Karma Build Guide

Support Karma

Uploader Aionc
Updated 5 years ago
  • 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 Gold (+1 gold / 10 sec.)
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

Hi, I'm being asked online a lot about my Karma build so I decided to make a quick guide not looking to get it approved or anything. I actually picked up Karma while browsing through the shop a long time ago because I never saw one. I use Karma on teams where I see a deficiency in AP damage (ie Zilean mid and rest ad). A good Karma really is a game winner and she has a high learning curve which leaves her to the more skilled players. Karma has both a shield and a heal though both are weaker than standard a support's. The thing Karma rules over is the ability to contribute damage to a fight. I find that she has trouble harassing the enemy in lane. She is especially strong in the early game (levels 1-5).

You can replace the seals with some protection or gold making runes but I find Karma mana deficient so I use mana regen yellows. My Marks and Glyphs are usually used on AP carries because as I stated before Karma can do damage. My quints are focused on the support side of Karma and I think more supports should use gold making runes; they pay for a lot of the ward.

[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] This is a tricky passive to balance. You don't want to be on low health because you're the squishy support and you will die. She also has a heal so you will heal over time. I suggest only utilizing this when you've moved too far into the center of a team fight and will die... like a suicide bomber. [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] AOE heal try to hit as many champions and minions as possible. You can't really harass with this the range is too short. If the enemy support likes to hang around the lane brush drop a ward in there and quickly poke her when the enemy champion gets too close to the edge. [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 think this ability is almost useless. Since you can only control one end of the rope doing damage with it is a hard task. I take one point on it for a slow when the jungler comes to gank. [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] AOE damage and a very good shield. Shielding is a hard skill to learn as support; it must be done at the right time to maximize effectiveness and requires almost a 6th sense of when the enemy is going to attack. Abilities have cast time, if you see one activate he champion will have an animation (ie Caitlyn will shift her gun down) quickly shield your carry. This split second shield requires you to be in range to shield so keep that in mind. [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] What makes Karma so unique and hard to play. Utilizing mantra at the right time is what makes a good Karma player.

Raise what you need! If you are bad with shielding or you are having trouble sustaining in lane and the enemy is bursting through your shield raise the heal more.

Support your carry and take CS when they're not there. Don't push your lane; it's easy to do with the mantra+soul shield so be careful.

Just stay by your AD carry for exp. If the jungler and mid laner go to gank top rotate to hold middle.

Start building AP items for damage you are of greater value than a regular support at this stage. Play like an AP carry.

You are squishy! Throw Mantra Soul Shields to hit the most number or enemies possible usually this involves shielding your tank which is an unconventional tactic. Regular heals and shields will keep the carries alive.

Comments coming soon!
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