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General Information
TitleThe Hand of Noxus
Release DateMay 23rd, 2012
Cost4800 BE 880 RP

652 (+ 114)

10 (+ 0.95)

263 (+ 57.5)

6.6 (+ 0.35)


64 (+ 5)

0.625 (+ 1%)


39 (+ 5.2)

32 (+ 2.05)
Developer Info
DDragon KeyDarius
Integer Key122
External Links
Game Info Wikileagueoflegends.fandom.com

Darius is a champion in League of Legends.


For outdated and now non-canon lore entries, click here.
  • Biography
  • Story
Darius and his brother Draven grew up as orphans in the port city of Basilich. Darius struggled to provide for them both, constantly fighting with gangs of older urchins and anyone else who threatened his little brother—even the city guard. Every day on the streets was a battle for survival, and Darius earned more scars by his twelfth summer than some soldiers do in a lifetime.

After Basilich was seized by the expanding Noxian empire, the victorious commander Cyrus saw the strength in these defiant brothers, and they found a home within the ranks of his warhost. Over the years, they fought in many grueling campaigns of conquest from one end of the known world to the other, as well as crushing a number of rebellions against the throne.

Within the empire, anyone could rise to power, no matter their birth, culture, or background, and none embraced this ideal more fervently than Darius. From humble beginnings, he rose steadily through the ranks, always putting duty before all else, and garnering great respect for his aggression, discipline, and refusal to ever take a backward step. On the bloodsoaked fields of Dalamor Plain, he even beheaded a Noxian general after the coward ordered a retreat. Roaring in defiance and hefting his bloodied axe overhead, Darius rallied the scattered warbands and won a great and unexpected victory against a far more numerous foe.

He was rewarded with a senior command of his own, attracting many thousands of eager recruits from across the empire. Darius turned the majority away, accepting only the strongest, the most disciplined and iron-willed. Such was his fearsome notoriety, even in the lands beyond Noxus, that it was not uncommon for entire cities to surrender at the first sight of his banners.

After a grinding victory against the cloud-fortresses of the Varju, a proud warrior people who had resisted decades of Noxian aggression, Darius was named the Hand of Noxus by Emperor Boram Darkwill himself. Those who knew Darius best knew he craved neither power nor adulation—he wished merely to see Noxus triumph over all—so Darkwill ordered him and his warhosts far north into the Freljord, to finally bring the barbarian tribes to heel.

The campaign dragged on for years, ending in a bitter, icy stalemate. Darius narrowly survived assassination attempts, ambushes, and even capture by the vicious Winter’s Claw. He was growing weary of endless wars of attrition, and returned to Noxus to demand a reconsolidation of the military.

He marched his veterans into the capital, only to find that the emperor was dead, killed in a coup led by Jericho Swain. The act had been supported by many allies, including Darius’s own brother, Draven.

This was a difficult position. As Hand, many of the noble houses would expect Darius to avenge Darkwill, but he had known and greatly respected the disgraced general Swain, and had spoken against his discharge after the botched offensive in Ionia some years earlier. The oaths of the Hand were to Noxus, not any particular ruler, and Swain was a man who spoke honestly of his new vision for the empire. Darius realized this was a leader he was prepared to follow... but Swain had other ideas.

With the establishment of the Trifarix, three individuals would rule Noxus together, each embodying one principle of strength: Vision, Might, and Guile. Darius gladly accepted his place on this council, and pledged to raise a new, elite force—the Trifarian Legion, the most loyal and prestigious warriors the empire could produce—and lead the armies of Noxus into a glorious new age of conquest.

"History only remembers the victors. Stand with Noxus, and be remembered forever."

- DariusSquare.pngDarius


By evening, the snow had soaked all the way through Maja’s boots. With each step, she could feel icy water slosh from her heel to her toes, like a flaying knife drawn along her foot.

Other soldiers were struggling, too—fifteen miles downhill in waist-high snow wasn’t easy. But the legionaries at the head of the column weren’t limping. Their steps kept the confident rhythm they’d struck since morning, and their watchful eyes were still glued to the horizon.

They probably have better boots, Maja thought. Trifarians are tough, but nobody’s that tough in standard-issue boots.

“Hey,” Zalt muttered. “Holding up?”

Zalt, the only minotaur in the warband, was taller, wider, and older than everyone else. He was plowing a deep trench through the snow on sturdy hooves. Maja was jealous. “Wish I couldn’t feel my feet,” she said. “If I didn’t have feet, no one could make me march.”

“In the last campaign against the Winter’s Claw, I saw a soldier’s foot freeze solid,” Zalt said. “His toes cracked off when he put his boot on. So, wham! General DariusSquare.pngDarius chopped the whole thing off.”

Maja turned her gaze down the mountain. On a bend in the road far below, she could see Darius himself—the Hand of Noxus, Might incarnate. The general’s huge axe gleamed on his back.

“You’re lucky to be here,” Zalt told her. “Darius knows this road better than anyone. He built it during Darkwill’s campaign. And we can help him take it back.” A little lick of anger burned in Zalt’s eye. “Damned Winter’s Claw!”

Cliffs rose sheer on either side of Darius’ mountain road. Looking up, Maja could see the silhouettes of soldiers standing atop them. “The scouts don’t get a rest, do they?” she asked.


She pointed. “The scouts.”

“Which scouts?” Zalt asked.

Then he looked up, too.

Whatever curse he bellowed was smothered by the avalanche.

Two curtains of white separated from the cliff tops above them. Almost instantly, they filled the pass. Chunks of hard-packed snow smashed into the Noxian column, swallowing the soldiers row by row as the avalanche raced downhill. Maja braced, but it was like being hit by a charging basilisk. There was tumbling terror, an awful weightlessness—then darkness, and the crush of winter.

Crunch! Someone heaved Maja out of the snowpack. “Get up,” he commanded—a voice ringing like the clash of blades. “Dig them out!”

She shook herself and started to dig. Then she realized: she was digging beside the general himself.

Darius found a cloven foot in the snow. “Zalt!” Maja shouted. She helped the general heave him out.

Maja looked back up the frosty slope: far above, Winter’s Claw warriors were picking through the scattered remains of the Noxian dead. No retreat now, Maja thought.

Darius was counting heads. “Officers?” he called. Two Trifarian legionaries swiftly ran over. “Report casualties. There’s a river over the next ridge. We’ll fortify there.” Darius surveyed the battered Noxian ranks, his expression burning with barely leashed anger. “If you can’t walk, crawl.”

As the pale sun plummeted toward the horizon, Winter’s Claw skirmishers followed the Noxian column all the way down to the frozen river, peppering them with barbed arrows. However, the probing fire didn’t slow down the disciplined Trifarian Legion. Maja’s breath grew ragged as she hurried to keep up with them.

The frozen river was wide and slick enough to make it a dangerous approach for the Winter’s Claw, and by holding the bank, the Noxians knew any attack would have to come from the nearby treeline. In spite of the sporadic fire from the shadows beneath the pines, Darius ordered two snow trenches dug parallel to the bank. Soldiers repurposed shields into shovels, and Maja saw Darius doing the same.

“Remember this,” Zalt said. “You saw the Hand of Noxus digging with the infantry!”

Everyone then sharpened stakes for the outer trench. Darius checked defenses along the line—but stopped at Zalt. “You’re familiar,” he said.

“I fought in the first Freljord campaign, general!” Zalt nodded at Maja. “Told this youngster how much worse it was!”

Darius looked Maja over. “This is your first action,” he said.

Maja wondered how he could tell. “Yes, general.”

“Don’t waste time on fear,” he told her. “Focus on facing the enemy. On putting your blade in their throats.”

Maja wasn’t sure what to say. “Uh—”

Zzzzip. Something parted the air between them, and a javelin lodged in the wall of the trench.

Maja turned toward the treeline. Branches were shaking, blades were shining, and moonlight glinted on polished bone.

“Stand to!” Darius bellowed.

As the Noxians scrambled for cover, and another volley of javelins flew from the trees, Maja saw a soldier stagger, three feet of knotty wood sprouting from his chest.

Darius pushed past Maja and Zalt, arrows pinging off the axe on his back. “Soon. They’ll charge soon,” he told them. His eyes were lit with fierce excitement. “That’s when we’ll strike!”

And just as he spoke, a snarling came from the trees. A pack of six-legged, catlike shadows raced out of the darkness—trained wildclaws, leaping for Noxian throats.

The Winter’s Claw followed.

As Trifarian legionaries rose from the trench to meet them, Maja drew her sword. She saw Darius bring his axe down like a guillotine. She rose, too, ready to fight—when Zalt collapsed beside her.

A javelin was buried in his shoulder.

“Go,” he gasped, but Maja planted herself beside him. Winter’s Claw warriors were on them in an instant, hatchets swinging. Zalt deflected a skull-crushing strike with his good arm, and Maja tripped their attacker—but instead of delivering the killing blow, she turned back to Zalt.

She could save him. She had to!

She pushed Zalt toward the river, away from the fight, and they slithered out onto the ice behind the Noxian line. As Zalt fell to his knees, struggling for breath, Maja had a sudden urge to flee across the river with him.

“Don’t!” Zalt could tell what she was thinking. “A Noxian never flees!”

Maja’s heart seemed to be beating in her throat. She opened her mouth to argue with Zalt—I am a Noxian, I am—but her mouth refused to form the words.

Then Zalt’s eyes widened, and a heavy hand landed on Maja’s shoulder. She knew who it was before she turned around.

“Face the enemy,” Darius growled.


“You’re not facing them.” With a flick of his arm, Darius spun her on the ice. “Noxians who flee, die,” he said.

By your hand, Maja knew. By that axe. As she stared, Darius hefted the axe above his head, and for an instant Maja thought, This is it—my execution.

But the moment never came. A flurry of arrows ricocheted off the flat of the blade, falling harmlessly around them, and Darius lowered the axe again. “Noxians don’t run. We win,” he growled. “We chop them to pieces for what they do to us.”

And suddenly, Maja was angry—at the Winter’s Claw, and at herself, and at her fear. With jerking, frozen limbs, she shoved Zalt aside. She heard him grunt as he hit the ice—but she left him there, and Darius did, too. Beside him, lock-step, she ran into the whirlwind of Noxian steel.

Their blades flashed, and Maja swung hers until her muscles burned and her hand was sore from impact after impact. And with each hammering blow, she reminded herself: Live. Win. Chop them to pieces.

By sunrise, the Winter’s Claw had been routed.


Hemorrhage.png Hemorrhage [Passive]

Innate: Whenever Darius damages an enemy with the axe's blade, they bleed physical damage (deals 175% damage against monsters) over 5 seconds, stacking up to 5 times.

Whenever an enemy champion reaches max Hemorrhage or dies to Noxian Guillotine.png Noxian Guillotine, Darius gains Noxian Might for 5 seconds, gaining bonus Attack Damage and applying max Hemorrhage to enemies hit.

Bleed Damage: 13 - 30 (based on level) (+30% bonus)
Noxian Might Bonus AD: 20 - 205 (based on level)
Decimate.png Decimate [Q]
Cost: 30 / 35 / 40 / 45 / 50 Mana Cooldown: 9 / 8 / 7 / 6 / 5 s Area of Effect: 425 | 205

Active: After a short delay, Darius swings his axe around himself, striking enemies in its path. Enemies hit by the axe's blade take physical damage. Enemies hit by the handle take 35% damage (does not apply Hemorrhage.png Hemorrhage).

Darius heals for [+13% his missing] per enemy champion or large monster hit by the blade (max: 39%).

Physical Damage: 50 / 80 / 110 / 140 / 170
(+100 / 110 / 120 / 130 / 140% total)
Crippling Strike.png Crippling Strike [W]
Cost: 40 Mana Cooldown: 5 s Range: 200

Active: Darius' next basic attack deals physical damage and slows the target by 90% for 1 second.

Crippling Strike refunds its Mana cost and half of its cooldown if it kills the target.

Physical Damage: (+140 / 145 / 150 / 155 / 160% total)
Apprehend.png Apprehend [E]
Cost: 70 / 60 / 50 / 40 / 30 Mana Cooldown: 26 / 24 / 22 / 20 / 18 s Area of Effect: 535

Passive: Darius gains Armor Penetration.
Active: Pulls in all enemies in front of Darius and slows them by 40% for 1 second.
Armor Penetration: 15 / 20 / 25 / 30 / 35%
Noxian Guillotine.png Noxian Guillotine [R]
Cost: 100 / 100 / 0 Mana Cooldown: 120 / 100 / 80 s Range: 460

Active: Leaps to target enemy chamption and strikes a lethal blow, dealing true damage. For each stack of Hemorrhage.png Hemorrhage on the target, Noxian Guillotine deals an additional 20% damage.

If Noxian Guillotine kills its target, nearby minions and monsters will be feared and it may be re-cast at no cost within 20 seconds.

At Rank 3, Noxian Guillotine's cooldown now resets entirely on kill and no longer has a Mana cost.

True Damage: 125 / 250 / 375 (+75% bonus)
Maximum True Damage: 250 / 500 / 750 (+150% bonus)

Patch History[]

Patch 11.10

E cooldown increased.

Darius has been chopping up his foes left, right, and across levels of play. With high win rates in Elite and high ban rates in Average tiers, we're looking to make Apprehend less oppressive by giving his opponents more opportunities to farm or mount a counter-attack.

Apprehend.png E - Apprehend

COOLDOWN : [24/21/18/15/12 seconds] 26/24/22/20/18 seconds

Patch 10.6
W bonus damage decreased; cost increased. E cost increased but now scales down with rank.

Darius is crossing the line after all the top lane and fighter item work. We're giving him a light nerf, with an emphasis on making Apprehend an even more important strategic decision.

Crippling Strike.png W - Crippling Strike

BONUS PHYSICAL DAMAGE : [50/55/60/65/70%]
40/45/50/55/60% total attack damage>
COST : [30] 40 mana

Apprehend.png E - Apprehend

COST : [45] 70/60/50/40/30 mana

Patch 10.5

Last patch's round of jungle champ pool changes went well—lots of players in the target skill range have been finding success trying the new picks out, without those picks also crushing the competition at higher parts of the ladder. Morde and Darius were the underperformers of the pack so we're giving them a bit more help. We're also adding Poppy to the mix: She's actually already a decently strong jungler in the hands of some players, so she just needs a slight bump.




DaRKNESS RISE MaX DaMaGE TO MONSTERS : [25-110 (lv 1-18)]
28-164 (lv 1-18)


HaMMER SHOCK MaX HEaLTH DaMaGE CaP VS NON-CHaMPS : [40/60/80/100/120]

Patch 10.4

One trend we've seen over the years is that new and low-MMR players pick jungle at a much lower rate than other positions—even when it's stronger than those other positions. For 10.4, we're approaching this problem by giving some popular champs at these skill levels better tools to jungle with, especially also because jungle has an arguably smaller champion pool than other positions. While players here will still have to contend with the learning curve of jungle as a position, they won't have to learn to play a new champion as well. All the changes below are to ability effectiveness against monsters to avoid accidental impacts to lane strength. As a caveat, we're investigating other solutions to help out jungle and the satisfaction of playing the role in the future too, so look forward to seeing more from us outside of these changes.


HEMORRHAGE DAMAGE : Now deals 120% damage to all monsters
DECIMATE HEAL : Now heals from large monsters

Patch 9.9
Q healing and damage increased.

We're improving Darius' conditions for success when he gets in the thick of fights.

Decimate.png Q - Decimate

HEALING : [12/24/36%]
15/30/45% Darius' missing health on 1/2/3+ enemy champions hit by the blade
DAMAGE : [40/70/100/130/160]

W base damage increased. E armor penetration increased.

As a valuable counter pick to tanks in top lane, we’re looking to help Darius cleave through some of that armor to encourage teams to think strategically when drafting top lane champions. Although it’s somewhat generic power, percentage armor penetration is considerably more effective against champions like Cho’gath and Ornn than against other fighters like Camille or Aatrox.

Crippling Strike.png W - Crippling Strike

RATIO : [40/45/50/55/60%]
50/55/60/65/70% total attack damage

Apprehend.png E - Apprehend


W cooldown decreased at early ranks. W damage increased at later ranks. E armor penetration increased.

Darius, as a juggernaut, has damage as his main output. Currently, he could use some more.

Crippling Strike.png W - Crippling Strike

COOLDOWN : [9/8/7/6/5]
7/6.5/6/5.5/5 seconds
RATIO : [140% total AD at all ranks]
140/145/150/155/160% total AD
BUGFIX : Fixed a bug where Crippling Strike sometimes failed to damage certain units (ex. Yorick's Dark Procession)

Apprehend.png E - Apprehend

ARMOR PENETRATION : [5/10/15/20/25%]
10/15/20/25/30% armor penetration


BASE ARMOR : [30] 39

Passive bleed damage and bonus AD at max stacks increased.

Darius lost bonus attack damage from both runes and Fervor of Battle when we switched to the new system. While he got a base attack damage buff at the same time, his passive scales with bonus—not total—attack damage, and his trading pattern has suffered as a result.

Hemorrhage.png Passive - Hemorrhage

13-30 (at levels 1-18)
65-150 (at levels 1-18)
NOXIAN MIGHT BONUS AD, LV 1-3 : [30] 30/35/40
NOXIAN MIGHT BONUS AD, LV 4-6 : [35] 45/50/55
NOXIAN MIGHT BONUS AD, LV 7-10 : [40/50/60/70]
NOXIAN MIGHT BONUS AD, LV 11-13 : [80/90/100]
NOXIAN MIGHT BONUS AD, LV 14-18 : [120/140/160/180/200]

Passive damage reduced on early levels, Q damage reduced when hit by the handle.

Darius is supposed to be the big bad guy who smashes you with an axe if you get too close, but right now he feels downright oppressive to lane against. Noxian Might’s early numbers are where the greatest problem lies. With a massive attack damage buff to count on, Darius’s level 1 all-in is brutally stacked in his favor. From there, his passive remains so potent through the early levels that opponents have no opportunity to recover. It’s okay for Darius to start building a lead with an early kill, but one death shouldn’t make or break the entire laning phase.

We also want to reward opponents who can duel Darius by outplaying Decimate, providing they do so with caution. You should still try to avoid his giant axe altogether, but if you really wanna fight the Hand of Noxus, you might have a better chance to do so now.

Hemorrhage.png Passive - Hemorrhage
Bonus attack damage reduced by 10 from levels 1 - 14.

NOXIAN MIGHT BONUS (LV 1-6) : [40/40/45/45/45/45] 30/30/35/35/35/35 attack damage
NOXIAN MIGHT BONUS (LV 7-13) : [50/60/70/80/90/100/110] 40/50/60/70/80/90/100 attack damage
NOXIAN MIGHT BONUS (LV 14-18) : 120/140/160/180/200 bonus attack damage (unchanged)

Decimate.png Q - Decimate

HANDLE DAMAGE : [50%] 35% of blade damage

Q width decreased. E slow decreased.

Still going strong. We’re tuning back the reliability of top lane’s most notorious dunklord. Underneath all the raw bulk and resets are intricate elements of spacing and positioning - given the ‘blank’ space on Decimate - but they simply aren’t working as well as we’d hoped. Creating more opportunities to ‘dodge’ Decimate by taking advantage of its decreased width and Apprehend’s weaker slow means more opportunities for you to profitably retaliate before Darius achieves prime dunking position.

Decimate.png Q - Decimate

BLADE WIDTH : [270] 220

Apprehend.png E - Apprehend

SLOW : [90%] 40%

Q’s heal per unit reduced, but maximum heal and mana cost increased.

The least mobile of the Juggernauts from 5.16, it’s Darius’s seemingly endless longevity in fights that tip the tension of triggering this Noxian Might into a foregone conclusion, wiping the battlefield clean of anyone unfortunate enough to be in range. Seeing how rough his release was (and how oppressive he is now), we’re taking a measured approach to find a middle ground where Darius can still succeed in fights, but has to work harder to pull off the same unstoppable feats as before.

Decimate.png Q - Decimate

HEAL PER CHAMPION HIT : [15% of missing health] 12% of missing health
MAXIMUM HEAL : [30% of missing health] 36% of missing health
COST : [30 mana at all ranks] 30/35/40/45/50 mana

W refunds cost and cooldown upon killing units.

D-Man’s already received a hotfix for his troubles during 5.16, so we’re adding some light support and watching to see if the dunk prophecies are true.

Hemorrhage.png Passive - Hemorrhage

MIGHT BE A BETTER NAME Bloodrage renamed to Noxian Might

Decimate.png Q - Decimate

USE YOUR FLASH ATTACK : Fixed a bug where Summoner Spells were disabled while winding up
THIS ALREADY CHANGED : Tooltip updated based on 5.16’s mid-patch update

Crippling Strike.png W - Crippling Strike

EFFORTLESS [Reduction] Refunds 100% of Crippling Strike's mana cost and 50% of its cooldown upon killing the target

26/8/2015 Patch Update
Decimate's damage and healing increased.

Darius released far weaker than his juggernaut brothers, mostly due to the extra gameplay added to Decimate. We're still keeping the gameplay (we like that part), so we're making it more rewarding when you swing your axe correctly.

Decimate.png Q - Decimate

DAMAGE : [20/40/60/80/100] 40/70/100/130/160
HEALING : [10% of missing health per champion hit] 15% of missing health per champion hit (maximum is still 30%)


Kicking off our dive into the juggernaut update is the dunkmaster himself, Dario Chopman. Notorious for his blood-fueled multi-kill potential, Darius’ fantasy was just that - a fantasy. In reality, he’d build damage and die before posing a huge threat (often trading his life for a low-priority target), or stack defenses and become the Wet Noodle of Noxus. Tack on the juggernaut’s plight of ‘why pick me over other fighters?’ and Darius is in a pretty rough spot.

Enter Bloodrage.

While not the cure for everything that ails him (It won’t magically give him dashes or a cool haircut), Bloodrage is all about letting Darius realize his ‘pentakill-in-a-china-shop’ fantasy, letting loose on enemies after maxing out his passive. In other words, he’s going to try his hardest to mosh with his opponents (alongside new tools like Decimate’s heal and Apprehend’s slow for staying power), and it’s on them to keep his rampage to a dull roar. We’ve taken down some of his damage before he hits Bloodrage, but once he gets going things start to get pretty crazy.

That’s the gist of Darius’ update. Check below for the nitty-gritty details, and we’ll see you at after you’re done. Technically you could just skip to the next section, but we’d be disappointed. Not mad, just disappointed.

Attack Range up. AD, Health and Armor per level up. Base AS% and AS per level down.

ATTACK RANGE : [125] 175
BASE ATTACK SPEED : [.679] .625

Hemorrhage.png Passive - Hemorrhage
In addition to its current function, Reaching 5 stacks or killing an enemy champion with R - Noxian Guillotine puts Darius into a Bloodrage. During Bloodrage, Darius gains 40-200 bonus Attack Damage and applies max Hemorrhage stacks to enemies with basic attacks or Decimate's Blade.

DURATION : 5 seconds
BLEED DAMAGE : [12~36 (9 + 3 every other champion level)] 10~27 (9 + 1 per champion level)
BLEED DAMAGE TYPE [Magic damage] Physical damage
ADRENALINE RUSH : No longer grants Movement Speed per champion affected

Decimate.png Q - Decimate
Now has a brief delay on cast. Hitting with Decimate's Blade now heals Darius.

COST : [40 mana] 30 mana
CAST TIME [Instant cast] 0.75 second delay
DECIMATE THE MEEK Darius now heals for 10% of his missing Health for each enemy champion hit by Decimate's Blade, up to a maximum of 30%.
BLADE DAMAGE : [105/157.5/210/262.5/315] 20/40/60/80/100
BLADE RATIO : [1.05 bonus Attack Damage] 1.0/1.1/1.2/1.3/1.4 total Attack Damage
HANDLE DAMAGE : [66% of Decimate's Blade] 50% of Decimate's Blade
CLEAN HANDLES : Enemies hit by Decimate's Handle no longer receive a stack of Hemorrhage

Crippling Strike.png W - Crippling Strike
Slow heavily increased. No longer slows Attack Speed.

COST : [30/35/40/45/50 mana] 30 mana at all ranks
COOLDOWN : [9/8/7/6/5 seconds] 8 seconds at all ranks
DAMAGE : [120/140/160/180/200% total Attack Damage] 140% total Attack Damage at all ranks
SLOW : [20/25/30/35/40%] 90% at all ranks
SLOW DURATION : [2 seconds] 1 second
ATTACK SPEED SLOW No longer slows attack speed
CRIPPLED COOLDOWN No longer reduces Crippling Strike's base cooldown per Hemorrhage stack on the target

Apprehend.png E - Apprehend
Apprehend no longer pulls champions that escape the area, but briefly slows enemies hit.

GET OVER HERE Fixed a bug where enemies would be pulled in if they successfully escaped the area during the cast time
AND STAY DOWN Enemies pulled by Apprehend are slowed by 90% for 1 second
CAST TIME : [0.32 seconds] 0.25 seconds

Noxian Guillotine.png R - Noxian Guillotine
Re-casting R is free.

DAMAGE : [160/250/340] 100/200/300
COST : [100 at all ranks] 100/100/0 (yes, that's a 0)
ATHENE'S UNHOLY DUNK No longer refunds mana on kill
KILL ONE GET ONE FREE Subsequent casts of Noxian Guillotine have no cost
SCURRY, WEAKLINGS Upon executing an enemy champion, all nearby lesser creatures (non-champions) become terrified

E provides vision when cast.

"Apprehend now gives vision to help you react to the things you grab (particularly over walls), or to show you just how far off you were. This'll give you and your allies a little more time to pounce on the unlucky carries you drag in - or more time to jump away in fear if your haul yields an Amumu to the middle of your team. "
  • Apprehend.png Apprehend
    • [NEW] LOOK BEFORE YOU REAP : Now briefly grants vision in the area around the pull

Dunking refunds mana. At max rank, R's cooldown resets on kill.

"One of the most feared lane bullies of his day, Darius had only one natural predator: the late-game. As metas have shifted however, the once proud Hand of Noxus lost his luster amidst a sea of flighty assassins, tanky titans and mobile marksmen. Make no mistakes: his primary counters are still intact - a jumble of crowd control and sustained damage (often from range) will still shut him down - but now, failing to contain him using these tools will open him up to killing your entire team."
  • Noxian Guillotine.png R - Noxian Guillotine
    • ATHENE'S UNHOLY DUNK : Refunds 25/50/100 mana on kill
    • WITNESS TRUE STRENGTH : At rank 3 only, Noxian Guillotine's cooldown resets completely


  • Noxian Guillotine.png R – Noxian Guillotine
    • Duration after kill when Darius can re-cast Noxian Guillotine increased to 20 seconds (from 12 seconds)


  • Noxian Guillotine
    • When Noxian Guillotine kills the target, it can be recast within the next 12 seconds. This can occur multiple times in succession
    • Cooldown adjusted to 120 / 100 / 80 seconds from 100 at all ranks


  • Base Movement Speed increased by 25.


  • Noxian Guillotine's cooldown no longer refreshes upon killing Champion clones (e.g. Shaco's Hallucinate)


  • Hemorrhage (Passive) bonus attack damage ratio reduced to 0.3 from 0.4
  • Noxian Guillotine will now only refresh its cooldown when it deals the killing blow
  • Apprehend pre-pull animation modified to be more readable for enemy champions
  • Fixed a bug with Hemorrhage applying Rylai's Crystal Scepter slow and Spell Vamp effects

DariusSquare.pngDarius released


  • 2015

Additional Content[]

Champion Information[]

Related Lore[]


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