Darius The Hand of Noxus

- Top/Jungler
- 6300
- 975
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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. This stacks up to 5 times for a maximum of 60 / 75 / 90 / 105 / 120 / 135 / 150 / 165 / 180 (+ 150% bonus AD) magic damage over the duration. Darius gains 5% movement speed for each bleeding enemy champion.
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Decimate
- Active: Darius deals physical damage to all nearby enemies in a circle around him. Champions in the outer half of the ability are struck by the blade, taking 50% additional damage. Cost: 40 mana Range: 425 Radius of shaft: 270 Radius of blade: 270-425 Cooldown: 9/8/7/6/5 seconds Physical Damage: 70/105/140/175/210 (+0.7 per bonus attack damage) Maximum Physical Damage: 105/157.5/210/262.5/315 (+1.05 per bonus attack damage)
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Crippling Strike
- Active: Darius next basic attack deals additional damage and slows the targets movement and attack speed for 2 seconds.Crippling strikes base cooldown is reduced by 1 second for each stack of Hemorrhage on the target. Cooldown: 8 seconds Range: 145 Cost: 30/35/40/45/50 mana Total Physical Damage: 120/140/160/180/200 % Slow: 20/25/30/35/40 %
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Apprehend
- Passive: Darius gains armor penetration. Active: Darius pulls in all enemies in front of him. Cost: 45 mana Range: 540 Armor Penetration: 5/10/15/20/25 % Cooldown: seconds/24/21/18/15/12
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Noxian Guillotine
- Active:Darius leaps to an enemy Champion and strikes a lethal blow, dealing true damage. This damage increases by 20% for each stack of Hemorrhage on the target. If Noxian Guillotine is a killing blow, it can be recast within the next 12 seconds before going on cooldown. Cost: 100 mana Range: 460 Cooldown: 120 / 100 / 80 seconds True Damage: 160/250/340 (+0.75 per bonus attack damage) Maximum True Damage: 320/500/680 (+1.5 per bonus attack damage)
Health Points | 426 |
---|---|
Mana | 200 |
Damage | 50 |
Attack Range | 125 |
Armor | 20 |
IP Cost | 6300 |
Health Regen | 8.25 |
Mana Regen | 6 |
Attack Speed | 0.679 |
Movement Speed | 340 |
Magic Resistance | 30 |
1 lvl |
Item builds
Start items
Health Potion
x3Limited to 5 at one time. Click to Consume: Restores 150 Health over 15 seconds.
Boots of Speed
Limited to 1. UNIQUE Passive - Enhanced Movement: +25 Movement Speed (Unique Passives with the same name don't stack.)
Core items
Frozen Mallet
+650 Health +40 Attack Damage UNIQUE Passive - Icy: Basic attacks slow the target's Movement Speed for 1.5 seconds on hit (40% slow for melee attacks, 30% slow for ranged attacks).
Mercury's Treads
+25 Magic Resist UNIQUE Passive - Enhanced Movement: +45 Movement Speed UNIQUE Passive - Tenacity: Reduces the duration of stuns, slows, taunts, fears, silences, blinds, polymorphs, and immobilizes by 20%. (Unique Passives with the same name don't stack.)
Hexdrinker
+20 Attack Damage +35 Magic Resist UNIQUE Passive - Lifeline: Upon taking magic damage that would reduce Health below 30%, grants a shield that absorbs 110 to 280 (based on level) magic damage for 5 seconds (90 second cooldown).
Endgame items
Frozen Heart
+90 Armor +20% Cooldown Reduction +400 Mana UNIQUE Aura: Reduces the Attack Speed of nearby enemies by 15%.
Last Whisper
+25 Attack Damage UNIQUE Passive - Last Whisper: +30% Bonus Armor Penetration
Frozen Mallet
+650 Health +40 Attack Damage UNIQUE Passive - Icy: Basic attacks slow the target's Movement Speed for 1.5 seconds on hit (40% slow for melee attacks, 30% slow for ranged attacks).
Ravenous Hydra (Melee Only)
+75 Attack Damage +100% Base Health Regen +12% Life Steal Passive: Life Steal applies to damage dealt by this item. UNIQUE Passive - Cleave: Basic attacks deal 20% to 60% of total Attack Damage as bonus physical damage to enemies near the target on hit (enemies closest to the target take the most damage). UNIQUE Active - Crescent: Deals 60% to 100% of total Attack Damage as physical damage to nearby enemy units (closest enemies take the most damage) (10 second cooldown).
Maw of Malmortius
+60 Attack Damage +40 Magic Resist UNIQUE Passive: Grants +1 Attack Damage for every 2% of missing Health, up to a maximum of 35 Attack Damage. UNIQUE Passive - Lifeline: Upon taking magic damage that would reduce Health below 30%, grants a shield that absorbs 400 magic damage for 5 seconds (90 second cooldown). (Unique Passives with the same name don't stack.)
Mercury's Treads
+25 Magic Resist UNIQUE Passive - Enhanced Movement: +45 Movement Speed UNIQUE Passive - Tenacity: Reduces the duration of stuns, slows, taunts, fears, silences, blinds, polymorphs, and immobilizes by 20%. (Unique Passives with the same name don't stack.)
AD/Tanky Darius Top Lane
This build will give you the damage to lane clear, the Armor and Magic Resist to survive and the Frozen Mallet gives you HP to help the Maw even more.
Skillorder
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | |
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Q ![]() |
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W ![]() |
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E ![]() |
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R ![]() |
Standard
This should be what any Darius masters because the Q is his main attacking skill and the extra damage and CDR helps. His W is next because it slows and deals double your AD at max level, and finally his E which is really good with low cooldown, but that is all it offers so max it last.
Summoner spells
Spells
Flash
Ghost
Standard
Ghost
Exhaust
The Catches
Ghost should be an always on Darius since he is kinda slow and has no real means of catching any enemy champs without some Speed, I prefer Exhaust myself since my E has such a long cooldown, this will also allow me to essentially slow lock them with Frozen Mallet/W if they are out of range.
Runes
Glymph
x9
Greater Glyph of Warding
+1.34 magic resist
Mark
x9
Greater Mark of Desolation
+1.66 armor penetration
Seal
x9
Greater Seal of Resilience
+1.41 armor
Quintessence
x3
Greater Quintessence of Desolation
+3.33 armor penetration
- +12.06 magic resist
- +14.94 armor penetration
- +12.69 armor
- +9.99 armor penetration
Defensive
Since we don't really build that much HP it's worth it to pick up some extra MR and Armor for those early levels and scales decently into late game. We get the Armor Pen since his E gives him an innate 25% armor pen with the Last Whisper is half their Armor gone and we want darius to be doing as much damage as possible so getting even more will really help.
Masteries
1/1
0/4
4/4
0/2
4/4
0/4
0/1
3/3
1/1
0/1
2/2
2/2
0/3
0/1
0/1
3/3
0/4
1/1
OFFENSE:
21
0/1
0/3
4/4
0/2
1/3
3/3
0/2
0/2
1/2
0/1
0/1
0/1
0/3
0/3
0/1
0/3
0/1
0/1
0/1
DEFENSE:
9
0/1
0/3
0/3
0/1
0/1
0/3
0/3
0/2
0/4
0/1
0/3
0/1
0/2
0/4
0/3
0/1
0/1
0/3
0/1
UTILITY:
0
My Buildz
This is typically what I would do for him maybe switching out the Frozen Heart depending on the situation, but I really enjoy this very mobile and quite damaging build.
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Basic Guide for Top Darius
(Lama300)
May 10, 2013 (u) 49 5 votes 6 comments -
AD/Tanky Darius Top Lane
(ArcaneEli)
May 11, 2013 (u) 3 0 votes 1 comments -
Best Darius Build
(mateusz-drabikowski-5)
May 13, 2013 (u) 2 3 votes 0 comments -
Top Darius
(Hejt)
May 08, 2013 (u) 1 6 votes 0 comments -
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(Baluberda)
May 21, 2014 (u) 0 0 votes 0 comments -
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(theBEASTisLOOSE)
April 14, 2014 (u) 0 0 votes 0 comments -
Darius Top
(theBEASTisLOOSE)
April 14, 2014 (u) 0 0 votes 0 comments -
dh
(Slapikas)
January 11, 2014 (u) 0 0 votes 0 comments -
Noxuuuuuuus, como lo hace (ctrl+1)
(ivonxface)
September 25, 2013 (u) 0 1 votes 0 comments -
Free Wins with Darius
(ninjawaffulz)
May 13, 2013 (u) 0 2 votes 0 comments
why did you make in the offensive tree the extra crit dmg in there without crit items?
why did you make in the offensive tree the extra crit dmg in there without crit items?
why did you make in the offensive tree the extra crit dmg in there without crit items?
why did you make in the offensive tree the extra crit dmg in there without crit items?
why did you make in the offensive tree the extra crit dmg in there without crit items?
why did you make in the offensive tree the extra crit dmg in there without crit items?