Build Guide by Wuble
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Not Updated For Current Season
Not Updated For Current Season
This is a SUPPORT with some survivability build!
I have played a few games with Karma and this is how i ended up with her build. Im well satisfied with my results as a support champion, won most of the games i've played today with least deaths and plenty of assists.
I played most of my games up until the banshees but instead of archangel staff at the end you could get a Zhonyas Hourglass for some armor, ap and 2sec immune to everything! I suggest you buy Elixir of Brilliance when you can since the CDR can help alot more effective for 12+
I focus on upgrading soul shield first since it can deal damage with mantra as well as absorb a decent amount of damage, i upgrade heavenly wave second since i need it for the healing and some extra damage here and there and finally i get the spirit bond.
Small AoE damage with great healing
Can slow enemies or boost your team with speed
Great heal on low health team mates with low CD
Can be targeted in team fights
She fights near her team to be able to support
Requires good positioning for her slow to be super EFFECTIVE
Using your shield on the cannon minion can make the minion tank the turret longer, can survive 3 - 4 extra hits
Karma gains up to 30 / 50 / 70 / 90 / 110 / 130 increased ability power corresponding to her percentage of missing health.
Karma sends forth a wave of hidden blades from her fans, dealing magic damage to units in a cone in front of her.
Mantra Bonus: In addition to dealing damage to enemies, Heavenly Wave will also heal herself and allies in the cone by 5% (+0.02% per ability power) of the amount of life Karma or her allies are missing.
Cooldown: 6 seconds
Cost: 70 / 75 / 80 / 85 / 90 / 95 Mana
Magic Damage: 70 / 110 / 150 / 190 / 230 / 270 (+0.6 per ability power)
Base Heal: 30 / 45 / 60 / 75 / 90 / 105
This is a cone-damage spell as well as a heal when used with mantra you can damage your enemies while healing your team mates! With a low CD
Karma bonds an ally or enemy creating a beam between them for up to 5 seconds. Bonded allies have increased movement speed and bonded enemies have reduced movement speed. Enemy units that come in contact with the beam take magic damage (only once), and champions who pass through the beam receive the same movement speed modifier as bonded champions.
Mantra Bonus: Karma strengthens the bond to double the effect of the movement speed modifier.
Cost: 65 / 75 / 85 / 95 / 105 / 115 Mana
Cooldown: 20 / 18 / 16 / 14 / 12 / 10 seconds
Magic Damage: 80 / 125 / 170 / 215 / 250 / 295 (+0.7 per ability power)
Movement Speed Modifier: 10 / 12 / 14 / 16 / 18 / 20 %
Great way to catch up with enemies or even escape with your team mates from a failed fight if you move together. If used well you can slow and damage the entire enemy team.
Karma summons a protective shield on an ally or herself that absorbs incoming damage.
Mantra Bonus: In addition to the shield, energy bursts out from the shield, dealing the same amount of damage as it shields to enemy units around the recipient.
Cooldown: 10 seconds.
Cost: 70 / 80 / 90 / 100 / 110 / 120 Mana
Magic Damage & Damage Shielded: 70 / 110 / 150 / 190 / 230 / 270 (+0.8 per ability power)
Awesome shield and a powerful with small CD, can also do some damage if used with mantra. I normally use this with mantra if my team is attacking the enemy and also getting attack just to help with the damage a a bit + my heavenly wave with mantra if needed to heal.
Karma empowers her next ability to do an additional effect. Karma gains a charge every 30 seconds and stores up to two charges. The refresh rate is reduced by Cooldown Reduction and does not progress when having max charges.
Always save 1 mantra just in case you need that extra healing, i save both mantras for healing in team fights just to be sure i can help as much as possible but this depends on your play style.
RED: I used flat CDR to help me for Mantra regen
YELLOW: MP5/level, Karma is defenseless without mana this will help early game.
BLUE: I CDR as well for the same reason
QUIN: FLAT HP adds some survivability on early game and basically the best choice to have for QUIN imo.
Just like most of the caster masteries, you can change them depending with what summoner's spells you play with but you have to get the MP5 mastery and CD reduction one.
Ghost - Great for escaping i play with this cause i end up kiting most of the enemies
Flash - Good to escape with
Teleport - Always be in team fights
Clarity - Helps alot especially early game, you won't really be needed to go back unless you want to buy items.
Heal - If you like this instead of clarity or if you want both its still good for a supporter
Cleanse - snares/stun/imobolize are less likely to target you first
Ignite - Can be used to get some fleeing enemies with low hp, can also help with the damage in a fight
Clairvoyance - Someone has to get this, if you like it can be useful to avoid ganks
Fortify - Useful if you want to defend a turret that has no one there to defend it
NO! JUST NO!
Rally - Your not a pusher
Revive - You cant do much with this anyway 10 minutes CD and will basically never need to revive
Smite - For what?
This is my first ever build so be gentle :P will try to add more details as soon as possible. I refreshed the site plenty of times by accident so this took me a while :S