Jungle Karthus:
- Quints: Spell Vamp
- Marks: Attack Damage or Magic Penetration
- Seals: Armor
- Glyphs: Flat Ability Power or Magic Penetration
- Masteries: 21/0/9 or 21/7/2 or 9/0/21
His ganking is also extremely dangerous both before and after level 6. His Wall of Pain is an extremely long range and long duration crowd control, reaching 1000 range and lasting 5 seconds. With only one rank the slow is a potent 40%, making any opponent hit an easy target for Lay Waste. So long as your aim is true Karthus brings more than enough damage to a gank to take down all but the tankiest, most slippery champions by himself.
Once he has Requiem, Karthus can "gank" without even leaving the jungle, although it serves just as well as a follow up to an actual gank. The constant, global pressure applied by the threat of red orbital laser death is not to be underestimated. If undisturbed or distracted Karthus can hit level 6 less than a minute after a typical solo lane, sometimes in parity. The result is a jungler who can quickly take control of the game.
Karthus also is extremely good at taking Dragon. His huge single target damage when spamming Lay Waste on a stationary target means Dragon falls quickly, not even requiring the presence of anything other than a support should there be sufficient mana. Later in the game he poses a similar threat to Baron, meaning that as a jungler he has surprisingly few weak areas despite being so unorthodox.
It's important to embrace lane taxation and selfishness as jungle Karthus, for it benefits your team significantly for you to gain farm. Hold lanes whenever possible, do not shy away from grabbing a few creeps following a successful gank, and figure out in advance who will have priority on Blue buff. So long as you do not handicap your team you'll be able to carry them in mid-game fights.
In terms of item build I generally focus on getting a quick Spirit Strone, followed by Sorcerer's Shoes. The former item helps your clearing significantly, and the latter makes your ganks and Requiem significantly scarier. From there, building a Tear of the Goddess and finishing Spirit of the Spectral Wraith should be your priorities. Follow those items with Haunting Guise, Seeker's Armguard, and whatever else suits the game at hand. Unless your team is truly struggling, you'll have a commanding presence in team fights.
Jungle Karthus is often overlooked in today's meta, but despite not being a dive-oriented tanky bruiser he is an extremely secure and viable jungler. Just be ready for when people call you a troll (they don't know any better).
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