Darius The Hand of Noxus

- Top/Jungler
- 6300
- 975
-
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
Limited to 5 at one time. Click to Consume: Restores 150 Health over 15 seconds.
Doran's Shield
+80 Health Passive: Restores 6 Health every 5 seconds. UNIQUE Passive: Blocks 8 damage from single target attacks and spells from champions.
Alternate Starting Items
Health Potion
x3Limited to 5 at one time. Click to Consume: Restores 150 Health over 15 seconds.
Long Sword
+10 Attack Damage
Core items
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).
Boots of Swiftness
UNIQUE Passive - Enhanced Movement: +65 Movement Speed UNIQUE Passive - Slow Resist: Movement slowing effects are reduced by 25%.
Sunfire Cape
+500 Health +45 Armor UNIQUE Passive - Immolate: Deals 25 (+1 per champion level) magic damage per second to nearby enemies.
Endgame 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).
Warmog's Armor
+850 Health +200% Base Health Regen UNIQUE Passive: Grants Warmog's Heart if you have at least 3000 maximum Health. Warmog's Heart: Restores 15% of maximum Health every 5 seconds if damage hasn't been taken within 8 seconds.
Trinity Force
+250 Health +25 Attack Damage +20% Critical Strike Chance +15% Attack Speed +10% Cooldown Reduction +5% Movement Speed +250 Mana UNIQUE Passive - Rage: Basic attacks grant 20 Movement Speed for 2 seconds. Kills grant 60 Movement Speed instead. This Movement Speed bonus is halved for ranged champions. UNIQUE Passive - Spellblade: After using an ability, the next basic attack deals bonus physical damage equal to 200% of base Attack Damage on hit (1.5 second cooldown).
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).
Sunfire Cape
+500 Health +45 Armor UNIQUE Passive - Immolate: Deals 25 (+1 per champion level) magic damage per second to nearby enemies.
Boots of Swiftness
UNIQUE Passive - Enhanced Movement: +65 Movement Speed UNIQUE Passive - Slow Resist: Movement slowing effects are reduced by 25%.
Optional Armor or MR Items
Banshee's Veil
+500 Health +70 Magic Resist +100% Base Health Regeneration UNIQUE Passive: Grants a spell shield that blocks the next enemy ability. This shield refreshes after no damage is taken from enemy champions for 40 seconds.
Randuin's Omen
+450 Health +60 Armor -10% Damage taken from Critical Strikes UNIQUE Passive - Cold Steel: When hit by basic attacks, reduces the attacker's Attack Speed by 15%. UNIQUE Active: Slows the Movement Speed of nearby enemy units by 35% for 4 seconds (60 second cooldown).
Thornmail
+100 Armor UNIQUE Passive: Upon being hit by a basic attack, reflects magic damage back to the attacker equal to 25% of your bonus Armor plus 15% of the incoming damage. (Bonus Armor is Armor from Items, Buffs, Runes and Masteries.) (Reflect damage is calculated based on damage taken before being reduced by Armor.)
Spirit Visage
+500 Health +70 Magic Resist +150% Base Health Regen +10% Cooldown Reduction UNIQUE Passive: Increases all healing received by 20%.
Tanky Hybrid
If you get ahead in lane build Ravenous first, If you are behind build Sunfire first then go for Mallet. The boots paired with Tri-force and his E will make sure that you can catch up to anyone in order to dunk on them for the finish.
Skillorder
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Q ![]() |
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W ![]() |
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E ![]() |
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R ![]() |
Q, W, E, and R when possible.
This is the standard skill order, however if you are against an armor heavy build such as a Renekton with thornmail, you can max your E before your W to get that extra armor pen.
Summoner spells
Spells
Ignite
Flash
Alternates
Ghost
Exhaust
Standard and Alternate
The standard is ignite and flash but exhaust and ghost can let you catch up to your target even faster paired with swiftness boots, and tri-force.
Runes
Glymph
x9
Greater Glyph of Warding
+1.34 magic resist
Mark
x9
Greater Mark of Strength
+0.95 attack damage
Seal
x9
Greater Seal of Resilience
+1.41 armor
Quintessence
Greater Quintessence of Desolation
+3.33 armor penetration
- +12.06 magic resist
- +8.55 attack damage
- +12.69 armor
- +3.33 armor penetration
Armor Pen. Quints do the job
This will give you 10 extra armor pen. Very helpful when paired with your E.
Masteries
0/1
0/4
4/4
0/2
4/4
0/4
0/1
0/3
1/1
0/1
0/2
0/2
0/3
0/1
0/1
0/3
0/4
0/1
OFFENSE:
9
0/1
2/3
4/4
0/2
3/3
3/3
0/2
0/2
0/2
1/1
0/1
0/1
0/3
3/3
1/1
3/3
0/1
0/1
1/1
DEFENSE:
21
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
9-21-0 or 21-9-0
Either one will work
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