Karma Build Guide by dumbfoundead
Not Updated For Current Season
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.
this is my build and il update it later, it will make you nearly invisable ive went games that have had 43 kills total, and at the end i was 5/5/33. doesnt seem amazing but when you know that your whole team would have died multiple times without you its amazing. You get your limitless mana and you have 100+ armor and magic resistance, and you can literally be unstoppable i say get chain mail and negatron cloak because they can be built into multiple things chain mail-frozen heart, zhonyas hourglass. or negatron cloak- banshees, or abbysal scepter. im not saying that this build is perfect but ive had games where it was the beggining of a teamfight and ive flashed into their whole team popped my shield then my hourglass and just followed all of them around as they tried to kill me and my team just wrecked them as i saved everyone, im not trying to be cocky this is just a build that works for me and i hope it works for you.
NEWSFLASH your laning with a dumb partner and they decide to tower dive at 2 people to get a kill, whats your objective? TO MAKE SURE THEY ARE SAFE! OR lets say you feel like getting a kill because your dumb partner doesnt need it haha (so mean) take it if it doesnt look like hes gonna get it
i start out getting the Doran's Ring and i have 33 abilitly power, and the whole idea of this guide is to get your 4 basic starting items, Tear of the Goddess Mercury's Treads, Chain Vest, and the Negatron Cloak and you will be pretty tanky and there are many choices on how to build from there depending on the team you are going against.
Frozen Heart-against a melee team that is annoying
Zhonya's Hourglass-when you are holding your own and doing pretty good and you just want more ability power, with the nifty little unique skill for going invulnerable.
Banshee's Veil-if the team has a stun or multiple or even a karthus ult
Quicksilver Sash-i dont advise this but its the cheap mans banshees
abbyssal scepter-for more ap
Force of Nature-another thing i dont recommend but if you need more magic resistance and you feel it would help by all means go for it
Last Two Items
you will most likely need health and i decide to get a Rylia's crystal scepter for the health and a slow when you cast your sheild+ult or even your Heavenly Wave. you can also get a Rabadon's Death cap because this item is made for Karma the ability power that you gain from losing health is increased majorly because of Rabadons. but you should get anything that you feel would halp you because thats what this guide is about.
Any summoner spells are okay with karma i have used all except the four below, but my favorite combo are Flash and Ignite because u have and initiating and escaping spell, also a damaging spell that gives you 10 more ignite that means when you start initially in the game you will have 43 ability power, if you used your Ignite
Rally-dont really know what to say its just common sense that this wouldnt be good
Cleanse-could be used but if u feel u need this get a Banshee's Veil or Quicksliver sash
Revive-no need you are already pretty beefy
Smite-not a jungler
My whole idea behind Karma is to shield anyone that needs it try to heal your whole team and slow then enemy that needs to be slowed or increase your teammates speed really basic Karma. My sequence would be Spirit Bond in either shield a teammate/minion to do damage to enemies, if your teammate needs the shield obviously don't give it to the minion, your not a minion saver. The way i do things is once again trying to get all the attention on me.
UPLOADED FROM LEAGUE OF LEGENDS WIKI
Inner Flame Innate): Karma gains up to 30 / 50 / 70 / 90 / 110 / 130 increased ability power corresponding to her percentage of missing health.
Ability Description Leveling up
Heavenly Wave (Active): 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 Karma and her allies in the cone. An additional 5% (+1% per 50 ability power) of health the targets are missing is added to the heal.
Cooldown: 6 seconds
Range: 700 (estimate)
Cone Width: 60º
Cost: 70 / 75 / 80 / 85 / 90 / 95 mana
Magic Damage: 70 / 110 / 150 / 190 / 230 / 270 (+0.6 per ability power)
Base Heal: 35 / 55 / 75 / 95 / 115 / 135
Spirit Bond (Active): Karma creates a beam between an ally or enemy for up to 5 seconds. Allied anchors move faster and enemy anchors are slowed. The beam deals magic damage to enemies and applies the same movement speed adjustment anchors receive to any champion it passes through for 3 seconds. The beam breaks if the bonded target is stealthed.
Mantra Bonus: Karma strengthens the bond to double the effect of the movement speed modifier.
Leash range: 1000
Cost: 65 / 75 / 85 / 95 / 105 / 115 mana
Cool-down: 15 / 14 / 13 / 12 / 11 / 10 seconds
Movement Speed Modifier: 10 / 12 / 14 / 16 / 18 / 20 %
Magic Damage: 80 / 125 / 170 / 215 / 260 / 305 (+0.7 per ability power)
Soul Shield (Active): Karma summons a protective shield on an ally or herself that absorbs damage for 5 seconds.
Mantra Bonus: In addition to casting the shield, a surge of energy bursts out from the shield dealing magic damage to enemy units around her target.
Cooldown: 10 seconds
Range: 650 (estimate)
Radius of Damage AoE: 600 (estimate)
Cost: 70 / 80 / 90 / 100 / 110 / 120 mana
Shield Strength & Magic Damage: 80 / 120 / 160 / 200 / 240 / 280 (+0.8 per ability power)
Mantra (Active): Karma empowers her next ability to do an additional effect. Karma gains a charge over time and stores up to 2 charges. The refresh rate is reduced by cooldown reduction and does not progress when having max charges.
Cooldown: 0.25 seconds
Mantra is available from level 1 and does not require skill points. The time needed to load a charge is reduced at level 7 and 13.
Charge Reload Time: 30 / 25 / 20 seconds