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Karma Build Guide by Gatekeeperteddy

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League of Legends Build Guide Author Gatekeeperteddy

7.7 Unbound Spriit | In-depth Karma Guide WIP

Gatekeeperteddy Last updated on April 22, 2017
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Team 1

Ability Sequence

1
4
5
7
9
Ability Key Q
3
14
15
17
18
Ability Key W
2
8
10
12
13
Ability Key E
6
11
16
Ability Key R

Masteries

12 Ferocity

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18 Cunning

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0 Resolve

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Threats to Karma with this build

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Threat Champion Notes
1
Karthus Easy match-up. Use your E to dodge his Q's and do not forget to RE when he ults. Be wary when he dies. Try to poke him from a distance and when he is low, go in for the kill.




Table of Contents

1. Introduction
Some information about the author

4. Runes
What runes are ideal on this champion?

7. Summoners
What Summoner spells work best?
2. Pros and Cons
What are the pros/cons of using Karma?

5. Spells
What does Karma's abilities actually do?

8. Items
Which items are most efficient and least efficient on Karma?
3. Masteries
What masteries are ideal on this champion?

6. Skill Sequence
What should abilities should you max first, second, and last?

9. Matchups
Who is Karma strong against? Who does she struggle against?


Welcome to my in-depth Karma guide. Even if you are not yet level 30 or if you are Diamond, you can still learn a something from this guide. I have been playing Karma for about 3 years and she is my favorite champion. I tried to pack as much information into this guide as possible (and will update it as new forms of information become available). If you have any questions, feel free to comment. If you learned someone, I'd strongly urge you to upvote and give me feedback so I can improve. Once you've finished reading the guide, I'd advise you to stop by the KarmaMains Subreddit (which I moderate), and KarmaMains Discord. There you can find helpful tips and communicate with other Karma enthusiasts. Shout out to jhoijhoi for providing helpful tips on how to create a guide. One of his many amazing guides can be found here.





Okay so I am guessing that you probably are wondering about me. I'm Mak (my IGN is: The Bloods) and I'm 17 years old and I live in the US. I started playing this game at the start of the 3rd season (however, I was awful and very naive up until the subsequent season). League of Legends is pretty much the only game I play and despite the unwavering balance and toxicity issues, I still love it.

I, personally, am a pretty chill guy. I don't come looking for trouble...very few do (though it finds us all). When I was younger, I was a lot more aggressive and ready to pick fights but now I'm laid back about most things. I like to joke around. I'm accepting of everyone. I respect everyone, even if you have different opinions. That's pretty much all about me. Now let's move on to my stats.

Last year, I was Diamond 5 in with over 800 ranked games on Karma. I have around 1.2 million champion mastery points on her. I can play her proficiently in all roles—even the unconventional ones. I am not the best but I do know what I am talking about. I have reread this guide and recreated several versions of it. If you read it here, then it is legit. So let's begin!





Pros



+ Strong Burst
+ Stealth Reveal
+ AoE slow
+ AoE shield
+ AoE Haste
+ Ult @ lvl 1

Karma is a great pick in general. She might not have the most mage like kit (like Syndra, but Soulflare's high AP ratios and base damages allows her to dish out quick chunks of damage. Her duelling potential is huge due to Renewal's heal. While she has been nerfed a few times over the last year, she still is pretty good. The most important trait when considering Miss Fortune, is her team utility.
Cons



- Her damage often falls off
- Doesn't have a real ult
- Requires quick decision making
- Not a lot of CC
- Needs CDR
- Loses her damage if you miss Q

Like all champions, Karma has her strengths, and her weaknesses. Compared to other mages like Karma, her late game utility is strong, however her damage can be subpar. It's blockable and does not hit the backline often. While a full AP Karma's shield might be big, your team might rely on you solely for magic damage, and if you cannot hit the backline they will get away with building less MR.






Ferocity

Tier 1 - 5 in Sorcery as it increases the damage that you do with your abilities and Karma uses her abilities as a main source of damage.

Tier 2 - Fresh Blood This is very good for poking in lane. Your basic poke combo usually gives you time to weave in an auto-attack or two.

Tier 3 - 5 in Natural Talent as it gives you scaling AP and AD. While Karma does not utilize the scaling AD as a main form of damage, the scaling AP makes it much better than going Vampirism .

Tier 4 - Double Edged Sword Similar to Sorcery , this increases your damage by a small percent, while making enemies deal an increased percent of damage to you. Out of all the other choices, this one is the best for immediate increased damage.

Cunning

Tier 1 - 5 in Savagery as it can help Karma with her csing in lane. Wanderer can be good for roaming, but many people need the bonus auto-attack damage to cs.

Tier 2 - Secret Stash This gives you some extra sustain in lane. It also makes Elixir of Sorcery longer.

Tier 3 - 5 in Merciless because it lets you finish off those low health targets with your Soulflare or Inner Flame. Meditation can be an alternative, but as a mage, you want to do as much damage as possible. It's preferential.

Tier 4 - Dangerous Game As most mid laners take ignite or have forms of DoT (damage over time) spells, you will want to have this mastery so you can win fights close fights and escape with some health regained. It also helps in long fights where you're out of mana, but get an assist.

Tier 5 - Precision This increases your penetration stats by a flat amount and a scaling amount. This will make you do increased damage when the enemy has a small amount of magic resistance. Intelligence can also be good for pumping out more spells. This is also preferential.

Keystone - Thunderlord's Decree is the only keystone in this tree that gives you any bonus damage. Stormraider's Surge is excessive as Karma already has movement speed from Inspire. Windspeaker's Blessing does not contribute to you doing more damage. You could experiment with Deathfire's Touch (going 18-12-0). It is nice in combination with Liandry's Torment for when you're versus a tanky team.






Runes

MARKS
Greater Mark of Magic Penetration: The Magic Penetration is useful for all of Karma's abilities, as she is a mage. This increases her damage to enemies with small amounts of magic resist.


SEALS
Greater Seal of Scaling Health: This lets Karma survive later on in the game, however, if you are versus a physical damage champion, it is advised to go Greater Seal of Armor.


GLYPHS
Greater Glyph of Scaling Cooldown Reduction: Cooldown Reduction is essential for using Mantra and Karma's basic abilities as much as possible. You only need six of these runes, the remaining three can be Greater Glyph of Magic Resist or Greater Glyph of Ability Power.


QUINTS
Greater Quintessence of Ability Power: With these, you will be able to poke down your enemy harder in the early game, have a bigger shield, kill minions faster.





P
Gathering Fire (Passive): To make it simple, whenever you hit an enemy with a spell or an auto attack, Mantra's cooldown is reduced. This makes weaving in auto attacks on Karma essential for her combo. Also, to use this passive to maximum efficiency, you need to be precise with your Inner Flame (since it is the spell you will cast the most to damage champions).

Q
Inner Flame (Q): Inner Flame is Karma's primary damage tool, her only means of wave clear, and her only skill shot. Able to fire from 950 range (think 9.5 Teemos), it is a phenomenal ability that slows enemies for 25% for 1 second and deals a lot of magic damage. It has a medium cooldown and a low mana cost, making it the perfect tool to dish out damage.

W
Focused Resolve (W): Focused Resolve is Karma's crowd control spell. It roots a target for up 2 seconds. That is one of the most potent roots in the entire game. It also has a pretty high AP ratio and the damage ticks over 2 seconds. However, this leash can be broken easily, especially if the opponent has a dash or blink. Because of this, most Karma players max this last.

E
Inspire (E): Inspire is Karma's shield and haste spell. It shields and speeds up your allies for a nice amount that lasts for 6 and 1.5 seconds (respectively). It makes Karma, who has a smaller health pool, seem deceptively tanky throughout the game. This, in combination with all of her other spells, make her an exemplary kiter.


R
Mantra (R): Mantra is Karma's ultimate ability. It is the reason why people pick Karma. With this spell, she can augment her normal abilities and make them into extraordinary spells. Her Inner Flame becomes Soulflare, a linear skillshot that does massive amounts of damage on impact and after a delayed explosion while slowing. Her Focused Resolve becomes Renewal, which puts her root's potency up to 3.25 seconds, making it the longest root in the entire game. It also heals her in two small bursts (when it starts and when it ends). Her Inspire becomes Defiance which not only greatly increases her shielding for her target, but also spreads the shield to nearby allies. Clearly, this spell is a make-or-break ability for Karma. Use it right, and you will do great things.