Karma Build Guide

Jungle Karma Done Right

Uploader TheNubcake
Updated 5 years ago
  • 9
    Greater Mark of Armor Penetration (+1.28 armor penetration)
  • 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 Attack Speed (+4.5% attack 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

Hello! You probably think this is a troll guide, and to a certain extent, it is. Karma isn't seriously accepted as a jungler (yet) so most people will think you're playing around. But you can use this to your advantage. Foremost:[highlight]Why Jungle Karma? Why not lane her?[/highlight] I consider Karma to not be an ideal choice for support bottom in the current metagame. She will not do particularly well with just a gp5 build and she scales well with items. A farmed Karma is a scary one, and jungling will ensure that you get farm. Karma is a very fast jungler that can itemize herself quickly and bait opponents into thinking they're actually stronger than you. With this guide, I can ensure you will score many kills and fill a nice off DPS role with great support.

[imgext=]Red Armor Pen - Nothing special. Yellow Armor - To help jungle survival Blue MR/lvl - Compensates for lack of MR in item build Quint Aspd - Helps immensely with jungle and gives you the aspd of a carry.

I prioritize Q over E because it has a shorter cooldown than E, thus I consider it consistent damage. E is next in priority because of damage and support capability. One point in W is taken at 6 for ganking, and then maxed later on.

[highlight]CORE:[/highlight] [img=items/cloth-armor.png][img=items/health-potion5.png] Start off with these items to build into Wriggles. [img=items/wriggles-lantern.png] [img=items/berserkers-greaves.png] Merc treads aren't taken because Karma should be played as a backliner. Merc treads will slow down her jungle/DPS too much. Besides, timely shields should help a lot with dueling mages. [img=items/wits-end.png] Works really well with jungling, DPS, and much needed MR. [img=items/trinity-force.png] Karma has spammable spells, so Trinity Force synergizes greatly. Helps with slow movement speed and is primarily taken for the slow + aspd boost. Notice the trend in going for attack speed items? [highlight]ADDITIONAL DPS CHOICES:[/highlight] [img=items/madreds-bloodrazor.png][img=items/the-black-cleaver.png] Depending on the other team's defensive item builds, take your pick. These are chosen because of their attack speed and offensive capability. [highlight]DEFENSIVE CHOICES:[/highlight] [img=items/force-of-nature.png][img=items/frozen-heart.png][img=items/guardian-angel.png] Of course, choose your defensive item based upon the other team's DPS lineup. Force of Nature works well against general DPS, Frozen Heart against heavy AD teams, and Guardian Angel if you feel that you are targeted consistently but there's another ally carry that can blast them while you're getting revived. If you go Force of Nature, consider swapping out Wriggle's (if there's enough time/gold) for another DPS item and forgoing life steal completely.

[highlight]Levels 1-6:[/highlight] Ask for a "really hard pull" on Blue. This is CRUCIAL, and the only time you'll need help in the jungle. You don't want to do blue by yourself, as it will cause you to chug potions and you might even die if you're inexperienced. Other than that, Karma runs a really fast and sustained route; you'll be rolling in cash. Consider yourself like WW, in that you will primarily gank at level 6. If you see any gankable opportunities in close by lanes before lvl 6, take the opportunity to gank. As a jungler, you should always be scanning the minimap. [highlight]Level 6:[/highlight] Skill into Spirit Bond and wait for a Mantra charge. Empower your Spirit Bond and gank a lane. [highlight]The Rest of The Game:[/highlight] Run your sustained jungle route and just maintain map awareness. Farm the lanes when your carry has to bluepill: you're amazing at clearing large waves with a simple Q + empowered shield burst. [highlight]Counterjungling:[/highlight] Only counterjungle if you've map checked and you're at least level 6. You can clear wraiths with a Q + E combo and easily take any buffs with Wriggles + Berserk greaves.

This Jungle Karma's role in teamfights is an offdps with a penchant for supporting. Consider yourself Kayle, with more consistent support as opposed to her burst support. Manage your fast cooldowns well. Always be using skills. Skill breakdown: Q - Sometimes empower this, but I mostly only do it when my carry is ignited/about to die. Otherwise, empower this after a teamfight to slightly heal teammates. W - Always empower this in a teamfight. Slap it on a charging bruiser or on an out-of-place carry. This skill is amazing! Enemies caught in it think that flashing will get them out of range, but often times it won't. E - Empower this at the opportune moment in order to burst a squishy down. Throw E on your carries/yourself. Remember that you have very high DPS and you should pick your targets like an AD carry: most dangerous DPSer first, then support, then bruisers, then tanks.

Jungle Karma is underrated and not accepted by the LoL community, mostly because the pros have not used her in a tournament setting/stream. If you have the runes for this build, I ask, why not try it out? Karma, however, is an interesting character to learn and [highlight]she requires practice[/highlight]. You may find that (as a new Karma player) you aren't doing particularly well. But do not blame Jungle Karma for that...you might need to learn Karma's mechanics better. Good luck and have fun!

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