Karma Build Guide

The AoE Pain Train of Mr. Lane

Uploader FYA Umashi
Updated 5 years ago
91,407
97%
Runes
  • 9
    Greater Mark of Magic Penetration (+0.87 magic 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 Ability Power (+4.95 ability power)
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

I enjoy writing guides but sometimes what is in your head isn't what comes out. So it can be difficult to get everything you want into a guide sometimes. I want your help to make sure everything I write is complete and detailed. I've started a in game chat channel so you guys can send me your suggestions, ideas, or just chat. I also have a wordpad saved to help me save any good ideas with just a simple copy and paste so post them all you want. And whether it's active or not I'll be sitting in it when I'm online waiting for your ideas. [.]Got an Idea? Tell me. [.]See an error? Show me. I want your opinions and ideas! CHANNEL IS "[highlight]The Guide Team[/highlight]" Joining this chat channel means your signing up to be part of my guide team and anybody is welcome.

Karma basically has two passives. One passive works like every other passive in the game. The other passive takes the place of her ultimate which gives her charges that she apply to her other skills to give bonuses to them. It's an activated passive. Because Karma has no ultimate she gets six points on each of her skills instead. So instead of leveling your skills at 1/3/5/7/9 you level them at 1/3/5/7/9/11 to max it out. But it also means that she's pretty damn strong pre-6 unlike some champions who need to wait until 6. [.]Karma is 100% AoE Based [.]All of Karma's Skills have additional effects [.]She's Naturally Bulky [.]Has Naturally High Damage [.]Amazing Farming [.]Fantastic Utility Karma is just all around a great champ, she's just different and people hate change.

I've been playing AP Karma since she was released and I've been getting scrubs complaining about it for just as long. It's just something people can't seem to get through their heads that it is not only a viable choice but a very strong choice. In a meta-game based around farming all day and sending tanky-dps top and also the fact that Mordekaiser got nerfed I'm just amazed that Karma is still not popular. My intentions with this guide is to change that. I pride myself in writing Quality Guides for something that isn't available at the time or is not popular but is viable. HotShotGG and Bigfatlp and lots more high elo players have streamed themselves or made posts on the forums talking about just how strong solo lane AP Karma really is and although you'll probably hear all about how strong it is on the forums for a few days it'll go back to "lol wtf noob karma is support" on the forums and in game it never changes, people will complain. I was playing Lanewick when it was a troll build and I've through so much of that crap that I am willing to stand up and take it to reveal what is truly powerful. The generally idea behind solo lane Karma is that she has decent ratio's and her skills are both defensive and offensive at the same time. Yes she has limited Mantra charges but people don't know how to use them properly. Her shield can be used as just a shield, you don't need to deal damage with it every time. Her Q while a weak heal can save lives and you should know that using Mantra on Q while many will say is useless is actually really strong, not on one person, on a whole team. Karma's Damage is also 100% AoE Based so if you position yourself right you can single handedly win a team-fight. Not to mention that her shield deals damage around the friendly target she casts it on so if you have an Amumu initiate or the enemy team dives your Ezreal you can actually make them pay dearly for it. Karma alone can make people think twice about trying to "catch" one of your players because Karma and completely turn it around on them. Now don't think Karma is a true AP Carry. She doesn't deal the raw damage you would get from Annie or Brand but she does something they can't, support. I don't mean she goes bot lane and shields an AD Carry, I mean 100% Team-Fight based support. You skills once again are both offensive and defensive meaning while you deal damage you're also applying shields and healing if you want too making your team tougher to bring down as a whole. It's pretty amazing if you're good at it. Karma is also really hard to stop in lane. With that shield and AoE she can farm endlessly while ignoring harass, think Mordekaiser. Just keep shielding yourself and farming those creep waves and the enemy cannot stop your farm and if they try well you're AoE based so you can farm and harass and shield yourself at the same time. And once you have a catalyst you can consider yourself Singed with being impossible to push out of lane, cannot run oom. Karma has two downsides. 1. She cannot 1v5 so she isn't an Akali/Talon who just stomps an entire enemy team if fed and doesn't care how bad her team is. She can carry but not quite as hard. The second issue is you must be farmed. It's not hard to get farmed but most people in low elo don't know how to get 200 CS at 20 minutes, in-fact a lot of them think 100 CS at 20 minutes is amazing so... you're going to need to learn how to creep n order to play Karma successfully. [imgext=http://i.imgur.com/BVxBc.jpg] [imgext=http://i.imgur.com/wH0Zn.jpg]

Runes are very strong but are also very dependent on what you have and what you're against. The runes I give at the top... [.]Spell Penetration Reds [.]Flat Armor Yellows [.]Scaling Magic Resist Blues [.]Flat Ability Power Quints ... These runes are generally the most all around best runes. Very strong and solid. Flat Armor is used because chances are you're going to be laning against somebody who uses physical damage and if not the person ganking you is pretty likely to deal physical damage. 13 Armor may not seem like that much but it really does help. Scaling Magic Resist Blues because almost every team in the game will have some magic damage but generally if you're solo top you aren't laning against it and even if you are skills scale more on levels then attack damage so you don't need all your magic resist right away (assuming you can dodge brand's Q which ain't hard). You have Magic Penetration which is pretty obvious, it's 10 Magic Penetration and everybody starts with at least 30 so it doesn't go to waste, with Sorcerer's Boots you get 30 Magic Penetration Flat. Last of all you take Flat AP Quints for some extra damage. Now runes are not set in stone at all. Running Scaling Flat Health Yellows are pretty solid. Or you could run mana regen, or even Ability Power. It's all good choices. For Blues you have basically all the same choices or even more armor. Quints have way more choices, armor, mres, gold, movement speed, it's all good. Reds are best left to Magic Penetration or Magic Resist. Use what you have, but if you're level 30 you better have something. [imgext=http://i.imgur.com/bFs8q.jpg]

[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 actually a fantastic passive despite it requiring you to be hurt. It makes the enemy pay for hurting you and also makes you stronger the more hurt you are. Your shield is stronger at low health. Your health is stronger. Your damage is higher. It's fantastic for baiting. You can have 100 health and then shield yourself and suddenly having 600 more health and the enemy just ran in to suicide on your team while you casually walk away. This passive also scales with Deathcap's Passive Bonus. [imgext=http://i.imgur.com/AYSzW.jpg] [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] A low cooldown high damage skill with decent scaling. It's AoE in a Cone like Mordekaiser's E. The cooldown is a lot lower then people realize and Karma is a good kiter so she can deal a lot of damage. It's an AoE skill so positioning with it is very strong. The heal on it is pretty low but it's somewhat underrated because if you hit 2-3 low health allies with the heal it can really add up. AoE Heal is pretty strong. It's not a powerful laning tool which is why you don't stick her in a duo. Her sustain is team-fight sustain. [imgext=http://i.imgur.com/Ktorz.jpg] [imgext=http://i.imgur.com/kRXxt.jpg] [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] The Cooldown is far to high on this skill. It isn't really her strong point but it isn't that bad either. It's a decent speed up and slow. It deals some damage. It's good for zoning enemies if you're good with it because they'll think it does more then it actually does. The main thing about it though is it is a fantastic kiting tool. Against a melee champion you can run them in circles for hours by placing this on them and they'll keep chasing but you run faster. It's quite fun. [imgext=http://i.imgur.com/7kheo.jpg] [imgext=http://i.imgur.com/o8fsP.jpg] [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] The core of Karma. a strong well scaling shield that deals some nice damage. Fantastic for farming. The cooldown seems high but it isn't that bad. It's a good spell to say the least. Basically it will shield any ally target you want and if you apply a Mantra Charge to it it will also irradiate AoE damage from the target to any enemy around it dealing damage equal to how much it shields, a real table turner, it's real Karma. [imgext=http://i.imgur.com/6Ae1Y.jpg] [imgext=http://i.imgur.com/gvy7Q.jpg] [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] Hey look, Karma's Core Spell. You get it at level one and never have to level it. You can apply it to any of her skills to add an additional effect, her Q heals, her E shields, her W gets double the effect on both sides. This is what makes Karma, Karma and not anyone else. This is why she is a different type of champion. This is why she is strong. A lot of people ask on the forums that Riot add another charge and it would make her viable, they just don't know how to use it. Two charges is more then enough for a team-fight and you'll average 3-4 a fight if you know how to use them. Don't be stingy but don't waste the charges either. [imgext=http://i.imgur.com/7IxgE.jpg]

[imgsmall=skills/karma/e.png][imgsmall=skills/karma/q.png][imgsmall=skills/karma/q.png][imgsmall=skills/karma/w.png][imgsmall=skills/karma/q.png][imgsmall=skills/karma/e.png][imgsmall=skills/karma/q.png][imgsmall=skills/karma/e.png][imgsmall=skills/karma/q.png][imgsmall=skills/karma/e.png][imgsmall=skills/karma/q.png][imgsmall=skills/karma/e.png][imgsmall=skills/karma/e.png][imgsmall=skills/karma/w.png][imgsmall=skills/karma/w.png][imgsmall=skills/karma/w.png][imgsmall=skills/karma/w.png][imgsmall=skills/karma/w.png]

Yes, this really did deserve its own section. Q is lower cooldown resulting in a high damage output which is better for farming, harassing, and fighting. It's the stronger in pick in 99.9% of situations because it has a whole 4 seconds less cooldown on it then E. Q has lower scaling but neither's cooldown is effected by leveling it so that doesn't really matter. They have similar base damage too so Q ends up on top. E on the other hand does have one thing Q doesn't have and you may need to max it in some situations (not many). E has a shield, the shield scales with levels so it really is stronger when you need higher sustain in lane. Some enemies, like Garen, if they get close can deal a ton of damage and it will be painful. You max E in this situation and then it really crushes his damage and he ends up taking him from your spells. So take E when you're going to be taking high harass and Q when you'll be dealing high harass. Pretty simple concept. If you're having issues, might get bursted, etc take E and you'll have a much easier time, even possibly win when you lost before simply because that shield is overpowered crap.

If you want a build scroll up and I give you some choices. If you've played Karma before and you want to figure out the best build for you (because everybody is different) then this is the section for you. Welcome to Build-a-Champion Workshop, screw bears. [center][img=items/boots-of-speed.png][/center] [center]The choices for Boots are Ninja Tabi, Sorcerer's Shoes, and Mercury's Treads. Against high enemy CC you buy Mercury's Treads, against a team consisting of Tryndamere, Yi, and Caitlyn you buy Ninja Tabi. Generally you will be buying Mercury's Treads though.[/center] [center][img=items/banshees-veil.png][/center] [center]A strong defensive item if you're not building very tanky. The shield allows you to completely ignore one spell which can be the difference between life and death especially if it's CC that you block. There are better choices if you can survive the CC but this is a solid item for squishy champions.[/center] [center][img=items/deathfire-grasp.png][/center] [center]A decent AP Item but it has an active which will burst an enemies health down. Try and open your combo with it for maximum damage but it's only strong if you're focusing one enemy over the rest and isn't always a good item.[/center] [center][img=items/frozen-heart.png][/center] [center]Mana, CDR, and Armor. If you need Armor this is your choice for an armor item. The CDR is highly beneficial with all the long cooldowns that she has. A solid item.[/center] [center][img=items/morellos-evil-tome.png][/center] [center]The core CDR Item. Max CDR is very powerful on Karma. She has rather high cooldowns so higher CDR is very beneficial and is what you should be getting as a second stat (after AP).[/center] [center][img=items/rabadons-deathcap.png][/center] [center]A pretty standard high AP Item. It's the core on almost all AP Carries and most of the time you should be buying this to deal max damage. A very strong item.[/center] [center][img=items/rod-of-ages.png][/center] [center]Mana, Health, and AP. An all around solid item for any caster who uses Mana and is the best choice if you need more mana.[/center] [center][img=items/rylais-crystal-scepter.png][/center] [center]Same situation as Rod of Ages except minus the mana but add CC in return. 15% AoE Slow on Q and E and 500 health plus 80 Ability Power. A good item.[/center] [center][img=items/void-staff.png][/center] [center]Need Magic Penetration? This is your item. 70 Ability Power and 40% Magic Penetration (49% with masteries). A very solid and cheap item.[/center] [center][img=items/will-of-the-ancients.png][/center] [center]Heals you when you deal magic damage. However only heals for 1/3rd on AoE Spells so it's not the strongest item but it's an Aura so good if you have more magic allies.[/center] [center][img=items/zhonyas-hourglass.png][/center] [center]Armor + Ability Power if you're stacking Ability Power but need armor and already have DFG and MET (Morello's Evil Tome).[/center]

Doran's Ring [img=items/dorans-ring.png] Is a very strong caster item. It is used by many players of Solo Lane Karma for the Sustain + Mana Regen. Basically in most cases Catalyst is enough. But if you're against somebody that you really can harass really hard while you push and you want to stay in lane to completely dominate them. 2x Doran's Ring = Catalyst is actually a noticeable difference and can be pretty impressive. If you do buy Doran's Rings your build can completely change 2x Doran's Ring then Catalyst into Rod of Ages is the norm However, if it's a real roflstomp and you're murdering the enemy team it may become 2x Doran's Ring then Deathcap or 2x Doran's Ring then Catalyst then Deathcap then Rod of Ages is high damage if dominating in lane but the game isn't a roflstomp Just remember, Rod of Ages means you're tankier and have more lane sustain while Deathcap is more damage.

Early Game you mostly want to focus on farming. Considering Farming is so important you need to learn how to do it as Karma like a professional. Start a Custom and practice until you got it down then actually play her. In laning your goals are 1. Farming 2. Harassing 3. Killing. The reason harassing is above killing is because if you're against somebody with low health they will tower hug so they don't die and that will cause them to miss creeps which is very valuable. Eventually you'll be so far ahead they'll just miss more. Tower diving and killing them just means both of you end up back at base and get equal farm, even if you got a kill for it. Don't go wasting your teleport unless they're pushing your turret. Try and save teleport for ganking/dragon. It's not worthwhile to waste it on getting back to lane when it's better used to get to somewhere you NEED TO BE right then. You also push really hard with your AoE so don't worry to much about losing your turret when you teleport, just AoE the waves then teleport and you should be fine. Warding is very important, because you'll be pushing most of the time you'll want to make sure you don't get ganked. Place wards in the river and in the TriBush (The one with 3 Paths leading to it) for max protection. 150g every 3 minutes with how you farm is nothing. It's more then worth it so you don't feed the enemy 300g every 3 minutes instead. Mid-Game is basically the same deal as Early-Game but more focused around jungle control, turret control, and dragon control. It's not your job to focus on dragon warding but it is your job to join the fight for it with your teleport. As for jungle control you can do your part by warding the enemy red/blue (whichever is closer) and try and keep it out of the enemies hands. And for turret control you're a fantastic pusher, just go ahead and take it.

Late-Game is a mix of Mid-Game and Team Fights. Keep the same things warded except you most likely no longer need wards for individual lanes and instead ward jungle paths. You'll also need to start warding Baron along with everything else. Baron Control can make or break late-game and generally in low elo people don't ward Baron. Losing Baron can lose the game. You're going to want jungle control in late-game. Group up with your team and just take it all so the enemy team cannot get anything. It can severely hurt them. If you Catch an enemy and can push do it. It's generally more beneficial then a baron in most cases, if you cannot push just take Baron so you can push later. The reason turrets are better then Baron is because they put you closer to winning and give you a team bonus that you can use to win a baron fight later. Often some idiot will also suicide to defend a turret and you can get the base plus baron. When Team Fighting as Karma don't charge in head first. Stand back and in most cases defend a squishy. Spam Q on the enemies and use your Shield + Mantra to deal damage, either where you can hit the most enemies or to defend a squishy and hurt whoever is attacking them. If a few allies are low and together use Q + Mantra on them for the healing. If you're winning the fight feel free to charge in so you can get good positioning for all your spells. Don't forget about your W either, in most cases cast it on your tank or bruiser (Cho'Gath, Amumu, Olaf, Gangplank, Etc). Whoever is charging in put W on. Or you can put it on a squishy enemy who will then kite it through their own team dealing damage.

Karma is underrated, don't diss it before you try it.

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