Karma, the B!tc# Midlane.
Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
Threats to Karma with this build
|Akali||Levels 1-5: Levels 6+:|
|Ekko||Levels 1-5: Levels 6+:|
|Karthus||Levels 1-5: Levels 6+:|
|Twisted Fate||Levels 1-5: Levels 6+:|
Hi, I am jakeisgood13 and a mid Karma main. I love playing Karma mid and like seeing other people play it too. This is a very general guide on playing Karma mid. Hope you enjoy. I will keep updating this guide with more match ups and item explanations per day.
PS. First guide I've done so lemme know what I can fix/do better.
Marks - 9 Magic Pen - Do I say more?
Seals - 7 Flat Armor and 2 Mana Regen - Armor is simple, you want flat seals so you can be aggressive early game and I take mana regen seals with it to allow me to sling more spells early.
Glyphs - 7 Flat MR and 2 Scaling MR - You can decide the ratio you want of flat to scaling MR. Since I usually buy 1 MR item I don't need much scaling so I can put more power towards a stronger early game.
Quints - 2 Movement Speed, 1 AP - The two movement speed quints are very useful especially on Karma as it lets you flat out run away from enemies and ganks. They also allow you to juke most abilities. The AP quint gives you a damage boost and while it isn't as much as 3 quints, it gets the job done.
Sorcery - Extra Damage, why not?
Feast - Sustain for either poke lanes or skirmishing.
Natural Talent - More damage please
Oppressor - Karma's entire kit is very useful with oppressor.
Wanderer - Quicker roaming, you can already cs very easily with Q.
Secret Stash - Num! Biscuits are yummy.
Meditation - More Mana = more cs/roams/and kills.
Dangerous Game - Kill People = Get Mana - Yay!
Intelligence - Can take Precision if you are vs a tanky team but the extra CDR is usually better.
Thunderlord's Decree - Take this every time. Proc's on W chain alone.
Q - Inner Flame - Max First every time. It's your slow, main damage and cs-ing tool.
W - Forced Resolve - Max Last. It is a chain. Proc's Thunderlord's in lane and if you stay in range long enough to snare your opponent, it is a free RQ hit. Use on people trying to assassinate your team to lock them down.
E - Inspire - Max Second. Shield and Speed Boost. Use to negate damage, dodge things, and position yourself.
R - Mantra - RQ is great, tons of damage. RW is useful for sustain. RE is essentially useless except in some scenarios. Do not waste Mantra but use it consistently.
The only really changes in skills would be at Lvls 2,3 and 10. At 2, usually get E and get W at level 3. However, take W instead at Lvl 2 and E at 3 to go all in on the opponent. At level 10, if you are in danger of being assassinated, grab another point into W for survivability with RW.
Items should be explained already but many of the are judgement calls. Karma is very versatile so nearly every build is different in some way. You will learn with experience. (And trial and error XD)
When farming, use your auto's Karma's autos are decently easy to use so primarily use them to CS. Then use Q to hit a group of minions or one you won't reach in time. Use RQ to push a wave before leaving lane.
In lane, use Q on minions when your opponent is next to the minions so the AOE will hit them and poke them down. When you can W them and stay in range for the snare, then use RQ for damage. Rinse and repeat to kill them.
Starting at level 4-5 you can counter jungle the enemy jungler. This can happen mainly if you have pushed your lane in and your opposing laner has backed. You can invade the jungle or gank other lanes very easily and use RW to stay healthy. Just keep in mind your mana costs.
In fights, shield using your best judgement based on whether a carry needs protecting or a tank needs extra hp. Then you want to lane a good RQ and w anyone who gets too close. If you get dove shield yourself and RW to survive till you team helps. You can split push with Karma as you do run TP.
Pros / Cons
Karma is very versatile
Karma has a bunch of damage and utility
Very safe laning phase if played correctly
Very difficult to kill a good Karma
Roams a lot
Has a Lvl 1 ultimate
Overly strong early/mid game.
No Lvl 6 power spike
Only 1 damaging spell
Out scaled late game.
I love Karma, I hope this guide helped anyone learn to play her.
Have Fun XD!!!