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League of Legends Build Guide Author eQuality77

Karma : Good Or Bad [#1 AP/#2 Support]

eQuality77 Last updated on February 2, 2011
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Team 1

Ability Sequence

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





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.



Masteries

 
 
 
 
 
4/
Sorcery
Alacrity
 
 
 
 
 
 
 
 
 
 
Brute Force
 
 
 
 
 
 
 
Lethality
Improved Rally
 
 
 
 
 
 
Havoc
 
 

Offense: 9

 
 
 
 
 
Strength of Spirit
Evasion
 
 
 
 
 
 
 
 
 
 
Veteran's Scars
Willpower
 
 
 
 
 
 
Ardor
Reinforce
 
 
 
 
 
 
Tenacity
 
 

Defense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
3/
Intelligence
Mystical Vision
 
 
 
 
 
 
1/
Presence of the Master
 
 

Utility: 21


Guide Top

Introduction

Hey guys this is eQuality77 here with a build that me and some friends came up with from doing tons of practice games. This guide will show you how to successfully play Karma as an AP Nuke or a Support. I hope that this all helps out and you all enjoy.


Guide Top

Karma's Spells

Heavenly Wave: 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 allies in the cone. The amount healed is amplified depending upon the amount of life Karma, or her allies are missing
Spirit Bond: Karma bonds an ally or enemy creating a beam between them. 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, and champions who pass through the beam receive the same movement speed modifier as bonded champions.

•Mantra Bonus: Karma imbues the beam to grant bonus movement speed to any ally that passes through the beam. Any enemy that passes through the beam suffers reduced movement speedKarma strengthens the bond to double the effect of the movement speed modifier.
Soul Shield: Karma summons a protective shield that absorbs incoming damage.

•Mantra Bonus: In addition to the shield, energy radiates out from the shield, dealing damage to enemy units around the recipient.
Mantra (Ultimate): Karma empowers her next ability to do an additional effect. Mantra is available at level 1 and does not require a skill point.

Inner Flame (Passive): Karma gains increased Ability Power corresponding to her missing Health.


Guide Top

Runes

AP Nuke


For the Nuke build I go Magic Penetration/Mana Regen per Level and Straight Ability Power. Why would you do that eQuality77? Well the reason I do that is because most people will be some of those beggars heal me heal me heal me! Well you should always be a team player and try to heal them and shield them but doing this will make you go OOM way to fast to be able to succeed. Later game is when you wont be so relied on to heal and shield you should be expecting yourself to do it on a team member successfully though. The Ability Power at lvl one is always helpful and the Magic Pen is a must if you do no choose to get Sorcerer Boots.

Support


For the Support I take the Magic penetration for the same reason....... If you do not get some magic pen you will not be able to do anything at all. Armor and Magic Resistance? Why? The reason I get this is because I use them to be able to stay in lane longer. This build is made so that while your team mates are pushing another lane or ganking you can hold your lane alone without the need of going back. You will after some time but you definately wont at first.


Guide Top

Masteries

AP Nuke


The masteries for the AP nuke are your basic caster masteries getting the increased mana regen..... CDR and Magic Penetration these will help you extremely in the games.

Support


These masteries are very strange...... The reason I go these masteries are so that with the lack of mana regen runes you will gain it from the spec...... Taking exhaust with her is to make sure you have an echaust you are open for other spells, Also these are basic caster masteries just more for support....


Guide Top

Items

AP Nuke



Doran's Ring: This is an amazing starter item for casters..... (Lame that they increased the price but w/e) The Mana Regen/Ability Power/Health is very good for any caster. Plus this item will be sold so you can choose something else if you do not like the idea of an item that wont build into something.

Ionian Boots of Lucidity: These boots are not something that you want to miss out on with her. The CDR with the Death Fire Grasp on top of your masteries will bring you to 39% CDR 40% is the max. Using these boots will make it so that your ultimate can regen every 15 seconds instead of 30 which is awesome. Also they are new so they must be OP right?????

Deathcap: This is a major AP Nuke Item! This item alone gives you around 230 AP. Which is alot! If you want to skip on this I cant stop you but I would not recommend doing that because it will be bad in the end. This item increases ur AP by way to much. Do not not get this!

Void Staff: This item is another core item that I wouldnt consider dropping. This item gives you 40% magic penetration meaning the more magic resistance they have the more you penetrate.
You will want this to make the tanks run in fear lol. Another thing I can say about this is it gives a decent amount of AP so that also helps to your nuking.

Deathfire Grasp: This item helps you because you can shoot a ball at them to hurt them for a lot. Also it gives a nice amouth of CDR and also ability power and mana regen. This item is an all out amazing item for an AP Nuke. You should want this because it will help you insanely because of the activate.

Banshee's Veil: This item is important because of its effect. Its puts a shield on you every 30 seconds to block a spell this will save your life every now and then. Also getting health and mana will keep you in the fight longer. So Id advise you get this but if you do not like Banshees I would get a Guardians Angel atleast.

Zhonya's Hourglass: This item is important because it gives you invinsibility which will throw people off. Using this to engage a team fight is very smart but risky. I would use this wisely with your Cool downs also. Be smart with it and you will win.

Support


Doran's Ring: This is an amazing starter item for casters..... (Lame that they increased the price but w/e) The Mana Regen/Ability Power/Health is very good for any caster. Plus this item will be sold so you can choose something else if you do not like the idea of an item that wont build into something.

Mercury Treads: The reason I get this is for the CC. When you are a support you are going to be up in the fight with the tanks trying to keep them buffed with speed and shields. Using these will reduce the times of all those stuns/slows/snares ect.

Shurelya's Reverie: I get this because the health will help you alot when you need to hold a lane alone. Also the health regen and mana regen help too. Plus the active!!!!! This speed buff on top of your Mantra: Soul Link is actually 80% movement speed bonus you will be out so fast that the enemies will think your a Rammus using powerball!!!!!!

Soul Shroud: The reason I get this is because it gives an AoE mana regen and also it gives a big health bonus. Using this will making you stay in the fight buffing tanks even more then it would have before.

Spirit Visage: Get this so that your heal will heal you for more you will get health and more health regen. All of these items are focusing on keeping you in the fight so that you can buff ur team.

Banshee's Veil: This item is important because of its effect. Its puts a shield on you every 30 seconds to block a spell this will save your life every now and then. Also getting health and mana will keep you in the fight longer. So Id advise you get this but if you do not like Banshees I would get a Guardians Angel atleast.

Zhonya's Hourglass: This item is important because it gives you invinsibility which will throw people off. Using this to engage a team fight is very smart but risky. I would use this wisely with your Cool downs also. Be smart with it and you will win.


Guide Top

Summoner Spells

Exhaust 210 sec Description: Reduces a target's Attack Damage by 70%, Ability/Item damage by 35% and slows its Movement Speed by 40% for 3 seconds. 550 Range (estimate).
Mastery: Cripple (Offense) – Also reduces target's armor and magic resistance by 10 and lengthens the duration to 3.5 seconds.Mastery: Presence of the Master (Utility) – Reduces cooldown to 178.5 seconds.

Ghost 210 sec Description: Your Champion ignores unit collision and moves 27% faster for 14 seconds. Mastery: Haste (Utility) – Increases movement speed by 6% to 35% faster and lengthens the duration to 15.5 seconds.Mastery: Presence of the Master (Utility) – Reduces cooldown to 178.5 seconds.

Heal 270 sec Description: Restores 140 + 20 x level Health to your Champion and and 50% of that to nearby allies. 600 Range. All targets healed by this will have a 50% reduction on all heals for around 20 secs.
Mastery: Mender's Faith (Defense) – Decreases cooldown by 30 seconds.Mastery: Presence of the Master (Utility) – Reduces cooldown to 229.5 seconds. With both masteries cooldown is reduced to 204 seconds.

Revive 540 sec Description: Instantly revives your Champion at your Spawning Pool, increasing your movement speed by 225%, diminishing to normal over 12 seconds. 9 minute cooldown.
Mastery: Preservation (Defense) – After cast, maximum hp is increased by 400 for 120 seconds and reduces the cooldown by 20 seconds.Mastery: Presence of the Master (Utility) – Reduces cooldown to 433 seconds. With both masteries cooldown is reduced to 416.5 seconds.

Smite 75 sec Description: Deals 420, plus 25 times your level, magic damage to target enemy minion or pet. 800 Range.
Mastery: Plentiful Bounty (Offense) – Smite spell rewards 5 gold when used and reduces its cooldown by 5 seconds.Mastery: Presence of the Master (Utility) – Reduces cooldown to 63.75. With both masteries cooldown is reduced to 59.5 seconds.

Teleport 300 sec Description: After 4 seconds, teleports your champion to target friendly minion or turret. 3 minute cooldown if cancelled. Mastery: Spatial Accuracy (Utility) – Reduces delay to 3.5 seconds and reduces cooldown by 5 seconds.Mastery: Presence of the Master (Utility) – Reduces cooldown to 255 seconds. With both masteries cooldown is reduced to 250.75 seconds.

Cleanse 150 sec Description: Removes all control debuffs, silences and blinds from your champion and reduces the duration of subsequent stuns, slows, taunts, fears, snares, sleeps, and immobilizes by 65% for the next 3 seconds. Mastery: Willpower (Defense) – Reduces cooldown by 20 seconds.Mastery: Presence of the Master (Utility) – Reduces cooldown to 127.5 seconds. (Cannot have both Willpower and Presence of the Master)

Fortify 300 sec Description: Grants invulnerability to all Allied Turrets and causes them to attack 100% faster for 6 seconds. While Fortify is ready to cast, you deal 9 bonus damage to minions. Mastery: Reinforce (Defense) – Turrets deal 50% splash damage when fortify is used.Mastery: Presence of the Master (Utility) – Reduces cooldown to 255 seconds.

Clarity 180 sec Description: Restores 160+30x level mana to your champion and 50% of that to nearby allies. 600 Range. Mastery: Insight (Utility) – Clarity grants 100% of spell’s mana to allies instead of 50%.Mastery: Presence of the Master (Utility) – Reduces cooldown to 153 seconds.

Ignite 180 sec Description: Ignite is a damage over time spell that targets a single champion dealing 50 true damage plus 20 true damage per level over 5 seconds. This damage is not lowered by armor or magic resistance. Also reduces the target’s healing and regeneration by 50%. 600 Range. Mastery: Burning Embers (Offense) – While your ignite spell is on cooldown, you gain an additional 10 Ability Power.Mastery: Presence of the Master (Utility) – Reduces cooldown to 153 seconds.

Rally 270 sec Description: Summons a beacon with 200 + 25 x level Health for 15 seconds which increases allied Attack Damage by 10-35. It used to give Health Regen by 15 + 1.5 x level per second. 0 Range Cast, 850 Range Aura (estimate). Mastery: Improved Rally (Offense) – Rally also increases base ability power by 20-70 and increases duration by 5 seconds.Mastery: Presence of the Master (Utility) – Reduces cooldown to 229 seconds.

Clairvoyance 55 sec Description: Reveals an area of the map for 6 seconds. Mastery: Mystical Vision (Utility) – Vision lasts additional 4 seconds and has cooldown reduced by 5 seconds.Mastery: Presence of the Master (Utility) – Reduces cooldown to 51 seconds. With both masteries cooldown is reduced to 46.75 seconds.

Flash 255 sec Description: Teleports your Champion to target nearby location under your mouse cursor. 475 Range. Mastery: Blink of an Eye (Utility) – Reduces cooldown by 15 seconds.Mastery: Presence of the Master (Utility) – 217 seconds. With both masteries cooldown is reduced to 204 seconds.

AP Nuke:


Ghost: The Speed Boost will help you escape since ur squishy.
Flash: A slight teleport always helpful for the squishies.

Support


Heal: Get this so that you can stay in the fight even more with the tanks.
Exaust: This is so that you can take down the strongest enemy fast while the are weak.


Guide Top

Pros / Cons

AP Nuke


Pros
    Insane Nuke
    Still a slight Support
    Easy Combo
    Amazing Slow
Cons
    Squishy
    Slow
    Usually targeted first

Support


Pros
    Nice Health
    Great Support
    Amazing Shield and Speed Boost.
    Not as Squishy
Cons
    Not a Nuke
    Tons of assists
    More of a late game but still great early and mid


Guide Top

Summary

I hope that this has helped you guys. I hope you do good being a support or a nuke just have fun!

Yours Truley,
eQuality77