• 9
    Greater Mark of Magic Penetration (+0.87 magic penetration)
  • 9
    Greater Seal of Mana Regeneration (+0.41 mana regen / 5 sec.)
  • 9
    Greater Glyph of Scaling Ability Power (+0.17 ability power per level (+3.06 at champion level 18))
  • 3
    Greater Quintessence of Ability Power (+4.95 ability power)
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

[highlight]Welcome to my guide[/highlight], now fully revamped and refreshed from my old one, which supported the Karma before the rework. [title]My Thoughts on new Karma[/title] [.]What I like about her now Karma is more shifted towards the AP mid route rather than the Support path. Her abilities work in conjunction to dish out surprisingly tremendous burst damage. She also has more cc on her abilities, which is again, a great new feature. I mean, who doesn't like cc? Overall, she has become a bursty castor, serving large amount of damage whilst supporting the team, much like [imgsmall=champ/orianna.png], [imgsmall=champ/morgana.png] and [imgsmall=champ/lux.png]. Obviously, since the rework, she has had a lot of recognition and attention. Though I kinda liked it when a niche amount of players played her. I don't know why. But that means more people actually have knowledge on what Karma does and how, meaning teams can work together efficiently. [.]What I do not like about her now Well firstly, her voice sounds slightly more manly. Secondly, her trademark fans have been removed :( I also don't like the idea of [imgsmall=skills/karma/w.png]. Don't get me wrong, I love the idea that it deals damage over time and a good solid root. Even if it was single target, I would much prefer it if it would be able to latch onto [highlight]allies[/highlight] as well. I mean, it would be great if she could just latch it onto an ally with low health, and heal them and such during a team fight. If Riot wanted Karma to be a support mage, then they should do something like that. Not to mention that she can only heal herself. Taking away her AoE heal that scaled with HP for a heal that only worked on Karma? Oh hell naw. Furthermore, I don't really like her passive - [imgsmall=skills/karma/p.png]. Despite the fact that her basic attack range has been buffed - which is great - I kinda liked the fact that you had more AP when you were low on health. She could bait and pull off awesome stunts in 1v1 situations. I also don't like it because it seems like a passive that should belong to R. This should be R's passive - not hers. With that, Riot should've kept her old passive. Nevertheless, she is viable again. Yay. [title]Pros of Karma:[/title] [.][highlight]Great utility[/highlight] - heal, shield and movement manipulation. [.]High [highlight]burst[/highlight]. [.]'Fairly' short cooldowns, especially with her [imgsmall=skills/karma/q.png]. [.][highlight]Protection[/highlight] and [highlight]life-saving[/highlight] abilites. [.]More CC - compared to her old state. [title]Cons of Karma:[/title] [.]Fairy difficult to get used to. [.]One [imgsmall=skills/karma/r.png] charge, at a high cooldown early. [.]Generally high cooldown on her other abilities except for [imgsmall=skills/karma/q.png]. [.]Mana hungry if using skills a lot. [.]Weak early game. Thanks for reading my guide. I do hope you enjoy it.

[title]Date:[/title] [.]01/07/12 - Improved and check grammar, punctuation and spelling errors. - Added Masteries section. - Added Runes Page section. [.]02/07/12 - Replaced Morello's for DFG. - Rendered the Utility Mastery Tree slightly. [.]05/07/12 - Added Match History screenshot. [.]06/07/12 - Added the second Match History screen shot. - This guide has reached 10,000 views! Thank you. [.]11/07/12 - Tips For Beginners section added. [.]23/07/23 - Cleaned up the guide a bit, in terms of comprehension wise.

This is [highlight]extremely[/highlight] important on Karma, especially since the [imgsmall=skills/karma/r.png] cooldown is now at only [highlight]one[/highlight] charge at around ~30 to ~40 seconds. Meaning one slip can cost one's life. This will separate the good Karmas from the bad ones, as it can make the difference between a kill or a complete and utter flop. [title]Standard Skill Combo[/title] [img=skills/karma/w.png] >> [img=skills/karma/q.png] >> [img=skills/karma/r.png] + [img=skills/karma/e.png] Generally after with movespeed buff from E, land basic attacks until [imgsmall=skills/karma/q.png] refreshes off its cooldown. [imgsmall=summoners/ignite.png] if necessary. This skill combo should be enough to nuke and burst the enemy down right after you get your [imgsmall=items/morellos-evil-tome.png]. [highlight]Note[/highlight]: I generally save my [img=skills/karma/r.png] charge for my [img=skills/karma/e.png] upgrade, as [img=skills/karma/q.png] and [img=skills/karma/w.png] are in their own right, damaging abilities. Whereas [img=skills/karma/e.png] needs a [img=skills/karma/r.png] charge to do damage. [title]Level Two/Without [imgsmall=skills/karma/e.png] up[/title] [.][img=skills/karma/w.png] >> [img=skills/karma/r.png] + [img=skills/karma/q.png] The reason why I put points into these two abilities early game is because of how incredibly well they work together. [img=skills/karma/w.png] > Whilst casting, Activate [img=skills/karma/r.png] > Root (2 Seconds) > [img=skills/karma/q.png] with AoE Damage after 1.5 seconds. I think this is a very good skill combo and a generally nice harass early game, though you will probably find yourself switching towards the standard skill combo above later into the game.

[title]AP[/title] [.]As an AP Mid Karma guide, I would obviously aim to maximise AP as much as possible. All her abilities scale off AP, building building as much AP as possible = more damage and shield strength. [title]Cooldown Reduction[/title] [.]Karma is one of those AP mids that benefit overwhelmingly from cooldown reduction. This is because - keep in mind - that [imgsmall=skills/karma/r.png][highlight] cooldown is reduced with CDR[/highlight]. This means that spells become more spammable, and [imgsmall=skills/karma/r.png] on her spells can be used more frequently. [.]This makes [imgsmall=items/morellonomicon.png] perfect for our build. Giving both AP and CDR which Karma requires, increased mana regenration which is useful due to the fact that Karma can be fairly mana hungry, and finally a passive which basically, decreases the targets healing so that they wouldn't be able to heal and get away with about 10 health left.

[imgext=] [title]Quintessences[/title] [.]I use [highlight]3 Greater Quintessences of Potency[/highlight] for basically [highlight]large amounts of extra ability power[/highlight] - which is what all AP castors need. [title]Glyphs[/title] [.]For glyphs, I use [highlight]9 Greater Glyphs of Force[/highlight], so Karma gains an [highlight]increased ability power every time she levels up[/highlight]. Useful for an AP carry. [title]Seals[/title] [.]I use [highlight]9 Greater Seals of Replenishment[/highlight], which gives you an [highlight]increased mana regeneration per level[/highlight], which is useful for Karma as she is quite [highlight]the mana eater[/highlight] early game seeing that you harass quite a lot. [title]Marks[/title] [.]For marks, I use [highlight]9 Greater Marks of Insight[/highlight], which gives Karma [highlight]increased magic penetration per level[/highlight], which is useful for an AP carry if the enemies starting building up MR during the game, or against naturally MR resistance champions such as [imgsmall=champ/galio.png]. [title]Overall Statistics:[/title] [highlight][.] +3.7 mana regeneration for every 5 seconds. [.] +8.5 magic penetration. [.] +28 ability power at when Karma reaches level 18. [.] +15 initial ability power.[/highlight]

[title]Screenshot 1[/title] [imgext=] [.]Yes, all these matches are of me, in [highlight]solo queue[/highlight], where there are [highlight]flamers, feeders and leavers[/highlight] etc. However, even with or without disruption (unless your team has severely fed the other team), Karma can be played [highlight]exceptionally well[/highlight] as a mid champion. [.]The only [highlight]downside[/highlight] however, is that there will be some [highlight]close-minded brats[/highlight] complaining how you have [highlight]troll picked[/highlight] Karma. [.]I do think I was slightly lucky though, because most of the matches shown, everyone I played with were generally mature. Karma can carry the game well, if played with [highlight]team mates with good co=operation[/highlight]. Therefore, this proves that overall, Karma is a powerful [highlight]AP carry[/highlight] that has [highlight]immense strength[/highlight] hidden inside of her. :) [title]Screenshot 2[/title] [imgext=] [.]The [highlight]second screenshot[/highlight] shows how Karma can carry if she does well early game. For example, the match with [highlight]16/2/16[/highlight] was achieved because I played offensively early and mid game, picking up some kills. Thus, once I progressed into late game, I was able to effectively snowball. [.]However, if Karma does [highlight]not[/highlight] do well early game and likewise [highlight]the team does not co operate well[/highlight] (the [highlight]2/4/2[/highlight] match is an example of this) and instead you fall a few times, Karma may become slightly weak and eventually useless. If this is the case, you should play passively to the best of your ability, farming as much as possible. [.]Ignore the Cassiopeia match, I was trying her out for the first time. :)

[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] Her passive basically means when she is [highlight]low on health[/highlight], she gains a certain amount of [highlight]ability power[/highlight]. This increases as she levels up. I think its an [highlight]amazingly useful passive for an AP carry[/highlight], especially when you are 1v1-ing. [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] Dishes out tons of damage whilst being spammable, at only ~3 seconds. [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] I put [highlight]one point into this early game[/highlight] and max it [highlight]last[/highlight]. The reason why is because it is generally used as an [highlight]utility tool[/highlight] - for slowing down your opponent when you 1v1. It is hard to actually damage opponents [highlight](enemies that pass through it get damaged, but the enemy that it is attached on doesn't get damaged)[/highlight], but nevertheless [highlight]useful in teamfights and certain situations[/highlight] when an odd enemy or two has escaped. Moreover, you can use [imgsmall=skills/karma/w.png] on an ally or minion to catch up to escaping opponents, giving you [highlight]a short burst of speed[/highlight] followed up with [imgsmall=skills/karma/q.png] and [imgsmall=skills/karma/e.png][imgsmall=skills/karma/r.png]. It could also be used on an allied minion to [highlight]get back into lane quicker[/highlight]. [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] A amazingly strong [highlight]shield ability[/highlight] without activating with Mantra, and a powerful AoE [highlight]offensive ability[/highlight], with Mantra, which makes it all in all, the ability that you should look out for. [highlight]I max it second for reasons below[/highlight]. To sum it up: [highlight]it saves lives[/highlight] and with Mantra, it can be used to damage opponents in [highlight]A VERY LARGE AOE radius[/highlight] at a high AP ratio, and therefore is the ability I use to [highlight]clear minion waves[/highlight]. Remember: it gives you a shield and a nuke at the same time, which is the primary skill you should use when you approach an enemy. You should also note that [highlight]it can be used on a minion or ally[/highlight], and should be used with [imgsmall=skills/karma/r.png] particularly when your ally or minion is near the target/opponent to harass effectively from afar. [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] Her ultimate seperates her from other champions, which therefore makes her [highlight]very unique[/highlight]. Karma has this ability at lvl 1 and it [highlight]cannot be levelled up[/highlight]. It gives [highlight]2 mantra charges[/highlight], and unfortunately, the cooldown is quite high (initially 29 seconds). We wanna harass as much as possible, and finish off opponents quickly with ease, thus, it is one of the reasons why I emphasise on cooldown reduction so much. I activate it with [imgsmall=skills/karma/e.png] for damage, then followed up with [imgsmall=skills/karma/q.png] without the Mantra. The other Mantra charge is saved for another [imgsmall=skills/karma/e.png] if the opponent is getting away.

[title]The following list is in order of importance:[/title] [.][imgsmall=skills/karma/q.png] is [highlight]pioritised first[/highlight], as although not the strongest ability that Karma has, it is not [highlight]Mantra[imgsmall=skills/karma/r.png] reliant[/highlight], and does a fair deal amount of damage in an [highlight]AoE cone[/highlight], in addition with a [highlight]lower cooldown[/highlight]. Its great for clearing out a minion wave, and a good harass tool with your [imgsmall=skills/karma/r.png][imgsmall=skills/karma/e.png]. Using it with Mantra will heal you and the allies it hits. [.][imgsmall=skills/karma/e.png] is [highlight]maxed second[/highlight], the reason is explained in 'Heavenly Wave vs Soul Shield'. It does an [highlight]amazing damage in a LARGE AoE radius[/highlight]. It also shields an ally which is [highlight]extremely useful[/highlight] for yourself and your team mates, and could potentially save lives with the amount of extra protection it gives you. For example: it could be used on an ally or yourself when you/your ally turret dives. [.][imgsmall=skills/karma/w.png] is [highlight]maxed last[/highlight], as I mainly use for utility, and not really for damage as [highlight]it is hard for enemies to pass through the tether[/highlight]. I put one point into this early game. I would mainly latch it onto an escaping enemy before hitting them with my [imgsmall=skills/karma/q.png]. It could also be used to temporarily boost you and a team mates movement speed. -------------------------------------------------------------------------------------------------------- [title]When initiating into combat[/title] [img=items/deathfire-grasp.png] --> [img=skills/karma/r.png][img=skills/karma/e.png] --> ([img=skills/karma/w.png]) --> [img=skills/karma/q.png] --> [img=summoners/ignite.png] if neccessary. [.]You should [highlight]always[/highlight] initiate with [imgsmall=items/deathfire-grasp.png], as it is more effective and powerful against opponents with full health rather than weakened ones. Using it against low HP opponents is pointless. It removes a percentage of their HP based on their maximum HP, scaling with magic damage. It is most effective against tanks and bruisers. [.]Then use [imgsmall=skills/karma/r.png][imgsmall=skills/karma/e.png] and [imgsmall=skills/karma/q.png] to present your damage to them. I would often use my [imgsmall=skills/karma/r.png][imgsmall=skills/karma/e.png] on whoever is getting focused, and eject your [imgsmall=skills/karma/q.png], hitting many opponents at once. [.]It is much more easier if you are 1v1ing. Use [imgsmall=skills/karma/w.png] on the opponent if you find them escaping, and then you should proceed to use [imgsmall=skills/karma/q.png] when they come into range. [.]Land basic attacks and spam your abilities until you finish them off or if need be, use [imgsmall=summoners/ignite.png].

[title]Explanation:[/title] [.]I build [imgsmall=items/ionian-boots-of-lucidity.png] instead of the usual AP carry item: [imgsmall=items/sorcerers-shoes.png] because I believe cooldown reduction is [highlight]essential[/highlight] on Karma. Firstly, her [highlight]Mantra cooldown is affected[/highlight] by cooldown reduction items, which will help you use your abilities frequently, especially in a team fight where you can kill off enemies before they get a chance to run away. [.]Her [imgsmall=skills/karma/q.png] and [imgsmall=skills/karma/e.png] may seem they are not at a very high cooldown, but these are her [highlight]only offensive abilities[/highlight], and buying cooldown reduction items will help her harass and finish off enemies [highlight]more frequently and easily[/highlight]. [.]It also helps in teamfights, as for example: after throwing [highlight]"everything you got"[/highlight], you generally get a few problems: -Your offensive shield would be unavailable to use, as you might [highlight]not have any Mantra charges left[/highlight], and your heavenly wave would be on its cooldown. -You start "buying time", such as using your [imgsmall=skills/karma/w.png] unnecessarily or standing there for around 6 seconds doing nothing relatively useful, so therefore, cooldown reduction I think, [highlight]helps Karma much more[/highlight]. [.]I have tried building [imgsmall=items/sorcerers-shoes.png] but found that the cooldowns on [imgsmall=skills/karma/q.png] and [imgsmall=skills/karma/e.png] were too long to harass and trade well, and sometimes, I admittedly found myself in team fights without much helpfulness. Therefore I feel [imgsmall=items/ionian-boots-of-lucidity.png] [highlight]benefit Karma much more[/highlight]. [.]After I build [imgsmall=items/ionian-boots-of-lucidity.png], I go for [imgsmall=items/kages-lucky-pick.png] for the extra gold, which is then built into a [imgsmall=items/deathfire-grasp.png] for ability power and cooldown reduction, for a frequently use of her abilities at a HIGH damage. The active is nice too, it deals magic damage based on 25% of their health, which is useful in initiating team fights and finishing off opponents along with [imgsmall=summoners/ignite.png]. [.]15% of cooldown from [imgsmall=items/ionian-boots-of-lucidity.png] and [imgsmall=items/deathfire-grasp.png] equals to 30% overall cooldown reduction. In addition to the blue buff (which is meant to grant you 20%), you can achieve the maximum [highlight]40% cooldown reduction[/highlight]. Even with so much cooldown reduction, she still does [highlight]tons of damage[/highlight], so I wouldn't worry! :)

[title]Why did I max [imgsmall=skills/karma/q.png] first instead of [imgsmall=skills/karma/e.png] when it does more damage?[/title] [.]Well firstly, Soul Shield is [highlight]Mantra reliant[/highlight]. You will really activate your Mantra first before using this, and only having 2 Mantra charges, it becomes kinda hard to use during team fights where you would want to weaken your opponents as much as possible. Your Mantra cooldown is initially [highlight]30 seconds[/highlight], which is half the reason why I focus on [imgsmall=skills/karma/q.png]. Once youve used up 2 Mantra charges in the team fight, your shield is useless for offensive reasons (but of course still useful for you and your team mates with the extra health). [.]Therefore, I max heavenly wave first, because it is [highlight]an offensive ability which is not reliant on your Mantra[/highlight], which has a lower cooldown and although does not exceed the ability power of your soul shield, it is still a fairly powerful ability. That is why I pioritise heavenly wave first. [.]If you choose to max soul shield first - there are other guides that follow that; this guide focuses on heavenly wave. [.]But even still, [highlight]it doesn't mean soul shield is not important[/highlight], in fact it is [highlight]essential[/highlight] for our combo: using your [imgsmall=skills/karma/e.png] then [imgsmall=skills/karma/w.png] for the slow, then catching up to use [imgsmall=skills/karma/q.png] and, maybe finishing them off with [imgsmall=summoners/ignite.png] or the active from DFG. This could potentially kill a squishy enemy or an enemy with half of his/her/its health. The shield is the most powerful, afterall.

[title]Explanation:[/title] [.]Against[highlight] AP squishy champions[/highlight] such as [imgsmall=champ/orianna.png] (dodge her ball and initiate), [imgsmall=champ/fiddlesticks.png] (the only nuisance is his silence) and [imgsmall=champ/twistedfate.png] (retreat when his 'pick a card' shows), and many other AP castors, are [highlight]good match ups[/highlight]. This is because they start off [highlight]very squishy[/highlight]. Using your [imgsmall=skills/karma/e.png] and landing a few basic attacks will scare them away, as it displays the fact that you have more sustain than them during early game. Hit them with [imgsmall=skills/karma/q.png] when you have the chance. This should [highlight]cut a considerate amount[/highlight] of their HP. [.]This also goes for ranged AD carries such as [imgsmall=champ/ashe.png] and [imgsmall=champ/caitlyn.png], but they do seem to be much harder with their annoying yet powerful pokes when it goes to mid or late game, where you should start avoiding them. You should [highlight]play passively at times[/highlight], especially when there are [highlight]junglers[/highlight]. [.]This also goes for assasins such as [imgsmall=champ/akali.png] and [imgsmall=champ/talon.png], who can burst you down around lvl 3 or 4.[highlight]Play passively[/highlight] around these levels, concentrating on farming. [.]Against bursty AP champions such as [imgsmall=champ/kassadin.png] and [imgsmall=champ/leblanc.png], who can burst you down and get out in a short period, play passively and [highlight]aim to farm[/highlight] as much as you can. Harass with [imgsmall=skills/karma/r.png][imgsmall=skills/karma/e.png] on a minion when they try to last hit, especially with [imgsmall=champ/kassadin.png] who is close combat. Generally, Karma is an excellent pusher with her [imgsmall=skills/karma/e.png][imgsmall=skills/karma/r.png] nuke, which I use on an allied minion when your enemy is near it. This makes Karma an excellent pusher at times, as she can harass easily with a strong durabaility (with her [imgsmall=skills/karma/q.png][imgsmall=skills/karma/r.png] and [imgsmall=skills/karma/e.png]).

[title]Explanation:[/title] [.]Call for mid, being an AP carry. You have generally good [highlight]burst power[/highlight] early game, and [highlight]a great load of utility[/highlight] too. [.]Early game, I would generally use my [imgsmall=skills/karma/e.png][imgsmall=skills/karma/r.png] for poking and clearing minion waves. Upon reaching level 5, I would use my [imgsmall=skills/karma/e.png] with [imgsmall=skills/karma/r.png] when the enemy is in range, then use [imgsmall=skills/karma/w.png] to prevent them escaping, and then finishing off your combo with [imgsmall=skills/karma/q.png]. This is a great poke but does eat your mana away once you start getting the upper hand. After using your [imgsmall=skills/karma/r.png][imgsmall=skills/karma/e.png], I would recommend you hit the enemy with a few basic attacks, as it would usually seem like you have more hp than the enemy, which causes your opponent to [highlight]psychologically retreat[/highlight]. I do feel as if her basic attacks do quite a lot of damage for an AP carry. [.]A neat trick is to use [imgsmall=skills/karma/r.png][imgsmall=skills/karma/e.png] on an [highlight]allied minion[/highlight] near the enemy - [highlight]it is unexpected and has a great AoE range[/highlight], even if the enemy is far off the target minion. [.]Karma is relatively weak early game because she is [highlight]item reliant[/highlight]. She is only effective as soon as she starts building AP items, in which empowers her abilities greatly. [.]You should be able to harass with a great deal of damage, however, she is [highlight]a mana eater[/highlight], so when your mana is low, aim to farm for a while whilst your mana regenrates. This is why I use [highlight]mana regeneration seals[/highlight]. [.]Get [imgsmall=items/kages-lucky-pick.png] before building DFG, as it offers you extra gold. I recommend that you should build it [highlight]straight after[/highlight] getting boots.

[title]Explanation:[/title] [.]By now, you should have built a [imgsmall=items/deathfire-grasp.png], which gives you a bit of AP and cooldown reduction, [highlight]all vital to Karma[/highlight]. Farm as much as you can with [imgsmall=skills/karma/r.png][imgsmall=skills/karma/e.png], and [imgsmall=skills/karma/q.png]. Aim to get a [imgsmall=items/rod-of-ages.png], starting with a [imgsmall=items/catalyst-the-protector.png]. This gives you more sustain, and the passive is useful when your health or mana are low. [.]You should be able to take part in team fights by now, using [imgsmall=skills/karma/e.png][imgsmall=skills/karma/r.png] and [imgsmall=skills/karma/q.png] as your main damage output whilst assisting allies OR slowing down enemies with [imgsmall=skills/karma/w.png] to catch up to enemies with low health. [.][highlight]Play aggressive[/highlight] with Karma is what I would suggest. Use your shield if the target, who is low on health, retreats to their turret. This allows you to turret dive for a few seconds, using [imgsmall=skills/karma/q.png] or [imgsmall=summoners/ignite.png] to finish them off, then utilising [imgsmall=summoners/flash.png] for the escape. [.]After building a RoA [imgsmall=items/rod-of-ages.png], you become a quite a [highlight]tanky[/highlight] AP carry. This means you are advantageous over most AP castors. [.]Remember to assist your team with [imgsmall=skills/karma/r.png][imgsmall=skills/karma/q.png] or [imgsmall=skills/karma/e.png] when their health is low.

[title]Explanation:[/title] [.]After building rabadons[imgsmall=items/rabadons-deathcap.png], she can deal [highlight]TONS OF damage[/highlight] and is the stage of the match where [highlight]she shines[/highlight]. Taking part in team fights may cause you to 'kill steal' at times, though as AP Karma you cannot really help it. [.]Karma can 'own' in a team fights, assisting her team mates with her heal and shield, whilst dealing massive amounts of damage. [.]However, I do think it is quite hard to 1v1 a champion, as after nuking the enemy with your [imgsmall=skills/karma/r.png][imgsmall=skills/karma/e.png] then using your [imgsmall=skills/karma/q.png], the enemy tends to be on the [highlight]escape, low on health[/highlight]. If this is the case, use [imgsmall=skills/karma/w.png] to slow him/her down whilst hitting him/her with basic attacks or using the active on DFG/using [imgsmall=summoners/ignite.png] to finish them off, if they're available. After a [highlight]brief delay[/highlight], your abilities should come off cooldown, due to the amount of cooldown reduction on her. Use [imgsmall=summoners/flash.png] if needed, to catch up. [.]You should really 1v1 with [highlight]squishy champions and other AP castors[/highlight], avoid tanks, assassins and bruisers such as [imgsmall=champ/akali.png] and [imgsmall=champ/darius.png]. [.]If you do get into trouble and find your self getting ganked, use your soul shield [imgsmall=skills/karma/e.png] and [imgsmall=skills/karma/w.png] onto a minion or ally to assist your escape. Use [imgsmall=skills/karma/q.png][imgsmall=skills/karma/r.png] to heal yourself in the process. This heal is AMAZING late game, which is why Karma has almost unlimited sustain. I find that because of her utility she brings to the team, she and her team mates often escapes easily from danger. [.]She may need a team mates help to actually manage to kill a late-game enemy. Nevertheless, she will be able to almost [highlight]instantly defeat[/highlight] low health/MR lacking champions, and will continue supporting her team when needed.

[title]Explanation:[/title] [.]Use [imgsmall=skills/karma/r.png][imgsmall=skills/karma/e.png] and [imgsmall=skills/karma/q.png] as your [highlight]primary damage[/highlight]. Focus on squishy champions with the least, or no MR (Magic Resistance) champions, finishing them off with [imgsmall=summoners/ignite.png] after a few basic attacks and harassing. [.]After a you land [imgsmall=skills/karma/e.png][imgsmall=skills/karma/r.png] and [imgsmall=skills/karma/q.png], you be be able to throw [highlight]a few basic attacks[/highlight] (which I feel, are pretty strong for an AP), and in a [highlight]couple of seconds[/highlight], your [highlight]cooldowns should be refreshed[/highlight] and should be able to continue to weaken the unit or even pick up a kill. [.]When an enemy is closing in on an ally who desperately needs more health, use [imgsmall=skills/karma/r.png][imgsmall=skills/karma/e.png], which gives them a [highlight]bit of protection yet damaging the enemy[/highlight] simultaneously. [.]Use [imgsmall=skills/karma/r.png][imgsmall=skills/karma/q.png] when your allies are [highlight]low on hp[/highlight], which could turn a team fight around as the heal is [highlight]exceptional[/highlight] late game. Use [imgsmall=skills/karma/w.png] on an ally to [highlight]speed them up[/highlight], damaging any enemies that intervene through the leash. This is primarily used in [highlight]team fights[/highlight], where enemies are crowded close together which [highlight]increases the likelyhood of them passing through the leash[/highlight]. [.]You can also use [imgsmall=skills/karma/w.png] to chase down escaping enemies with low hp by latching it onto them to slow him/her down, or by using it on an ally to accelerate for a short period of time.

I hope I didn't make this guide [highlight]too extensive[/highlight], and I do wish you the very best luck with Karma. I can't [highlight]emphasise enough[/highlight] how Karma is [highlight]extremely hard[/highlight] to play at first, but after a few matches you could potentially turn your match history around. I'll try to upload some screenshots later, and maybe a video with commentary. But for now, it would be honourable for you to [highlight]like[/highlight] this guide if you have had some success with this particular build, and most importantly, give [highlight]constructive feedback[/highlight] in the comments section below. I would see how some of you fare with this build. XD Remember: Karma is quite difficult to use initially - you might need some time to get used to her. I've had games where their responses and reactions to AP Karma were surprising, and once someone actually said: [highlight]"op Karma"[/highlight] because I carried the game so well in that match. I appreciate you for taking your time to read this. I hope you enjoy this guide! Once again, [highlight]thank you[/highlight]. MickoXD

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