See Karthus's counters
Patch 26.18jungle

Karthus Jungle Build & Guide — Patch 26.18

Karthus

Tactical Dashboard

Difficulty
Damage
MAGIC
Class
Mage / Apex Jungler
Patch
26.18

Core Abilities

Death Defied
When killed, Karthus enters a 7-second spirit form that keeps casting Q/W/E with no mana cost. Lets him finish a fight from beyond the grave.
Lay Waste
Lay Waste
Targeted area-of-effect blast with a short delay. Deals double damage if it hits exactly one enemy. Skill expression: predict movement and isolate single targets.
Wall of Pain
Wall of Pain
Wide wall that shreds magic resist and slows any enemy who walks through it. Use as a chase tool, a gank lock, or to peel divers off your back line.
Defile
Defile
Toggle aura that deals magic damage per second around Karthus while draining his mana. The real motor of his jungle clear and team-fight DPS — keep it on through every camp.
Requiem
Requiem
Global ultimate that channels for 3 seconds, then deals heavy magic damage to every enemy champion on the map. The cross-map snipe and the post-mortem cleanup tool.

Skill Order

1
E
2
Q
3
W
4
Q
5
Q
6
R
7
Q
8
E
9
Q
10
E
11
R
12
E
13
E
14
W
15
W
16
R
17
W
18
W

Primary Combo

WEQR

Core Items

Scorchclaw Pup
Liandry's Torment
Sorcerer's Shoes
Rylai's Crystal Scepter
Horizon Focus
Rabadon's Deathcap

Situational Items

Zhonya's Hourglass
Zhonya's Hourglass
vs early invade junglers (Lee Sin, Xin Zhao, Elise) — stasis covers your zero-mobility weakness while your team rotates to help
Void Staff
Void Staff
swap it in the moment any priority target buys their first magic resist item (Mercury's Treads counts)
Banshee's Veil
Banshee's Veil
vs single-target magic CC engages (Ahri R, Lissandra R, Nautilus hook)
Morellonomicon
Morellonomicon
vs healing-stacking comps (Soraka, Vladimir, Yuumi, Dr. Mundo)

Runes

Primary · Precision
Conqueror
KeystoneConqueror
Triumph
Triumph
Legend: Haste
Legend: Haste
Last Stand
Last Stand
Secondary · Sorcery
Manaflow Band
Manaflow Band
Transcendence
Transcendence
Stat shards
Adaptive ForceAdaptive ForceHealth Scaling
Offense · Flex · Defense
Why these runes

Precision primary: Conqueror stacks fast on Defile (the toggle aura that ticks damage per second), turning long skirmishes into bonus AP and healing. Triumph refunds HP on takedowns. Legend: Haste shortens R cooldown. Last Stand rewards the low-HP spirit-form windows.

Why secondary

Sorcery secondary: Manaflow Band fixes the mana starvation Defile causes. Transcendence gives 10 ability haste total (5 at level 5, 5 at level 8) and refunds 20% of basic ability cooldowns on takedowns; the refund skips R, so it resets Q and W more often.

When to switch secondary

Vs invade-heavy enemy junglers (Lee Sin + Pyke roam pressure, Elise + early CC supports), swap Sorcery to Resolve with Second Wind (HP regen after taking damage, helps survive the level-3 invade) and Overgrowth (bonus health that scales with monsters killed).

Win Condition

Hit level 6, full-clear faster than the enemy jungler, and use R to finish low-HP targets cross-map. After two items, Defile alone melts the enemy back line in any grouped 5v5.

Weakness

No dash, no escape, no early dueling. If you are invaded or counter-jungled before level 6, you fall behind for good. Mobile assassins and CC-heavy junglers shut the clear down before Liandry's is online.

Overview

Karthus jungle is the textbook apex jungler: a champion whose individual ceiling is one of the highest in the game, but whose floor is one of the lowest. The kit is built around two ideas — Defile (E) is a toggle aura that ticks magic damage every second around Karthus, and Requiem (R) is a global ultimate that hits every enemy champion on the map regardless of distance. The first lets him clear the jungle faster than almost any other champion in the game once mana is solved; the second turns positioning mistakes anywhere on the map into kills, which is the single most valuable thing a jungler can do at the right moment.

His game plan is rigid by jungle standards. Full-clear the first three camps (red → krugs or blue → gromp depending on side) with E toggled on through every camp, recall for Liandry's Torment components, and from level 6 onward look for cross-map R targets while you skirmish around drake and grubs. A skirmish is a short fight between one and three players a side, usually over a camp or a river objective; the grubs are the small monsters in the void pit that give gold and a team-wide bonus. Karthus has no escape and no dash, so warding his own jungle entrances on minute 1:30 is not optional — without vision on both entrances, the first invade usually decides the game. The payoff is the post-6 spike: Karthus is one of the few champions in the game who is genuinely scarier dead than alive, because his passive Death Defied keeps him casting for 7 seconds after his HP hits zero.

Recommended Build

Starting items: Scorchclaw Pup Scorchclaw Pup (450g, a jungle companion that scales the same as all three — not an 'AP' pick — and its evolved burn only triggers against enemy champions, doing nothing to speed up your camp clears) + Health Potion 1 Health Potion (50g). That is the full 500 gold you start with; the Refillable Potion is a first-back purchase, not a start.

Core items (in order):

  1. Scorchclaw Pup Scorchclaw Pup — jungle companion that auto-evolves around minute 3-4 once it has earned enough XP from camps. Casting any ability arms your next basic attack with a bonus magic-damage proc (a "proc" is a passive effect that triggers from a condition — here, casting any ability arms your next auto). Lines up with Karthus's Q damage on isolated targets and chips extra HP off every camp during clear.
  2. Liandry's Torment Liandry's Torment (3000g) — 60 ability power and 300 health. Torment burns for 1% of the target's maximum health every 0.5 seconds over 3 seconds, and Suffering adds 2% damage per second in champion combat, up to 6%. Against monsters the burn is capped at 20 per tick, so this is a champion-damage item, not an objective-melting one: what it really buys you is the ability to win the fight around drake, not to out-damage the drake.
  3. Sorcerer's Shoes Sorcerer's Shoes — flat magic penetration, the cheapest power spike between core items.
  4. Rylai's Crystal Scepter Rylai's Crystal Scepter — the slow on every spell hit closes Karthus's biggest weakness (no chase, no escape). Lets you stick on kited targets so Defile stacks Conqueror, and turns your post-mortem passive into a guaranteed cleanup tool.
  5. Horizon Focus Horizon Focus (2700g) — 75 ability power and 25 ability haste. Hypershot reveals any champion you damage with an ability from 600 units or more for 6 seconds, and Focus then reveals every other enemy within 1400 units of them for 3 seconds. It amplifies nothing: you buy it to find Requiem targets through fog, not for damage. Synergises perfectly with Q and Wall of Pain at long range, and the reveal helps lock global R targets through fog of war (the unrevealed area outside your team's vision).
  6. Rabadon's Deathcap Rabadon's Deathcap — late-game scaling slot. Buy this last unless you are 4+ kills ahead, in which case rush it earlier for snowball ("snowball" = early lead that grows: kill → gold → item → more kills).

Situational items:

  • Zhonya's Hourglass Zhonya's Hourglass — into early-game divers (Lee Sin, Xin Zhao, Hecarim, Diana). The 2.5 second stasis is the only answer Karthus has when a dash chain reaches him. Note that stasis interrupts channels: pressing it during Requiem cancels the ultimate, so cast it before or after, never during.
  • Void Staff Void Staff — the moment any priority target buys their first magic resist item. Mercury's Treads Mercury's Treads (the magic-resist boots) count as that first MR item.
  • Banshee's Veil Banshee's Veil — into telegraphed magic CC engages (Ahri R, Lissandra R, Nautilus hook). The shield blocks the first ability so you do not get one-shot before R lands.
  • Morellonomicon Morellonomicon — into healing-stacking compositions (Soraka, Vladimir, Yuumi, Dr. Mundo). Grievous Wounds cuts enemy healing and health regeneration by 40% for 3 seconds, so Defile damage actually sticks.

Boots: Sorcerer's Shoes Sorcerer's Shoes is default. Swap to Mercury's Treads Mercury's Treads if the enemy team has 3+ hard CC threats with magic damage.

Skill order: Max Q first (your single-target burst and waveclear, and the only ability that scales hard with rank), E second (raises Defile's per-second damage and pushes the mana drain you can sustain), W last. Take a point in R at levels 6, 11, and 16.

Runes: Primary Precision with Conqueror, Triumph, Legend: Haste, Last Stand. Secondary Sorcery with Manaflow Band and Transcendence.

Pick into / Counterpicks

Draft-level matchups: when this pick shines and which champions are picked against it. Mechanical reasoning, not winrate.

Champions Karthus beats

  • Late-game scaler with weak early presence

    Nasus needs 25+ minutes of Siphoning Strike (Q) stacking to scale — Karthus wins every level 6 skirmish around drake before he reaches that window. Requiem (R) global snipes Nasus during his Baron solo timing, and Wall of Pain (W) slow neutralizes Wither (W) chase.

    Nasus
  • Late-game AP scaler with stack ramp

    Veigar needs Baleful Strike (Q) last-hit stacks for Phenomenal Evil Power (P) to scale — Karthus presses tempo with cross-map Requiem (R) snipes that deny him farm windows. Defile (E) ticks faster than Event Horizon (E) cage can set up Primordial Burst (R).

    Veigar
  • Late-game mid-laner helpless pre-6

    Kassadin needs Riftwalk (R) scaling to come online — Karthus forces drakes and ends the game before that. Wall of Pain (W) slow stops Riftwalk repositioning, and Defile (E) ticks chunk him through Force Pulse (E) shield before he reaches item parity.

    Kassadin
  • Late-game ranged scaler with level spikes

    Kayle needs levels 11 and 16 to come online — Karthus ends games before that with global Requiem (R) snipes. Divine Judgment (R) does not save her if Lay Waste (Q) lands first, and Wall of Pain (W) slow neuters Kayle's Celestial Blessing (W) escape.

    Kayle
  • Slow farm-heavy jungler without level-3 invade

    Fiddlesticks full-clears at similar speed but cannot invade Karthus pre-6 without burning Terrify (Q) — Karthus uses Wall of Pain (W) to escape. Requiem (R) global cleans up Crowstorm (R) commit cross-map even if Fiddle kills the laner.

    Fiddlesticks

Champions that beat Karthus

  • Early-game invade jungler with hard CC

    Lee Sin invades at level 2-3 before Karthus has Defile (E) mana scaling — Sonic Wave (Q) into its second cast, Resonating Strike, plus the Safeguard (W) dash kills him before he can channel anything. Dragon's Rage (R) kicks Karthus out of objective range entirely.

    Lee Sin
  • Early-game invade jungler with knockup

    Xin Zhao's Audacious Charge (E) closes onto Karthus at level 3 with knockup chain into Three Talon Strike (Q) burst. Crescent Guard (R) isolates Karthus from his team during Requiem (R) channel, and Wind Becomes Lightning (W) interrupts the cast.

    Xin Zhao
  • Early-game invade jungler with chain CC

    Cocoon (E) human form stuns Karthus from 1075 range during Defile (E) channel, and Rappel (E) spider form repositions out of Wall of Pain (W) slow. Spider Queen (P) spiderlings out-skirmish Karthus pre-Liandry.

    Elise
  • Burst assassin jungler with isolation damage

    Taste Their Fear (Q) deals 210% damage on Isolated targets, more than double the normal hit, and Karthus has no tool to answer it. Leap (E) plus Void Assault (R) deletes him before he can stack Conqueror or channel Requiem (R); Void Spike (W) cancels his Wall of Pain (W) escape.

    Kha Zix
  • Stealth assassin jungler with leap burst

    Thrill of the Hunt (R) stealth approach lets Rengar reach Karthus from brush at level 6, and Savagery (Q) plus Bola Strike (E) burst him down faster than Defile (E) can tick damage back. Battle Roar (W) heal sustains Rengar through the post-mortem passive damage.

    Rengar

Key matchups

  • Lee Sin: Loses every 1v1 before level 6. His Q + W chain skips past your Q delay. Avoid solo skirmishes pre-6, full-clear instead, and ward both of your own jungle entrances at minute 1:30.
  • Master Yi: He hard-counters you in a 1v1 once he finishes Wit's End. Force the fight 5v5 in narrow rivers (drake pit, baron pit). Meditate only heals him and cuts the damage he takes, it removes nothing: what you actually have to play around is Highlander, which makes him immune to slows, and the untargetable window on Alpha Strike. Buy Zhonya's Hourglass second item if he ramps up.
  • Karthus mirror: Decided by farm tempo and R discipline. Whoever full-clears one camp ahead at level 6 wins the first R race. Cast R only when it secures a kill or an objective — a wasted R puts the mirror Karthus well over two minutes ahead on objective control.
  • Hecarim: Even matchup. He is faster than you and closes the gap whenever he wants, but in teamfights he stands exactly where Defile wants him. Wall of Pain on his charge path slows him out of his own engage, and your post-mortem passive cleans up if he kills you anyway.
  • Sejuani / Amumu: Favourable. They engage by grouping the enemy team into a stack — exactly the shape Defile wants. Engage on their engage; if they ult into your team, walk in with E toggled and watch every ablaze enemy melt.

Power spikes & win conditions

  • Level 6 (R unlocked): First global power spike. Requiem turns any low-HP enemy across the map into a kill. From this point onward, ping the enemy mid laner before recalling and ult them on the recall channel — a free kill at zero risk.
  • Liandry's Torment Liandry's Torment online (~ minute 9-11): Clear speed flips and objective DPS (DPS = damage per second, here against drake/baron/grub HP pools) doubles. From this point you should be the one initiating drake fights, not the one reacting.
  • Two items + boots (~ minute 18-22): Defile alone ticks for serious damage; in any grouped fight Conqueror stacks fast and your R locks the cleanup. This is your peak skirmish window.
  • Rabadon's Deathcap Rabadon's Deathcap online (~ minute 26-30): R one-shots squishies that have not built a single Magic Resist item. Force grouped objective fights — Baron Nashor, Soul Drake, Elder Dragon.

Common mistakes

  • Panicking with Death Defied. Most novices burn the post-mortem 7 seconds running from their corpse. The correct play is to engage into a low-HP fight knowing you will die: your death starts your damage rotation, not ends it. Q-Q-Q-E in spirit form often does more damage than your living self would have.
  • Throwing Q randomly. Lay Waste deals double damage to a single isolated enemy. If you fire Q into a wave with three minions plus the laner, the damage caps at the lower number. Pull the laner out with W or wait until a single target is exposed, then Q the predicted spot.
  • Casting R for the kill steal. Ulting mid-teamfight is wasted: every enemy is already inside Defile range. Save R for a cross-map snipe (using R as a long-range, low-risk finisher on a missing enemy at low HP after a fight) or a post-mortem cleanup after you die. R is "after-the-fight", not "during-the-fight".
  • Skipping vision in your own jungle. Place Stealth Wards on tri-bush and pixel brush at minute 1:30. Karthus has no escape; an enemy invade that you do not see coming is a free kill given to a mobile jungler.
  • Contesting an objective on Smite alone, with R down. Drake and grub health scale faster than your Smite does. Know which Smite you have: 600 true damage at base, 1000 with Unleashed Smite at 15 treats, 1400 with Primal Smite at 35. Contesting an objective without R off cooldown against a jungler who has it is a smite war you lose.

Advanced tip

Practice the suicide engage. When your team commits to a 5v5 you cannot win straight up, walk Karthus into the enemy back line with Defile toggled, expecting to die. The instant your HP hits zero, Death Defied gives you 7 seconds of free casting with no mana cost — and the enemy front line stops attacking your corpse because there is nothing to hit. That spirit-form window is where you Q-spam the lowest-HP enemy you can reach and finish with R if anyone runs. Done right, a Karthus who dies first turns an unwinnable fight into an ace.

Past patches

No previous versions available.

Related jungle guides