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Recommended Items
Spells:
Flash
Exhaust
Items
Ability Order
Gathering Fire (PASSIVE)
Karma Passive Ability
Threats & Synergies
Threats
Synergies
Extreme
Major
Even
Minor
Tiny
Show All
None
Low
Ok
Strong
Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal
Strong
Ok
Low
None
Introduction
Hi, I am Ahmed, I main Karma, she's my favorite supports! People think Karma is useless or weak like the other ap squishy supports ( Nidalee, Kayle etc..). For me, Karma is the best AP support, it can Slow, Root, Shield and give you movement speed, what else do you need?!
This guide will tell you how to become a good Karma support and i will be updating this guide almost weekly and add new stuff so that you can get more ideas about Karma. Enjoy!
Gathering Fire
Damaging enemy champions with abilities refreshes 2/2.5/3 seconds of Mantra's cooldown, and half that amount on basic attacks against enemy champions. The amount increases every 6 levels
Inner Flame
Cooldown: 7 / 6.5 / 6 / 5.5 / 5 Cost: 50 / 55 / 60 / 65 / 70 Range: 950
Fires a blast of energy that explodes on enemy contact dealing 80 / 125 / 170 / 215 / 260 (+60% of ability power) magic damage to enemies in the area and slowing them by 25% for 1.25 seconds.
Mantra Bonus - Soulflare: Inner Flame deals 25 / 75 / 125 / 175 (+30% of ability power) extra magic damage and leaves a circle of flame at the impact area or upon reaching maximum range, slowing enemies for 50%. After 1.5 seconds, the circle erupts, dealing 50 / 150 / 250 / 350 (+60% of ability power) magic damage to enemies in the area.
Focused Resolve
Cooldown: 12 Cost: 50 / 55 / 60 / 65 / 70 Range: 650
Karma forms a tether to target enemy champion, revealing and damaging the target for 60 / 110 / 160 / 210 / 260 (+90% of ability power) magic damage over 2 seconds, dealing 10 / 18.33 / 26.67 / 35 / 43.33 (+15% of ability power) magic damage at 0.66-second intervals. Gathering Fire is applied every time this ability damages. If the tether is not broken after the 2 seconds, the target is rooted for 1 / 1.25 / 1.5 / 1.75 / 2 seconds.
Mantra Bonus - Renewal: Focused Resolve increases the duration of the root by 0.5 / 0.75 / 1 / 1.25 seconds and heals Karma for 20% (+1% per 100 ability power) of her missing health immediately plus another 20% (+1% per 100 ability power) of her missing health if the leash remains unbroken.
Inspire
Cooldown: 10 / 9.5 / 9 / 8.5 / 8 Cost: 60 / 65 / 70 / 75 / 80 Range: 800
Karma shields target ally, which absorbs 80 / 110 / 140 / 170 / 200 (+50% of ability power) damage for 4 seconds and grants the target 40 / 45 / 50 / 55 / 60 % bonus movement speed for 1.5 seconds.
Mantra Bonus - Defiance: Inspire's shield overflows with energy, increasing the target's shield amount by 30 / 90 / 150 / 210 (+30% of ability power). Allied champions also gain half that amount as a shield, and are also hasted by 60%.
Mantra
Cooldown: 45 / 42 / 39 / 36
Karma empowers her next ability cast within the next 8 seconds, adding an additional effect. Empowered abilities share the same cooldown as their basic form.
Karma begins with one rank in Mantra and can increase it at levels 6, 11, and 16. Ranks in Mantra improve the additional effects of empowered abilities.
PROS
- Can use R from level 1
- Can Slow enemies with Q
- Can Stun enemies with W
- Can shield herself and her allies with E
- Can use E to help escape or engage
- High damage and great advantage early game
CONS
- Squishy
- Her W's range is short
- Can accidentally take your ADC's farm while harassing with Q
- Can run out of mana
- Useless against tanks late game
There are some important things you must know to become a good Karma player, this will help you even if you are not playing as a support.
Karma's empowered Q [R+Q] is very strong against squishy champions, this will be very useful if you land it on the ADC, it will deal probably like 30% of his HP early game and after a short delay it will deal slightly additional damage at the place you landed your empowered Q so this will be very helpful.
Karma's Empowered W [R+W] can be very useful when you're about to die or when you are having low HP. Whenever you use it on an enemy champion, you will be healed for 20% (+1% per 100 AP) and you will get another 20% (+1% per 100 AP) if your W was not interrupted.
Karma's Empowered E [R+E] This will be super useful for ganks, engages, escaping, after taking down a turret and after finishing from baron or dragon and wanna escape for safety, the most significant thing in this ability is that it provides you and your teammates a shield and movement speed that will help you for the previous purposes. This will keep your team in safe.
Karma does not have many combos but here is her best combo
NOTE
You can have W before E it doesn't matter, using E with W will just make sure that your W does not get interrupted until the enemy uses his flash or any of his escaping abilities, and this way he will be more vulnerable so that you or your team will be able to kill him easily depending on the situation.
Escape Plan
This combo will help you escape, survive and probably get a kill if the enemy is so greedy and underestimated you.
I will explain the uses of some items and why you do you need them.
Frost Queen's Claim
Total Price: 2200
Recipe Price: 550
50 Ability Power, 10% Cooldown Reduction, 2 Gold Generation, 100% Base Mana Regeneration. UNIQUE Passive: Tribute: Spells and basic attacks against champions or buildings deal 15 additional damage and grant 15 Gold. This can occur up to three times every 30 seconds. Killing minions does not disable the passive. UNIQUE Active: Icy ghosts: Summons 2 icy ghosts for 6 seconds that seek out nearby enemy champions. Ghosts reveal enemies on contact and reduce their Movement Speed by 40% for 2-5 seconds (based on distance travelled, 90 second cooldown).Gold Income: You may only be in possession of 1 Gold Income item.
WHY DO YOU NEED IT
Frost Queen's Claim is very important because you slow the enemy who are chasing you teammate or chase the enemies and hunt them down. You can also use it to initiate a fight. It willbe super useful when one or two of the enemies are out of position or solo pushing this way you can slow them and start a fight.
Morellonomicon
otal Price: 2900
Recipe Price: 665
100 Ability Power, 20% Cooldown Reduction, 400 Mana. UNIQUE Passive: Kills and assists restore 20% of your maximum mana
UNIQUE Passive: Dealing magic damage to an enemy champion below 35% health inflicts Grievous Wounds on them for 8 seconds. (Grievous Wounds reduces all healing received and regeneration rates by 40%)
WHY DO YOU NEED IT
Morellonomicon is very very useful because it gives you massive damage, High cooldown and epic mana regeneration. This is one the most useful Ap items in the game, Grievous Wounds is like mini-ignite and help you kinda to secure your kills so buy it as soon as possible.
Void Staff
Total Price: 2650
Recipe Price: 1365
80 Ability Power. UNIQUE Passive: Magic damage ignores 35% of the target's magic resist (applies before magic penetration).
WHY DO YOU NEED IT
Void Staff is not necessary unless they have strong tanks such as Mundo, Voli Malph etc... Buy it after finishing your core items.
Zhonya's Hourglass
Zhonya's Hourglass
Summoner's Rift
Howling Abyss
Total Price: 3500
Recipe Price: 1050
100 Ability Power, 45 Armor. UNIQUE Active: Places your champion into Stasis for 2.5 seconds, rendering your champion invulnerable and untargetable but unable to take any actions. 90 second cooldown.
Zhonya's Hourglass is good in teamfights, if you go focused or ur low, you can use zhonya to stay few seconds more alive or even survive, not only that, you can use it when the enemies are focusing you to become invulnerable for few seconds and wait for your teammates and after that time your cd will be almost 3 seconds less so you'll probably be able to use your spells.
*NOTE*
FINAL BUILD
The final build I provided you with, will give you High AP, 40% CDR and Magic pen.
if you're not a fan of 'Zeke',
you can replace it with 'Locket of the Iron Solari'.
Zeke's Harbinger
Total Price: 2350
Recipe Price: 480
50 Ability Power, 30 Armor, 10% Cooldown Reduction, 250 Mana. UNIQUE Passive: When within 1000 units of each other, you and your Conduit ally generate Charges. Attacking or casting spells generates extra Charges. At 100 Charges, causing damage consumes them, increasing you and your ally's Ability Power by 20% and Critical Strike Chance by 50% for 8 seconds. UNIQUE Active: Conduit: Bind to target ally (60 second cooldown). This will remove all other Conduits on your target.
'Zeke' can be a core item depending on your ADC. Some champions rely on crits more than others, such as, Vayne, Jhin, etc.. So buying this item will give your ADC a significant advantage and damage. Keep it your 3rd or 4th item.
[26/Feb/2016] Published.
[4/Mar/2016] Added 'Pros & Cons'.
[6/Mar/2016] Added Masteries & 'Unique Skills'
[8/Mar/2016] Added Combos & Added 'Items' & updated 'Unique Skills'
[12/Mar/2016] Updated the entire Guide & Added 'Abilities'
[9/Sep/2016] Updated the Core items and 'Items'
[17/Sep/2016] Updated the Core items and 'Items' & Updated 'Champions Threats'
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