Karma Build Guide by Egypsian_Lover

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League of Legends Build Guide Author Egypsian_Lover

The Comprehensive Karma

Egypsian_Lover Last updated on January 13, 2013
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by Egypsian_Lover » May 2, 2011 7:02pm | Report


Very nice pre 30 guide to Karma.

However you'd really see a difference when you have 1600 games and full rune pages.

Flat runes can keep in you the starting lane phase longer or even make the difference late game when you have your full build without having to compensate for mana use and other issues during long fights.


Well, I've been level 30 for quite awhile so I wouldn't say it's a pre-30 guide. I've no intention of ever getting to 1600 games though, my kingdom for that kind of free time! You sir are a lucky man! Also, I hope I don't get matched against you!


Aim for 30ish% cooldown as far as money and diminishing returns, 40% isn't cost effective.


You make a valid point. I've seen the argument for this and I've also seen the argument for that last 10%... Karma's ability to sustain pushes is very much dependent on and items which lend themselves quite nicely to Karma's build in other ways conveniently also lend themselves to cooldown reduction. Given that, I see no reason not to get 40% CDR as Karma if the items you are buying also lend themselves well to the needs of the match you are in. It's certainly not always essential, she usually can get by with 30% (and you'll notice that some of my AP carry Karma builds and tank karma builds I only aimed for 25%), but if you have Frozen Heart, Ionian Boots of Lucidity, and some small amount of CDR from your masteries, even over-shooting 40% by a couple percentage points doesn't represent a significant enough loss of return to - I think - warrant making an aim for no more than 30% the hard-and-fast rule. The 30% general principal I agree with because it discourages accidentally over-shooting 40% or thinking of that last 10% CDR as more important than adapting to the needs of the match you are in.


Mages and supports need separate pages and sometimes different masteries, as I often play Tank/Supports or make my supports Tanky to force off opponents who count me as a tank incorrectly and focus the people I keep alive.

You're still doing great and I like the guide, get to 800 wins and you'll understand how much the runes tip the balance.


Well first of all thank you! And I think the idea of starting off with flat tanky runes to give other players the wrong impression about you is a very clever trick! I like that!

As Karma, because she baits so well and has multiple heals and shielding options, like I mentioned in that response to Jebus above, I don't mind building her more squishy and absorbing the hits for my carry - in fact I prefer her this way. The lower your health, the better your Inner Flame bonus, and you're just very very hard to kill in general... given that, I can't see myself using beefy flat-rate runes for Karma. I can definitely see how this would make sense with certain other characters though!


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by Egypsian_Lover » May 2, 2011 7:48pm | Report

Nighthawk wrote:

It's a good guide, no doubt.


Thank you!

Nighthawk wrote:


Firstly, you talk about players being bad and going off to farm or destroy a turret instead of sticking with you. I get that. A high amount of the time, the tank going off to farm or destroy a turret can ruin you. However you don't seem to know what backdooring is? Late game, it is not champions that can ruin your game, it is turrets. You will very very rarely see a team fight in the middle of the map with no turrets around. There will almost always be a fight at the turret instead. Killing that turret yields you a huge advantage. You get complete access to that lane, and you can possibly push the lane more and go for an inhibitor by yourself. I agree you should always tell your teammates what you are doing, however you can single handedly win the game for your team. No matter how bad your team is, if you play an AD carry, you can and should win the game for your team. The point of the game is not to get kills, it is to win. Whether or not you are shut down early game in your lane influences highly on whether or not you can win late game. Your CS also highly influences early mid and when you just start late game. Sometimes you know you will lose a teamfight. If you have nearly the same team comp (tank, AD ranged carry, mage, Support, extra) and the opponent if more farmed then you, has picked up more dragons or their carry is more fed then you, you WILL lose that teamfight, no matter how good you are. ofc there is a huge reason why skilled players do well but one skilled player cannot carry a random team against a skilled team unless he goes after the turrets.

Turrets are not just a worse champion. An early or mid turret kill is absolutely huge in a high elo game. Turrets are what stops you from


Oook, let me stop you right there ;) You're talking about high Elo games and criticizing a part of my guide that I both explicitly stated was for players
below level 25
and for which I gave the disclaimer that:
What follows is not intended to be a comprehensive overview of how to play League of Legends by any means, these are simple basics.


You see the conflict yes? Not comprehensive + low Elo =/= comprehensive + high Elo

Backdooring is not a game basic. Backdooring has its place within the game, but it is not a game basic. I can, without hesitation, say that below level 25 I never saw a single player use the phrase "backdooring" to refer to any strategy other than the strategy of all splitting up, dying one at a time, and losing horribly. I'm not disagreeing with you that backdooring has a place, but explaining how to properly feed an AD carry, identify the conditions under which you cannot win a team fight, conclude that circumstances are desperate enough to call for backdooring, how to hold off using CC and certain spells while said AD carry backdoors, and how to lane jump both collectively and in the backdooring process... you can see where I'm going with this. That chapter of my guide was not the proper venue for that kind of discussion. Those just aren't game basics by any stretch and that was the intent of the chapter you are finding fault with.



Nighthawk wrote:

In mid game it absolutely necessary that your team pushes and takes down turrets, because it doesn't matter if your 3/2/999999 if you can't win the game by pushing. You NEED to know when to be aggressive and sacrifice a teamfight for a turret. Yes, you lose a lot of gold. That's important. But in late game when you have all your items, gold is pretty useless.


I have read this several times and can only conclude I'm reading it wrong. There are two different ways I can see interpreting this.

1. I can interpret it as you saying that it's necessary to sacrifice lives to bring down turrets in the mid-game because you'll have all your items in the late game. This obviously isn't what you meant because if you feed the other team hard by sacrificing to kill turrets in the mid-game they'll have all their items in the late game, your team won't, and your team will have fallen behind, lose traction, and get steamrolled.

2. I can also interpret it as you saying that it's fine to all sacrifice a team fight for a turret in the late game because you all have all your gold and builds anyway... but this also can't be what you meant, because if your team gets aced or close to aced in the late game the enemy's fed ADs have 70 seconds of your downtime... which is enough time for them to destroy 3 turrets, an inhibitor, and your nexus.

Taking into consideration the fact that the other things you've written are reasonable, I think I must just be misinterpreting what you're writing here. Maybe you could re-phrase?

Nighthawk wrote:

Being aggressive and taking down turrets is what distinguishes the good players who have a good elo to the bad players who don't imo.


Certainly bringing down turrets is important. However, turret takedowns are not the measure of a good player. If they were, only AD carries would be good players. I agree that good teams, good players, are players who work together to take down turrets in a tactful way without unnecessary losses that might jeopardize their stance later in the game.

Nighthawk wrote:

That is all imo, but I highly suggest you take another look at turrets and coralling people. Not gonna lie, but reading stuff like that got me a bit offended because I win most of my games even if I do some of that.


Well, I certainly didn't intend to offend you. No one else seems to have been offended by that particular section... so... if you feel that what I wrote was patronizing, perhaps it's because you're over level 25 and you were reading a section intended to be read by players 25 and under? In either case - I'm sorry to have brought you frustration! It wasn't the intent.

Nighthawk wrote:

You almost never want your turrets to go down to minions either, 10 seconds of running to the lane and killing the minions, running back will help you more then that turret going down because you wanted to stick together if the enemy team attacks, and they might not, and if they do, you might still win, and if they do, your 5th can also come clean up the mess.


It's true there's no point in senselessly allowing a turret to suffer damage, even the miniscule amount of damage minions can manage to do, but leaving your team when both teams are facing off 5v5 to kill 10 enemy minions all the way in another lane is not reasonable behavior and that is the sort of thing I was talking about in that section. You have to remember; that part of my guide is for game basics. It's true that the 5th can come back to help in the team fight... but only if they have teleport and a minion to jump to, or if they are pantheon, etc. Otherwise they'll obviously arrive too late, their team will be dead, and be impotent to correct the situation. Again, that section is intended to be basics of gameplay so diving into specifics like "Well, if you're Pantheon or if you're a Yi with a teleport" just becomes far too nitty gritty. Not the Mona Lisa - when your aim is basic shapes - you paint with broad strokes.

Nighthawk wrote:

Or you could just take fortify, which is a spell unlike heal that can win games for you easily.


Fortify is also a viable option like clairvoyance. Heal and fortify both aid in Karma's baiting, but only heal helps outside of turret range so I pick it instead. Feeding an AD carry early blooms into beautiful results late and that is a huge emphasis in my guide.

Nighthawk wrote:


Your 'selfish player' may well be doing the right thing, but expressing it in the wrong way. If you, as Karma, a support are stealing kills from Ashe...

If you've read my guide at all, you are aware that I am not

Nighthawk wrote:

the ranged AD Carry, you are doing something wrong and he has every right to be mad. That is also why if you lane with the carry you should give him the minion kills because you don't need it as much as he does. I've played in games as Alistair when I had 16 CS 20 min in, but my carry sitting next to me had 150 and had just bought IE. Then we pushed and won the game because our main DPS had finished their items ahead of everyone else.


Ok, so... now I'm starting to wonder if you read any part of my guide after the part targeted at beginners. Dude, unless you're a beginner, you should skip that stuff and read the rest. It sounds like you read the part for beginners, were bothered that it talked down to you and oversimplified things, and then skipped the rest of the build!

Nighthawk wrote:

For your skilling order, I would almost always take a point in Spirit Bond early, it is extremely important to get kills early and mid and you aren't doing your job as a support properly if your carry isn't getting fed early. That's why Spirit Bond is a must.

I think that's about it.


I explained in the abilities and gameplay section how the quick-reference spirit bond point allocation symbolizes the latest that you would unlock spirit bond, not the earliest.


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by Egypsian_Lover » May 2, 2011 9:00pm | Report


This is excellent now. I'm really glad you addressed my points. The guide is a lot less of an eyesore now. I haven't heard of any software for making flow charts and the like, but any kind of image editor is capable of that. With the images as it is now, it looks great already, but a chart couldn't hurt. :P


Well thank you so much! And thanks for bringing those points to bear!


The item build looks great, while the guide still retains that "situational" aspect of it that makes or breaks a game. Well done there.


Thank you! I really appreciate that! And I've now finished "bedazzling" the rest of the guide as well :)


I've got no problem with people quoting me. I still don't like Heal too much, but I won't argue with the clear results that this build has. Heal baiting is fine and all, just the problem with it is that people don't fall for it nearly as much at high ELO and you'd be better off with other spells. Again, not arguing.

The mastery comment about a point in heal was directed at the guide as it was, carrying Heal - if you were taking it, try to grab that mastery. Obviously, if you weren't, just go 3/3/3 in magic resist/armor/Strength of Spirit. Still, I can see the merit behind 9/0/21 in any case.


All great points!


Once again, excellent job. +1 and recommendation.


Well thank you so much! I really appreciate that recommendation coming from you; I actually learned to play Rammus thanks to your remix of Bgugg's guide and your feedback and comments are consistently thought-provoking! Thank you so much! Take a look at the "Change Log" for today ;)


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by Duskmelt » May 2, 2011 9:06pm | Report

Amazingly detailed and inspiring guide. Karma's pretty much my main champ now and I'm having a great time playing her. Thanks for writing this and keeping it up to date!

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by Adonikam » May 3, 2011 12:44am | Report

Mind=Blown
0.0

Seriously though, fantastic resource kudos for having no life to write this.

Super seriously though loved the effort you put in and the build isn't half bad either!

Super duper seriously though, I am impressed and I hope you continue to write guides.

One criticism I have is posting scores, they say nothing about a build. I had to look you up (no ranks? Only just level 30?) Honestly though, after scrolling through this guide I assumed you had at least 800 games under your belt including Ranked. So yeah, I really don't like scores in guides. Anyway good job, +1 and Rec'd.


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by Cheif10#66494 » May 5, 2011 4:45pm | Report

very well done, i like it.

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by Melarith » May 6, 2011 6:15pm | Report

Very well written, +1

The only problem I have is Clairvoyance.
Each team needs a Clairvoyance, almost as bad as they need a tank. For one, having no CV makes us junglers really, really, sad, and makes our lives more difficult than they already are. While stealthers do provide vision, Evelynn can't instantly be anywhere on the map on a whim once every 50 seconds. And if the support isn't the one to carry Clairvoyance, then who should carry it?

Aside from that, splendid work, flawless!


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by Reluctant » May 7, 2011 10:30am | Report

A lot of time went into this, and I like the effort you put into the graphs and values of her skills. And I basically relearned the game after reading the entire guide and I learned a few tricks as well. I main Karma, and I typically follow the same build, but I use Karma as a Roamer, level 6, I usually go to the mid and gank if the opposing player is overextended. They usually either die or waste a summoner spell, which is still a successful gank IMO.

But I applaud this build. Karma was just recently released on the Philippines server, and so far, and all the Karmas play Karma... well... not aggressively. I feel that Karma should be an aggressive player, since her skills allow her to do so.

And depending on the situation, I'm always open to the option of rushing Aegis, especially in normal games.

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by dom » May 7, 2011 11:06am | Report
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by Nighthawk » May 9, 2011 5:17am | Report






Dominion 101 Coming Soon! | Would appreciate some rep if I helped you.
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