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Recommended Items
Runes: Standard 2v2
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Flash
Ignite
Items
Threats & Synergies
Pyke
Pretty much can't hold him down. He has too much mobility. Personally would ban this or Nautilus.
Ezreal
Enemies stand behind minions to not get hit by his Q. Karma wants enemies to stand behind/beside minions. Excellent poke, and helps ezreal push waves.
Ezreal
Enemies stand behind minions to not get hit by his Q. Karma wants enemies to stand behind/beside minions. Excellent poke, and helps ezreal push waves.
Champion Build Guide

Mythics
NEW -

- This is a fantastic item for players who love to play aggressively as an enchanter.
- When it says "dealing damage" to get Soul Shards, it includes auto-attacks as well, which is great because auto-attacking mid-late game as an enchanter tends to do very little.
- Also "dealing damage", is based on a single ACTION that deals damage, not from each source of damage. For example:




In this example, it was 1 ACTION, then a bunch of stuff triggers. So each ACTION of damage, grants you 1 soul shard.
CHANGED -

- 200 gold cheaper
- This requires TWO allies to be near each other for the passive to trigger. Which means, if it's just you and 1 other person, this passive does NOTHING.
BUFFED -

- 200 gold cheaper
- Changed build path
BUFFED -

- 200 gold cheaper
- Changed build path
BUFFED -

- 200 gold cheaper
- Slightly lower stats and movement speed on passive.
BUFFED -

- 500 gold cheaper
- Lowered base stats.
LEGENDARY
CHANGED -

- Is now a Legendary, and not a Mythic.
- 200 gold cheaper
- Different build path, no more HP, but more AP.
- Passive does less damage.
CHANGED -

- 200 gold cheaper
- Lowered base stats
- Now gives movement speed
- Passive gives more attack speed and deals more damage.
- Different build path
CHANGED -

- 200 gold cheaper
- Lowered base stats
- Now gives movement speed
- Passive gives more ap
- Different build path
BUFFED -

- 200 gold cheaper
- Adjusted stats
CHANGED -

- No longer gives Ability Haste
- Different build path
- Stronger active heal
- Now gives Health Regen
CHANGED -

- Now gives HP
- No more Magic Resist
- Now gives Health Regen
- Active heals a bit more
- Different build path
ADJUSTED -

- 600 gold cheaper
- No more

- Less hp, more magic resist.
- Different build path
BUFFED -

- Different build path
- 200 gold cheaper
CHANGED -

- 100 gold cheaper
- Lowered base stats
- Now gives Armor
- Passive damage redirect does more to you
- Different build path
CHANGED -

- Now BUILDS from

- 1200 more gold
- Passive gives more bonus stats.
- Now gives Mana Regen.
EPIC
ADJUSTED

- No longer automatically upgrades to

- Now gives Mana Regen
- Now gives bonus stats.
NEW -

- An Armor/Hp/Ability Haste recipe item towards Tank support items.
NEW -

- An HP/Mana Regen/Health Regen recipe item towards Enchanter support items.
My thoughts and opinion:
- Overall, I like how almost everything is cheaper (even if it they give a bit less stats) so that I can get to actually completing items more often.
-

- I like almost all the changes and adjustments, except for

- Really excited


- On the flip side,

- I think

-


-



-


-

-

- I think

Overall, I say, great job and I can't wait to play it all out!
Main account Profile: Navcan
Smurf: Navn
Twitch Stream: twitch.tv/navcan
Tiktok: @navcan
Youtube: navcans
Hi there! I've been playing Karma since Season 6! This guide is just a very general guideline of how to play Karma, with runes and itemization. If you'd like to ask more questions, drop a comment or drop by my stream! I stream almost everyday, and still play Karma frequently. Thank you for reading!
If you're interested in my other guides:
Lulu - Support Lulu
Ashe - Support Ashe
Soraka - Support Soraka
Amumu - Support Amumu
Miss Fortune - Support Miss Fortune
Trundle - Support Trundle
Veigar - Support Veigar
Jarvan IV - Support Jarvan
Pantheon - Support Pantheon
Heimerdinger - Support Heimerdinger
Sona - Support Sona
Yuumi - Yuumi
Milio - Milio
- If you like being aggressive and having early laning pressure,

- Around mid/late game, you play more like an enchanter, by constantly using




Pros:
- Lots of early game opportunity.
- High potential to snowball similarly to an engage support lane.
- Can play it mid or top if necessary.
Cons:
- Hard to pilot efficiently.
- Pretty useless if not ahead from laning phase.
There are 3 main mythics to buy, and generally speaking, you will be rushing one of these 3. Your early buys can include,






Mythic:
Reasons to get

- There's a lot of AoE damage on the enemy team to mitigate.
- There's a lot of burst champs that can kill you easily.
- Good when you're going even or behind. Even good when you're ahead, but not as optimal.
Reasons to get

- Most hypercarries don't have much mobility, you can give that to them so they can position to put out their damage.
- Just a good safe mythic choice. Can't go wrong with it.
Reasons to get

- If your opponent's have a lack of mobility and you're looking to keep playing aggressive, then this'll be great to keep up offensive pressure.
Boots/Shoes Choice
-

-

-

-




-

Legendaries

- Pairs much better with AD casters, such as


- Gives movement speed to really help hold


- I usually don't end up buying this item in general, because if your ADC isn't doing too great, it ends up being a relatively weak buy.
- The only reasons why I'd buy





- Pairs pretty well with


- I'd be looking to buy this if there's a bit of CC to get rid of, but if there's too much CC, then it won't feel impactful at all. The main choices of CC, usually



- If you can self cast this by buffering it just before CC hits you, this also becomes a


- Relatively safe choice if none of the other legendaries look appealing to buy. Works much better if you pair it with



- Enemy bot lane is







- If the enemy team has multiple assassins, and short ranged AP attack-speed reliant champions (ex


- PERSONALLY, I love this item vs heavy AD comps, especially if they have a decent amount of range (ex.

- Make sure the armor is worth it and to no longer auto-attack things in fights since you'll lose the movement speed.

- If you're against a AD-heavy team comp, and you have 1 particular team mate who is doing very well, then this'll be a nice buy

- If you're against a AP-heavy team comp, then you can buy this and get pretty darn tanky while helping your own team's damage.

- This item should be your last item. It will give a LOT of stats.
Passive -

- Hit your abilities, get

- If you hit multiple enemy champions with a single Q, you will get 5 seconds off each champion hit.
- If they stand on

- If you root an enemy with


- This is why its really important to be able to get closer in fights, to get your

Q -

- This has a shorter hitbox than it may seem, but then the

- The main way to hit enemies with


- Just be very careful while doing this because it tends to mess up cs-ing for your lane partner, and that can frustrate them a lot.
- At level 1, with


- In some cases, to stall for time or zone an area, you could

W -

- This is a good majority of

- Good


- For

- If you're running low on hp and need a bit of a touch-up but you can't recall, then you can use

E -

- Once you start putting more points into






- Staying just outside of


R -

- You can cast this while under crowd control effects, so if you're still CC-ed and you want to use



- Once you start getting to mid/late game, and have a good amount of ability haste,



Keystones:

- This is most likely Karma's best rune. She's very good early, and a strong lane bully, and if you ever land



- I would take this in more even/losing match-ups due to likely that you have to hold your



- Pretty much mandatory on Karma. It's just so good to hold tethers on enemies, and EVEN IF the enemy has








- I think only take this if you take



- The other two runes in this row just kind of suck, so this is really the only one worth taking.

- To be taken with


- Take this with



- If you have a constant wave pushing lane partner, and the enemy bot has a very hard time pushing back, then this will help rip the tower down even faster.

- This will help with durability once you get into mid-game to hold tethers with


- If



- Deal with poke heavy lanes so you're not too low.

- Good vs All-in 2v2 lanes, as well as many enemy assassins on the enemy team.
- Pay attention to the cooldown of this, as it can bait a lot of enemies due to how much it will block if they decide to jump you.

- If you're looking to take

- This does work with

- Also consider maxing



- Very good against high CC lanes such as





- Incentivises taking

- If your opponents can't see when you're going to shoot


- Take this rune if the enemy jungler scares you more than your laning opponents, such as




- Should only take this rune if you have a winning lane match-up, so that you increase your chances of actually getting your stacks.
- This helps get to Mythic/Legendary item spikes way sooner.
- Try to avoid buying



- Also very good, with all the mythics. If your second item is an active, there will be a lot more value for this as well, such as



- Can't go wrong with more movement speed to get from place to place. And as a support, you're going to be rotating to a lot of fights.

Laning Phase/Early Game
- This is arguably where you have the most influence as




- When starting a fight, you will want to







- If there isn't a whole lot happening, you can even


Mid game
- How this will play out depends on how your laning phase went, because of how dynamic

Ahead from laning phase
- If you're ahead, meaning some kills or turret plates, you can build more AP items, such as



- This also kind of allows you to keep playing really aggressive like an engage support, since its unlikely your opponents can burst you at this point.
Even or Behind from laning phase
- Once laning phase ends and people start getting items, people will start dealing a lot more damage, and there will be more people in team fights that can just blow you up. So you end up playing much less aggressive, and focus more on playing like an enchanter.
- So instead of using





- It all really depends on how fast you can die, so that you can actually get closer to hold tethers and land

Mid/Late Game
- Its very identical to playing from behind from laning phase. Since people will have items, and it's likely you build items that don't make you tankier, it will become harder to live for longer periods of time in team fights.
- 4v4 or 5v5 fights will start happening a lot more often, and your





- The amount of value from


- Karma kinda plays like an engage enchanter, and you have to be willing to get closer to fights to land


13.11 Plat and Below

13.11 Diamond+

Tier List Grading Points
- Winrates
- Champion Difficulty (more relevant in platinum and below)
- Counter-play (more relevant in platinum and below)
- Flex pick for draft (more relevant in diamond+)
- Early game (more relevant in diamond+)
- Late game/scaling (more relevant in platinum and below)
Overall Points:
- Games last longer the lower in elo you go. Therefore, mage supports tend to do much better since you can buy your items, and you basically become another carry threat. This leads to enchanters/engage being weaker in lower level play since you would rely on your teammtes more often.
- Champions that are fundamentally easier to execute on will have higher win rates. Since it is more unlikely players are pilot-ing their champion runes/builds/kit efficiently, the easier the champion, the more likely to maximize their kits. This is especially apparent in Platinum and below.
- I would recommend playing any of the champs in S+, S, or A. However you can climb on almost anything, provided you always look to maximize your champion kit, mechanics, and impact on the game. Winning is the result of improving.
There's also my tiktok
And my youtube!
Cheers and thank you for reading! Good luck on the rift
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