Darius | |
---|---|
General Information | |
Title | The Hand of Noxus |
Pronouns | He/Him |
Release Date | May 23rd, 2012 |
Cost | 450 260 |
Primary | Fighter |
Secondary | Tank |
Statistics | |
HP | 652 (+ 114) |
HPR | 10 (+ 0.95) |
MP | 263 (+ 58) |
MPR | 6.6 (+ 0.35) |
MS | 340 |
AD | 64 (+ 5) |
AS | 0.625 (+ 1%) |
RNG | 175 |
AR | 39 (+ 5.2) |
MR | 32 (+ 2.05) |
Developer Info | |
DDragon Key | Darius |
Integer Key | 122 |
External Links | |
Universe | universe.leagueoflegends.com |
Game Info Wiki | leagueoflegends.fandom.com |
Darius is a champion in League of Legends.
Lore[]
- For outdated and now non-canon lore entries, click here.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." |
Abilities[]
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Patch History[]
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.
E - Apprehend
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.
W - Crippling Strike
BONUS PHYSICAL DAMAGE : | [50/55/60/65/70%] | |
⇒ | 40/45/50/55/60% | total attack damage> |
E - Apprehend
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] | |
⇒ | 50/80/110/140/170 |
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.
Patch 9.9
Q healing and damage increased.
We're improving Darius' conditions for success when he gets in the thick of fights.
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] | |
⇒ | 50/80/110/140/170 |
v8.19
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.
W - Crippling Strike
RATIO : | [40/45/50/55/60%] | |
⇒ | 50/55/60/65/70% | total attack damage |
E - Apprehend
PASSIVE ARMOR PENETRATION : | [10/15/20/25/30%] | |
⇒ | 15/20/25/30/35% |
v8.4
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.
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 |
E - Apprehend
ARMOR PENETRATION : | [5/10/15/20/25%] | |
⇒ | 10/15/20/25/30% | armor penetration |
v7.22
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.
Passive - Hemorrhage
BLEED DAMAGE PER STACK : | [10-27] | |
⇒ | 13-30 | (at levels 1-18) |
BLEED DAMAGE AT 5 STACKS : | [50-135] | |
⇒ | 65-150 | (at levels 1-18) |
NOXIAN MIGHT BONUS AD, LV 7-10 : | [40/50/60/70] | |
⇒ | 60/65/70/75 |
NOXIAN MIGHT BONUS AD, LV 11-13 : | [80/90/100] | |
⇒ | 85/95/105 |
NOXIAN MIGHT BONUS AD, LV 14-18 : | [120/140/160/180/200] | |
⇒ | 130/155/180/205/230 |
v7.2
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.
Passive - Hemorrhage
Bonus attack damage reduced by 10 from levels 1 - 14.
Q - Decimate
v5.20
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.
Q - Decimate
E - Apprehend
v5.18
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.
Q - Decimate
v5.17
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.
Passive - Hemorrhage
Q - Decimate
W - Crippling Strike
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.
Q - Decimate
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.
General
Attack Range up. AD, Health and Armor per level up. Base AS% and AS per level down.
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.
Q - Decimate
Now has a brief delay on cast. Hitting with Decimate's Blade now heals Darius.
W - Crippling Strike
Slow heavily increased. No longer slows Attack Speed.
E - Apprehend
Apprehend no longer pulls champions that escape the area, but briefly slows enemies hit.
R - Noxian Guillotine
Re-casting R is free.
v5.14
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. "
v5.7
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."
- 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
- 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
v1.0.0.140
Darius released
Articles[]
- 2015
- October 7th, Delving into successful Darius builds at Worlds by Emily Rand on LoL Esports
Additional Content[]
Champion Information[]
- Darius's Champion Page
- Universe of League of Legends Page
- Gameplay update: juggernauts
- Darius, the Hand of Noxus, Revealed
- Champion Sneak Peek - Darius, the Hand of Noxus
Related Lore[]
Comics
Journal of Justice
Skin Releases[]
Teasers
Video
Other[]
Champion Spotlight
Cinematic
Login Screen
- VS 2018: God-King Darius
- Unreleased Dunkmaster Darius
- Season 2014 Login Screen
- Darius, the Hand of Noxus
Others