Talk:Karthus/@comment-166.248.72.0-20120528034454/@comment-166.248.70.238-20120528205616

[this is OP] I've been experimenting with both, and here's what i'm seeing: (I;ve been rnning basically what 1st comment suggested)

AA- is super-easy to charge. i always have full charges far before the end of the game, and usually by the time i'm ready to upgrade the tear(because i rush RCS after boots and tear) The advantage to this route is you can hop in a team fight. Spam q and leave e on to kill everyone. Racks up the damage output, but it's sustained damage, and your AP is lower before you get AA and Rabs. So, the pros: huge mana pool, massive aoe with better sustained e, and ultimately, more reliable, consistent damage. Also the slow is convinient, as it makes teamfights easier, since *evil villian voice* THERE IS NO ESCAPE!! (as long as i catch you with something.)

RoA- is great. it's stats are awesome, and it allows you to be more defensible early on, but you'll run oom more easily, and your e is less reliable, so you have to master placement of q, or, if they're tightly bunched, figure out the best way to maximize damage and hope you can keep it up. You do, however, deal more damage until super late-game, and get it faster, meaning more req kills. Your wall still makes a good slow, but if the fights occur in mid lane, at about the middle (which often happens in soloq) somebody will escape with more HP than your requiem can help. I think you might be able to fix this problem by rushing an athene's right after your rabs, but i haven't really been able to get a good read on this. I think it might prove to be a better combo than AA, and if you have a reliable jungler who will give you blue, it's definitely advisable. At my ELO, this doesn't happen much, and i find AA more effective, but i'll be testing this theory out more.