G'day, Wikia People of the League. As Karthus is getting a bit too less love in these times of assassins and nerfed mages as well as new Hard Counters for this Champion every second patch, I thought I'd give a little try at not only offering some rework ideas for this guy to fit into the modern days of mid lane and jungle, but also to start a little discussion about this guys strenghts and problems in the comment section. Please do keep in mind that I am not really highly educated about the in-depths of this champion and just play him on a regular basis, these are basicly only my Ideas for him to fit his awesome thematic a bit better, not the well-thought of concepts of a Karthus Main (which, if there are any on this wikia, can contact me any time and whose comments will be appreciated. You people are cool.).
I don't know about you people, but I tend to think of Karthus as a tanky Mage in the middle of a fight who is dealing constantly high DPS to all around him while still beein able to fight people of in 1v1 scenarios. Most abilities are the same, some took a little adjustment: Q bursts less in late (and took a little "number-cleanup" in mana costs), W has a new interesting mechanic (was thinking about two different versions, these are meant to be sepperate), E also deals "burst" damage and also does not drain Mana as quickly (and also some ideas for a Mana stacking passive) and less frustration at his ultimate. Explanations in the Additional Information of each ability are in the comments, I feel a bit too lazy to write the entirety of additional information again. <:[
All enemy units within a close range of Karthus will recieve Wall of PainsSlow. Enemies hit by Wall of Pain itself will be slowed by the increased amount.
If Defile has been learned, it remains toggled on during the entirety of Memento Mori.
RANGE:875 / 200
COST: 20 / 25 / 30 / 35 / 40 mana
Active:Karthus detonates the target area after a 0.5-second delay that deals magic damage to all nearby enemies, increasing by 50% if the detonation hits only a single target.
Active:Karthus creates a wall at the target location for 5 seconds that provides sight around it for the duration, slowing enemies who pass through it by an amount that decays over 5 seconds.
Wall Length: 800 / 900 / 1000 / 1100 / 1200
Slow: 40 / 42.5 / 45 / 47.5 / 50%
If Karthus passes through the wall, all enemy units hit by Wall of Pain will recieve a stonger slow for the remaining duration and Karthus gains Oblivion's Emissary for 7 Seconds.
During Oblivion's Emissary, Defile will healKarthus for a percentage of the dealt Damage, capped for each second. This Heal is halved against minions. Karthus also ignores 25% of his targets magic resistance for the duration.
Healing per second: 20% 」「
Maximum Healing per second: 100 / 150 / 200 / 250 / 300 」
COST: 15 / 21 / 27 / 33 / 39 mana per second
「 Passive:Karthus restores mana upon killing an enemy. 」「 Passive: Upon killing an enemy, Karthus restores some mana, aswell as permanently gaining 2 mana for minions and 10 for champions or large minions/monsters. 」
Mana Restored: 25 / 30 / 35 / 40 / 45 」「
Mana Restored: 20 / 25 / 30 / 35 / 40 」
Toggle On:Karthus deals magic damage to all nearby enemies each second.