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DARIUS BUILD GUIDE: "Dunked, by my hand." A Guide to Top Lane Darius. by Reist Tungrad

by Reist Tungrad (last updated 8 months ago)

Featured295,506 Views 7 Comments
9
Greater Mark of Attack Damage(+8.55 attack damage)
9
Greater Seal of Armor(+12.69 armor)
9
Greater Glyph of Scaling Magic Resist(+1.35 magic resist per level (24.3 at champion level 18))
3
Greater Quintessence of Scaling Attack Damage(+0.75 attack damage per level (13.5 at champion level 18))
View Rune Details
Summoner Spells
View Summoner Details

Starting

Full Item Build

View Item Details
9
21
0
mastery 1 0/1
mastery 2 0/4
mastery 3 4/4
mastery 4 1/1
mastery 1 0/1
mastery 2 3/3
mastery 3 0/3
mastery 3 0/1
mastery 1 0/1
mastery 2 1/1
mastery 3 0/1
mastery 3 0/3
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/3
mastery 3 0/1
mastery 2 0/1
9 Offense
mastery 1 2/2
mastery 2 2/2
mastery 3 2/2
mastery 4 0/2
mastery 1 1/1
mastery 2 3/3
mastery 4 0/1
mastery 1 0/1
mastery 2 1/1
mastery 3 1/3
mastery 4 1/3
mastery 1 3/3
mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 1/1
mastery 2 3/4
mastery 3 0/1
mastery 2 1/1
21 Defense
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 2 0/3
mastery 3 0/1
mastery 4 0/1
mastery 1 0/3
mastery 2 0/1
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
0 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Hemorrhage
QDecimate
WCrippling Strike
EApprehend
RNoxian Guillotine
View Skill Order Details

Runes

Masteries

mastery 1 0/1
mastery 2 0/4
mastery 3 4/4
mastery 4 1/1
mastery 1 0/1
mastery 2 3/3
mastery 3 0/3
mastery 3 0/1
mastery 1 0/1
mastery 2 1/1
mastery 3 0/1
mastery 3 0/3
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/3
mastery 3 0/1
mastery 2 0/1
9 Offense
mastery 1 2/2
mastery 2 2/2
mastery 3 2/2
mastery 4 0/2
mastery 1 1/1
mastery 2 3/3
mastery 4 0/1
mastery 1 0/1
mastery 2 1/1
mastery 3 1/3
mastery 4 1/3
mastery 1 3/3
mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 1/1
mastery 2 3/4
mastery 3 0/1
mastery 2 1/1
21 Defense
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 2 0/3
mastery 3 0/1
mastery 4 0/1
mastery 1 0/3
mastery 2 0/1
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
0 Utility

Item Builds

Starting Build(s)
General Start
Sustain Start
Starting: boots-of-speed + health-potion3 OR crystalline-flask + health-potion2 + mana-potion OR dorans-shield + health-potion

Boot Options: ninja-tabi OR mercurys-treads

Enchantments: enchantment-alacrity OR enchantment-furor OR enchantment-homeguard

Final Build(s)
Standard Final Items
Boot Options: ninja-tabi OR mercurys-treads

Enchantments: enchantment-alacrity OR enchantment-furor OR enchantment-homeguard

Early Buys: dorans-blade

Core Items: pickaxe + giants-belt + hexdrinker Against an AP Heavy Top or Team + wardens-mail for the Randuins first OR chain-vest for Sunfire Cape; any of these core items can come first depending on matchup.

Main Offensive Items: frozen-mallet-ravenous-hydra

Main Defensive Items:
warmogs-armor-sunfire-cape-randuins-omen- OR thornmail OR atmas-impaler.

Of course if the enemy is mostly magic damage, instead of one of the previous three Armor items I might build either a locket-of-the-iron-solari OR spirit-visage

Other item options include: trinity-force-blade-of-the-ruined-king-the-black-cleaver-the-bloodthirster-maw-of-malmortius.
Build Order
This is a general build in terms of progression.

You can sometimes rush the Sunfire Cape early, Randuins or Black Cleaver.

Every now and then I grab a and throw it in there depending on what I do or don't need.

Situational Items

Blade of the Ruined King
BotRK is a very very situational Item on Darius. Generally speaking it's a terrible item on him. The only time I'd get a BotRK is if the enemy has a tank such as Shen/Nasus/Zac/Renekton/etc. who is split pushing a lane and you get put up against them.
This item can easily allow Darius to 1v1 them. Its Lifesteal, Attack Speed, Passive, and the Active can allow Darius to 1v1 tanks he'd normally have some trouble with.

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Hemorrhage
QDecimate
WCrippling Strike
EApprehend
RNoxian Guillotine
Always max Decimate first for maximum damage output and harass potential. I used to max W second but I've been leaning more towards E lately due to the reduced Cooldown and Passive Armor Penn it gives, 25% at Rank 5.

Introduction & Pros/Cons

Hello my name is Reist Tungrad, I am ranked but I would rather not focus on that. I am here to talk to you about Darius. Darius has been probably my most played champion ever since his release. I have won many games just by simply carrying and dunking every living thing with Darius. Other Top Laners I play, which I have narrowed my champion pool down to for S3, are Renekton, Shen, Vladimir and Rumble

[http://i.imgur.com/GocnETX.png]

Below is my current league and my overall most played champs and current position.


[http://i.imgur.com/oS3umMT.png]

Below are my stats for the current season as of October 13th.


[http://i.imgur.com/ocJJP66.png]

Finally here are my Darius stats for Season 3.


[http://i.imgur.com/BkkmbwR.png]

Darius is probably the most overrated champion in the game at the moment. Sure he's got his dunks that deal massive damage in team fights and to finish enemies off, he has nice AoE harassing, and his DoT; but he can easily be countered and shut down at any point in the game. The only people who think that Darius is extremely overpowered and unstoppable are those who are either new to this game or don't know how to play against him correctly, or both.

Darius is one of those high risk high reward champions, this may seem absurd but it's true. There have been plenty of times where I played well in the Top Lane as Darius only to be completely shut down by the enemy team as a whole during Team Fights. It isn't fun, trust me.

Many people think he is overpowered simply because of his refreshing True damage ult, which in a sense is overpowered but Darius has many flaws that can be exploited very easily. He typically can be shut down mid/late game with the right team unless he gets extremely fed early on and no one else on the your team got fed (i.e Mid or ADC) or your team doesn't have good coordination. Good luck trying to stop him then.

Pros:

  • Great Snowballer.
  • Great Harass with his Decimate
  • It's hard for opponents to calculate his damage.
  • Great finisher with his Ult.
  • 12 Second rampage upon killing blows with his Ultimate. (Yeah it was nerfed)
  • Amazing 1v2 potential in top lane during ganks. Rivaled only by Shen, Jarvan IV, Renekton, and Xin Zhao.
  • Once fed early on, he becomes near impossible to stop.

Cons:

  • Easily countered and shut down by the right champions.
  • No escapes, other than flash.
  • Easily Ganked
  • Easily Kited
  • Can push lane with his .
  • Gets focused a lot Because of his Dunk.
  • If built more tank and less damage he can fall off late game. (Darius is a high damage, moderate defense Bruiser, NOT A TANK)
  • Not an innately tanky champion, like many other bruisers. (He thrives on his nukes not his tankiness)

When to pick Darius

Picking Darius has to be meaningful and will impact that game throughout. Many think that Darius is strong throughout the game but this is sadly wrong. He is a champion that has to be nurtured in the early game so he can be a monster mid game and then he will cool off in the late game.

Darius in the Early Game is a fairly strong brawler and dueler, most times he will come out on top in a fight or skirmish depending on enemy matchups. This is also where he is his most vulnerable, he is extremely easy to gank and shut down early on to lessen or completely neutralize his threat in the mid game.

The Mid Game is where Darius shines, Darius has a huge power spike in the Mid Game around the time he is levels 11 to 14. This is the stage of the game that you want to push hard enough to either force a surrender or for Darius to get fed enough to wreck havoc on their team and come out far ahead, as with the rest of your team, and carry over into the Late Game.

The Late Game is where Darius starts to fall off a bit, most enemies will be stacking health and resistances which severely counteracts his kit, as he is all damage. This is also where Darius starts to become a bit of a meat shield and the cleanup crew if he is able to survive to the later stages of a team fight.

In all, you really want to pick Darius when it comes to team comps that can help him snowball and that are fairly strong in the Mid Game or very strong in the Late Game to help Darius in his Dunking; which is also another reason it's hard to pick Darius in Solo Queue because most teams aren't that synergized and playing at a high level when at lower Tiers such as Bronze, Silver, and Gold.

Stick around...

Many of you may have noticed that this guide is constantly undergoing changes, and it is. I revise my guide on a weekly basis to keep it up to date and when facts or my opinions change on something related to Darius, I reflect that in my guide which is where you come in.

If you like this guide bookmark it, tell your friends about it, and check back every once in a while for any changes that may have occurred since your last visit.

Bioforge Darius is the Must Have Skin

Bioforge Darius is the skin that all Darius players must have. It is by far better than the Lord Darius Skin and only slightly better than his classic. Green particle effects and Green Gooey (Bio)Dunks are where it is at.

[http://i.imgur.com/3DWHVLW.jpg]

Masteries and Style of Darius Play

In Season 3 the Offensive Tree was probably the best way to go for Darius, typically going 21/9/0. Now in Season 4 it's the Defensive Tree that really shines for Darius.

I generally go a 9/21/0 Build on Darius.

[http://imgur.com/nJR6iDD.png]

I personally feel Darius is a little weaker in Season 4 due to the changes but can still be a strong champion to play.

Runes

Runes are very important, they are the backbone of your champion.

My general Rune Build for Darius is as follows:
  • Greater Mark of Attack Damage x9
  • Greater Seal of Armor x9
  • Greater Seal of Scaling Magic Resist x9
  • Quints of Scaling Attack x3

Alternatively you can full MS Quints or Scaling Attack; you can even mix and match. It’s your choice really. Do you want to be a mobile Darius? Or one with a little more Damage?

Typical Rune Page

[http://i.imgur.com/Oy62WPP.jpg?1]

This gives me great early game armor with scaling magic resist along with decent attack damage, plus the scaling attack adds a little snowball to my build.

I get these attack damage reds and scaling damage quints because Darius already has innate armor penetration and flat damage is much better on him early levels. It helps in lane early levels passively gaining attack damage against my opponent.

Alternate Movement Speed Rune Page

[http://i.imgur.com/JhrsX9L.jpg?1]

When I choose the MS Quints it's when I'm looking to be extremely mobile and looking to roam during the game. The movement speed also helps because Darius is pretty slow to begin with.

Summoner Spells



Explanation:

These two are a must on Darius, as well with most other top laners.

Ignite plus his passive is godly and can deal tons of damage to a fleeing enemy that barely got out of your range. works well on Darius as it allows him to close the gap even more working along side his or to escape a bad situation as he has no escapes. Flash at the moment is probably the best summoner spell because it allows you to do so much and will probably stay that way until it's either removed or severely nerfed.

If you're feeling lucky or aggressive you can take instead of . This can net some early kills and help with jungle ganks early on and allow you to shut down a carry late game in team fights.

Skills

Passive: Hemorrhage

Darius' basic attacks and damaging abilities cause enemies to bleed for 12 / 15 / 18 / 21 / 24 / 27 / 30 / 33 / 36 (+ 30% Bonus AD) magic damage over 5 seconds, stacking up to 5 times.
Darius gains 5% movement speed for each bleeding enemy champion.


Explanation:

One of the best passives in game. It's hard to calculate against and can wear down your opponent and shove them out of lane.

Your Decimate, Auto Attacks, and even your Dunk add stacks of Hemorrhage, so apply as many as you can to maximize your damage.

Ignite + Hemorrhage is godly as it can deal large amounts of damage over a short time. It deals magic damage so enemies stacking armor will still receive a good chunk of damage.

Hemorrhage can get you kills on low hp enemies that managed to flee your grasp at the last second. Remember 5 stacks means max damage on your Dunk.

Plus this ability can help you catch up to fleeing enemies or escape chasing enemies with the movement speed bonus.



Q: Decimate

ACTIVE: Darius deals physical damage to all nearby enemies in a circle around him.
RADIUS OF SHAFT: 270
SHAFT PHYSICAL DAMAGE: 70 / 105 / 140 / 175 / 210 (+ 70% Bonus AD)
Champions in the outer half of the ability are struck by the blade, taking 50% additional damage.
RADIUS OF BLADE: 270-425
BLADE PHYSICAL DAMAGE: 105 / 157.5 / 210 / 262.5 / 315 (+ 105% Bonus AD)


Explanation:

Darius' primary ability and harassing tool. Deals decent amounts of damage to all surrounding enemies, especially enemy champions on the outer rim by the blade who take 50% more. Harass with this ability frequently to chunk your enemy and zone them, let them know that if they want CS they have to pay the price of an axe blade to the throat.

Always be sure to hit enemy champions with the outer rim of your Decimate, know the distance of the blade well and you'll be golden.

Be warned, while this ability can harass extremely well and even chunk your enemy a bit; it will push your lane hard if used right in the middle of a minion wave, and give you some unwanted minion aggro.
Use it conservatively if you're not looking to push your lane, only to harass really.

Low mana cost will also have you spamming this ability all day long; but remember not to push your wave too hard now.

Farming Tip: Also if you want to farm effectively with this ability, around rank 3 or 4 you can just wait to use and start by melee hitting the caster minions each once or twice and maybe a melee minion or two then hit that Q and clear all of them in one spin without the off chance of you missing out on CS by hitting Q first and trying to hit the enemy minions before yours do.



W: Crippling Strike

ACTIVE: Darius' next basic attack deals additional damage and slows the target's movement and attack speed for 2 seconds.
Crippling Strike's base cooldown is reduced by 1 second for each stack of Hemorrhage on the target.
TOTAL PHYSICAL DAMAGE: 120% / 140% / 160% / 180% / 200%
SLOW: 20% / 25% / 30% / 35% / 40%


Explanation:

This ability ensures that an enemy that you reeled in close, or haven't, won't get away so easily. It also deals a good chunk of damage to them, 200% normal attack damage at rank 5. This is a great Dueling ability as it also reduces the afflicted target's attack speed. Typically this ability is taken at level 2 and maxed second, sometimes if you're going against a strictly or predominantly melee champion that relies a bit more heavily on Auto-Attacks (i.e. AD , although you don't want to duel an Olaf early on he's just a little too powerful for you to take on pre-6, , possibly and and even AD ); and if you don't want to push your lane hard early you can take this at level one and duel them from level 1. Otherwise just get at level 1 to farm and harass safely at the start.

This ability also resets your attack animation helping you deal even more damage to an enemy champion or tower when used right after you attack to get another quick attack off.



E: Apprehend

PASSIVE: Darius gains armor penetration.
ACTIVE: Darius pulls in all enemies in front of him.
ARMOR PENETRATION: 5% / 10% / 15% / 20% / 25%


Explanation:

Everyones favorite Darius ability, after his Dunk of course.

Catch unsuspecting enemies off guard with a "Flashpprehend" (That's a Flash + Apprehend ;D) and get a good Wombo Combo in on them.

It pulls everything in front of you: minions, champions, monsters, everything. It can even pull through some walls like over the wall behind Blue Buff leading into the River, or any thin wall really. If you're lucky you can even pull someone over the corner of the wall by any of their inhibitor turrets. I've done that a few times, good stuff.

It's range is trivial really, sometimes it pulls just right at the edge of the indicator and other times it seems to pull farther than that. It's all about luck and when you hit that E.

It has a fairly long cooldown and with good reason. Don't mindlessly spam this ability to reel in your enemies either, enemies with escape abilities can easily get out of your reach after being pulled in by this then you'd be sorry you used it so foolishly. Just make sure their escapes are on cooldown or were just used recently.



R: Noxian Guillotine

ACTIVE: Darius leaps to target enemy champion and strikes a lethal blow, dealing true damage.
TRUE DAMAGE: 160 / 250 / 340 (+ 75% Bonus AD)
For each stack of Hemorrhage on the target, Noxian Guillotine deals an additional 20% damage.
When Noxian Guillotine kills the target, it can be recast within the next twelve seconds. This can occur multiple times in succession
MAXIMUM TRUE DAMAGE: 320 / 500 / 680 (+ 150% Bonus AD)


Explanation:

Darius' signature move. The twelve second rampage spree after that will keep you Dunking throughout those team fights and eventually all day long.

His Dunk was recently nerfed for those who don't know. The reasoning behind the nerf was to reduce his snowball capability in lane but still keep his Dunking presence in team fights. I can get this change because once Darius was fed early on in lane it was hard to come back against him as every time you came back to lane, if he killed you with his Dunk, it was always ready to be used again. But remember as long as you get killing blows with this ability in a team fight, it will be up for you within the next 12 seconds after each killing blow.

This ability deals high amounts of damage and is what allows Darius to be such a great snowballer and allows him to take on multiple enemies at once. Remember his ult does fixed true damage based on how many stacks of Hemorrhage are on the target. Always check your enemy's HP before hitting that over-abused R key, you can easily tell what it is by the number of HP blocks they have. 1 Block equals roughly 100hp.

Be warned; using this ult a little too early can make you one sad Darius.

Known Bug: There is also a known bug with his ult that I see almost every single match. Whenever he ults an enemy there is a slight delay from when the blade actually comes down on the target and when the target dies. Regardless of whether the ultimate will kill them or not, if an ally manages to hit the target at the right time during this delay, they will gain credit for the kill and your ult will still refresh, even without getting the kill. I think this is because that since your ult would have killed them regardless it still refreshes.

Skill Order

Per usual you should start with first, then get your to reel in your opponents early for some harass and at level 3 get and then Max your first.

In some certain circumstances you can grab first, as explained in the previous chapter under the explanation.

Also you can if you feel like it grab a second at level 3 instead of therefore holding off until level 4 for your Crippling. By doing this it'll give you stronger early harass at level 3 and possibly be able to duel a little better early on and chunk your enemy.

Typical Skill Order:
-----------------

Item Builds

Starting:

+ A good start if you want some mobility.

OR+ If you're against a heavy AD such as Riven or Renekton.

OR ++ Gives good sustain and allows you to stay in lane potentially longer and harass more with the extra mana regen on the flask.
(This is last choice to start is probably the safest and most cost effective start, in terms of sustain, potion costs, and deterring early ganks.)

OR + A good start when you're against a heavy auto attacker and/or ranged enemy such as Jayce, Nidalee, Kennen, etc.


Boot Options:

:
These boots are good vs a heavy AD team or a top lane matchup that deals large amounts of AD or autos a lot, helps you mitigate the harass.

:
These boots are great vs a high AP, high cc team. Especially useful vs an AP top like Rumble, Vlad or Morde.

Otherwise you can get early for laning and trade them for the Mercury later on if need be.

Boot Enchantments:

:
A nice flat 15 Movement Speed increase, always a good choice.

:
Gives a 12% decaying speed boost every time you land a melee attack or single target ability; great for chasing down enemies and in team fights.

:
Gives a decaying 200% speed boost every time you are at your fountain. It'll help you get back out of your base and into the game. It's better used for defense when trying to break a siege but again it can be taken otherwise just to get back into things a little quicker.

Core Items:

:
A good first AD Item that you can pick up and it builds into both of your main offensive items meaning as the game progresses you can decide which one to choose. The flat AD for the cost is decent, you already get passive armor penn and your cooldowns are already fairly short so flat AD is good.

:
A nice flat 380 Health bonus. This item makes you beefy and is a part of several of your Main items later in the game.


:
I get this first when I'm against an AP top, it provides a decent amount of damage with magic resist and a magic damage absorbing shield when things are looking grim against those magic dealers.
This item, whilst only seemingly useful against an AP match up in the Top Lane early in the game, can be useful by the time the Mid Game rolls around if the enemy team has a decent damage dealing AP mid or jungle.
Plus the 25 damage, 25 magic resist, and 250 magic damage absorption shield early on isn't anything to sneeze at.

By the Late Game this item falls off hard, so make sure to build into. If the enemy team comp is AP heavy and you still need some damage to go along with your MR upgrade it to the Maw, otherwise sell your Hexdrinker for more armor, HP, or damage.

:
This is a good pickup early on your core items if you're looking to build a Randuins early on in the game. Gives good Armor and a nice Attack Speed debuff to anyone who autos you, good against enemy top laners more reliant on autos than abilities.

:
A good flat +40 armor boost for 720 gold and mainly taken if you need that armor sooner and are strapped for gold and builds into Sunfire Cape.

:
This is a great item early game, providing you with great damage, armor pen, and CDR. Sadly it is a little lackluster late game for Darius, even when built into . I only take this item if I'm looking for an all out damage build with a thrown in there for some health.
More explanation this item and Black Cleaver in the Alternate Items section below, don't worry I have my reasons.

Main Offensive Items:

frozen-mallet:
This gives me decent attack damage with a lot of health and a slow that will keep me right on my target's heels. Not to mention the 700 flat health on it is pretty good considering how powerful flat health is at the moment. Also a Darius with little health is much easier to kill, even if he does have decent resistances.

:
I have concluded that Ravenous Hydra is a must on an offensive minded Darius. Why? First off; this item has lifesteal providing much needed sustain as Darius has no natural sustain of his own, second this item has +15hp per 5 which is very nice as bruisers need some decent health regen in extended trades and during the laning phase ( has this +15hp/5) Thirdly, this item provides Darius with a nice +75 damage increase, as not many other items, aside from or can provide that level of damage output, and finally the passive on this item is godly. In team fights the passive and be used to full affect damaging all nearby enemies in the melee, it is also useful at farming and clearing waves quickly.
So I recommend this item as a necessity due to the sheer amount of damage this item provides, its passive, and sustain (Both lifesteal and hp5).


Main Defensive Items:

warmogs-armor:
This gives me lots of health and health regen and makes me obviously harder to kill, especially since flat health at the moment is strong.

sunfire-cape:
This item gives a good amount of HP and Armor for the cost, plus a nice aura that deals constant damage to surrounding enemies. This item can also help you split push a lane or deal decent amounts of damage in an extended trade, skirmish or team fight.

:
Flat health is pretty strong right now, not to mention the decent armor and passive bonuses that'll make carries whine and cry and the enemy team dread chasing you or running away. Maybe not as strong as a in terms of Armor, CDR, and the mana it gives. The Health and passives of this item just offset everything a Frozen Heart could provide you.

OR thornmail:
I almost always get one of these versus a high AD team. Gives me nice armor plus dealing damage to those who attack me


Of course if the enemy is mostly magic damage, instead of one of the previous three armor items I might build either a:

/:
Locket gives all around great defensive stats, especially MR. This item is a must for any tank on a team, not only do you gain all these stats the aura helps out your team.
If you're looking to take this item, let your support know before they accidentally take it as many supports tend to do, the aura doesn't stack.

OR :
This item may look more appealing on sustain champions that have natural healing abilities but this amount of MR, CDR, and Health this provides for its price is pretty good. The passive isn't that bad either as it works with your .

Alternate Items:

Above is my general item build for Darius. Other item options include

trinity-force:
If I've been extremely fed and looking to do even more damage and have some MS and a slow not to mention the passive. Your early will build into this so the gold doesn't get wasted.

:
Now relegated as an optional item It is on champions that rely heavily on auto-attacks or maybe assassin type champions, but it's not as powerful on a Bruiser or "Melee Caster" like Darius who relies on his abilities to deal most of his damage. BUT This item paired with a tanky Darius can allow him to duel tanks on the enemy team quite easily due to it's passive and active procs; as typically by the late game strong tanks on the enemy team that can scaled hard into the late game (i.e. Nasus) can actually beat Darius in a straight up 1v1 but with this item they can't.

the-black-cleaver:
Another bruiser item, decent damage, health, CDR, flat penn and armor shred make this very attractive but I don't really use it on Darius. If I were to get it and I don't need that much MR, I'd replace my with this item for sure.
This item is great, don't get me wrong, it's just that I don't see this as a MUST HAVE item on Darius at the moment: he already has passive 25% armor pen, he doesn't exactly need the CDR as his cooldowns are pretty short to begin with plus his ultimate refreshes for twelve seconds on Killing Blow when in Team Fights, and the health & damage bonus this item gives is pretty mediocre compared to other items. Also your ultimate deals True Damage, so all the armor pen is meaningless when it comes to Dunking.

:
Gives great damage and much needed sustain as Darius has none. I only recommend taking this if you just don't need any defensive items and want to do a lot more damage.

maw-of-malmortius:
This item is a great defensive item against enemy magic dealers and gives good damage and MR throughout the game, even in its first stage as . I can't count the times that the passive on these items has saved my life.
You generally want to finish this item last as it isn't that much of a step up from your original Hexdrinker until you get to Late Game.

Get a Sight Ward, save a life! (Ward Placements and Jungle Ganking Routes!)





When playing Darius in the top lane, it is very important to buy sight wards to prevent ganks from the enemy team. Buy wards at all cost even if you have to go back to base. Darius' greatest weakness in top lane is how ridiculously easy it is to gank him, as he has zero escapes. Even if you feel confident that you can push your enemy to the tower, don't. Buy wards first, then proceed to push if you must. Darius is a powerful champion and an outright bully when it comes to top lane and your opponent will be ready to take you down... with a little help from his jungler of course.


Ward Placement


Ward placement is key, simply just placing a ward in River Brush won't do the trick. You have to proactively think about where you want to ward and where the enemy jungle is most likely to gank you from. Where the enemy will gank you from depends on several factors:
  • How far pushed your lane is.
  • How strong you are.
  • How strong the enemy ganks can be.
  • Your lane match up.
  • How strong your lane opponent is.

Red Dots indicate key places to throw down a ward.

[http://i.imgur.com/TU7LZ1d.jpg]

So remember, don't just throw down a ward in that River Brush, give it a thought first.

Jungle Ganking Routes


Where the enemy will gank you is also important.

Purple routes indicate ganking paths and points of entry.

[http://i.imgur.com/7Qlq3T8.jpg]

There are of course 2 main points of gank entry in the top lane:
  • First and foremost is through River, whether it be running through the brush, right down the center or towards the opposite side by Purple Tri-Brush they will come down through that River.
  • Second is through Purple Tri-Brush, this choice is really only used if you are on the Purple Side and have pushed halfway between the Turrets or have pushed right through to the enemy Blue Turret. This gank entry is mainly used to cut you off on your retreat back to your tower.

Secondary Ganking points:
  • Through Blue Tri-Brush, on the way from your Blue Buff if you are Blue Side, can be a strong ganking spot. This is typically only used if you are low health and near death where the enemy can dive your Turret.
  • Through the small opening brush behind Purple Turret, leading from your Golems. This is the same as from Blue Tri-Brush where if you are low health and near death where the enemy can dive your Turret
  • Teleport Ganks can be deadly, especially if you aren't paying attention. You can both hear and visually see when a teleport is incoming, so you should have plenty of warning. If the Ward the enemy is teleporting to is in the brush, you might not be able to always see the teleport animation but you will distinctly hear the sound of the teleport going off. These are somewhat lackluster but effective if you're guard is down.

Early Game

Overview


Darius' early game is key to his success. He is a champion that is strong throughout much of the game, especially Early/Mid game but falls off a little bit in the extreme Late game where most enemies will be stacking health and resistances.

Darius can and will carry a team to victory and utterly destroy and enemy team if fed extremely well or has been able to snowball effectively. Which is why the enemy team will be wanting to gank Darius as much as possible because of how powerful he can be.

If he is shut down early on (i.e countered well, enemy jungler camping lane, just having a bad game, etc.) his enemy can just snowball to victory and there is little that Darius can do. He can always come back if they are foolish enough to all-in you at the wrong time, but this is only against certain match ups really and the enemy team comp in the Late Game, otherwise Darius becomes a big meat shield.

Early Game Goals


  • Farm Farm Farm; Darius scales extremely well with farm and if you don't get your last hits in or CS effectively you'll fall behind very quick.
  • Be Aggressive; Darius is an outright bully in lane, show your opponent that you aren't one to mess with. Of course you can't bully all enemy champions as some can just wreck a Darius outright. Certain champions you can be aggressive against at the start to lessen the effect of their eventual snowball against you, others you need to take your time and just harass a bit and farm.
  • Harass; Always harass your enemy whenever they go in for CS, don't let them think they have it easy when they want to farm. Decimate a few times when they come in for last hits, but watch out because you can push your lane if you do this too much.
  • Be Aware; Always be aware of the map, know where the enemy jungle is, where the enemy Mid laner is. Watch that River or Tri-Brush when it's warded, because they should always be warded. When the enemy jungler is in Bot or Mid and you know you can push, go ahead because you know you're safe for the time being.
  • WARDS; Warding is key, if you didn't get the memo from the last chapter, have a look above because warding is key to preventing ganks and knowing where the enemy is.

First Trip Back


Your first trip back you should have somewhere between 650 and 1500 gold depending on how well you farmed, if you got a kill, and how long you stayed in lane.
At this time you have several options:
  • Finish your Boots and buy either a ,, or a along with some Wards and Health Pots.
  • Just finish your Boots and buy some Wards and Health Pots.
  • Just buy one of your core items: , , or . OR you can buy a if you really need the armor. You could also look into getting a at this time if you're planning on grabbing a eventually. And as always with Wards and Health Pots.

Additional Information


Always be aggressive against your opponent but not overly so, you don't want to be caught off guard by a jungle gank if you over extend or commit, remember Darius has NO escapes other than . So always buy a ward, as stated in the previous chapter. If you're getting harassed hard and/or the enemy jungle seems to be camping lane and you start to fall behind play passively and harass when an opportunity presents itself, and go in for the kill if you are able to get a good trade/exchange against your opponent.

You might also consider grabbing a , so you don't fall too far behind. It can even turn into a , basically a permanent hp/mana regen buff for 400 extra gold.

Mid Game

Overview


By the Mid Game, which is usually around 10-20 minutes or after the first turret is down is that transition from the Early Game to the Late Game. You should focus on that transition from the laning phase of farming and defending your turret into roaming, countering the enemy jungle, and ganking Mid Lane, possibly Bot Lane. This is also where Dragon Control and team fights around Dragon can come into play.

Darius is the King of Mid Game, when he hits level 11 he is at his deadliest. His Dunk will be dealing around 550-650 true damage at 5 stacks based on your current offensive items. Around this time not that many enemies aside from the tanks will have stacked much health so you will be able to Dunk them much easier than say when you first hit 6 or far into the Late game.

Mid Game Goals


  • Roaming; Roaming is a must with Darius, he can be a monster in Team Fights and Skirmishes and can turn the tide of the Mid Game if he is roaming.
  • Pushing Turrets; Whether it be finally getting your Top Lane turret down or helping another, pushing those turrets are key for gaining map and objective control and getting to the enemy nexus.
  • Dragons!; Dragon control is essential, it's the reason the ADC and Support are sent Bot lane; to keep watch over and contest any early Dragons before the Mid Game rolls around. While roaming always gravitate toward Dragon because it will almost always be a Team Fight waiting to happen after a few turrets are down and both teams start to roam and split push.

Additional Information


If you destroy your enemy's Top turret first then by all means start to roam and put pressure on the enemy mid and jungle and around the entire map really but don't forget that you have your tower up still, because while you are roaming your lane opponent might just stay top and keep on pushing and pushing to get the tower down as fast as he/she can. So you may have to go back top every now and then or even stay top for a little bit so you can keep your lane shoved toward the enemies side of the map until your team can bring down another enemy turret and thus roam themselves bringing pressure to mid or bot. Depending on which turret was brought down.

If by this time your losing your lane, the lane is tied, or you have already lost your turret. You may just have to stay up in your top lane until you get some help to take down the enemy turret. If your turret is already down start to roam a bit but keep a little pressure on the top lane still. Remember to ward still as well because the enemy may sneak up behind you and get an easy kill.

If you are ahead of your lane opponent and they stay top and are just stubborn after their turret is down; try to all-in them and go for that kill to make them regret trying to kill your turret while you were away. But remember to keep watch of that map because they might have some help from their jungler and even their mid if you decide to go up there alone and you get a little too far into their side of the map. You could find yourself in a bad situation.

Late Game

Overview


By the Late Game, Team Fights and Baron Control, and Split Pushing becomes important. You should have most of your build complete by this stage give or take a few missing items.

Remember, farming is secondary at this point and you really only farm during wave clears and to split pushing. Don't go out all alone by yourself just to farm away, stay with your team. Your carries are the ones who need to do most of the farming.

Late Game Goals


  • Team Fights; This is explained in the next chapter.
  • Baron Control; Baron control is important, around Baron Pit and in River is where the majority of Team Fights will take place. If an enemy team gains the Baron buff it gives them a huge advantage and you should avoid fighting them unless absolutely necessary.
  • Split-Pushing; Split Pushing is also important, typically the tank will sit off in a side lane actively pushing it while the rest of the team roams together securing objectives or pushing up the Mid Lane. As a Darius I usually leave this to the tanky jungler because Darius is far more effective with his Team in Skirmishes and Fights than by himself.

Additional Information


After the Team Fight is important, it's where Baron Control can come into play. If you lose a team fight and most of the enemy team is still alive and well they may try to take Baron while your team recuperates. On the flip side if your team is fine and well after a fight and came out on top you may also attempt to take Baron yourselves.

If possible you may try to sneak a quick Baron while the enemy team is busy clearing minion waves, farming, and protecting towers.

Split Pushing is also very important. Usually the tank or some other tanky nuisance on yours or the enemy team, or any AD champion will sit in a lane and push it while the rest of your team pushes another lane. This is a fundamental part of the late game when pushing for that win. You usually don't want to be the one Split Pushing as Darius, you want to be with your team in those main fights where you can do your job effectively. Leave it to the tank to Split Push or some nuisance AD like Master Yi or Fiora to name a few examples.

Team Fights

Your main goal as Darius in a team fight is to deal massive amounts of damage and disrupt the enemy team. Save your and for enemy carries and squishies so they won't be getting away so easily. Darius is a Front-Liner but he isn't a tank by any means. Let your actual Tank take care of most of the initiates, take the brunt of the damage, and CCs.

Decimate in as much of them as you can to deal the most damage, your main objective is to focus a target and nuke them down with your ult once they are low enough. Darius is pretty much used only for his massive amounts of burst damage, chunking, and his Dunks to finish off enemies quickly and efficiently, sometimes resulting in Pentakills if you're lucky. Primarily focus either the enemy bruisers to get them off your carries, or the enemy carries themselves if you can pretty much just 3-4 shot them.

If you can, try and "Flashpprehend" to get a good combo on the enemy for your team. These "Flashpprehends" can easily catch an enemy off guard and initiate a team fight, but be warned you really only want to do this if you are sure you can net a kill quickly after doing so and at a safe distance with your team nearby or right behind you, because you can easily find yourself in the middle of their team taking the brunt of the damage and CC resulting in a quick death. And you NEED to be alive to get those Dunks off, a dead Darius is a bad Darius. It's simple as that.

Matchups

I have played Darius against several top lanes and I have extensive experience against them all. I hate most of them

Easy: 1-3 's
Medium: 4-6 's
Hard: 7-9 's
Insane: 10 's


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Aatrox is a very tricky matchup for Darius and can go both ways. He is extremely dangerous in a duel unless you can burst him down enough to dunk him before his W bonus kicks in at less than 50%, which means if he's stacking HP it could be a problem. He has a great engage in his Q and a nice slow with his E that can kite you well. His ult is decent but it allows him to duel extremely well coupled with his passive. If you can pop his passive without dunking you're in good shape but you might need to use it anyway so you can burst him fast enough. He wins extended trades hard.

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Akali is fairly easy pre-6 but once she gets her ult it can get harder. If she shrouds just Decimate and you're bound to hit her. Most good Akali's don't even need shroud anyways to do their job right. Build Merc Treads and Hexdrinker first.

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This is a stale farming lane. He out sustains you, and can get much more health than you with his ult post-6 and probably out farm you easily anyway giving him the advantage. Try and play aggressive but not overly so because with a gank from his jungler and that knock-up he'll make you regret it.

:
I've only played a few times against Diana she isn't too hard but her shield and range with that Crescent Strike can hurt. Just play passive and dodge those Crescents.

:
Mundo is tough but beatable. He'll most likely just sit back and cleaver the crap out of you then come in for the kill if you were foolish enough to take his Cleavers constantly and stay in the lane. He know's he can't take you on directly until he has his ult and has put a few cleavers in you. Watch for ganks.

:
Elise can go screw herself. This overpowered champion is similar to a Nidalee or Jayce but even more OP. She can deal massive damage to you at high health due to how her Human form Q works, then switch to spider form after wittling you down to half or less hp and hit you for even more damage when you're all low health again due to how her spider form Q works. She's ranged and this is bad for you. All-round she's dangerous in any form. Think you can get away? Think again because she'll just jump right to you, or even stun you with her web. She typically doesn't go top, usually taking mid or jungle. But if she does come top just play passive and ask for ganks.

:
Fiora can be a pain but she is manageable. Don't try and trade with her early levels because she will win every single time. Wait till six before you get really aggressive on her. Watch for her ult when you're ready to ult her, because it can save her ass. It makes her untargetable during the animation. Watch for ganks.

:
Galio is an Anti-AP tank, but his early game burst can hurt a bit. Harass when he comes in for cs. Watch for Ganks.

:
Most GP players won't waste their mana on CSing with Parrley and hit you with it instead just to piss you off, if you build decent armor they might just ignore you then. Get in close and harass. He'll either max Parrley or Remove Scurvy first, both are bad. If it's Parrley don't let him hit it with you constantly and go in and make him regret it. If it's Remove Scurvy then it turns into a stale farming lane as he'll just constantly heal any harass and remove your slow on him.

:
This lane can go either way. Watch out for that 1.5-2.5second silence cause it can hurt, and stay out of his Judgment cause it can do crazy damage, even more than your Decimate. If he gets ahead it'll be hard to come back as he'll just snowball ahead of you no problem if given the lead. His ult is similar to yours, but yours deals true damage with a lower CD and refreshes in team fights, his does not. (In theory his ult can do more damage if you're stacking HP but not stacking MR so be aware.)

:
This lane can go either way. Don't trade early levels, farm and harass. She's got sustain and you dont, just harass as much as you can and try not to trade unless you know you can come out on top. She can bait pretty hard with her Equilibrium Strike. Expect ganks.

:
A fairly even lane. He has better poke that shred's your armor, a nice knock-up, a decent passive, and a big wall that prevents your escape. You can beat him with patience, if he traps you with his ult, make him regret it.

:
One of the toughest lanes, for any top really. If you play right then Jax doesn't seem scary but he can easily snowball even if he's a kill or two behind and can still kick your ass. Ask for ganks because this will be a tough lane. You can try and just stall the lane, deny and try to outfarm him, but most will just go ahead and initiate on you anyway cause hey, they have a jump and a stun. Just pray that you don't feed allowing him to utterly destroy the rest of your team mid/late game. Don't let him free farm either, he scales extremely hard more so than almost any other champ.

:
He's tough especially with him having more range and better poke than you. Just stay behind your minions and if he brings up his Acceleration Gate he's probably about to launch a Shock Blast at you. After he does launch one that is the best time to try and engage as his main means of escape will be on cooldown, but remember he's got Thundering Blow which will knock you back so save your Apprehend until after he's used it. Ask for ganks. Also If he's foolish enough to waste his mana on poking try and take the fight to him.

:
Kayle has a heal, more up front burst, more sustain, more damage, can kite you for days, and more everything. Not to mention her ult completely counters yours if she baits you. Ask for ganks, sit at your tower and cry, or just dodge queue. It's as simple as that.

:
This Yordle means business. He's got range on you and that is bad news. He can poke for days because of his energy resource and if you get close post six he'll make you regret it with his ult that will stun you. Don't take too much harass as it can end up stunning you and give him free damage. He's pretty slippery with his MS steroid so he'll be hard to catch in an all-in. Ask for ganks.

:
This big bug isn't exactly hard it's just that he's annoying and hard to lock down. This matchup can go a few different ways depending on what he's maxing first. If he maxes his Q it isn't so bad but don't get by yourself or he will hurt as it deals increased damage to isolated targets. You could easily out trade him with your Decimate compared to his Q (If you're not isolated). If he maxes his Void Spikes, W, he could potentially be even more of a pain poking you from afar. Sadly even if you do catch him he'll just jump away. Hopefully you go up against either a stupid Kha'Zix or a cocky one and catch him on a mistake, punish him hard. Expect and ask for ganks.

:
A good Lee Sin will just max his W and out sustain you and make your harassment attempts futile. He can bait pretty hard so watch for ganks. This is pretty much just a stale farming lane, but if the Lee is aggressive play aggressive yourself; don't let him bully you. Also dodge his early Q's and punish any of his mistakes, he will most certainly punish yours.

:
His Kit counters yours, in theory. Nice shield passive, a decent poke that slows, increased armor, and a AoE that slows your attack speed and deals a good chunk of damage if he's building AP and stacking armor (Which he should against you). His mana costs are through the roof early game so use that to your advantage. Oh and post-6 watch for his ult; it can set up an easy gank for his jungler. You most likely won't kill him in this lane unless you go HAM early levels, just outfarm and outscale into the mid game.

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Most Yi's don't top but I occasionally go against one. They are pretty squishy but can be slippery with their Alpha Strike and Ult. If he starts to Meditate just Apprehend and it will interrupt it Be aggressive, you can win with patience.

:
Morde's shield can seem scary but he's pretty squishy, build Merc Treads and Hexrinker first and take the fight to him. He has no escapes, but neither do you so watch it. Watch for ganks. Just don't let him farm like crazy or he will be the notorious monster he usually is late game because of how well he farmed early on.

:
Nasus has more sustain than you, a nice slow to set up ganks and can hit fairly hard if his Q is farmed up pretty well. Deny him farm or it will bite you in the ass later on. Darius wins early trades against him so don't worry. Watch for ganks.

:
This is probably a lane you'd rather avoid. If you can catch her you can make quick work of her no problem but the problem is she's hard to catch post-6 when she has Cougar form. Cause when you reel her in she'll just Pounce and walk away. She's ranged and that is quite a problem on Darius as he's easily kited. You'd rather want for this lane, he destroys AD Nidalee.

:
This lane is fairly even but watch for his true damage. He can hurt early on if you try and duel him at low levels. He's also got sustain, I'd wait till 6 to actually go against him outright, before that he has the advantage with his passive, sustain, and true damage.

:
Another fairly even lane. He will most likely sit back and throw spears all day long, he knows he can't take you on directly without getting a few spears in you first. Your Decimate goes through his shield but make sure it's down before you try and Crippling Strike him. Otherwise you waste it and he might just win the trade.

:
I hardly see Poppys nowadays but she should be pretty easy. Don't let her get a Trinity Force early on because it can hurt. Harass and stay away from walls or she'll stun you. 9/10 You'll win the trade. Watch for ganks.

:
He's got more sustain, a nice dash/poke, a stun, good AoE that rivals yours, and a great Steroid that makes it harder for you to ult him. He can dash in, stun, Q (AoE), and dash back out without you getting a single hit back on him, unless you can Decimate in time. He just simply trades harder than you and is innately tankier. You shouldn't try and duel him low levels or at all really, wait till 6 before you even attempt go all in. Keep watch for that ult of his as he can bait out yours with a well time activation of his. This lane will be tough. Ask for ganks.

:
Rengar is pretty easy. Most of the time they'll try and use the brush to their advantage jumping in an out at you for harass and last hits on your minions. He's pretty squishy and can't 1v1 you at all post 6. Don't trade in the early levels because his burst is just crazy 1-4. Just stomp this lane with patience and sit in the brush if you want so he can't use it. Watch for ganks.

:
Riven is a pain to deal with for any top lane. Just play aggressive early on and try and bait out her shield and stun. Against a good Riven this lane is extremely even. Don't trade and just try to harass until 6 but she'll most likely try and initiate before then with her over powered abilities with stupidly short cooldowns. She was nerfed recently so this match up should be a little easier now but she can still stomp you. Whoever gets ahead early in the lane already wins due to how hard each of you snowball. Her ult is as deadly as yours so keep watch for it. Ask for ganks.

:
I haven't played against many Rumbles but this lane isn't too hard. Just harass him and make him regret trying to catch you on fire with his wee little Flamespitter because he needs to be in melee range. If he's maxing his Electro Harpoon just stay behind minions as it can deal a decent amount of damage. Watch for ganks. Mercury Treads and Hexdrinker first.

:
Another fairly easy lane. He can bait you pretty hard and taunt you for jungle ganks. If he tries to ult just Apprehend him canceling his teleport. Watch for ganks.

:
Singed is fairly easy but extremely annoying. Most will just stack hp, throw down posion trails and run away if you try and engage. Play Aggressive early on and ask for a gank early to give you the edge on him because he can and will out farm you and snowball right over you no problem if left alone and not pressured by you or your jungler. Per usual most will just run around you all day laying down their poison and flipping the shit out of you and there is little you can do against him unless you've been fed because he will just run away with him having more movement speed than you. He will get ganks, early ganks too so watch for those. I'd recommend asking for your jungler to possibly even camp your lane for a bit if you start falling behind. Once he get's and hits 6 it's pretty much useless to go against him unless you are a kill or two ahead as he will be near unkillable with his ridiculous amount of HP and movement speed without good help. Good luck.

:
Annoying ass champion that can snowball hard and make your life a living hell. Save your ignites for his ult and watch his shield. Don't engage or harass with it on because it'll absorb most of your damage and he'll probably blow it up before you can damage through it in time if he's maxing it, is AP, or both. You can win with a little patience. Ask for, and watch for ganks.

:
The one champion other than Jax, Yorick, and Kayle that you don't want to mess with. He has better poke, he's ranged, and can make it nearly impossible to gank with his Shrooms and Move Quick. You can win if you play just right and he's stupid. This is one matchup that you could probably get your at level 2 so you can reel him in close early and put some damage on him. If you're stuck against him and he's making things extremely difficult try and get ganks early so you can possibly snowball, otherwise have fun feeding or falling behind to this little terror. Ask for ganks early.

:
Fairly easy lane. You most likely won't get a kill on him post-6, unless you got fed off him pre-6 and can Ult him from 1/3 hp health. This is a stale farming lane but don't let him get full fury before you engage, it can hurt. His ult counters yours so good luck getting a kill after he's already safely under his tower. When he does ult just ignite when it's almost over , so it and your Hemorrhage can take care of him after it ends if he's stupid enough not to heal with Q once he's safe from your grasp.

:
Early game you've got this lane vs Vi. Your Decimate gives you that ranged harass over her. If she want's to do really anything to you she has to get close. But watch for her Excessive Force, don't stand behind your minions. You also don't want to duel her at almost any point in lane for extended trades, her Denting Blows can really add up and destroy you if you're not careful. If you're ahead and you know you can win by all means show that bitch what a real dunk is. Post-6 this lane can become a little even. If you're both low and you don't get your ult off in time, she can end up ulting you and possibly killing you if you're not careful. But all in all you should have this lane. Watch for ganks.

:
Vlad is pretty squishy but hard to lock down. Build Merc Treads and Hexdrinker first. Most Vlads will just Q you and E you all day long and just Troll Pool you when you get close or are about to Ult them after a trade that went in your favor. He's fairly easy but watch his ult as it will make him deal massive amounts of damage to you, especially when his E has 4 stacks. Watch for ganks.

:
Volibear is a difficult but manageable. You can win trades because the only real burst he has is his Bite. He has passive attack speed increase from his W so don't get into long trades early on unless you know you can win or come out on top. His passive can keep him in lane or in a fight if he's tanky enough so keep watch for that. Most will just flip you and run away, or engage soon after. Make him regret it. Watch for ganks.

:
Warwick out sustains you and most will just max Hungering Strike, Q-ing you then walking away. Try and duel early on and show him that you're no pushover. But keep in mind for his passive. Watch for ganks.

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Wukong is fairly easy. He's get a nice armor shredding attack, gap closer, a clone and a overpowered ult, just like yours. Build armor early on to negate his damage. He's pretty squishy but slippery due to his clone, so make sure you don't get fooled into ulting it; killing his clone with your Ult doesn't refresh it anymore. Watch for ganks.

:
Xin is pretty deadly at low levels and has great sustain with his W, most don't go top but he can be a little bit of a pain if played right. Duel him 5-6 and you should come out just fine if you've played your cards right. Watch for ganks.

:
Yorick is just as if not more difficult than Teemo. His ghouls are annoying as hell and can poke you at a range and with one that can heal him he'll just spam it all day and out heal most of the damage you deal to him. I've only won against a Yorick once as Darius, but I amazing jungle help and he was half a tard. Hope that you don't have to face him, or get one like the one I won against. Ask for ganks.

:
He's pretty squishy but can poke really well with his shadow. His ult can be dangerous if baited right, just like Fiora's it makes him untargetable for a short time. He can dish out some mean damage, he also has infinite poke with him using energy as a resource. Most will only save their Living Shadow for escapes and quick dashes but some do use it to harass and poke with their Razor Shurikens and Slash.

Final Comments

Thank you all for checking out my guide. If you have any comments please post them. Also if you think I could have done a better job and have suggestions please tell me. I hope you all can find this guide very helpful.

Remember to bookmark this guide so you can check back every now and again; I make updates to this guide weekly, sometimes daily or even hourly even if I think the guide requires it.

Dunk responsibly my friends!
Peace.
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