Karma Build Guide

[JUNGLE KARMA] You know what they say...

Updated 3 years ago
  • 9
    Greater Mark of Attack Speed (+1.7% attack speed)
  • 9
    Greater Seal of Armor (+1 armor)
  • 9
    Greater Glyph of Scaling Magic Resist (+0.16 magic resist per level (+3 at champion level 18))
  • 3
    Greater Quintessence of Movement Speed (+1.5% movement speed)
Skill Order
1 1 1 1
2 2 2 2
3 3 3 3
4 4 4 4
5 5 5 5
6 6 6 6
7 7 7 7
8 8 8 8
9 9 9 9
10 10 10 10
11 11 11 11
12 12 12 12
13 13 13 13
14 14 14 14
15 15 15 15
16 16 16 16
17 17 17 17
18 18 18 18

Hey guys, this is Markus E-bear, and today I want to tell you all about jungle karma. I'm not ranked all that high, the highest ever being sliver 2, but I believe Karma can save the world. Near the end of season 2, I was pondering why on earth why Riot would add such a useless champion to the game and then just pretend like it didn't exist. I finally decided to find out for myself. That is how I found my true love. [imgext=http://i.imgur.com/OpI5RKe.jpg] Karma is a very underestimated champion that has been severely buffed since those days. They took away her shield burst (I'll miss you booboo) but they added a heck of a lot. She has even started seeing some play time in the pro scene (Thanks diamondprox!) I have played karma in every roll and won. My tier list for her is jungle>top>mid>support>marksman. I have recently gained a new found respect for support Karma. She has great early game threat in bot lane with her mantra q and shields. I used to believe support was her worst roll, and while I wouldn't build her full on support (more like a carry support,) she can be pretty good if your team is lacking a good amount of ap champions and you have to support. But why play a goldless support when you can jungle and still do the supporting job and add even more damage with it? :D I made a youtube video in parallel with this guide. The video has examples and is nice and sweet, so check it out if you want! This build guide takes a closer look into Jungle Karma then the video does and will explain things a bit more thoroughly. [youtube]http://www.youtube.com/watch?v=VRq36AP8M2I[/youtube] While the old karma had a lot of cons that you had to overcome to be good, the new karma not so much, lets go over them! [highlight]Pros:[/highlight] [.]BURST [imgsmall=skills/karma/r.png][imgsmall=skills/karma/q.png] (and poke!) [.]Has decent frequent slows with [imgsmall=skills/karma/q.png] and noice roots with [imgsmall=skills/karma/w.png] [.]Can stay in fights for a long time by kiting and with spell vamp and [imgsmall=skills/karma/e.png] and [imgsmall=skills/karma/r.png][imgsmall=skills/karma/w.png] [.]Nimble with [imgsmall=skills/karma/e.png] speed buff [.][imgsmall=skills/karma/p.png] makes her auto attacks even more useful on champions [.]Can be both a carry and a support at the same time without overwhelming amounts of ap [.]Surprisingly not shabby clear times [.]People don't think it is a troll pick anymore! [highlight]Cons:[/highlight] [.]if [imgsmall=skills/karma/r.png] is wasted, it can screw you over [.]Cooldown reduction is needed [.][imgsmall=skills/karma/p.png] isn't useful for clearing jungle [.]Isn't the best at taking dragon or baron

[highlight]July 7th, 2013[/highlight] [.]Added update log (lol) [.]Added some information to skills and skills order chapter. [.]Created Jungle section and changed early and mid game to accommodate [.]Added more information and different mid game items to build chapter. [.]Gave more incite to rune choices. [highlight]July 28th, 2013[/highlight] [.]Reworded minor stuff in introduction. [.]Added new section: When To Pick Jungle Karma [.]Reworded a small part of Jungling section [.]Added more information in mid and late game on when and how to take dragon/baron [highlight]July 30th, 2013[/highlight] [.]Added more items to item build. [highlight]August 1st, 2013[/highlight] [.]Added an item to item build and fixed an error. [highlight]August 4th, 2013[/highlight] [.]Minor rewording [.]Added a bit to Materies [highlight]August 9th, 2013[/highlight] [.]Added a video by stonewall in jungle section [highlight]August 20th, 2013[/highlight] [.]Added info about how spell shields work on karma's w [.]Added Rod of Ages to late game options [.]Fixed a small typo [highlight]August 24th, 2013[/highlight] [.]Gave more information on when to pick jungle Karma [.]Updated summoner spells [.]Updated pros [.]Changed around "karma tier list" in introduction [highlight]September 21st, 2013[/highlight] [.]Updated W: Focused Resolve in Skills Chapter [.]Updated Zhonya's Hourglass information in Build Chapter [.]Updated Jungling Chapter [.]Updated Early Game Chapter

[imgext=http://i.imgur.com/lQ3kVsw.jpg] I like the move speed on most junglers. Movement speeds helps more than you can really tell most of the time. It allows you to not only clear faster because the travel time is less, but it helps with ganking and chasing and of course it just gets you places faster to just waste less time and save more people. Attack speed is also good with clearing the jungle and her passive. The armour provides early protection against the jungle, and the scaling magic resist will help in the later game when you are team fighting as you won't experience much magic damage early game. [imgext=http://i.imgur.com/lYTh4C2.jpg] I think these runes would be pretty good as well to jungle with. All up to preference really. Just make sure to have that armour! You lose out of the utility though, but I use these runes to jungle with zac and they are pretty good. More magic pen and ap are always good for clearing, and they'll help add that added punch faster. The magic resist, like mentioned before, isn't really needed early game, so the scaling will help in late game team fights.

If you wish to see the skills and get some pretty good info on how they work, you can watch the first couple minutes of my video posted in the introduction. In this section I will go into each of her skill a little more in depth, but the video is nice since you actually get to see them in action. [imgext=http://i.imgur.com/FLJJOqk.jpg] The top left move is Karma's Q, the bottom left move is W and her on the right is how she looks with mantra activated. [title][img=skills/karma/p.png] Passive: Gathering Fire[/title] [highlight]Mantra's cooldown is reduced by 2 seconds every time Karma damages an enemy with one of her abilities (Half-effect for Karma's basic-attacks).[/highlight] [title]Explanation:[/title] Mantra is on kinda a long cool down for what it is. This is how you can get away with it! This and cooldown reduction of course. In team fights your mantra will be up often if you use this to your advantage. Remember that your auto attacks also proc this, that is very important. Karma's auto attacks aren't just important because of this, they provide more damage than you know, this just gives your more incentive to use them. With cdr, this passive is actually even more useful, because your spells will be up faster and mantra will be on a shorter cd already. 2 seconds is a larger percent of say 30 seconds then 40 seconds, so the effect of cooldown reduction actually kinda grows exponentially on your ult. This is a side note, but it is kinda lame that her passive is basically only there now because mantra has a pretty long cooldown. Old Karma used to have 2 mantra's and the cooldown on them would go down when you got to certain levels. Her passive was completely different, giving her more ap based on how much health was missing. This made her a baiting monster because she had a ridiculous shield that bursted and a fan attack that healed her based on her missing health. Karma still kinda has this threat now with her w, which I will go into later, and her added cc and escapes. [title][img=skills/karma/q.png] Q: Inner Flame[/title] [highlight]Fires a blast of energy that explodes upon enemy contact, dealing magic damage and slowing all enemies by 25% in the area. Mantra Bonus - Soulflare: Deals additional magic damage and leaves a circle of flame at the impact area (or upon reaching maximum range), heavily slowing all enemies inside the circle by 50%. After a brief delay the circle erupts, dealing heavy magic damage to all enemies in the area. Range: 950 Cost: 50 / 55 / 60 / 65 / 70 Mana Cooldown: 7 / 6.5 / 6 / 5.5 / 5 Magic Damage: 80/125/170/215/260 (+60% AP) Bonus Magic Damage(Soul flare): 25 / 75 / 125 / 175 (+30% AP) Detonation Damage: 50 / 150 / 250 / 350 (+60% AP)[/highlight] [title]Explanation:[/title] This is Karma's main damage output and why she can jungle. An AOE slow that can burst and do even more damage. Definitely max this first after getting it at level 1. This is where at least 80% of my mantras go. The added damage, extra slow, and easier to hit nature (because it blows up at the end no matter if it hits something or not) is just too good, and then there is that threat of even more delayed damage that no one knows to dodge because they don't know how karma works. This will be on a 3.5 second cooldown with 30% cdr, so it is very spamable. Missing the Mantra'd version of this can be costly though. Early game, the mantra bonus explosion won't be all that amazing, but still exciting to see whether people will stand in it or not. Late game though, it can be devastating. It does more that a regular q itself, and almost as as much as the first damage part of the mantra'd q. It's ridiculous that people don't actively try to run away from this. Ap Karma will be able to take over half of carries health with this. [title][img=skills/karma/w.png] W: Focused Resolve[/title] [highlight]Links Karma to target enemy champion, revealing them and dealing magic damage over 2 seconds. If the link is not broken, the enemy is rooted. Mantra Bonus - Renewal: Focused Resolve deals bonus magic damage over time while linked to her target, and heals Karma for 20% (+1% per 100 Ability Power) of missing Health upon casting, and another 20% (+1% per 100 Ability Power) of missing Health if the leash is not broken. Cost: 70 / 75 / 80 / 85 / 90 mana Cooldown: 16/15/14/13/12 Magic Damage: 60 / 110 / 160 / 210 / 260 (+60% AP) Bonus Magic damage(renewal): 75 / 150 / 225 / 300 (+60% AP) Root Duration: 1 / 1.25 / 1.5 / 1.75 / 2[/highlight] [title]Explanation:[/title] Get when you plan on ganking then level it up last. This is a very useful skill but it is not worth maxing it out early in my opinion. In order to be more likely to get off the root, used your e after you use this skill and slow your target with a q or two. Using mantra on this can bait people into thinking you are a helpless Karma. You can't always rely on it to save you though. Thank god they made it a burst heal though instead of over the duration like it used to be. If you are a bit low when ganking (like you probably will be on your first gank) using Mantra and then this can be really good as it will heal you and you will be able to still go into the gank. You still have you use your better judgement on whether to gank when low, this helps but it won't always save you. If a champion you are against has a spell shield in their kit (i.e. [imgsmall=champ/nocturne.png][imgsmall=champ/sivir.png]) and they use it before you target them with this spell, The chain will break immediately and nothing will happen. HOWEVER, if you first target them with this spell and then they activate their spell shield they will still be rooted and all of the damage will still apply! In other words, this move only activates spell shields if they have one on them at the time when you first click on them. This doesn't apply to [imgsmall=champ/morgana.png] because her spell shield works a bit differnt, acting like a regular shield except for spell damage and also negates all cc while the shield is still on. This means that she would not get rooted and the damage from this move would be applied to her shield. You have to be careful when healing with this. You have to get pretty close to an enemy champion to do so and being their too long might give the enemy team a chance to kill you. I suggest to use this more when they come to you, and don't actively try to go to them unless you know where everyone is. [title][img=skills/karma/e.png] E: Inspire[/title] [highlight]Karma shields target ally for 4 seconds and grants the target bonus movement speed for 1.5 seconds. Mantra Bonus - Defiance: Inspire's shield is increased by a bonus amount. Defiance grants this bonus shield and Inspire's bonus movement speed to other nearby allied champions of the target while damaging enemies in the same area. Range: 800 Cost: 60 / 70 / 80 / 90 / 100 mana Cooldown: 10 Shield: 80 / 120 / 160 / 200 / 240 (+50% AP) Bonus Shield/aura: 30 / 70 / 110 / 150 (+30% AP) Movement Speed: 40/45/50/55/60% Movement speed(Mantra bonus): 60% Magic Damage: 60 / 140 / 220 / 300 (+60% AP)[/highlight] [title]Explanation:[/title] What makes Karma, Karma. Her shield is really strong. Not only does it block damage, but it also give a speed buff, a good one at that! Get this at level 2 and max it second. Don't only shield yourself. If you are pushing a tower, you can shield a minion so they can take an extra hit before they die. If you need the extra speed and this isn't level 5 yet, you can use mantra and it will give you the speed buff as if it was level 5. The mantra on this can do more damage than on q if they delayed explosion on the q doesn't hit, but I still don't really like using it just for the damage. It can give your whole team a half of shield and the same speed buff so in really clumped teamfights it can be amazing. Use your better judgement. Remember! You can use this on other things other than yourself! If someone else is tanking dragon, use it on them. If someone is diving, go ahead don't be shy, use it on them. If someone is trying to run away, just do it, give them the shield. If someone has a stun and they are chasing but they are just out of range, use it on them! It is very good on you too, but I want to emphasize that there are other people than you. If you can root someone if you had your shield, then go ahead use it on yourself. You have you act fast sometimes when giving a shield to someone, but remember also to think. [title][img=skills/karma/r.png] R: Mantra[/title] [highlight]Karma empowers her next ability cast within the next 8 seconds, adding an additional effect. Empowered abilities use the same cooldown as their basic form. Karma begins with one rank in Mantra and can increase it at levels 6, 11, and 16. Ranks in Mantra improve the additional effects of empowered abilities. Cooldown: 45/42/39/36[/highlight] [title]Explanation:[/title] What makes Karma unique. You start off with this at level 1, but should still level it up at 6, 11, and 16. Wasting your Mantra early can be devastating. Each skill's mantra is pretty useful, but most of the time you will use it on Q. This skill is the main reason why you need so much cdr. Mastering this is probably the hardest part about Karma... other than convincing your team you are not trolling. When in lane, this allows you to be pretty aggressive early, since it will give you that small advantage at early levels and it will be up again if you keep harassing them with your auto attacks. Some people might get cocky around karma because they think she is weak, but you show them that they should be afraid! You can use mantra shield on a minion to get someone that is farther away from you and mantra q will also hit people that a normal q wouldn't because it always blows up at the end.

[imgsmall=skills/karma/r.png] > [imgsmall=skills/karma/q.png] >[imgsmall=skills/karma/e.png] > [imgsmall=skills/karma/w.png] R>Q>E>W Although already explained a bit in the section above, R is first at level 6, 11, and 16. It helps with the cd a bit and also powers up the mantra'd parts of each skill. The added mantra parts of each skill do not depend on the level of that skill, only the level of mantra. Q is next because leveling it up gives more damage and less cool down. This is Karma's main damage spell and it also has a slow, so it is very important. It is good for both jungling and ganking. use it often. E is good for ganking and jungling also because it makes you go faster and shields damage. It can also help you get places faster if you have good mana regen. Leveling this up gives a bigger shield and speed buff so it is worth it to max it second. W is last because you can only use it on champions and it already is pretty good for what it is mainly for at level 1. Leveling it up does give a longer root and shorter cool down, but you don't really need that much longer of a root early game and you shouldn't be waiting on the cd on this most of the time. I have seen other guide say that this should be leveled up earlier. If you want to, you could level this up equally with your shield, but I find Karma's shield to be extremely important, and that this skill is good enough at level 1 for a while. It is your call though, test around with it if you can't decide.

[imgext=http://i.imgur.com/PQ3PM5B.jpg] This is a picture of my own personal item set for jungle Karma (which isn't much different from my other Karma lane builds). I will go into detail item by item below. [title]Starting items:[/title] [imgsmall=items/hunters-machete.png][imgsmall=items/health-potion5.png] - These are the best for jungle starting and should be enough to carry you to wolves a second time with a standard jungle path providing everything goes well. [title]First Back:[/title] [imgsmall=items/boots-of-speed.png][imgsmall=items/spirit-stone.png] - If you don't gank and have a normal clear, you should just have enough money to buy these. The boots will help you while ganking and the spirt stone will help you last longer. It is pretty standard on most junglers to get these two things first. [title]Early to Mid Game:[/title] [imgsmall=items/chalice-of-harmony.png] - Good for the mana regen and also the tankiness. Having this early will allow you to give the blue to your mid. Even if you still are able to keep the blue, getting this early is still a good idea. [imgsmall=items/kages-lucky-pick.png] - Getting this will help with gold since you want to give most of the kills to your lane if possible. This can also build into Will of the Ancients or Morellonomicon. Try to get this early and keep it for a while as it will give you more gold. I recomend not building it into something until you have at least 2 finished items, like Athene's and Spectral Wraith. [imgsmall=items/spirit-of-the-spectral-wraith.png] - The best jungler item for Karma. Gives mana regen, cdr, ap, and spell vamp. Normally as lane Karma, I don't like getting spell vamp, but I like it a lot on jungle Karma. It allows her to stay in fights longer and not have to go back as often. It is also really good with smite as smite does a large amount of damage to 1 minion so it heals for a lot. [imgsmall=items/sorcerers-shoes.png] - You could get [imgsmall=items/mercurys-treads.png] or [imgsmall=items/ninja-tabi.png] if you think you need them, but the spell pen is really good![imgsmall=items/enchantment-alacrity.png] This is probably the enchantment you most likely want, but [imgsmall=items/enchantment-homeguard.png] and [imgsmall=items/enchantment-captain.png] are always good and [imgsmall=items/enchantment-furor.png] might be useful since you have to auto attack champions a lot anyway. [imgsmall=items/fiendish-codex.png] - Nice early cdr, you can use this to build into Athene's or Morellonomicon. You probably won't keep this for long, but if you have to go back, getting this earlier can be a good idea. [imgsmall=items/athenes-unholy-grail.png] - Good cdr and mana regen. With this, you can use your shield more liberally to get to places faster. [imgsmall=items/seekers-armguard.png] - Great for tankiness if you plan on going zhonya's but you need some armour earlier. Try to make use of the passive and farm up a bit when you get it. 15 armour and 15 ap help more than you might think. [imgsmall=items/haunting-guise.png] - Good for the spell pen and health. Laundry's Torment is very good on Karma, so getting this first is a good idea, as it build into it. I wouldn't build the final item too quickly though, as it scales with people health, and people might not have enough health yet to make it worth it. [title]Late Game Options (in order from most to least preferred):[/title] [imgsmall=items/liandrys-torment.png] - Spell pen, tankiness, and added damage. Really good as you have spammable cc since it does more damage to people who have their movement impaired. Getting this too early might be a waste of money as people might not have enough health yet for the passive to be worth it completely. [imgsmall=items/will-of-the-ancients.png] - More spell vamp and something to build your kage's in. Helps the team a bit too. This allows you to stay in fights even longer. As mentioned before, it is also really good with smite since you can heal for a lot when you use it. [imgsmall=items/zhonyas-hourglass.png] - The armour is pretty good on this. I don't think you need the active that much as you should be constantly moving, but it can certainly come in handy. Just not a needed thing like on Kennen or Fiddles. EDIT: Zhonya's can be really good early if you are ahead as the active can be used with mantra w, much like with morgana's ult. You will get healed, and be invulnerable for even more baits! [imgsmall=items/abyssal-scepter.png] - Pretty good if you need more magic resist. The passive is also really nice since Karma needs to be pretty close to champions a lot of the time. I usually don't get this though, and would think twice about it if someone on our team already has it as the passives don't stack. [imgsmall=items/morellonomicon.png] - I get this a lot on lane Karma, but in the jungle it isn't as needed since you can get blue a lot. If you really need it though or if they have a Mundo you can get this because of the healing reduction passive for targets under 40% health, but note that if you have Athene's and Spectral Wraith already, you will have 50% cdr when the max is only 40%. [imgsmall=items/rabadons-deathcap.png] - On jungle Karma, going this wouldn't be the best idea. However, if you are mid lane, and/or the ap carry, getting this is a pretty good idea. It doesn't really do anything else but add a lot of damage, but it sure does add a lot of damage. [imgsmall=items/rylais-crystal-scepter.png] - I don't go this but I could see it being alright for the tankiness. You will be able to land your w's even better too with the slow. If you did go this, I wouldn't rush it at all. Karma needs her other items first. [imgsmall=items/rod-of-ages.png] - After thinking it over, this could be a good choice on Karma. It adds tankiness, ap, and mana. The problem with this is that you would want to get it early, but I think Karma needs other items first. If you like this item, I don't see too much of a problem with it. Just don't forget your cooldown reduction! [imgsmall=items/moonflair-spellblade.png] - Although not in Summoners Rift (yet, pls riot,) this items seems really good for Karma (I've tried it out a couple times and like it alot). Because she doesn't really need the Zhonya's passive, and someone else on your team might get abyssal scepter (the passives don't stack,) this item is really good at taking the place of the tankiness that you would get from those items and it still has a decent ammount of damage. Plus it has tenacity! That is great for teams with a lot of cc. It helps you kite even harder. It's ranged only, I'm not sure why, maybe because they didn't want singed to be even more over powered in 3v3's, but that doesn't really matter for Karma since she is ranged. So if you are playing Karma in Twisted Treeline or Dominion, seriously think about picking this up. If you need more this for tankiness, there is always the [imgsmall=items/zhonyas-hourglass.png]/[imgsmall=items/wooglets-witchcap.png] and [imgsmall=items/abyssal-scepter.png] you can get on top of this, but if not it frees up a space in your inventory and it is a lot easier to get. [title]Consumables[/title] [imgsmall=items/sight-ward.png][imgsmall=items/vision-ward.png] - Every team needs these if you want to win easier. If you go back and have extra money and space, why not pick up one or two? You could ward top lane if they couldn't get one, ward the river to be able to see when people are ganking/coming into your jungle, ward your jungle if you are getting countered a lot, and ward their jungle to better know where they are. Wards provide a lot of valuable information so don't underestimate their power. [imgsmall=items/elixir-of-brilliance.png] - Wouldn't be too bad. It provides the 10 extra cooldown you are likely missing and adds a bit of ap for that extra burst. Don't go over board though, you still want an actual build. Getting this when you have some extra gold to waste or when your build is full is a pretty good idea, if you like it. It's not crucial but it helps. [imgsmall=items/oracles-elixir.png] - Pretty good for preventing enemy vision and stealth. I wouldn't buy it until later in the game since it costs a lot and most of the time wards will only be next to lanes. Later though you can pick off that baron ward, clean up those [imgsmall=champ/teemo.png] shrooms, find out which [imgsmall=champ/wukong.png] it really is, or not let [imgsmall=champ/twitch.png] get away. Very valuable just for the ward clearing, but even more when you are against champions like these. Pick it up if you have the gold and if you need it.

First off, Karma is an ability power champion that has some survivability and tankiness, but she is not a tank in the slightest. This means that if you have an ap carry mid, and an ap carry top you probably shouldn't pick Karma jungle. But say if you have any ap carry mid (mage), and a tanky ad top (fighter/tank), with a normal ad carry (marksman)and support bottom, then Karma would not be a bad choice. If you have too much of either attack damage or ability power champion on your team, the enemy team can counter you a lot easier by just buying one resistance instead of two, so having a balanced team is a good thing. Make them regret not building pure magic resist with them q bursts! As for her jungling aspects, Karma is very good at dueling in the jungle. Her [imgsmall=skills/karma/e.png] and [imgsmall=skills/karma/r.png][imgsmall=skills/karma/w.png] make her able to take so much damage while returning it with her ranged auto attacks and her [imgsmall=skills/karma/q.png]. That being said, she doesn't have [imgsmall=skills/karma/r.png][imgsmall=skills/karma/w.png] until level 3/4 and she gets pretty low on a normal clear. Because of this, I wouldn't pick Karma against junglers that often do early counter jungles like [imgsmall=champ/nunu.png] or [imgsmall=champ/udyr.png]. You can still be successful against these types of junglers though, if you happen to face them (which will most likely happen as the popularity and strength of [imgsmall=champ/nunu.png] and [imgsmall=champ/udyr.png]'s new skin) try to have someone watch or ward your red buff. If they go to it at level 1, save smite and go to their red. You need the exp and of course the damage slow is really good. It is best if someone tries to go with you, as someone might be protecting it, but if know where their team is, it should go alright. Their jungler will most likely go to their blue afterwords, so there is a nice window of time that you can get their red. If they instead try to counter you at your blue, you want to either go to their blue with your team, or start at your red, have your team help you so you can save smite, then go to their blue. They will again most likely go to their opposite buff (their red) so there is still that nice window of time. If you can get some help at their blue though after your red, it is very nice and make the whole thing safer. If you manage to get both buffs the first clear, you should be fine from there on. Karma can be put very behind if her first clear was disrupted, so do all you can to prevent that. Like mentioned before, Karma is a great jungle duelist, so you can stop that bear from taking your wraiths with the good ol' Karma Kite! Use your ranged auto attack to your advantage, because it is a huge advantage for kiting. All that being said, picking Karma against weaker dueling junglers is not a bad idea. You could even counter jungle yourself! Karma is pretty strong at level 1 because of [imgsmall=skills/karma/r.png]. It has a long cooldown at level 1, but you should only need 1 with [imgsmall=skills/karma/q.png] to scare them. Picking Karma against junglers who aren't the best duelers, like say [imgsmall=champ/amumu.png], is a good choice for these reasons. You would be amazed how well karma can keep up with other established junglers. And if you can't duel someone, say like [imgsmall=champ/aatrox.png], you can just run away with your sheild, EZ. Since everyone plays a little differently, the best way to know who you would be okay against is to experiment for yourself. Try to stay away from very strong counter junglers if you are just starting, but don't be afraid to just try it out. If you lose a game, you can use what you learned to win future games. It is also a good idea to pick Karma when there are champions that synchronize well with her moveset. Karma can be good with almost anyone, she can add so much to teams that they might not have, but she can be even better with the right team. If your team is very kiting focused, karma can add a lot to that team. Her shield makes kiting a breeze, and she can also slow multiple targets so that kiting is even easier for your team. She can also be great on a team that wants to say burst down a single target before fighting. Speed up helps go in, shield helps survivability, and slow and root helps secure the kill. She adds a lot to many teams, she can help with engaging, disengaging, catching out champions, kiting, but when you focus her strengths together she can add even more, so keep that in mind when picking a team.

[youtube]http://www.youtube.com/watch?v=EObQ5Ycgz00[/youtube] Here is a video Stonewall did in order to show karma's clear times which are pretty dang good and to show some early ganks. This video shows that karma can be viable and has pretty good potential even in high elo. You want to start blue buff almost every time. There are some reasons you might want to start red, for example if they are trying to counter jungle you and you can't do much about it, but blue buff is a very good start for Karma. You can do a smiteless (don't use smite on Blue, then immediately go to your Red and use smite there to gain a quick level 3 to gank a lane) but I don't like personally them most of the time. Karma's clear times are actually pretty decent. Your first hit on jungle camps should be a mantra q if you have it up. The after explosion does a pretty good amount of damage (especially late game), and jungle camps don't know any better so they just satnd in it. Once you do a standard clear, (Blue, wolfs, wraiths, red, golems, wraiths [might have to wait a couple seconds for them], wolfs) you should be level 4. You can go back if you are too low, or try to gank if you think you are up to the challenge. Don't be too adventurous though, your ganks are supposed to help, not hurt. When you gank, you most likely want to shield in to get there faster. It might be more wise to save it in some situations though like if your ally is taking a lot of damage, you can use it on him. You could also save it for when you w if you think you will be able to get up to them without the speed buff. If you have a shield when you use your w, it is almost guaranteed that they will be rooted since you will have q's to through out too. Even sometimes when they flash you will still be able to root them because of the speed buff. Most of the time when ganking you probably want to use mantra on q, unless it is a big 4 man gank or something where everyone needs a shield, or you are low and need to heal some. Using Mantra w on your first gank (since you will probably be a bit low from the jungle) is a good idea sometimes too. It saves you the time of going back, and you can help a lane even quicker. For Dragon and Baron, make sure you have smite up! Karma, like mentioned before, isn't the best at taking these, so make sure to get some help from bot or mid. If a lot of people are attacking it, you might want to smite when it has 100 more life than your smite does. For example, if baron has 1100 life left, and your smite does 1000, smiting then would be a good idea. First off, you probably have some ping, unless you are playing right next to riot with fiber optics, so it will be delayed just a bit. Second off, in the time between you see that it has 100 health more and the time that you hit smite, chances are there is going to be 100 damage done somehow. Most people try themselves to burst it when it is low so it shouldn't be too much of a problem. You should actually try and mantra q right before you would smite, so that you can also burst it down quicker.

Really early game you want to focus a bit more on farming the jungle than ganking. Until you get your w, I wouldn't try ganking a lane. Once you get to level 3/4 and have high health or have your mantra w ready for that heal move, you can start ganking. Don't try to force a tower dive or something though, only gank when you see an opportunity, don't try to make one yourself. What I mean by this is if your lane is pushed to their tower, don't go in behind the tower or something brave like that unless you could basically pick them off with 1 q. After a while you get a feel for when you can gank pretty well. Everyone plays differently so experiment a bit at the start, but start off easy first. Once you get to the point where you can gank pretty often in the early game, don't forget about the jungle. Jungle inbetween when there is no lane to gank, and go back when there is nothing to do. If you are laning Karma, take advantage of your [imgsmall=skills/karma/r.png]! You have your ultimate at level 1! Use your spells and auto attacks on them. The more harass your opponent, the more mantras you can use to harass with. Don't forget about farming though! Farming is very important. Using q is pretty good for farming as it is on a short cool and does area of affect damage. getting wards is good too!

After your first back, you should really focus more on ganking. Gank lanes whenever you can and get the camps in between ganks. Karma is really good at pushing towers because her shield can make minions take more damage from them, giving her more chances to hit the turret. If your lane decided to dive under tower, giving them a shield will help as it not only gives them a shield, but also a good speed buff. Try and get dragon when you can, preferably when their bottom lane has to go back since you can't take it by yourself early. Try to ganking bot/mid before you plan to take dragon, if you don't get low from it, you make it so they are less likely to try and take it for fight you at it, and if they do they will be weaker because of it. In order to take dragon safely, you want to make sure a vision ward in front of the pit so they can't see you taking it. Having the surrounding area warded, especially on their side is also a good idea. You can see where they are and if they try to jump in and take it. If you are on the top side (purple) you can try and drag the dragon out a bit so it is further away from their side. After you gank some lanes and takes some towers and get some items, it will be around time to all push a lane together. Using smite with some spell vamp can help a lot, since it will heal you for a good amount. Don't just use it willy nilly though, as you might need it for dragon or baron soon. Mantra Q is a good poke/initiate and e is good for making sure they get rooted by w. As lane Karma, if you can you should try to gank other lanes. With all the ganking potential of a jungler added with the damage of a mid laner, why not gank? Also try to push tower and help your teammates. Karma excels at helping since she is made like a support (although I don't think she is the best support).

Late game you shouldn't really be farming anymore. Try push lanes to inhibitors with your team mates. By now, you should have enough in items to constantly kite and cc a target. Be sure to poke down enemy champions when you can. Mantra shield might be a better option to push lanes at this point since it can most likely it all the minions at once and you don't need to rely on an after burst affect like mantra q. Keep in mind though that it probably wont clear the minion wave by itself. Try and save your teammates from getting caught out of position. One person dieing could cost you the game when it comes to this time in the game. Don't both die when only one of you could die though. Just do your best! Mistakes happen and there is always the next game, but you should still try as much as you can in the game you are currently in. Late game is when teams usually try taking baron. Make sure it is warded at all times during the late phase! Clear their wards at baron too, even if you don't go baron, you can fake them out by taking out all their wards and also you can bait someone out of position to ward it. Knowing exactly when to take baron is a hard thing to do. I've seen many thrown games because of teams not knowing when to take it. First thing is make sure your whole team is there! If one or two of your member are missing or dead and the enemy team has most of their team up, it is very dangerous to take baron. Like dragon, make sure to ward the surround baron areas, preferable more on their side. Many people will try to jump in someway and take it, and it even works sometimes. If you can see it happening, it is easier to prevent. Don't go baron at any time either. Make sure you have most of your team and they have little of their team available. You want to make sure you have a lot of health for it too, baron does a lot of damage. After acing a team, most of the time if you don't already have the lanes pushed, you want to push the lanes and take towers/inhibitors. Those are usually more important than baron. The less turrets they have, the easier it is to finish them off. But if you ace them, or contained them, and you can't really push anymore, going baron is a good idea. If there is a bunch of minions in their base and they are all up, they can't really leave their base so they can't contest baron, and if they do, the minions will win. [highlight]MAKE SURE ALL OF YOUR TEAM DECIDES TO GO TO BARON.[/highlight] Sometimes teams will be split between pushing and baron. As the jungler, it is most important that you are at baron so don't start it without your whole team! I wouldn't recommend using [imgsmall=skills/karma/r.png] on baron. You mantras will be a lot more usefull if they jump in so you can shield your whole team or heal off of them, so don't [imgsmall=skills/karma/r.png][imgsmall=skills/karma/q.png] the baron unless you want to burst it down at the end. Make sure to smite it!

Don't be selfish, shield whoever needs it, not just yourself. If everyone is close together, you can mantra shield, which will give everyone an alright shield, a big speed boost, and hurt the enemies for an okay amount. If the enemy dives you or a team mate, Karma is very good at making sure everything will be alright. Shield whoever they are focusing and cc them. If you are low you can also use mantra w and exhaust and they will regret thinking to tower dive a karma. When chasing, you have to think of who to give your shield to, on you it is alright as you can slow and root, but it could be better on someone with a stun or more damage. And if you or a teammate are being chased, mantra q or just q will slow them down, w will root them eventually (be careful though as it has a cast time) and e will help you run. Over all, make sure to help. You are basically a supped up support with burst, sustain damage and tankiness. Try to gwith alacrity, you can get ive other people kills, but you get some that is good too. If you use shield to get you places faster, and you have boots places pretty fast.

Karma is a very versatile champion, one of the most versatile champions I have ever seen, and she doesn't even have a proper ult! Many people will doubt you when you say that, but you can prove them wrong! She can be hard to learn, but after that it is really fun. Without Karma being in the game I might have just quit playing League of Legends because it was getting really stale to me with over 1000 normal wins. So as a thanks to her, I decided to finally help give the word out about her. I can't keep her to myself forever, I learned this the hard way with blitzcrank.

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