Karma Build Guide

The Karma Whore: Karma Guide

Uploader Frazlork
Updated 2 years ago
164,314
80%
Runes
  • 9
    Greater Mark of Armor (+0.91 armor)
  • 9
    Greater Seal of Mana Regeneration (+0.41 mana regen / 5 sec.)
  • 9
    Greater Glyph of Magic Resist (+1.34 magic resist)
  • 3
    Greater Quintessence of Gold (+1 gold / 10 sec.)
Skill Order
Q W E R
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

[center]Hello Summoners! This is a guide for the extremely under played Support Karma! Although Karma has a few fatal flaws (such as her lack of ult and sub par heal/cc) she can be played to be an extremely dangerous and strong support. As a champion, Karma has many unique features. In place of an ultimate , Karma has a form of ability buff called Mantra. Mantra gives each of her abilities a secondary effect. This is also a reason why Karma is thought to be broken. Having basically 6 normal abilities to use creatively is thought to be not as strong as having one major team fight changing ability such as Sona and LuLu's ultimates. If played well, Karma can be an extremely helpful and powerful support.[/center] [title]Pros: [/title] Strong Harass Powerful Damage Helpful Shield 6 basic abilities 6 points in each ability Focusing on One Champion [title]Cons: [/title] Weak CC Weak Heal Lack of ultimate

[title][img=skills/karma/p.png] Passive: Inner Flame[/title] [number]Karma gains increased Ability Power corresponding to her % of missing Health.[/number] [title]Explanation:[/title] Karma's passive is basically and ap version of the Olaf passive. The extra ap can be helpful in many way. It will strengthen the heal on her Q and make it deal more damage. It will also help increase the slow from her tether. The extra ap will also greatly increase the shield and damage done by her E. The down side to this passive is that you have to have very low health to see the benefits. Karma is naturally squishy so losing a large amount of health and staying in a fight because of the ap boost is incredibly risky. When you attempt to take advantage of your passive, me very careful not to lose to much health. You do not want to become easy pickings for the enemy team. [title][img=skills/karma/q.png] Q: Heavenly Wave[/title] [number]Karma sends forth hidden blades from her fans, dealing 70 / 110 / 150 / 190 / 230 (+60% Ability Power) magic damage to units in a cone in front of her. Mantra Bonus: In addition to dealing damage to enemies, Heavenly Wave will also heal allies in the cone for 35 / 55 / 75 / 95 / 115 / 135 plus 5% (+%) of their missing Health. Cooldown 6 seconds Cost 65 / 75 / 85 / 95 / 105 Mana Range 500[/number] [title]Explanation:[/title] Karma's Q is an interesting ability. When used it fires fans in a cone in front of you. Although this may seems like a great damage dealer, it isn't. You can for sure deal good amounts of damage with this ability but you will see the most damage done on a karma from her E. With the mantra bonus, this ability will heal any ally within the cone. This heal does not help as much as it should but any heal is some health. Being able to deal damage to the enemies while healing the allies around then does for sure help in the fight. The skillshot cone is slightly shorter than the range the blades reach so keep that in mind. [title][img=skills/karma/w.png] W: Spirit Bond[/title] [number]Karma creates a beam between an ally or enemy for up to 5 seconds. Allied anchors move 10% / 12% / 14% / 16% / 18% faster and enemy anchors are slowed by 10% / 12% / 14 %/ 16% / 18%. The beam deals 80 / 125 / 170 / 215 / 260 (+70% Ability Power) magic damage to enemies and applies the same movement speed adjustment anchors receive to any champion it passes through. The beam breaks if the bonded target is stealthed. Mantra Bonus: Karma strengthens the bond to double the effect of the movement speed modifier. Cooldown 15 / 14 / 13 / 12 / 11 / 10 seconds Cost 65 / 75 / 85 / 95 / 105 Mana Range 800[/number] [title]Explanation:[/title] Karma's W is not what you would call a reliable source of cc. The amount that the enemy is slowed is so minor that it is almost not noticeable. To see any real benefits, one must use a point of mantra to greatly increase the slow. If used on an ally, they will have a movement speed buff. This is beneficial when running away, chasing, or getting back to lane. Any enemies that walk through the tether will take a minor amount of damage and will be slowed.Allies that pass through it will be sped up. This ability ,when placed on a carry in lane, can zone them out or scare them back. [title][img=skills/karma/e.png] E: Soul Shield[/title] [number]Karma summons a protective shield that absorbs 80 / 120 / 160 / 200 / 240 (+80% Ability Power) damage for 5 seconds. Mantra Bonus: In addition to casting the shield, energy radiates out from the shield dealing 70 / 110 / 150 / 190 / 230 (+80% Ability Power) magic damage to enemy units around her target. Cooldown 10 seconds Cost 70 / 80 / 90 / 100 / 110 mana Range 650[/number] [title]Explanation:[/title] This ability is Karma's most useful. The shield alone doesn't block much damage. The real use is when you use mantra. When the shield is placed with mantra, the burst damage dealt around the shielded person can be extremely high. Try to use this on the one champion on your team who is being damaged the most and or one anyone who is in close proximity of the enemies. You can combo this ability with your mantra Q to help damage the enemies and sustain your team. The only down side to this is that you will have no mantra charger once you use this combo. This is Karma's most important spell so use it wisely. [title][img=skills/karma/r.png] R: Mantra[/title] [number]Karma empowers her next ability with an additional effect. Karma gains a charge every 25 seconds up to 2 charges. The refresh rate is reduced by Cooldown Reduction. Cooldown 30/25/20 seconds at levels 1/7/13[/number] [title]Explanation:[/title] Mantra is a controversial ability. Instead of having a powerful ultimate ability, Karma can have 2 stacks of Mantra at a time. Mantra cause you Q W and E to have an extra effect. Be careful when choosing what abilities to use it on because you can only use it on 2 and it takes a bit to recharge another.

[center]Like other supports, I choose Gold per 10 Quints. This will give you that extra boost in gold that you will need from not taking the cs in lane.Without these, you will quickly fall behind in gold and items. If the other team has more/better items than you at a given point, they can take you out. Mana regeneration Seals gives you enough mana so sustain in lane and harass the enemy often. Armor marks are quite useful on Karma. If you use the 9/0/21 mastery page, this armor will help you get more defense. Although this is quite useful, it can be switched out with Magic Penetration if you prefer to deal more damage. The risk in this is being easy picking to the AD carry. For glyphs I take the basic Magic resist. Again, this will give you more of the defense that you lack when not going with the Defensive mastery tree.[/cent

[title]Starting[/title] I start out with a basic Faerie Charm, 4 wards, and a health pot. Because i chose the Biscuiteer and Explorer mastery, I also start with a Total Biscuit of Rejuvenation [highlight](currently a blank icon)[/highlight] and an Explorer Ward. This build allows you to head directly into a Philo Stone on recall giving you that extra health regen and gp5. Having the 4 wards and an Explorer ward allows maximum map awareness in the bot lane starting out. You will also have the health ward and biscuit in case you choose to be overly aggressive or take an excess amount of damage. [title]Core[/title] You are going to want to buy either CDR boots or Merc Treads depending on you situation. I most commonly build Ionian Boots of Lucidity for the extra cdr. You are going to want to build the classic Shurelya's with you philo stone. Don't rush to buy the Shurelya's so you can take advantage of the gold from the philo stone. Depending on you lane situation, build either a Mikael's Crucible or a Shard of True Ice. In a lane where you need more utility and less aggression or against a high cc team with strong ap, build a Mikael's Crucible. The bonus MR will help a bit but you will most likely choose to build it for its cleanse-like active. You can also chose Shard of True Ice[highlight](currently blank icon)[/highlight] in a situation where you have a strong engage and the blizzard around your ally can change the tide of the fight. The Shard also keeps the gp5 from Kage's, making it a cost effective item. You will also gain ap from it which is great for Karma. Both of these items give mana so choosing which to build is completely situational. Lastly you have the Sightstone. This is pretty much a standard on supports now. Have a refillable stack of wards is game changing and lets you focus your money on you other items. Make sure to buy this right after your Philo stone. [title]Final Items[/title] In the end game, you are going to want to upgrade your Sightstone into a Ruby Sightstone. Now you will get an additional ward, be able to have 3 wards out, and get a bonus 300 health. The Ruby Sightstone makes it worth keeping your Sightstone in your inventory for the duration of the game. For your last item, you can chose what you want to build. Here I recommend Banner of Command. The extra AP and armor compliment Karma well and the active is basically promote. Your team also benefits from additional health regen when you build Banner.

[center][title]Thank You for taking the time to check out my guide! I will wait to update the items and skill order until the time Karma is reworked! Enjoy![/title] [/center]

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