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Karma Build Guide by Gatekeeperteddy

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League of Legends Build Guide Author Gatekeeperteddy

Winter Wonderland Guide Pre-Season 7 (REVAMPING FOR EARLY SE

Gatekeeperteddy Last updated on Yesterday
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Team 1

Ability Sequence

1
4
5
7
9
Ability Key Q
3
14
15
17
18
Ability Key W
2
8
10
12
13
Ability Key E
6
11
16
Ability Key R

Masteries

Fury
 
 
5/
Sorcery
 
 
 
 
 
 
 
 
5/
Vampirism
 
 
Natural Talent
 
 
 
 
 
 
 
 
Battering Blows
 
 
Piercing Thoughts
 
 
 
 

Offense: 12

Wanderer
 
 
5/
Savagery
 
 
 
 
 
 
 
 
5/
Merciless
 
 
Meditation
 
 
 
 
 
 
 
 
5/
Precision
 
 
Intelligence
 
 
 
 

Defense: 18

Recovery
 
 
Unyielding
 
 
 
 
 
 
 
 
Runic Armor
 
 
Veteran's Scars
 
 
 
 
 
 
 
 
Swiftness
 
 
Legendary Guardian
 
 
 
 

Utility: 0



Threats to Karma with this build

Threat
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Threat Champion Notes
1
Katarina She might be one of the easiest lanes ever. Do not let her roam and snowball. Care of her grievous wounds.
Guide Top

Introduction





Welcome to my Supreme Karma guide!

Who am I?
I am GatekeeperTeddy, though I'd prefer to be called by my IGN (Kàrma). I am one of the moderators for the KarmaMains Subreddit




Do I have experience?
I am Diamond 5 with over 800 ranked games on Karma. I can play her proficiently in all roles—even the unconventional ones. I am not the best but I do know what I am talking about. I have reread this guide and recreated several versions of it. If you read it here, then it is legit.



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About Karma



About Karma







Karma - the Enlightened One
Ranged Tanky, Burst, Shields, Mage, Support

Synergy: Ezreal, Hecarim, Sivir, Malphite
Jungler ganking potential: Medium
Speciality: Kiting, Engage, AOE Shield, Burst
Explanation: Karma's usefulness comes from Mantra. Proper use of Mantra can protect and haste your team or destroy the enemy team. With moderate amounts of AP, Karma can give her allies a meaty shield with Defiance or make a team split up to avoid her lethal burst damage from Soulflare. Her constant speed-buffs also make her a great kiter.





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Pros / Cons



Pros

+ Extremely diverse
+ Ult at lvl 1
+ Strong AOE Shield + Haste
+ Great Kiting Potential
+ Can Bait with Renewal
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.

Cons

- Squishy
- Falls off later (depends)
- Her damage doesn't always hit carries late game
- 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.


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Summoner Spells



Summoner Spells


Your main escape
Always take this spells. It will enable you to get into range to snipe your enemies with Soulflare OR to escape from a bad situation.


Kill Pressure
This helps you secure kills at many points into the game but if you're a passive farmer, then you probably shouldn't take this. This also halves heals, so take it when you're laning versus squishy sustain supports like Nami, Sona, and Soraka (but to be honest, always ban Soraka JK).


Another shield
If you like passive farming or feel like you will get bursted down by champions like LeBlanc or Zed, then take this.


Make a Carry Useless
I almost always this instead of ignite. I feel like the offensive and defensive component of it would better suit Karma. It is amazing against assassins too. In the bot lane it is an amazing tool to peel anyone off of your ADC.


Need for Speed
This spell is so powerful in this everlasting mobility-heavy meta. Champions are either extremely mobile, like LeBlanc. While other champions are sticky, like Gnar, and some are both, like Ekko. Ghost, along with Inspire will make sure that you never die.


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Runes



Runes


Marks


Support
Early on, every single auto-attack counts. Supports, especially, should always be trying to auto-attack in trades. With this rune, you will do more damage with your auto's which can win fights early on.


Support
Karma, being the aggressive support that she is, gets auto'd by minions and champions a lot early on. With these runes, you'll take significantly less damage.


Mid
You'll have a little extra magic penetration than if you were going to take Greater Mark of Hybrid Penetration. Every point counts when it comes to augmenting the damage of your spells.


Seals


Mid
You'll have 200 more health at level 18. That doesn't seem like a lot considering that all damaging spells will deal over 200 damage at that point, yet it makes you tankier when you combine your resistances.


Mid & Support
Against physical damage dealing enemies, you're going to take less damage early on. When you combine this with the pseudo-health from your shield, it can help negate poke from AD champions early on.


Support
This gives you extra health at level one. It's very good versus high burst supports such as Zyra or Sona since you'll have magic resist + health.


Glyphs


Mid & Support
Paired with any form of bonus health, can seriously protect you from magic damage early on.


Mid & Support
While it leaves you a little more vulnerable to magic damage, these runes boost your early game damage which can be more advantageous than defensive or utilitarian glyphs.


Mid
These are essential in quickly hitting the cooldown reduction cap in 2 items. However, they are not always needed. If you feel like you might need defensive items that grant cooldown reduction such as Abyssal Scepter or Zhonya's Hourglass, then you might not need these.

Quintessences


Mid & Support
These are standard for all mages and they boost your effectiveness of ability power-scaling skills early on.


Support
While I wouldn't recommend taking all 3, unless you're versus a heavy AD threat team, a combination of these can make sure you don't enter a game defenseless.


Mid & Support
If you really do not want to ever get hit by skill shots then you will sacrifice ability power for safety. It can be a great but rare choice versus Syndra, Viktor, Blitzcrank, Thresh, or Nautilus.


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Masteries



Masteries




All of these masteries increase your offensive aspects. There are not many other masteries that work as best as this one. You may substitute Thunderlord's Decree for Deathfire Touch , but I think Thunderlord's Decree complements Karma's burt best.




As with the mid masteries, there are not many other masteries that work as efficiently as this one. There are slight preferential changes such as taking Tough Skin over Wanderer but that won't impact your gameplay largely. The only other variant I could see is going for a more offensive set up and substituting Intelligence for Precision and putting 12 points into the Ferocity tree.


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Items




Items


MID LANE:
There are many item combinations that you may take on Karma Mid. However, there are 4 stats that are required. In order of priority, they are: Ability Power, Cooldown Reduction, Magic Penetration, Defenses. You need these 4 concepts in ALL of your builds to be successful.

Ability Power Items
Rabadon's Deathcap, Luden's Echo, Rylai's Crystal Scepter, Morellonomicon are items that give the MOST AP.

Cooldown Reduction
Morellonomicon, Athene's Unholy Grail, Lich Bane, Frost Queen's Claim, Ionian Boots of Lucidity, Abyssal Scepter, and Zhonya's Hourglass are offensive items that give CDR.

Magic Penetration/Reduction
Abyssal Scepter, Sorcerer's Shoes, Void Staff, and Liandry's Torment are items that give Magic Penetration/Reduction.

Defenses
Abyssal Scepter, Zhonya's Hourglass, Ninja Tabi, Mercury Treads, Liandry's Torment, Banshee's Veil, and Rylai's Crystal Scepter are items that give Health or Resistances.


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Power Spikes




Power Spikes


Power Spike #1

For a Mage-focused Karma build, completing Morellonomicon and Ionian Boots of Lucidity put you at your first power spike. This puts you at 30% Cooldown Reduction and allows you to pretty much combo your opponents and and cycle your spells often. You also have a larger mana pool for consistent poking.

For a Support-focused Karma build, your first power spikes occurs once you complete Sightstone, Boots of Mobility, and Redemption. This puts you at 15% Cooldown Reduction and allows you to cycle Defiance paired with Redemtpion in team fights.



Power Spike #2

For a Mage-focused Karma build, completing Zhonya's Hourglass/ Abyssal Scepter and Luden's Echo put you at your second power spike. This puts you at 40% Cooldown Reduction and allows you to pretty much kill their ADC in one full combo. You can roam with your enhanced movement speed and more efficiently clear waves with Luden's Echo's unique passive.

For a Support-focused Karma build, your second power spikes occurs once you complete Eye of the Watchers, Ardent Censer, and Locket of the Iron Solari. This puts you at 35% Cooldown Reduction and allows you to cycle Defiance paired with Locket of the Iron Solari while augmenting your team's damage and having a larger shield.


Power Spike #3

For a Mage-focused Karma build, completing Void Staff and Rabadon's Deathcap put you at your final power spike. At this point your job is to Inspire + Soulflare into the enemy team. Then peel back. You should win the game if your teammates aren't idiots.

For a Support-focused Karma build, your final power spikes occurs once you complete Zeke's Harbinger or Mikael's Crucible. You should be cycling Defiance + Locket of the Iron Solari so often that the enemy won't be doing any sustained damage.


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Tips & Tricks




Tips & Tricks


Stealthy Soulflare!



Using Soulflare from a brush will surprise your target and allow you to easily set up for a Focused Resolve and even refresh Mantra's cooldown. As seen in the video, the quickest way to get max CDR on mid is Morellonomicon+ Ionian Boots of Lucidity along with Greater Glyph of Scaling Cooldown Reduction or Greater Glyph of Cooldown Reduction.

Getting the Most out of Level 1 Mantra



Casting Mantra a couple seconds before the minions actually collide will help you reduce the cooldown of it--whether you're leashing or not. Also, most people do not pay attention to the glowing skin (especially on Traditional Karma) so you can shock them with a Soulflare.


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Special Thanks



I am true believer that if you do something, you will be punished or rewarded for that action. I also treasure peace as it is when humanity is seen at its best. However, Malcom X said it best:

Quoted:
"Be peaceful, be courteous, obey the law, respect everyone; but if someone puts his hand on you, send him to the cemetery."