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Build Guide by Be4stM0d3

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League of Legends Build Guide Author Be4stM0d3

Karma, Perfect Circle

Be4stM0d3 Last updated on February 2, 2011
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Ability Sequence

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

 
 
 
 
 
4/
Awareness
Expanded Mind
 
 
 
 
 
 
 
 
 
 
 
3/
Quickness
Blink of an Eye
 
 
 
 
 
3/
Intelligence
Mystical Vision
 
 
 
 
 
 
1/
Presence of the Master
 
 

Utility: 21


Guide Top

Karma, and What She Does

Karma is a support champion. Karma is an AP champion. She does both very well, yet I see people picking one role or the other. And with this build I believe she can fulfill both.

Heavenly Wave (Q) deals damage to enemies within a cone. If Mantra is used then it also heals allies within that cone. Remember when Ezreal could heal? It's just like that. In the team fight, you just Mantra, Heavenly Wave the crowd, and the swing in health points is tremendous.

Spirit Bond (W) is a new twist on Zilean's E. It increases the speed of a target ally and herself, creates a rope between the two (which breaks at a certain distance) and speeds up allies that make contact with the rope and conversely slows and damages enemies that make contact with it. The uses for this involve escapes, chases, and ganking.

Soul Shield (E) is a fairly straightforward ability. Think of it as Shen's Feint, except that it can be applied to any target. It prevents a flat amount of damage plus an additional amount based on Karma's AP. This gives Karma a significant survivability rate, as well as being useful for protecting your teammates who make bold maneuvers.


Guide Top

Summoner Spells

Exhaust - Exhaust is too useful not to take, it disables an enemy for the purpose of either escaping or killing.

Teleport - Karma needs the ability to move about the map hastily, alas she is not Twisted Fate, so Teleport will have to do.

Other Options:

Flash - Flash is good, escability is nothing to put down, I just think that her Shield gives her enough durability to survive the chase and that Exhaust is more useful.

Ignite - The ability is good, and the extra AP on the cooldown is good too, I just think that she can't take advantage of it the same way a DPS could and that, once again, Exhaust provides more utility.