Build Guide by wArri
This build has been archived and is for historical display only.
PLEASE NOTE: This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
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 first build up on MobaFire. Working on a write up. Try before you vote please.
There are two Karma Builds located in this build. The first is a more mana friendly early game thanks to the new patch, this is the one I play more. However if you want to go a more Nuke, with less regards to mana the 2nd is also viable
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 Levelling 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 herself and allies in the cone. The amount healed is amplified by 5% (+0.02% per ability power) of the amount of life Karma or her allies are missing.
Cooldown: 6 seconds
Cost: 70 / 75 / 80 / 85 / 90 / 95 Mana
Magic Damage: 70 / 110 / 150 / 190 / 230 / 270 (+0.6 per ability power)
Base Heal: 30 / 45 / 60 / 75 / 90 / 105
Spirit Bond (Active): Karma bonds an ally or enemy creating a beam between them for up to 5 seconds. Bonded allies have increased movement speed and bonded enemies have reduced movement speed. Enemy units that come in contact with the beam take magic damage, and champions who pass through the beam receive the same movement speed modifier as bonded champions.
Mantra Bonus: Karma strengthens the bond to double the effect of the movement speed modifier.
Cost: 65 / 75 / 85 / 95 / 105 / 115 Mana
Cooldown: 20 / 18 / 16 / 14 / 12 / 10 seconds
Magic Damage: 80 / 125 / 170 / 215 / 250 / 295 (+0.7 per ability power)
Movement Speed Modifier: 10 / 12 / 14 / 16 / 18 / 20 %
Soul Shield (Active): Karma summons a protective shield on an ally or herself that absorbs incoming damage.
Mantra Bonus: In addition to the shield, energy bursts out from the shield, dealing the same amount of damage as it shields to enemy units around the recipient.
Cooldown: 10 seconds.
Cost: 70 / 80 / 90 / 100 / 110 / 120 Mana
Magic Damage & Damage Shielded: 70 / 110 / 150 / 190 / 230 / 270 (+0.8 per ability power)
Mantra (Active): Karma empowers her next ability to do an additional effect. Karma gains a charge every 30 seconds and stores up to two charges. The refresh rate is reduced by Cooldown Reduction and does not progress when having max charges.
Pros / Cons
-Good Lane Sustainability
-Decent Burst (with CDR)
-Long Cool Downs
-Mantra only stacks up to 2 (somewhat long recharge time imo)
Your job in team fights is protection and support. Although you are building an AP Carry build, the best way to use your abilities are with Mantra. This allows your shield to do a ton of damage.
Some Key Things to do:
Mantra, Cast Sheild on a Squishy or Tank that is in the middle of the battle.
Mantra, Cast Wave with your teammates in front of you, so that they benefit from the healing properties
Slow down enemies that try to run away. Or Speed up allies to catch enemies or get away if your loosing.
In the lane, often use Mantra. I would say save try to have one stack at all times while laning, in case of a gank attempt.
Use your mantra and sheild + wave combo to take on an entire minion wave. If there are some minions already weak, just use the mantra+sheild combo and watch the gold pour in.
Blue Golem buff is extremely good for Karma. Get it often when its up.