Karma Build Guide by Jackkit
Not Updated For Current Season
Not Updated For Current Season
Before you start....
This is an ADVANCED guide for the people who have got used to the play style of my original guide. If you have not read this one, don't try playing with these items, you wont get far and you WILL get shouted at by your team-mates D:
Also, this guide seems like a bit of a text wall because I try and explain my thoughts and choices, but please bear with it and read it. Once you understand it, it makes the whole Karma experience a lot better :D
Welcome Back, Summoners...
Hello again and welcome to my SECOND guide for Karma! (Yes I do love her that much)
A personal introduction this time. My name is Jackkit and I play on EU West, feel free to add me!
As I said, this is my second guide for Karma (The original can be found here), and it's sort of an "advanced" guide for those of you who got used to the play style of the original.
Problems with the original guide.
I'm going to be quite honest and admit that I made a few completely noobish mistakes when writing my first guide.
Firstly, the main problem with it was the plain and simple fact that if you got CC'd (which you would have done once people realised how useful you were) there was nothing you could do about it.
Secondly, a few of my mastery and rune choices were a bit stupid, which I'll go into detail about.
Mastery and Rune Changes
So in the original guide I was using Greater Marks of Insight plainly because I hadn't found anything better. I have done A LOT of messing around and discovered that Greater Marks of Fortitude work better, as the extra 31 hp early game help lane sustainability, while still allowing you to maintain that deceptively strong edge that I mentioned in my first guide.
I was also using Greater Glyph of Scaling Ability Power for the extra ability power. Due to the item changes in this build, I removed Chalice of Harmony, which meant that I needed a bit more mana to stay in lane as I was doing before. Enter Greater Glyph of Knowledge. 230 mana at level 18 is pretty damn big considering you only have about 2000 total. Think of it as an extra 10% mana for free.
I got rid of Archmage's Savvy and replaced it with Strength of Soul purely because I felt that an extra 18 AP wasn't making much difference, but the 1% regen was.
Quickness was removed as I did't realise when I wrote the original guide, but it only affects base movement speed. Karma has a decent base move speed, and once you get to level 3 and get Spirit Bond, the benefit from Quickness would be wasted.
Similarly, I removed Intelligence . Now for most people, this might seem like a stupid idea. Well gather round, flamers and let me explain. 6% CDR is such a damn awkward number. Seriously, unless you are using runes/quints, I'm not sure there is any way to get 4% CDR exactly. All items are either 5,10,15,20 or 25%. And because I don't see any point in going "over" cap, I didn't take intelligence.
In my previous guide I did some mathematics on Good Hands vs Perseverance. In this version I say...."why not have them both?". The 4% from Perseverance is handy, and I still find it extremely rare to find a game where people do not die. So, we take them both.
Now.... Expanded Mind ... remember earlier when I said that Greater Glyph of Knowledge gives you essentially 10% free mana? yeah well add another 5% to that. roughly an extra 100 mana, and works in synergy with strength of soul.
The new items.
So in this part I'm going to explain just the new items and the reasons for them. Again, if I don't mention something, it's probably cause it's in the original guide :p that or I forgot, cause I'm tired ^_^
The opening sequence is the same as before, as we do love that extra gold. I've moved from Ionian Boots of Lucidity to Mercury's Treads for the crowd control reduction. Getting silenced with the old guide really put you in a bad place, and as I have been playing more and more ranked you soon realise that cc = death.
Your first choice is either Glacial Shroud or Quicksilver Sash, depending on the team. if you're laning against AD champs, start building Frozen Heart, but if you're laning against someone with cc and you're worried about getting locked down, go Quicksilver Sash. The extra MR helps early game too.
Frozen Heart gives you a good chunk of armor and mana, as well as dropping the attack speed of your enemies by 20%. Remember, you a support character, and reducing the damage that the enemy do your team is essential.
I changed Randuin's Omen to be a core part of the build rather than just an option at the end, as it proves a hell of a lot of utility. An AOE slow if you get into the middle of a team fight, and if anyone attacks you, there's a pretty good chance it will essentially drop their damage output by 35%.
Abyssal Sceptre is a new item for the build. It provides a good amount of AP and MR, both of which are very useful for this play style of Karma. Also, not forgetting that you are a support character, this provides a very useful 20 Magic pen for all your allies.
CDR with this build.
So as you may have noticed, I only have 2 CDR items ( Randuin's Omen and Frozen Heart) in this build, which only totals 25%. Well, I have recently discovered a little trick which completely passed me by for a good couple of months. Elixir of Brilliance gives 10% CDR, and if doesn't take an item slot. Therefore, if we are constantly using an Elixir, it brings the total CDR up to 35%, which is close enough to cap to not realise the difference between the two.
So there you have it.
Till next time...
So that's pretty much all I'm going to say for now. Firstly because I'm falling asleep at my keyboard and secondly because I think my first guide covered pretty much everything else. If you haven't read my first guide, please do, then this one will make more sense :>
Again, feel free to add me:
Summoner Name: Jackkit
Server: EU West
And I'll see you in the future for one of my other guides...