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Karma Build Guide by NinjaGinge

Karma: The Unbreakable Master

Karma: The Unbreakable Master

Updated on August 26, 2011
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League of Legends Build Guide Author NinjaGinge Build Guide By NinjaGinge 9,983 Views 12 Comments
9,983 Views 12 Comments League of Legends Build Guide Author NinjaGinge Karma Build Guide By NinjaGinge Updated on August 26, 2011
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1
DRhodre (1) | January 5, 2012 6:47am
the bane woould give the ms needed and also will of the ancients aint that bad either..almost dead you have insane ap so u cast one heal and one dmg spell and you are back to full hp :)
1
DRhodre (1) | January 5, 2012 6:45am
Voted +1
nc guide..:) bad indeed mejais isnt good cuz you are support and mostly suicide for others to survive and shureilas isnt good either...i believe lichbane or morello would fit better...anyway gj man :)
1
Zulan | October 4, 2011 7:44am
Voted +1
I cannot understand how this build only has 55% (prevote).
Its a perfectly good way to play Karma. I have one suggestion though: Try getting flash instead of Teleport. I saved peoples lives by flashing in and shielding got a triple kill by flashing in and killing them with mantra+soulshield and heavenly wave etc. Try to convince your teammates to get Teleport, my experience says its better this way.

EDIT: And I cannot understand, how I just got a doublepost :D
1
Zulan | October 4, 2011 7:44am
I cannot understand how this build only has 55% (prevote).
Its a perfectly good way to play Karma. I have one suggestion though: Try getting flash instead of Teleport. I saved peoples lives by flashing in and shielding got a triple kill by flashing in and killing them with mantra+soulshield and heavenly wave etc. Try to convince your teammates to get Teleport, my experience says its better this way.
1
Mrtacos4life (1) | September 6, 2011 7:05pm
Voted +1
Great Build. One suggestion I might give is that if you are going to build a Shurelya's you might want to consider incorporating the Philosopher's Stone earlier to help give more sustainability and to help it pay for itself. Just a thought. Great build though!
1
NinjaGinge (90) | August 26, 2011 12:17pm
divic wrote:

Well, like you probably now Soraka (before this patch) and Karma are getting great use of Ability Power. Taric and Janna like more from getting support-items. Karma has AoE-skills which are getting great with some AP. When I was talking about your AP-quints I meant the fact that some quints are worth more than some other quints. For example taking mpen-items for Karma is useless cause of other specs of those mpen-items, but Karma is getting nice profit from mpen so you can think about taking mpen-quints.

Well I have a hard time believing you were implying "some are worth more" due to them being "useless" in the original post, but your point is taken with the mpen. I might just change that.
divic wrote:

And when I was talking about those mana regen seals I assumed that player wouldn't have Shurelya, cause Shurelya + flat mana reg -seals = pretty much same as mana reg per lvl -seals, my bad.

they're just for early game. I don't take Shurelya into account at all with those. I have no mana issues mid/late game
divic wrote:

Just do your main-build better so that you don't have to say "maybe aegis could be great in this build". I have done the same mistake myself pretty often. If (Aegis for example) it's good then take it to your guide, otherwise not. Aegis isn't really a counter-item so it's whether a part of your build or not.

point taken again. Will be considered
divic wrote:

Simply things are beautiful. Btw, like I said Clairvoyance&escape-spell is that what I would have used. Teleport has huge cd and dieing is worst thing you can do so escape-mechanism is must. I started laughing when you said that anything else than Good Hands is silly. :D Don't never target on dieing. You said also yourself that Karma is hard to kill and if you take that escape-mechanisms you will die 3 times at maximum, in every game. It's just extremely hard to die more than couple times in a game and those death's will usually come in early game.

No one targets on dying, but being support there will inevitably be situations where you will fall in place of an ally. The later the game gets the more benefit Good Hands will do you. And I don't die early game. If I die its usually due to a mid game gank or the result of a late game teamfight.
In lvl 1-3 flat mana regen is better and after that (on lvls 4-18) mana regen per lvl is better. That's why I would take Doran's Ring. Karma is great champ after he has got lvl 3-4, if he is losing game before that then you are probably losing whole game. That's why good early (4) levels are so important and that's why doran's items are great.

divic wrote:

And btw... You really can't say that Shurelya will take enemy-team to target on you. It's the Ability Power you have got.

Correct, the point was that the build as a whole is geared at making Karma both act and appear more threatening. This means HP/AP/CDR. It gives me two of those, has a great active and gives an aura to allies.

divic wrote:

Final btw: You are extremely aggressive writer, just like I was maybe year ago.

only sometimes. was early. My apologies.

later ^_^
1
divic (13) | August 26, 2011 11:19am
NinjaGinge wrote:

Spells: What am I am AP carry? To take two spells based on mobility would be SUCH a waste. Ghost maybe.

Shurelia's: This one I can understand but if you look you can see the build is a hybrid one and is designed on making Karma into something your opponents HAVE to pay attention too. The ability to spam strong spells and live forever is the over-simplified goal here. Early Aegis is an AMAZING support item, but it doesn't do anything besides some defenses so you wont see me use it early in this build. I put it as an option later already (idk whether you noticed)

Masteries: Well she isnt getting a high CS until midgame so the greed is just to help move forward from early game. And yes a good karma wont die but doesn't that go for EVERY character? Good hands is definitely the best option for the top of that chart. Anything else is silly.
Runes

Runes: Saying that the regen per level seals would be better would be implying that she is just as mana hungry late game as she is early game. No. I have zero mana issues after early game is over. The seals shall stay how they are. And don't tell me "dorans ring will make you great early game" and then tell me ap quints are useless. Lots of runes are used for early game because they don't make a huge difference late game.

EDIT: you got me on forgetting ghost though.


Well, like you probably now Soraka (before this patch) and Karma are getting great use of Ability Power. Taric and Janna like more from getting support-items. Karma has AoE-skills which are getting great with some AP. When I was talking about your AP-quints I meant the fact that some quints are worth more than some other quints. For example taking mpen-items for Karma is useless cause of other specs of those mpen-items, but Karma is getting nice profit from mpen so you can think about taking mpen-quints.

And when I was talking about those mana regen seals I assumed that player wouldn't have Shurelya, cause Shurelya + flat mana reg -seals = pretty much same as mana reg per lvl -seals, my bad. Just do your main-build better so that you don't have to say "maybe aegis could be great in this build". I have done the same mistake myself pretty often. If (Aegis for example) it's good then take it to your guide, otherwise not. Aegis isn't really a counter-item so it's whether a part of your build or not. Simply things are beautiful. Btw, like I said Clairvoyance&escape-spell is that what I would have used. Teleport has huge cd and dieing is worst thing you can do so escape-mechanism is must. I started laughing when you said that anything else than Good Hands is silly. :D Don't never target on dieing. You said also yourself that Karma is hard to kill and if you take that escape-mechanisms you will die 3 times at maximum, in every game. It's just extremely hard to die more than couple times in a game and those death's will usually come in early game. In lvl 1-3 flat mana regen is better and after that (on lvls 4-18) mana regen per lvl is better. That's why I would take Doran's Ring. Karma is great champ after he has got lvl 3-4, if he is losing game before that then you are probably losing whole game. That's why good early (4) levels are so important and that's why doran's items are great.

And btw... You really can't say that Shurelya will take enemy-team to target on you. It's the Ability Power you have got.

Final btw: You are extremely aggressive writer, just like I was maybe year ago.

I'll be back in the next week to continue our amusing conversation. Cya :P
1
NinjaGinge (90) | August 26, 2011 6:33am
deathalo44 wrote:

Great guide!

The only things I don't too like is your item build (Shurelya and Mejai isn't too good, even if you DO do good damage. Most of the time I'll just suicide for my team, so Mejai isn't good. Shurelya isn't too good either, you usually either Spirit Bond the tank to make him initiate better or just use it to boost your best carry to take down their fleeing champs)

I find Heal a viable summoner spell. Besides giving a great advantage early on, you can use it really easily to bait. I've found many times that despite my best efforts, my teammates still sufferred a ton of damage and nearly dies. Heal can come in handy in this kind of situation :)

Hope it helps!

Why in the world would you judge my build and apply your own playstyle to it? First, idk why you're suiciding all the time with Karma. You give shields, not act like one.
Second that is a really restricted way to use spirit bond. It has more uses than that, pay attention to the guide.
And if your allies CANT stop getting rocked in lane then obviously they aren't playing well. I also said this guide was designed for use in situations when you know your allies are decent (mid-high elo/arranged games).
1
NinjaGinge (90) | August 26, 2011 6:28am
divic wrote:

Summoner Spells: Flash & ghost would be a lot better, but clairvoyance is ofc nice. Now you just don't have any escape spells and Karma has to be really close to enemy in order to cast his spells with all the potential force so I'd prefer flash or ghost with your clairvoyance. Exhaust, cleanse and clarity are just useless spells for Karma.

Items: I don't like Shurelya's Reverie neither. Aegis is a lot better support item and you need a lots of AP after that. Getting Doran's Ring as 1st item is also gonna make your early game extremely powerful. (btw, don't never get mana potions. Just waste of money.) Other items in your build are just awesome.

Masteries: I'd recommend re-placing your Utility-points. Just don't pick Good Hands or Greed. Good Karma won't die so...

Runes: mana reg per lvl -seals are better and Potency-quints are just useless :D take hp or mpen-quints

General Comments: don't spam spells and you won't run out of mana so fast :P I personally prefer taking more points on shield than heal but both skills are extremely viable. Nice quide thought, but just not viable enough. The build just isn't good enough. Btw, try to keep one mantra always active. Heal with just one mantra so that enemy can't surprise you. Don't use spirit bond too often, it's not a spamming skill.

lol, is this a joke?
Spells: What am I am AP carry? To take two spells based on mobility would be SUCH a waste. Ghost maybe.

Shurelia's: This one I can understand but if you look you can see the build is a hybrid one and is designed on making Karma into something your opponents HAVE to pay attention too. The ability to spam strong spells and live forever is the over-simplified goal here. Early Aegis is an AMAZING support item, but it doesn't do anything besides some defenses so you wont see me use it early in this build. I put it as an option later already (idk whether you noticed)

Dorans: Oh and look at that I actually said that was a starting option =_=. nice

Masteries: Well she isnt getting a high CS until midgame so the greed is just to help move forward from early game. And yes a good karma wont die but doesn't that go for EVERY character? Good hands is definitely the best option for the top of that chart. Anything else is silly.
Runes

Runes: Saying that the regen per level seals would be better would be implying that she is just as mana hungry late game as she is early game. No. I have zero mana issues after early game is over. The seals shall stay how they are. And don't tell me "dorans ring will make you great early game" and then tell me ap quints are useless. Lots of runes are used for early game because they don't make a huge difference late game.

General: "dont use spells and you dont run out of mana". "Dont spam spells that done do anything but a slow" Boy now THOSE are some words of wisdom.

EDIT: you got me on forgetting ghost though.
1
divic (13) | August 26, 2011 3:25am
Voted -1
Summoner Spells: Flash & ghost would be a lot better, but clairvoyance is ofc nice. Now you just don't have any escape spells and Karma has to be really close to enemy in order to cast his spells with all the potential force so I'd prefer flash or ghost with your clairvoyance. Exhaust, cleanse and clarity are just useless spells for Karma.

Items: I don't like Shurelya's Reverie neither. Aegis is a lot better support item and you need a lots of AP after that. Getting Doran's Ring as 1st item is also gonna make your early game extremely powerful. (btw, don't never get mana potions. Just waste of money.) Other items in your build are just awesome.

Masteries: I'd recommend re-placing your Utility-points. Just don't pick Good Hands or Greed. Good Karma won't die so...

Runes: mana reg per lvl -seals are better and Potency-quints are just useless :D take hp or mpen-quints

General Comments: don't spam spells and you won't run out of mana so fast :P I personally prefer taking more points on shield than heal but both skills are extremely viable. Nice quide thought, but just not viable enough. The build just isn't good enough. Btw, try to keep one mantra always active. Heal with just one mantra so that enemy can't surprise you. Don't use spirit bond too often, it's not a spamming skill.
1
deathalo44 (29) | August 25, 2011 10:59pm
Voted +1
Great guide!

The only things I don't too like is your item build (Shurelya and Mejai isn't too good, even if you DO do good damage. Most of the time I'll just suicide for my team, so Mejai isn't good. Shurelya isn't too good either, you usually either Spirit Bond the tank to make him initiate better or just use it to boost your best carry to take down their fleeing champs)

I find Heal a viable summoner spell. Besides giving a great advantage early on, you can use it really easily to bait. I've found many times that despite my best efforts, my teammates still sufferred a ton of damage and nearly dies. Heal can come in handy in this kind of situation :)

Hope it helps!
1
NinjaGinge (90) | August 25, 2011 9:37pm
Thanks for the read. Its another kind of different guide for another often unpopular champion and I really enjoyed crafting with her. While I wouldnt call her top tier I think she's REMARKABLY under appreciated.

Enjoy the read and thanks for stopping in! ^_^
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