Karma Build Guide by Gatekeeperteddy
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We recommend you take a look at this author's other builds.
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.
Threats to Karma with this build
|Morgana||Have a good deal of CC, DMG, & Utility but is squishy|
My Rank: Platinum 3
I'm Karma Mechanix, a member of the NA server DuchessKarma[DoIK] club, and a moderator of the KarmaMains subreddit. Welcome to our guide! Make sure to visit and subscribe if you're interested. We sure need some more Dukes and Duchesses of Ionia.
Our community is filled with Karma mains, but we all main a different role. Some of us main Support, Mid, Jungle, or Top. We even have a few high elo Karma ADC players. In this guide, we will try to reflect the views and beliefs of our vast and diverse population of Karma enthusiasts.
Karma is often seen as weak but that is because most people don't know how to utilize her strengths and hide her weaknesses. Her potential in team-fights make many take a second look and her baiting potential make grown men smash their head on their keyboards in frustration. She can refresh her ultimate many times during a team-fight which may overwhelm a team with damage and utility.
Have fun and enjoy the guide!
Why play Karma? (Pros / Cons)
|+ Extremely diverse
+ Ult at lvl 1
+ Strong AOE Shield + Haste
+ Great Kiting Potential
|It should go without being said, but Karma is incredibly diverse She can be built in many ways (which is a good thing) and she can utilize more items than your typical champion. She has great AP ratios on her spells. At earlier levels she can afford to be aggressive with her ultimate at level 1. She has an AOE Shield (and mini Talisman of Ascension). Finally, she is an amazing kiter and can outplay, then surprise many of her foes.|
- Falls off later (depends)
- Her damage will most likely hit the front line late game unless you catch someone out.
- Traditional Karma isn't available for purchase!
|Karma is really good early on, but depending on what you do, will determine whether she is a shield-bot late game or if she effectively do damage (if that is one of your goals). Her main damage tool, Soulflare doesn't pass through units as Boomerang Blade and Orb of Deception might meaning that late game, when both teams have beefy front lines, you will be hitting the front lines only.|
Gathering Fire(Passive): Karma's passive is rather easy to use. You simply poke and you lower the cooldown of your ultimate, Mantra. Spells: 2 / 2.5 / 3 seconds & Auto-Attacks 1 / 1.25 / 1.5 seconds. It is worth noting that:
- Inner Flame hitting all enemy champions at once will reduce the cooldown of Mantra by 10 / 12.5 / 15 seconds.
- It is possible to cast Defiance multiple times in a small amount of time
Inner Flame(Q): You're going to want to max this out first because it is your main damage tool. It deals 80 / 125 / 170 / 215 / 260 (+ 60% AP) Magic damage and slows by 25% for 1.5 seconds.
- Hitting minions adjacent to a champion will damage both the champion and the minion.
- Use the slow to land your other abilities and auto-attacks.
- Use to clear waves and get creeps that you would otherwise miss
Focused Resolve(W) Max this last as a support and second as a mage. Karma roots an enemy for 1 / 1.25 / 1.50 / 1.75 / 2.0 seconds and deals 60 / 110 / 160 / 210 / 260 (+ 90% AP) magic damage.
- The leash is very...visually confusing and often fizzles out at sudden movements.
- Once an enemy is rooted, land your abilities to ensure they dont miss.
- Auto-attack while the leash is on an enemy to utilize Gathering Fire.
Inspire(E): Karma shields herself for 80 / 110 / 140 / 170 / 200 (+ 50% AP) for 4 seconds and increases movement speed by 40 / 45 / 50 / 55 / 60% for 1.5 seconds.
- You can shield minions in order to mess with an enemies CS
- Combine with Focused Resolve to ensure that the enemy is rooted.
- While poking, you can shield yourself to minimize incoming minion damage.
Mantra(R): Karma augments her next ability within 8 seconds.
- Soulflare: Inner Flame deals 25 / 75 / 125 / 175 (+ 30% AP) bonus magic damage leaves behind a damaging area that slows for 50% and deals 50 / 150 / 250 / 350 (+60% AP) magic damage
- Renewal: Focused Resolve heals Karma for 20% (+ 1% per 100 AP) of her missing health at the start of the cast, and another 20% (+ 1% per 100 AP) of her missing health at the end (after 2 seconds). The root duration is also increased by .5 / .75 / 1.0 / 1.25 seconds.
- Defiance: The shield and haste from Inspire is spread to nearby ally champions. Karma's primary target gets an increased shield by 30 / 100 / 170 / 240 (+ 60% AP) and Karma's nearby allies get half.
The Greater Mark of Hybrid Penetration makes sure your autoattacks and spells do a lot more damage. Though, I take Greater Mark of Armor for even more protection. With Greater Seal of Armor or Greater Seal of Health you shouldn't be as squishy as Sona but you won't be as tanky as Alistar (keep that in mind). Those defensive runes are help you survive and without them you would need near-flawless positioning in order to keep up. The Greater Quintessence of Ability Power also make sure that you do a good bit of damage early. Greater Glyph of Ability Power strengthens your poke and increases the size of your shields. You can change Greater Glyph of Ability Power to Greater Glyph of Magic Resist if needed but I wouldn't recommend it unless you're vs a Corki.
If you work well with a set of runes, then you should use those runes. Don't switch up to something that looks uncomfortable.
Cunning Tree: 18 points - Wanderer helps when you roam and ward. When paired with Inspire, you will be able to roam easily. Secret Stash helps increases healing on Health Potion. Meditation complements Karma's constant poke lane. Bandit Helps increase your gold income as most of your Ability Power items aren't the cheapest. When paired with Frostfang, your early game gold-income will help you scale into the mid-game. Precision & Intelligence are a preferential choice. I prefer Precision for more damage in lane.
Keystones:I prefer Thunderlord's Decree but you can choose Windspeaker's Blessing if you might have a harder lane or if they have a lot of damage.
|Resolve Tree or Ferocity Tree|
Ferocity Tree: 12 points - Sorcery increases your overall poke. Expose Weakness increases your ADC's damage in trades. Natural Talent grants some bonus damage stats. Oppressor you have CC, so you might as well use it to increase your damage.
Resolve Tree: 12 points - Recovery helps you sustain slowly after trading. Explorer is amazing for when the enemy jungler comes. You can just run into the bush for a little speed boost. This also helps you ward the river a bit quicker. Veteran's Scars and Runic Armor are also preferential. I prefer Runic Armor because you already get some health from Greater Seal of Health but if you take Greater Seal of Armor then you should probably go for more health. Finally, Insight keeps Flash and Exhaust or Ignite up quicker than the enemy ADC's summoner spells.
Always Take Flash: Do NOT ever leave Flash. The mobility potential that it gives you is too much. You don't know how many times I've Flash + Soulflare for a first blood. There isn't much else to say about it. Don't waste it, but don't die knowing that you could have lived by flashing.
|Exhaust or Ignite|
It Depends: If you're versus any difficult lane ( Blitzcrank) high-dps ( Lucian) champion or assassin ( Zed) then Exhaust. If they have a squishy support ( Sona) or a healer ( Soraka) then you should feel free to take Ignite.
|Tips and Tricks|
Ignite Effectively Try to predict the enemy's heal and heal before they do so that you can effectively half the gained health. If the enemy also has a good bit of lifesteal or Warlord's Bloodlust you also can Ignite them during any duels to reduce their healing.
Exhaust Effectively When the enemy has shown enough dedication, Exhaust the ADC to reduce not only their damage, but also their resistances, movement speed, and attack speed. This effect lasts for 2.25 seconds but I will say this: it never feels like 2.25 seconds. As someone who plays ADC a bit, it feels like I'm crippled.
Spellthief's Edge Biscuit of Rejuvinationx3 Warding Totem: This is the basic start for any AP based support. Don't buy Vision Ward until your second back or else you will end up having to back quicker (from getting poked down) and most likely the enemy will destroy your ward.
Frostfang Sightstone Boots of Speed Vision Ward : This will help you generate more gold in lane through poking. Place your Vision Ward responsibly. Don't die over protecting it and don't keep replacing it in commonly checked spots. Switch your trinket out as soon as you get Sightstone
Eye of the Watchers + Ruby Sightstone + Sorcerer's Shoes+ Sweeping Lens: Switch out your trinket and possibly upgrade it if you're level 9. Make sure you ward the map to the best of your ability so you do not end up getting picked off.
Liandry's Torment / Void Staff / Rabadon's Deathcap: Your first aggressive item should be Liandry's Torment because most enemies wont have too much MR that early on. If you want maximum sustain and cooldown reduction as soon as possible, purchase Athene's Unholy Grail next. Then you should purchase either Rabadon's Deathcap or Void Staff depending on the enemy purchases.
Zhonya's Hourglass / Locket of the Iron Solari / Mikael's Crucible: My personal favorites are Locket of the Iron Solari for the huge shield potential but if they have single target crowd controls then you should get Mikael's Crucible. With the new patch, Zhonya's Hourglass is a really good choice on Karma. You can substitute it for Zeke's Harbinger if you're going full AP.
Zeke's Harbinger / Athene's Unholy Grail / Banner of Command / Ardent Censer: You generally want to aim for two of these if you're going a supportive build. Notice that Zeke's Harbinger Athene's Unholy Grail and Banner of Command both have a good amount of AP and are my personal favorites. Athene's Unholy Grail gives your team nice sustain, though it takes up a lot of your allotted CDR so don't go overboard with it. Ardent Censer is an iffy item since you cannot get it in just any composition. I like to compare it with Zeke's Harbinger because they both increase your ADC's damage. It has less AP than and does not give defenses, but directly and more quickly augments your team's damage. It is a VERY good buy when you have a lot of auto-attackers.
Special Thanks goes to but is not limited to:
- All /r/KarmaMains members
- Sonacon (from Discord)
- yyaen :zzz:(from Discord)
- Deep Terror Nami
- Sugar Momma
- Mister Shameless
- Karma Mechanics
- TSP Mantra
- Momo God
- Any proofreaders
- All viewers
- All Karma Guide Makers
I apologize if I missed anyone. I love you all <3