Karma Build Guide by Thunderstriky
Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.
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.
Welcome! To the best Karma guide you will ever read.
In this guide you will learn, how to carry a game with a very hard op champ; Karma!
Do you guys, belive in the power?
Do you guys, belive in the holy might of the League of Legends?
F*CKING TRY THIS GUIDE AND GET YOUR DIAMOND ELO!
WE ARE THE ARMY, MY BROTHER'S!
WITH THIS GUIDE WE WILL START A NEW GENERATION!
Its time, to show the world who we are!
+ OP Shield + Heal; easy lane sustain and jungle clear
+ Til 1 k shield for teammates
+ High DMG kite with Mantra + Soul Shield; crowd control
+ Slow and speed up for escapes
+ Very good farmer!!
- People will flame you, possibly.
- Not easy to gank
- Hard to master in early game (needs farm!)
- Needs items to be usefull
- High CD's
- Only 2 mantras with to much CD; just 2 spells which are dealing a lot DMG
- NOTHING MORE, KARMA OP!
Masteries and Runes
In the jungle we pick our masteries like this, in the Offense-tree we need the standard-ap-carry masteries and in the Deffense-tree we use the armor and lower minion DMG for more sustain and defense. That's why we also take 9x Greater Seal of Armor.
The next runes ( Greater Glyph of Ability Power, Greater Mark of Magic Penetration and Greater Quintessence of Ability Power) are normal AP-Carry runes. I took out the Mana regeneration runes in the jungle, because you get your blue, in the mid/early game mana regeneration wont be a problem. I'm sure for your jungle you need more the AP-runes!
Okay, let's talk about our AP-carry runes and masteries. In the Deffense-tree aren't a lot changes. I only changed the one point on Summoner's Wrath , delated the 2 points from the Havoc and picked 1 point more on Sorcery . In the Deffense-tree we have some more changes, instead of the armor we get more magic resistens, because we arenĀ“t playing against minons in the jungle now, we play against an other AP-carry. So we need MR and nor armor right? Right!
The armor runes we also change into Greater Glyph of Magic Resist, same reason. But instead of more AP we will get now a few more manaregeneration ( Greater Seal of Mana Regeneration) for a better sustain. The Marks don't change, just like the Quintessences.
Here we go for the new supporter guide. The masteries are totally different as the other. In the defense tree we take 4 points on Perseverance for a bit sustain, same thing as the 3 points on Hardiness , we play on bottom lane vs the AD-carry, so we need armor.
So in the utility tree we got the normal supporter masteries. Why? Because they are so good for supporting. First thing to talk about is Artificer , great thing because we will buy shurelya's reverie and Mikael's Crucible. Greed plus Wealth is also great for supporter. Greed is good for the whole game, because we will get no real farm, and actually no kills, so we need some more money that we get over the time, that's why we also take Pickpocket . We need Wealth , so we can get the start items we want. Biscuiteer is very usefull for the start, for example you can tank the blue buff for you jungler and after it you use your cookie and you both are happy. The extra free ward from Explorer is practical for the start, too. The ward can save your team from enemy invades if you place it right. We often see supporter who are very underleveld, before this happens to us we take some bonus experience with Awareness . Everything right.
The runes we use are just bonus armor ( Greater Mark of Armor & Greater Glyph of Armor) and gold ( Greater Seal of Gold & Greater Quintessence of Gold). As i said before we need armor on the bot lane vs the AD-carry. The most supporter aren't so tanky at start, so we need the armor for dont dieing instantly. And the bonus gold is very important for us as supporter.
You take Flash and Ignite/ Smite/ Exhaust. We really need Flash for escpes or to get near to the enemy for our burst. Ignite is just for a bit more DMG to complete the burst, really useful on Karma. In the jungle, it's normal, you need Smite. And as supporter we need Exhaust for exhausting the AD-carry or jungler so they wont kill you and our AD-carry.
Other possible Summoner Spells are :
- Clarity: If you really think you have to much mana problems, this is maybe possible, but i think it's rather useless.
- Ghost: Is a possibility, but flash is usefuller, you have a speed up with Spirit Bond, so its not need.
- Teleport: You can use it instead of Flash, but flash is very important for Karma. So i don't think Teleport is really important for you :)
- Heal: NO! You have a heal ( Mantra+ Heavenly Wave) and a shield ( Soul Shield), never take heal!
- Clairvoyance: This is maybe usefull if you play together with Draven, Ezreal or Caitlyn, so they have vision for their ultis, but nobody else will take Exhaust so the enemy AD-carry will have free DMG in Teamfights and what you wanna do with Clairvoyance in teamfights?? No we dont take it.
Skill Sequence and playstyle
The best spell of Karma is Soul Shield. You max this skill first. Why? Because everyone will misprize your shield and DMG. The kite damage of Soul Shield is very high and with a little bit AP you can do very annoying kites by Mantra + Soul Shield on a minion in the enemy adjacency. The enemy won't be able to deal DMG to you, because the range of Soul Shield is very nice! And if an enemy succeed to do DMG to you, you can just heal you with Mantra + Heavenly Wave. Laninig with karma is very easy, you have a very nice sustain and you will get fast and easy a lot of farm. In the early game you will concentrate on farming and a bit harrising. When you have your first items, Haunting Guise and Chalice of Harmony, you can start roaming and killing, you will see Karma is OP!
In Teamfight's you wait, until the tank of your team is in the middle of the enemy team. You can help him to get there with Spirit Bond. When the tank arrived, you can shield him and do a lot of AOE DMG. With your Heavenly Wave it will be a death involving combo, with that you can protect your mates, too, becaues it's shield DMG and heal, op no?! Later you can do your Deathfire Grasp on the enemy ADC or APC and burst him down with Mantra + Soul Shield, Heavenly Wave. That's how we rule as APC mid!
As Supporter its the same skillway, because the shield is the best spell of karma, its very big shield and a nice harris.
The main thing we have to do as supporter is warding! We dont rly spent much money on items, the most money we spent for wards. Good vision in games, win games! Personal, I always buy sight ward's at start and when i have my Ruby Sightstone i only buy Vision Ward's. Why? Because normaly the enemy supporter will ward, too and if you can destroy their vision it's very nice for teamfights and ganks of you jungler. On lane you try first to support and safe you AD-carry with your skills. If you know you have an advantage you can start harris, with Mantra+ Soul Shield and Heavenly Wave. You dont take kills or farm, those things are for you carry, because he need to dominate later in teamfights, of you are fed it wont be so good as when the AD-carry is fed. In teamfight's, you try to safe your mates, you can use your skills very usefull or very useless. For example Heavenly Wave together with Mantra is an AOE heal so you can heal more than 1 of your mates, try to heal as much as possible. Your Soul Shield comes on the person who is in trouble, so you can safe your mate. And at least you use your Spirit Bond on the tank who runs into all the enemys so he get a little bit more movement speed. Thats's it.
TROLL LIKE A BOSS AND WIN THE GAME. The onliest thing to explain is the ganks, the rest is the same as with the AP-carry. If u come on lane to gank you use your Spirit Bond to slow your enemy, now you can deal your damage easy together with your mate's. Just try to deal all your DMG and help on lanes. You jungle until Level 4, now you skill your Spirit Bond and you will do very nice ganks.
22.01.2013 just did the start of guide will get more and more informations and plays in the next days and weeks just published it so i can work on it, brothers the guide will go through universes!
23.01.2013 The guide gel! Did include some more informations, tomorrow i will write more for you.
06.03.2013 because of a wish i addet a supporter build, explanation soon
10.03.2013 addet some things for the support and jungle guide