into fog; he gets the next jump first.
    BuyShushei's Mana JugBanshee's VeilTwin Shadows
  • Katarina

    KatarinaEven

    Katarina can burst Karthus if she reaches him cleanly, but she has to stand in Defile and predictable Lay Waste zones to finish the kill.

    Watch for Death Lotus forces immediate damage while you are in her range and can kill you before your sustained spells matter.

    How to beat

    Keep distance until Shunpo is used, then place Wall of Pain on her exit path and turn Defile on. Save movement or crowd-control help from teammates for Death Lotus in real fights, but in the duel your answer is to move out immediately and keep casting Q where she must follow. If she commits without resets, Death Defied often wins the final damage race.

    Later Katarina is more dangerous in messy teamfights with resets, while Karthus is stronger when fights stay clumped and predictable. Avoid being the first reset; die in a place where her channel and cleanup path run through Defile.

    • Do not waste Wall of Pain before Shunpo; she will blink past it.
    • Lay Waste under your own feet when she appears next to you.
    • If she channels Death Lotus inside Defile, keep moving rather than trading autos.
    • Requiem after her Shunpo damage reduction ends is more reliable.
    BuyZhonya's HourglassBanshee's Veil
  • Kayle

    KayleUnfavoured

    Kayle outranges Karthus during Righteous Fury, sustains through poke, and can deny his finishing damage with Intervention.

    Watch for Intervention blocks your lethal Lay Waste or Requiem window and lets her keep attacking for free.

    How to beat

    Do not trade while Righteous Fury is active unless she is already slowed by Wall of Pain and forced to retreat. Bait Intervention with sustained Q and Defile pressure before committing Requiem. Your best window is after Righteous Fury or Intervention ends, when she has to walk through Wall of Pain to keep hitting you.

    Later Kayle is usually stronger in the side lane because Intervention gives her the decisive duel reset. Karthus should group and force her to choose between saving herself and saving a carry from Requiem or Death Defied damage.

    • Track Righteous Fury uptime; that is when she can hit without entering Defile.
    • Do not cast Requiem into an obvious Intervention hold.
    • Wall of Pain after Reckoning keeps her from converting the slow into a full chase.
    • If she ults early, keep casting instead of backing away.
    BuyZhonya's HourglassRylai's Crystal ScepterBanshee's Veil
  • Kennen

    KennenUnfavoured

    Kennen has higher range, fast engage, and stun chains that stop Karthus from freely casting through the duel.

    Watch for Slicing Maelstrom stacks Mark of the Storm while dealing damage, leading into a stun you cannot kite through.

    How to beat

    Stay outside his auto and Electrical Surge setup, and make him last-hit under Lay Waste rather than trading in open space. If Lightning Rush is used forward, Wall of Pain behind him and retreat until the first stun threat is gone. Do not fight inside Slicing Maelstrom unless you are already choosing to die for Death Defied value.

    Later Kennen is better at starting fights, but Karthus can outdamage him if Kennen's dive does not instantly decide the fight. Spread before Slicing Maelstrom, then answer with Defile and Requiem after his stuns are spent.

    • Respect his passive mark auto; it turns Electrical Surge into a stun setup.
    • Wall of Pain can punish Lightning Rush after he enters, not before.
    • Do not channel Requiem while he is in range to stun you.
    • Death Defied is useful if Kennen dives into your whole team.
    BuyZhonya's HourglassShushei's Mana JugBanshee's Veil
  • Kog'Maw

    Kog'MawEven

    Kog'Maw wins if he keeps Bio-Arcane Barrage range, but Karthus wins if Wall of Pain forces him into Defile and repeated Lay Wastes.

    Watch for Bio-Arcane Barrage gives Kog'Maw the range and percent-health damage to kill you before you can hold Defile range.

    How to beat

    Do not walk straight at him while Bio-Arcane Barrage is active; use Wall of Pain to cut off his retreat or to disengage until it ends. Dodge Void Ooze laterally, then punish the slow cooldown by stepping into Q range. If he dies close to you, immediately leave Icathian Surprise's path instead of casting one extra spell.

    Later Kog'Maw is scarier in protected teamfights, while Karthus has better global cleanup and can punish immobile backlines if he reaches them. In side lane, the result depends on whether Kog'Maw has room to kite before Wall of Pain lands.

    • Bio-Arcane Barrage uptime is the duel timer.
    • Void Ooze into Living Artillery makes chasing him much worse than it looks.
    • After killing him, move first and cast second to avoid Icathian Surprise.
    • Wall of Pain across his retreat is stronger than placing it directly on him.
    BuyZhonya's HourglassRylai's Crystal ScepterLiandry's Torment
  • Lee Sin

    Lee SinUnfavoured

    Lee Sin's mobility, shield, and displacement let him choose the engage and burst Karthus before sustained damage wins.

    Watch for Sonic Wave / Resonating Strike marks you, then lets Lee Sin take the fight whenever you are low enough to finish.

    How to beat

    Stand behind minions so Sonic Wave cannot start the duel for free. If he misses Q, punish hard with Wall of Pain and isolated Lay Waste before Safeguard gives him another angle. Save Flash for Dragon's Rage or the second part of Q when it would put him on top of you.

    Later Lee Sin remains a side-lane threat only if he can find clean picks; Karthus outscales him in grouped damage. Force Lee to dive through Defile and make his kick either defensive or a one-way engage.

    • Minions are your best defense against Sonic Wave.
    • Do not use Wall of Pain on Safeguard alone; wait for the real commit.
    • Dragon's Rage can kick you out of good Death Defied position.
    • If Resonating Strike brings him into Defile while low, keep fighting after death.
    BuyZhonya's HourglassSeeker's ArmguardRylai's Crystal Scepter
  • Leona

    LeonaEven

    Leona can lock Karthus down for a long time, but she lacks solo damage unless she catches him repeatedly or fights with allies.

    Watch for Zenith Blade starts the chain that puts her in range for Shield of Daybreak and Solar Flare.

    How to beat

    Keep minions between you and Zenith Blade and punish her after it misses, because she has no easy way out. If she lands E, turn Defile on immediately and place Lay Waste at your feet while walking away through Wall of Pain. In a pure duel, her cooldowns decide whether she kills you or gets burned down after the engage.

    Later Leona does not want a true side-lane duel, but she is dangerous in teamfights because her engage pins you before you choose where to die. Stay behind your frontline and make her engage land in a place where Death Defied still reaches priority targets.

    • Zenith Blade is the matchup; without it she walks through Qs.
    • Her Eclipse resists the first burst, so keep casting after it fades.
    • If she ults to start, save Wall of Pain for after the stun chain.
    • Death Defied punishes Leona if her team follows too tightly.
    BuyZhonya's HourglassRylai's Crystal ScepterBanshee's Veil
  • Lulu

    LuluEven

    Lulu can kite and deny burst with Whimsy and Wild Growth, but she usually cannot kill Karthus quickly without extended free attacks.

    Watch for Whimsy disables your casting or gives Lulu the speed to leave Defile range.

    How to beat

    Trade with Lay Waste from outside Glitterlance angles and avoid letting Pix's position create an unexpected slow line. Force Help, Pix! with poke before using Wall of Pain to commit. If Whimsy is down, she is much easier to run down; if Wild Growth is up, play for sustained damage instead of a burst finish.

    Later Lulu rarely side-lanes into Karthus by choice, but in teamfights she can keep a carry alive through Requiem and peel your Death Defied zone. Track Wild Growth and look to cast Requiem after she uses it on the diver or marksman.

    • Pix changes Glitterlance angles, so watch where her shield goes.
    • Do not chase through Whimsy speed unless Wall of Pain is already placed.
    • Wild Growth buys health, not distance; Defile still matters if you stay close.
    • Her shield can absorb one Q pattern but not a long forced fight.
    BuyBanshee's VeilShushei's Mana Jug
  • Lux

    LuxEven

    Lux outranges Karthus and can burst him from safety, but if Light Binding misses she is fragile and has poor tools against Wall of Pain.

    Watch for Light Binding roots you long enough for Lucent Singularity and Finales Funkeln to land together.

    How to beat

    Stay offset from your minion wave so Light Binding cannot threaten both farm and you. When Q is down, move forward with Wall of Pain and force her to choose between retreating or taking isolated Lay Wastes. Do not channel Requiem in her line of sight while Finales Funkeln can interrupt by killing you first.

    Later Lux has safer poke and pick threat, while Karthus has stronger damage after fights fully commit. In side lane, whoever lands the first key spell usually controls the duel; in teamfights, wait out Light Binding before stepping into a Death Defied position.

    • Her Q can bind through one minion, so standing behind a single caster is not enough.
    • Wall of Pain after Light Binding misses makes her immobility obvious.
    • Lux shield can reduce Requiem value if she has time to cast it across allies.
    • Do not walk in a straight line after Lucent Singularity slows you.
    BuyBanshee's VeilShushei's Mana JugTwin Shadows
  • Malphite

    MalphiteEven

    Malphite is hard to kill through Granite Shield and engage, but much of his kit is armor-focused and Karthus can win if he kites after Unstoppable Force.

    Watch for Unstoppable Force closes the gap, knocks you up, and guarantees his close-range follow-up.

    How to beat

    Break Granite Shield with a light Lay Waste before taking a real trade. Hold Wall of Pain until after Seismic Shard or Unstoppable Force so the slow actually affects his chase or exit. If he ults in, turn on Defile and cast Q under yourself while retreating rather than trying to outrun him immediately.

    Later Malphite is more valuable as a teamfight starter, while Karthus is more valuable if he survives the engage or dies in the middle of the enemy team. In side lane, he can force the fight, but he may not have enough damage to win cleanly if you have health and armor.

    • Do not spend your full combo into Granite Shield if you can tap it off first.
    • Seismic Shard steals speed, so Wall of Pain should answer the chase after it lands.
    • His Ground Slam attack-speed reduction barely matters to you.
    • If he ults your team, Requiem after the engage often hits before they can reset.
    BuyZhonya's HourglassRylai's Crystal ScepterSeeker's Armguard
  • Malzahar

    MalzaharUnfavoured

    Malzahar outranges Karthus, wins sustained trades with Malefic Visions, and can lock him in Null Zone with Nether Grasp before Karthus gets full value from Defile.

    Watch for Nether Grasp suppresses Karthus long enough for Null Zone and Malefic Visions to finish the duel.

    How to beat

    Hold just outside Malzahar's 550 spell range and punish him when Malefic Visions is used on the wave. Do not walk through Voidlings to trade, because they make isolated Lay Waste harder and add free damage. Commit only after Nether Grasp is down or when you can drop Wall of Pain first and force him to channel while already losing health.

    Later Malzahar is still favored in a clean side-lane pick because suppression stops Karthus from kiting, but Karthus is stronger in messy teamfights where Death Defied and Requiem resolve after crowd control. Stay out of flash-ult range and play fights from fog or behind your frontline.

    • Kill Voidlings with Lay Waste before trading so Malefic Visions has fewer ways to pressure you.
    • If he casts Nether Grasp while standing in Defile, keep E on during Death Defied and punish the channel point.
    • Wall of Pain before he commits makes his ult channel easier for your team to interrupt.
    • Do not rely on Requiem to finish him if his spell shield or magic resist item is ready.
    BuyQuicksilver SashBanshee's VeilShushei's Mana Jug
  • Master Yi

    Master YiUnfavoured

    Master Yi can ignore Wall of Pain during Highlander, dodge a key Lay Waste with Alpha Strike, and kill Karthus before Defile ticks him down.

    Watch for Highlander makes Master Yi immune to Wall of Pain's slow and gives him the speed to stay inside Karthus's dead zone.

    How to beat

    Keep maximum Q range and never spend Wall of Pain until Alpha Strike has been used or Yi has already committed forward. When he Alpha Strikes onto you, place Lay Waste at your own feet and kite through minions so his follow-up path is predictable. If Highlander is active, stop trying to peel with W and focus on forcing him to fight inside Defile before you die.

    Later Yi wins the side lane if he reaches Karthus alone, but Karthus gives more reliable teamfight damage if Yi cannot reset through the backline. Group behind point-and-click control and save Wall of Pain for Yi's entry path before Highlander starts.

    • Do not throw isolated Q where Yi can Alpha Strike through you and avoid the blast.
    • Wall of Pain matters before Highlander, not during it.
    • Meditate can blunt Requiem, so force it with Defile and Q before ulting.
    • Death Defied often finishes Yi if he commits with no exit after Alpha Strike.
    BuyZhonya's HourglassSeeker's ArmguardNinja Tabi
  • Miss Fortune

    Miss FortuneEven

    Miss Fortune outranges and bursts harder if Karthus is caught in Make It Rain or Bullet Time, but she has no true escape once Wall of Pain lands.

    Watch for Bullet Time locks a cone of damage over Karthus and forces him either to sidestep immediately or die before sustained damage wins.

    How to beat

    Stand away from low-health minions so Double Up cannot bounce into you for free poke. Use Wall of Pain after Make It Rain, then walk diagonally out of Bullet Time and punish the channel with repeated Lay Waste. Commit when Strut is broken and she has no slow to create distance.

    Later Miss Fortune is stronger in front-to-back teamfights if Bullet Time hits first, while Karthus is stronger when fights collapse around him and he can die in the middle. In side lane, whoever lands the first slow usually controls the duel.

    • Breaking Strut with a single Q makes Wall of Pain much easier to connect.
    • Do not stand behind your caster minions when Double Up is available.
    • Her Bullet Time channel is a stationary Lay Waste target if you are already outside the cone.
    • Requiem can clean her up after she spends Barrier-like defensive tools, but do not channel in her ult cone.
    BuyZhonya's HourglassSeeker's ArmguardNinja Tabi
  • Morgana

    MorganaEven

    Morgana blocks Wall of Pain's disable pressure with Black Shield and punishes bad spacing with Dark Binding, but Karthus outdamages her if he dodges the bind and keeps Defile running.

    Watch for Dark Binding roots Karthus long enough for Tormented Soil and Soul Shackles to force a losing trade.

    How to beat

    Fight at max Lay Waste range and sidestep horizontally whenever she has Dark Binding ready. Bait Black Shield with Wall of Pain, then wait it out rather than dumping damage into it. Commit only after Binding misses, because Morgana cannot easily stop Karthus from walking her down without it.

    Later Morgana is safer in side lane because Black Shield and Binding deny clean catches, but Karthus has the higher teamfight ceiling through Death Defied and Requiem. In grouped fights, do not be the first target of Binding; let her shield someone else before using Wall of Pain on the clump.

    • Black Shield blocks Wall of Pain's slow while it holds, so do not treat W as guaranteed engage.
    • Tormented Soil is only scary if Binding lands; step out instead of trading inside it.
    • Soul Shackles forces a spacing check, so Wall her and walk out before the stun delay.
    • Her spell vamp makes low-damage poke less valuable than clean isolated Q hits.
    BuyMercury's TreadsQuicksilver SashShushei's Mana Jug
  • Nasus

    NasusFavoured

    Karthus can deny Nasus's approach with Wall of Pain and constant Lay Waste, while Nasus needs Wither range and sustained melee time to matter.

    Watch for Wither removes Karthus's ability to kite and lets Nasus close for Siphoning Strike plus Fury of the Sands damage.

    How to beat

    Stay outside Wither range and punish every last-hit attempt with isolated Lay Waste. If he walks through Wall of Pain, retreat while Defile ticks and save Flash or movement for the moment Wither starts ramping. Commit after Wither is down or when Nasus has used Spirit Fire on the wave instead of under you.

    Later Nasus eventually wins extended side-lane duels if he has stacked enough Siphoning Strike and reaches melee, but Karthus remains better in teamfights where Nasus is forced to walk through zones. Kite backward through Wall of Pain and use Requiem after Nasus's health pool has been cut down.

    • Do not stand in Spirit Fire while trying to poke him; the armor shred is irrelevant, but the damage adds up.
    • Wall of Pain before Wither forces Nasus to spend his only real catch tool from farther away.
    • Fury of the Sands rewards him for staying next to you, so kite first and burst second.
    • Early isolated Q harassment can keep him from freely stacking Siphoning Strike.
    BuyBoots of SwiftnessRylai's Crystal Scepter
  • Nidalee

    NidaleeUnfavoured

    Nidalee outranges Karthus with Javelin Toss, sustains through poke with Primal Surge, and can choose cougar all-in timings when Karthus is already low.

    Watch for Javelin Toss chunks Karthus from outside Lay Waste range and turns the next cougar engage into a kill threat.

    How to beat

    Keep minions between you and long spears, but do not clump so badly that Bushwhack controls every dodge path. Trade only after she misses Javelin Toss or uses Primal Surge, then Wall of Pain her cougar path and place Qs where Pounce will land. Commit when she is in cougar form with no clean exit, not while she is fishing spears from fog.

    Later Nidalee wins side-lane poke and rotations, while Karthus is more valuable in full teamfights if he avoids being chunked before they start. Ward flank angles and force objectives where she must walk into Wall of Pain instead of throwing max-range spears forever.

    • A trapped Karthus loses magic resist, making the next spear much more dangerous.
    • Wall of Pain across her cougar escape path can turn her own Pounce forward into a trap.
    • Do not channel Requiem while she has a clear spear angle unless you are safely out of vision.
    • Primal Surge means light poke resets; look for committed trades after she spends it.
    BuyBanshee's VeilSpectre's CowlMercury's Treads
  • Nunu & Willump

    Nunu & WillumpFavoured

    Nunu's Ice Blast is annoying, but he lacks the burst to kill Karthus alone unless Absolute Zero channels to completion.

    Watch for Absolute Zero forces Karthus to leave the area or eat a huge delayed burst while slowed.

    How to beat

    Hold Q range and keep moving after every cast so Ice Blast does not lead into a full Absolute Zero. Save Wall of Pain for when Nunu walks forward to ult, then leave the circle rather than trying to race the channel. Once Absolute Zero is interrupted or escaped, he has little threat and can be worn down through Consume healing.

    Later Nunu rarely wants a true side-lane duel; he is better enabling a carry and controlling objectives. Karthus contributes more damage in teamfights, but must respect Nunu's peel and avoid wasting Requiem into team-wide magic resistance auras.

    • Do not chase him through brush or fog when Absolute Zero is available.
    • Consume does not help him in an empty lane duel, so fight away from minion waves when possible.
    • Wall of Pain makes it hard for him to stay close enough for a full ult channel.
    • Ice Blast's slow is the setup, not the kill; save movement for what follows.
    BuyMercury's TreadsBoots of SwiftnessShushei's Mana Jug
  • Olaf

    OlafUnfavoured

    Olaf runs through Wall of Pain with Ragnarok, sticks with Undertow, and kills Karthus with true damage before Karthus can kite him out.

    Watch for Ragnarok makes Olaf immune to Wall of Pain's control and gives him the resistances to force a melee duel.

    How to beat

    Fight only while Ragnarok is down or while Olaf is too far to chain Undertow pickups. Keep diagonally away from his axe landing spot so he must choose between chasing you and resetting Undertow. When he ults, stop saving Wall as peel and instead place it behind him for post-ultimate pursuit while you maximize Defile and point-blank Q damage.

    Later Olaf wins most isolated side-lane fights if he can start close, but Karthus is better in grouped fights after Olaf spends Ragnarok diving. Let him enter first, die productively if necessary, and make Requiem punish his low-health passive play.

    • Do not kite toward the thrown axe; that gives Olaf the reset he wants.
    • Reckless Swing true damage ignores defensive armor planning, so health and spacing matter more.
    • Wall of Pain is strongest after Ragnarok expires, not during it.
    • Low-health Olaf attacks faster, so do not assume he is harmless just because Requiem will finish soon.
    BuyZhonya's HourglassSeeker's ArmguardGiant's Belt
  • Pantheon

    PantheonUnfavoured

    Pantheon has reliable point-and-click engage and burst that interrupts Karthus's spacing before Lay Waste can win a sustained fight.

    Watch for Aegis of Zeonia stuns Karthus and guarantees Heartseeker Strike damage before he can kite away.

    How to beat

    Stay beyond Spear Shot range when possible and punish him only after he uses Aegis Protection or Spear Shot on the wave. If he jumps, drop Defile immediately, place Q under yourself, and Wall his exit so he cannot take a clean short trade. Commit after Aegis of Zeonia is down; before that, every step into stun range is his fight.

    Later Pantheon remains a strong side-lane pick threat, but his teamfight damage falls off if he cannot instantly kill a target. Karthus should group, track Grand Skyfall angles, and make Pantheon pay for diving with Death Defied damage.

    • Aegis Protection blocks a basic attack, not Lay Waste, so do not waste time autoing to remove it.
    • His stun gives him a guaranteed Heartseeker angle; your answer is pre-placed Defile and Q.
    • Wall of Pain after his jump often traps him deeper than he intended.
    • Do not channel Requiem where Grand Skyfall can land on top of you.
    BuyZhonya's HourglassSeeker's ArmguardNinja Tabi
  • Rammus

    RammusEven

    Rammus is hard to kill through Defensive Ball Curl and can force Karthus to attack himself with taunt, but he lacks damage if Karthus spaces Powerball.

    Watch for Puncturing Taunt drags Karthus into forced basic attacks and keeps him inside Tremors and Defensive Ball Curl.

    How to beat

    Stand behind minions or terrain angles so Powerball cannot start the duel cleanly. When he curls, kite away and spend that window farming or repositioning instead of dumping damage into his resistances. Commit after Powerball and Taunt are down, using Wall of Pain to keep him from re-engaging.

    Later Rammus is not a side-lane killer unless he catches Karthus with Powerball, but he is strong at starting teamfights and disrupting channels. Karthus should stay behind the first line of vision and be ready to cast after being taunted rather than relying on uninterrupted setup.

    • Do not auto him during Defensive Ball Curl unless taunted; the reflected damage is the point of his trade.
    • Wall of Pain across Powerball's path can force him to curve wide and lose the engage angle.
    • Tremors damages structures, so do not duel him casually under a threatened tower.
    • If he taunts you in your own Defile, keep E on and make the forced stand count.
    BuyMercury's TreadsQuicksilver SashBanshee's Veil
  • Ryze

    RyzeUnfavoured

    Ryze has shorter windows but more reliable spell damage, and Rune Prison stops Karthus long enough for his low-cooldown combo to outtrade Lay Waste.

    Watch for Rune Prison roots Karthus in range for Overload, Spell Flux, and Desperate Power follow-up.

    How to beat

    Stay at the edge of Lay Waste and avoid minion positions where Spell Flux can bounce value onto you. Bait Rune Prison by stepping forward briefly, then back away and punish its cooldown with Wall of Pain. Never stand still for a full Ryze rotation; your win condition is repeated isolated Qs before he gets root range.

    Later Ryze is favored in side-lane duels once he has durability and cooldowns, while Karthus is stronger when fights spread out and Requiem adds unavoidable damage. Force grouped objectives where Ryze cannot spend every spell rotation on you alone.

    • Spell Flux lowering magic resist makes the next Overload much more dangerous.
    • Wall of Pain is best used before he activates Desperate Power so his movement burst does not erase the gap.
    • Do not channel Requiem inside Rune Prison range unless Ryze is already controlled.
    • His spell vamp during Desperate Power means half trades often heal back; disengage the ult window.
    BuyBanshee's VeilShushei's Mana JugMercury's Treads
  • Shaco

    ShacoUnfavoured

    Shaco chooses the fight with Deceive, disrupts Karthus with Jack In The Box fear, and can dodge or split damage with Hallucinate.

    Watch for Deceive lets Shaco appear behind Karthus, trigger Backstab damage, and start the duel inside Lay Waste's uncomfortable range.

    How to beat

    Keep Defile ready when Shaco is missing and avoid walking through unwarded narrow paths where boxes control your escape. When he appears, cast Q under yourself, Wall the direction he must leave, and do not chase into Jack In The Box nests. Commit only after Deceive is used offensively and Hallucinate is identified, because hitting the clone wastes your burst window.

    Later Shaco is more dangerous in side-lane picks and fog fights, while Karthus is stronger in honest 5v5s where Shaco cannot freely set the terrain. Group with vision and make him dive into Defile instead of following him into traps.

    • A sudden fear usually means a Jack In The Box is placed on the path Shaco wants you to take.
    • Hallucinate can dodge a Lay Waste or Requiem timing if he casts it well.
    • If Shaco Deceives behind you, Wall behind yourself rather than in front of him.
    • Death Defied punishes Shaco if he has already spent Deceive to enter.
    BuySightstoneZhonya's HourglassSeeker's Armguard
  • Shen

    ShenFavoured

    Shen is durable but low-threat in a straight duel unless Shadow Dash connects, and Karthus can kite him while outdamaging Vorpal Blade sustain.

    Watch for Shadow Dash taunts Karthus and gives Shen the only clean way to keep him in melee range.

    How to beat

    Hold Lay Waste range and sidestep perpendicular to Shen when he angles for Shadow Dash. If he taunts, immediately Defile and Q your own feet, then Wall his retreat so he cannot win a short trade and leave. Commit after Shadow Dash misses; without it, Shen has to walk through repeated Qs.

    Later Shen usually matters more by joining teammates with Stand United than by beating Karthus alone. Karthus wins damage-heavy teamfights, but must communicate or time Requiem around Stand United's shield if Shen can save a target.

    • Do not stand against walls where Shadow Dash is harder to sidestep.
    • Feint can absorb one poke window, so wait it out before committing mana.
    • Stand United's shield can deny a Requiem execute on another lane.
    • If he taunts through you, turn Defile on before trying to create distance.
    BuyRylai's Crystal Scepter
  • Singed

    SingedEven

    Singed can run Karthus down with Insanity Potion and Fling, but he must cross Lay Waste and Wall of Pain to reach that winning position.

    Watch for Fling puts Karthus behind Singed into Poison Trail, reversing the kite and forcing him to walk through damage.

    How to beat

    Do not chase Singed through Poison Trail; make him come to you through Q zones instead. Save Wall of Pain for after Mega Adhesive or Fling, because the important moment is creating distance once he has committed. Commit only when Insanity Potion is down or when he is already low enough that Death Defied will finish the trade.

    Later Singed is often better in side lanes because he can proxy, disengage, and force awkward chases, while Karthus is stronger in grouped fights around objectives. Clear waves safely and punish his team when he leaves the fight to run patterns through your backline.

    • Mega Adhesive into Fling is the setup; respect the ground zone even before he reaches you.
    • Poison Trail keeps damaging you during Death Defied, so dying low next to him can still trade back.
    • Wall of Pain behind Singed is often better than in front, cutting off his exit after he flips you.
    • Do not spend Requiem while he is freely moving toward Fling range.
    BuyBoots of SwiftnessRylai's Crystal ScepterWarmog's Armor
  • Sion

    SionUnfavoured

    Sion's point-and-click stun and shield burst create a simple engage that Karthus cannot reliably avoid once in range.

    Watch for Cryptic Gaze stuns Karthus and guarantees Death's Caress detonation or follow-up attacks.

    How to beat

    Stay outside Cryptic Gaze range and use Lay Waste to break Death's Caress before Sion can walk it into you. If he activates shield and keeps advancing, back away immediately rather than trading into the pending burst. Commit after his stun or shield is down, because those cooldowns are what make the duel playable.

    Later Sion wins many side-lane all-ins if he reaches stun range, especially with Cannibalism sustain, but Karthus is more reliable in teamfights where Sion must walk through zones. Use Wall of Pain to slow his approach and let Requiem finish targets after his lifesteal window ends.

    • Do not let Death's Caress expire next to you; either break it early or leave.
    • Cannibalism makes standing still against his attacks a losing choice.
    • Wall of Pain before Cryptic Gaze range forces him to spend more time crossing open ground.
    • If he stuns you inside Defile, keep casting as soon as control ends instead of trying to fully disengage.
    BuyMercury's TreadsBanshee's VeilZhonya's Hourglass
  • Sivir

    SivirEven

    Sivir can block a key spell with Spell Shield and punish predictable movement with Boomerang Blade, but her short range makes her vulnerable once Wall of Pain is down.

    Watch for Spell Shield can deny Wall of Pain or Lay Waste and refund Sivir enough safety to win the next trade.

    How to beat

    Poke with low-commitment Qs until Spell Shield is used, then place Wall of Pain behind her and force the longer fight. Stand off the minion line so Boomerang Blade cannot hit both ways or hide its return path. Commit when Spell Shield is down and On The Hunt is unavailable, because otherwise she can simply outrun your zone.

    Later Sivir is better at grouped pushes and teamwide engages with On The Hunt, while Karthus is stronger if the fight locks in one place. In side lane, Karthus can win if he breaks Spell Shield first; Sivir wins if she shields the engage and keeps spacing with movement speed.

    • Use a single Lay Waste to bait Spell Shield before casting Wall of Pain.
    • Watch the return path of Boomerang Blade; the second hit is often the real mistake.
    • On The Hunt lets her leave Defile range quickly, so do not overcommit into the speed burst.
    • Ricochet poke is worse when you stand away from your wave.
    BuyZhonya's HourglassSeeker's ArmguardNinja Tabi
  • Skarner

    SkarnerEven

    Karthus wins while Skarner is forced to walk through Lay Waste and Wall of Pain, but loses if Crystalline Exoskeleton carries Skarner into Impale range before enough damage lands.

    Watch for Impale suppresses Karthus and drags him through Skarner's melee damage, removing the spacing Karthus needs.

    How to beat

    Hold just outside Skarner's engage range and save Wall of Pain until Crystalline Exoskeleton is already active, because breaking or slowing that shielded run is the duel. Kite backward with Defile on only once he commits, and punish every straight-line chase with isolated Lay Waste hits. Do not stand close enough for him to Flash or simply walk into Impale before he has spent W.

    Later Skarner is stronger in a side lane if he can force all-ins repeatedly, while Karthus brings far more value in grouped fights through Wall of Pain, Defile, Death Defied, and Requiem. Treat Skarner as a pick threat, keep distance from fog, and make him cross your team before he reaches you.

    • Wall of Pain after Crystalline Exoskeleton starts, not before, so his speed window is taxed.
    • If Skarner misses Fracture while approaching, he has less stickiness and must rely on raw movement.
    • Death Defied still lets you punish him after Impale, so aim Lay Waste where he must stand to finish you.
    BuyZhonya's HourglassRylai's Crystal Scepter
  • Sona

    SonaFavoured

    Sona can poke and disengage, but she is too fragile to survive repeated Lay Waste trades or an all-in once Crescendo is down.

    Watch for Crescendo stuns Karthus long enough for Sona to reset distance or finish a close trade.

    How to beat

    Respect her 550 range for short Hymn of Valor and Power Chord trades, then answer with Lay Waste as she turns away. Bait Crescendo by walking up behind minions or after she has used an aura, then commit with Wall of Pain and Defile once the stun is gone. Keep Requiem for after Wish-like team healing is not involved; in the duel, Sona has no large self-save outside her normal sustain pattern.

    Later Sona should not be dueling Karthus late; she wins by grouping and enabling allies. Karthus is much more threatening in full teamfights if he avoids being caught by Crescendo before casting, and Requiem pressures Sona's whole team after her defensive cooldowns are spent.

    • Track Power Chord: the damage-reduction chord can blunt your all-in if it lands before Defile damage ramps.
    • Do not channel Requiem in Crescendo range unless Crescendo has already been used.
    • Wall of Pain makes Sona's short aura trades dangerous because she has no dash through it.
    BuyMercury's Treads
  • Soraka

    SorakaEven

    Karthus has the damage to kill Soraka, but Infuse silence and Wish can deny his key cast window and turn the duel into a sustain check.

    Watch for Infuse silences Karthus, stopping Lay Waste, Defile toggling, or Requiem at the moment he needs to finish.

    How to beat

    Trade from just outside Starcall range when possible, because repeated Starcall stacks make her magic damage and Requiem resistance swing the fight. Force Infuse with movement forward, then use the silence downtime to land Wall of Pain and stack Lay Waste while Defile ticks. If she still has Wish, do not spend Requiem as a narrow execute unless you know the heal is unavailable.

    Later Soraka rarely wants the side-lane duel, but she can stall it with heals and silence. In teamfights, Karthus must account for Wish when planning Requiem, while Soraka's teamwide magic resistance aura makes sustained Defile damage slightly less explosive.

    • Infuse can interrupt Requiem, so channel from outside her cast range or after she uses it.
    • Starcall is only scary if you let her stay close long enough to stack it.
    • Wish can erase a marginal Requiem execute; force it before committing your ultimate if possible.
    BuyMercury's TreadsMorellonomicon
  • Taric

    TaricFavoured

    Taric's stun is dangerous, but he has to walk into repeated magic damage and his armor-heavy kit does little against Karthus.

    Watch for Dazzle stuns Karthus, letting Taric close for his highest damage and Radiance follow-up.

    How to beat

    Stay outside Dazzle range until you are ready to trade, then punish Taric's slow approach with isolated Lay Waste. If he uses Dazzle defensively or from max distance, drop Wall of Pain between you and keep Defile running as he retreats. Do not fight him inside Radiance range unless you are already winning the damage race.

    Later Taric is not a real side-lane threat to Karthus unless he brings allies, but his stun can set up a pick. In teamfights, Karthus outscales the duel hard through area damage, while Taric's job is to lock him down before Death Defied value is guaranteed.

    • His Shatter armor aura does not protect him much from your magic damage.
    • Max-range Dazzle deals less damage, so spacing reduces both crowd control follow-up and burst.
    • After Dazzle is gone, Taric has no way to stop Requiem.
    BuyMercury's Treads
  • Teemo

    TeemoEven

    Teemo wins if he kites through mushrooms and poison autos, while Karthus wins if Wall of Pain pins him long enough for reliable Lay Waste chains.

    Watch for Noxious Trap controls the pathing, slowing Karthus and adding poison damage before the real duel starts.

    How to beat

    Avoid chasing Teemo through unwarded ground; make him come into lane space where Lay Waste can threaten his last-hit and retreat paths. Use Wall of Pain after Move Quick is broken by damage, then walk forward with Defile while aiming Lay Waste at his escape angle. Blind is mostly a damage spell against Karthus, so the matchup is about not losing half your health to traps before contact.

    Later Teemo is better at controlling side-lane terrain with mushrooms, but Karthus contributes more to grouped fights and can punish Teemo's low durability with Requiem. Sweep or avoid trap lines before side-lane duels; do not donate health before the fight begins.

    • A single Lay Waste hit breaks Move Quick's passive speed and makes Wall of Pain much stronger.
    • Do not follow a low-health Teemo into brush unless you know the trap layout.
    • Camouflage matters only if you face-check; use Lay Waste to check suspicious choke points.
    BuyTwin ShadowsMercury's Treads
  • Tristana

    TristanaUnfavoured

    Tristana's range, Rocket Jump, and Buster Shot let her choose the spacing and deny Karthus the sustained contact he needs.

    Watch for Buster Shot knocks Karthus out of Defile and Wall of Pain pressure, resetting the fight after Tristana's burst.

    How to beat

    Do not start the duel by walking straight at her; force her to use Rocket Jump defensively with Lay Waste poke first. If Rocket Jump is down, Wall of Pain her landing or retreat path and commit before Buster Shot can fully reset your position. Once her range from Draw a Bead is high, you need terrain or fog to start close enough for Defile to matter.

    Later Tristana wins most clean side-lane duels because her range and disengage scale extremely well. Karthus should favor teamfights, where Death Defied and Requiem can still punish her after she commits or uses Buster Shot on someone else.

    • Save Wall of Pain for after Rocket Jump starts or lands; casting it too early lets her jump over it.
    • Buster Shot can push you out of Defile range but cannot stop Death Defied damage after you die.
    • Late-game open-space duels are bad; fight near walls or minion waves that make her movement predictable.
    BuyZhonya's HourglassRylai's Crystal Scepter
  • Tryndamere

    TryndamereUnfavoured

    Tryndamere can gap close, stick through slows, and ignore lethal damage with Undying Rage while Karthus has limited ways to survive the forced melee window.

    Watch for Undying Rage prevents Tryndamere from dying during Karthus's burst window and lets him keep attacking through Requiem or Death Defied damage.

    How to beat

    Keep the lane long and punish him before he has Fury; high-Fury Tryndamere makes every close trade dangerous. Hold Wall of Pain for after Spinning Slash, then kite diagonally so he must choose between chasing through the wall or backing out. When Undying Rage is active, stop trying to execute and instead time Lay Waste and Requiem for the moment it ends.

    Later Tryndamere is much stronger in the side lane and will usually win if he reaches Karthus with Fury and ultimate. Karthus should group, force Tryndamere to choose between split push and teamfight, and use Wall of Pain plus Death Defied to punish his entry when he dives carries.

    • Do not Requiem into Undying Rage unless you are timing the end of it.
    • Spinning Slash down is your only clean commit window.
    • Wall of Pain behind him can be better than in front if he has already spun past you.
    BuyZhonya's HourglassRanduin's OmenNinja Tabi
  • Twisted Fate

    Twisted FateEven

    Twisted Fate can stun and poke safely, but Karthus wins extended close fights if he dodges Wild Cards and does not eat a free Gold Card engage.

    Watch for Pick A Card's Gold Card stuns Karthus, guaranteeing Wild Cards and letting Twisted Fate disengage or burst first.

    How to beat

    Play outside auto range when Gold Card is locked, then punish the cooldown once he throws it or lets it expire. Sidestep Wild Cards laterally instead of backing straight up, and use Wall of Pain when he has to move through a narrow angle to keep dealing damage. If he channels Gate in vision during a duel, interrupt pressure with Lay Waste placement or prepare Requiem for the post-teleport finish.

    Later Twisted Fate is better at avoiding the duel and affecting side lanes with Gate and Destiny, while Karthus is stronger in clustered fights. Match him by communicating his movement, holding Requiem for cross-map punish, and not letting Gold Card cancel your channel.

    • Gold Card is the fight timer; after it is spent, Twisted Fate is much easier to run down.
    • Destiny reveals you, so low-health fog recalls are not safe against him.
    • Do not channel Requiem where Gold Card can reach you.
    BuyBanshee's VeilMercury's Treads
  • Twitch

    TwitchUnfavoured

    Twitch's stealth opener and stacked Expunge burst usually kill Karthus before Karthus can set up ideal spacing.

    Watch for Ambush lets Twitch start the duel from an unseen angle with attack speed, denying Karthus the first Wall of Pain placement.

    How to beat

    Do not walk into side-lane fog without vision; Twitch's best duel is already won if Ambush gives him the first several attacks. When he appears, place Wall of Pain on his retreat line rather than under yourself, then force him to choose between backing out and eating Defile. If Spray and Pray is active, step sideways out of the line while continuing to cast Lay Waste where he must stand to auto.

    Later Twitch wins isolated side-lane picks, especially from stealth, but Karthus can out-impact him in teamfights if Twitch is revealed or forced to stand in Defile after committing. Buy time with armor and stasis, then punish his immobile firing window with Death Defied and Requiem.

    • Venom Cask slow makes Lay Waste dodging harder; respect the all-in once it lands.
    • Spray and Pray is directional, so lateral movement matters more than simply running away.
    • If Twitch opens without Ambush, your odds improve sharply because Wall of Pain can control his exit.
    BuyZhonya's HourglassRanduin's OmenNinja Tabi
  • Vayne

    VayneUnfavoured

    Vayne's mobility, Condemn disengage, and Silver Bolts shred make it difficult for Karthus to keep her inside sustained damage.

    Watch for Condemn knocks Karthus away or into a wall stun, breaking Defile range and giving Vayne a free damage window.

    How to beat

    Avoid fighting near walls, because Condemn turns a close duel from playable into lost. Wait out or bait Tumble before aiming isolated Lay Waste, then use Wall of Pain where Final Hour Vayne wants to chase rather than where she currently stands. Commit only when Condemn is down or when she must walk through your wall to finish you.

    Later Vayne is one of the strongest side-lane duelists and beats Karthus in clean open space. Karthus should group and make her pay for short range in teamfights, especially after she uses Condemn or reveals herself after Final Hour Tumble.

    • Stand away from walls even if it costs a Lay Waste angle.
    • Wall of Pain is best used to cut off her chase path during Final Hour.
    • Death Defied can still punish Vayne if she tumbles forward to finish you.
    BuyZhonya's HourglassRanduin's OmenNinja Tabi
  • Veigar

    VeigarEven

    Both champions threaten lethal magic damage, but Veigar's Event Horizon and AP-scaling Primordial Burst punish Karthus harder if he is caught first.

    Watch for Event Horizon stuns Karthus if he crosses the ring, setting up Dark Matter and Primordial Burst or interrupting his chase.

    How to beat

    Do not walk through Event Horizon's edge; stop inside or outside the cage and keep casting Lay Waste while waiting it out. Pressure Veigar before he has a clean stun angle, because his targeted burst becomes more dangerous as your AP rises. If he misses or wastes Event Horizon, Wall of Pain him immediately and force the sustained fight where Karthus has better damage over time.

    Later Veigar can delete Karthus in a side-lane catch, especially because Primordial Burst scales with Karthus's AP. Karthus is still excellent in teamfights, but he must avoid being the first target stunned and should use Death Defied value if Veigar spends everything killing him.

    • Primordial Burst is more threatening the more AP you build, so health and stasis matter.
    • Event Horizon can stop your Requiem setup if you panic-move into the wall.
    • When Event Horizon is down, Veigar has no mobility and hates Wall of Pain.
    BuyBanshee's VeilZhonya's HourglassMercury's Treads
  • Warwick

    WarwickUnfavoured

    Warwick's suppression and self-healing let him force melee contact and outlast Karthus unless Karthus has already softened him up.

    Watch for Infinite Duress suppresses Karthus and gives Warwick a guaranteed damage-and-heal window.

    How to beat

    Poke before he reaches ultimate range and avoid staying low, because Blood Scent makes retreating from a bad trade harder. Save Wall of Pain until after he starts running at you or after Infinite Duress ends, then kite with Defile while landing Lay Waste on his direct chase path. If he uses Hungering Strike early on minions or a poor trade, that is your window to push damage before his next heal.

    Later Warwick is stronger in isolated side-lane all-ins if he can ult from range, while Karthus is stronger in teamfights when Warwick has to suppress one target inside Karthus's area damage. Position so Infinite Duress does not cancel Requiem or remove you before Defile has done meaningful work.

    • Do not sit at low health in lane; Blood Scent turns every retreat into a chase.
    • Infinite Duress can interrupt Requiem, so channel outside his engage range.
    • Grievous Wounds helps only if applied before his healing swing, not after he has already stabilized.
    BuyQuicksilver SashMorellonomiconRylai's Crystal Scepter
  • Wukong

    WukongUnfavoured

    Wukong's dash, invisibility, and Cyclone knockup give him reliable access to Karthus and enough disruption to win the close-range burst fight.

    Watch for Cyclone knocks Karthus up while Wukong stays on top of him, denying clean kiting and Lay Waste timing.

    How to beat

    Stand far enough back that Nimbus Strike cannot start the duel for free, especially when enemy minions are near you. When he uses Decoy, do not dump Lay Waste on the clone; reposition and cast where the real Wukong must reappear to keep chasing. After Cyclone is down, Wall of Pain plus Defile can punish him hard if he has no Nimbus Strike reset target.

    Later Wukong remains a dangerous side-lane and flank threat, while Karthus is usually more valuable in a front-to-back teamfight if he survives the first knockup. Keep vision on flank paths and make Wukong spend Cyclone into your team rather than alone onto you.

    • Decoy breaks your targeting assumptions; wait a beat before committing your next Lay Waste.
    • Nimbus Strike through a minion wave can extend his engage range, so do not hide directly behind low minions.
    • Cyclone cannot stop Death Defied casts after you die, so punish his clumped follow-up.
    BuyZhonya's HourglassNinja TabiSeeker's Armguard
  • Zilean

    ZileanEven

    Zilean can kite and reset lethal damage with Chronoshift, but Karthus wins if he forces the revive early and keeps him in Wall of Pain afterward.

    Watch for Chronoshift denies Karthus's first kill window, wasting Requiem or Death Defied damage if it is timed poorly.

    How to beat

    Do not overchase while Time Warp is available; his speed swing can make Lay Waste almost impossible to chain. Force Chronoshift with normal spells before committing Requiem, then use Wall of Pain where he revives or where he must run after the revive. If he double-bombs with Rewind, step away from your minion wave so Time Bomb splash does not win the trade for free.

    Later Zilean is slippery in side lanes and can deny assassination-style finishes, but Karthus brings heavier teamfight damage if Chronoshift is forced on someone else. Track the revive cooldown and avoid spending Requiem into a target that is visibly protected.

    • Requiem into active Chronoshift is usually wasted unless you are killing him after the revive too.
    • Wall of Pain at the revive location can trap him as soon as Chronoshift brings him back.
    • Time Warp is both his escape and his way to make you miss Lay Waste; punish when it is down.
    BuyMercury's TreadsBanshee's Veil
18
Attack damage
100.7
Ability power
751.57
Armor
137
Magic resist
30
Attack speed
0.849
Cooldown reduction
4%
Critical strike chance
0%
Move speed
397.1
Yellow Trinket
18

Click an item to leave it out of the numbers.

Resources

Health
2,190
Health regen
15.4 / 5s
Mana
2,140
Resource regen
30.3 / 5s

Offense

Attack range
450
Crit chance
0%
Crit damage
200%
Life steal
0%
Spell vamp
0%

Penetration

Armor pen, flat
0
Armor pen, percent
0%
Lethality
0
Magic pen, flat
24
Magic pen, percent
43%

Ability damage

at this build's ranks
  • Q

    Lay Wasterank 5/5

    Damage
    352
    Single Target Damage
    705
  • E

    Defilerank 5/5

    DPS
    266
  • R

    Requiemrank 3/3

    Damage
    1,021

Before the target's resistances — Classic ships no damage type on these formulas.

Auto-attack DPS

at level 18
scales with level
Damage per second119.8
Attacks per second
0.849
Average hit
141
Normal hit
141
Critical hit
243.8
On-hit damage
38.3
Armor after penetration
0
Magic resist after penetration
0
Damage increase
+2%
Time to kill
8.3s

On-hit

  • Spellsword38.3

    5% of ability power · magic damage

Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.

18
Attack damage
100.7
Ability power
634.45
Armor
137
Magic resist
30
Attack speed
0.849
Cooldown reduction
14%
Critical strike chance
0%
Move speed
380
Yellow Trinket
18

Click an item to leave it out of the numbers.

Resources

Health
2,240
Health regen
15.4 / 5s
Mana
1,548
Resource regen
30.3 / 5s

Offense

Attack range
450
Crit chance
0%
Crit damage
200%
Life steal
0%
Spell vamp
6%

Penetration

Armor pen, flat
0
Armor pen, percent
0%
Lethality
0
Magic pen, flat
24
Magic pen, percent
43%

Ability damage

at this build's ranks
  • Q

    Lay Wasterank 5/5

    Damage
    317
    Single Target Damage
    633
  • E

    Defilerank 5/5

    DPS
    242
  • R

    Requiemrank 3/3

    Damage
    949

Before the target's resistances — Classic ships no damage type on these formulas.

Auto-attack DPS

at level 18
scales with level
Damage per second114.7
Attacks per second
0.849
Average hit
135.1
Normal hit
135.1
Critical hit
237.8
On-hit damage
32.4
Armor after penetration
0
Magic resist after penetration
0
Damage increase
+2%
Time to kill
8.7s

On-hit

  • Spellsword32.4

    5% of ability power · magic damage

Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.

18
Attack damage
100.7
Ability power
0
Armor
78
Magic resist
30
Attack speed
0.849
Cooldown reduction
0%
Critical strike chance
0%
Move speed
335
18

Resources

Health
1,740
Health regen
15.4 / 5s
Mana
1,368
Resource regen
17.3 / 5s

Offense

Attack range
450
Crit chance
0%
Crit damage
200%
Life steal
0%
Spell vamp
0%

Penetration

Armor pen, flat
0
Armor pen, percent
0%
Lethality
0
Magic pen, flat
0
Magic pen, percent
0%

Ability damage

at max rank
  • Q

    Lay Wasterank 5/5

    Damage
    120
    Single Target Damage
    240
  • E

    Defilerank 5/5

    DPS
    110
  • R

    Requiemrank 3/3

    Damage
    550

Before the target's resistances — Classic ships no damage type on these formulas.

Auto-attack DPS

at level 18
scales with level
Damage per second85.5
Attacks per second
0.849
Average hit
100.7
Normal hit
100.7
Critical hit
201.4
Armor after penetration
0
Magic resist after penetration
0
Time to kill
11.7s

Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.

18
Attack damage
100.7
Ability power
619.08
Armor
137
Magic resist
62.4
Attack speed
0.849
Cooldown reduction
4%
Critical strike chance
0%
Move speed
380
18

Click an item to leave it out of the numbers.

Resources

Health
2,190
Health regen
15.4 / 5s
Mana
1,944
Resource regen
20.3 / 5s

Offense

Attack range
450
Crit chance
0%
Crit damage
200%
Life steal
0%
Spell vamp
0%

Penetration

Armor pen, flat
0
Armor pen, percent
0%
Lethality
0
Magic pen, flat
24
Magic pen, percent
43%

Ability damage

at this build's ranks
  • Q

    Lay Wasterank 5/5

    Damage
    312
    Single Target Damage
    624
  • E

    Defilerank 5/5

    DPS
    238
  • R

    Requiemrank 3/3

    Damage
    940

Before the target's resistances — Classic ships no damage type on these formulas.

Auto-attack DPS

at level 18
scales with level
Damage per second114
Attacks per second
0.849
Average hit
134.3
Normal hit
134.3
Critical hit
237
On-hit damage
31.6
Armor after penetration
0
Magic resist after penetration
0
Damage increase
+2%
Time to kill
8.8s

On-hit

  • Spellsword31.6

    5% of ability power · magic damage

Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.