Karma Build Guide by Vebbebbabarl
Not Updated For Current Season
Not Updated For Current Season
This is possibly my favourite champion. I love everything about Karma, her AOE heal Heavenly Wave, her awesome speed buff/debuff Spirit Bond, her unmatchable sheld Soul Shield, and most of all her two passives; Mantra and Inner Flame, a boost to your spells on activate, and higher AP the lower your health goes. This build here is al labout support, buffing your allies by healing, shielding, buffing move speed, and even pumping out some nice burst damage. The best part is, you can do most of this from level 3 on. In my opinion the best support in the game, possibly only outshined by Sona or Janna. Give this build a try, see if you like it, if you don't and have any suggestions for me, point them out and help me, I am always open for a chat with other people that are passionate about this uncommonly played champion. Thanks for reading!
So again lets start with my rune build. This build is mostly based around the caster standard rune build, because Karma is fairly focused around being a caster to support her team.
9 Greater Mark of Magic Penetration
So these are mostly here simply because I think that Karma still needs some damage output. These will make your Heavenly Wave and Spirit Bond do even more damage, AOE too, and your Soul Shield's Mantra active do even more damage, again AOE. If you really want to you could switch these out for either 9 Greater Mark of Health for some extra health, or 9 Greater Mark of Ability Power to get a little extra AP for your spells.
9 Greater Seal of Scaling Magic Resist
These boost the MR at level 18. The reasoning for getting these over the flat ones is because you don't really need to much more MR at the start because of your masteries and the little boost from the scaling ones. Another idea for these would be getting the flat MR's if you really want to, or getting 9 Greater Seal of Replenishment would be ok, if you find you have some mana problems at the beginning, it's your choice.
These are a little wierd, so bear with me.
5 Greater Glyph of Cooldown Reduction
I get these simply because have that bonus CDR at the beginnig is nice (about 10% because of your masteries) and a total of about 35% once you have your Soul Shroud and your Ionian Boots of Lucidity. I find that this is about where your good and comforatable on the CDR, sure the full 40% is nce, but I find that the 5% difference is negligable and having some additional AP is nice.
4 Greater Glyph of Ability Power
This is the bonus AP that I was talking about, totaling about 4 AP bonus for you, which is nice early game and a little boost last game.
3 Greater Quintessence of Ability Power
I get these to give another bonus 15 AP to you, which at the start combined with the 4 Greater Glyph of Ability Power give a nice 18 AP boost at the start. This could be replaced with 3 Greater Quintessence of Magic Penetration just simply to gain a little more magic pen, but it is really up to you ultimately, but I suggest the AP qunits myself.
Here I will give you some games that I play with this build:
This one was with me and a Nasus up in top, we had a Fiddles mid and a Gragas and Nocture bot:
May 7th 2011: -Started the build
-Added Runes and Into
-Added game examples and one game
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