Karma Build Guide by Hanjaro
[9.18] Hanjaro's Karma Supporting your way to Challenger.By Hanjaro | Updated on September 11, 2019
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+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
Threats & Synergies
Nami can out trade you with her heal and poke, but she does have high mana costs. Take advantage of your range, dodge her bubbles and potentially ask for a gank.
Nautilus is scary as he has hard CC and can easily 100 - 0 you or your ADC if you're not careful. Poke him down from range and dodge his hooks, be aware of a flash all in threat.
You can poke him down easily, but he has a very scary all-in. Avoid his hooks, and don't get close to his flay, be aware of a flash engage.
You can easily poke down Blitz, and you have your shield for mobility to dodge his hooks, but be aware of a flash all in, and if your shield/flash is down, he can get an engage off.
Perfect with Karma's aggressive lane phase, and you two can burst a target down easily if caught out.
Karma is good at enabling Tristana to jump into the fray with her shield and movement speed, and Karma's Q adds to the large burst of Tristana's bomb.
Lucian is very mobile, especially with Karma's shield. Can be hard to lock down a Karma/Lucian lane, and their burst damage is scary.
Ezreal doesn't need much peeling, although if he can hit his W-Q, he can provide a nice burst of damage to go with your empowered Q.
Karma doesn't offer much for Kog'Maw other than her shield and increased movement speed, although if you manage to catch a mispositioned enemy, you can potentially burst them down together.
Champion Build Guide
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The reasoning behind Ignite is that it gives you a lot of extra pressure in lane, and furthermore adds a 40% healing reduction.
Exhaust is used when there are high damage threats on the enemy team, such as Zed, Kayn, Draven etc
It gives you an extra chance at escaping with the damage reduction, as well as the slow it provides. The damage reduction can be used to negate all in damage, from something like a Zed's Death Mark.
|Summon Aery procs when you use Inspire giving you extra utility and shielding, and it's a fantastic way to proc Ardent Censer. It procs with Inner Flame as well, giving you a little bit extra poke in laning phase.|
|Manaflow Band is the only viable rune in this column as support, it helps with your mana regen - which can quickly ramp up when you're consistently casting spells to poke and peel in lane.|
|Celerity increases Karma's potential to roam around the map, stacking with Inspire, and if you decide to take Boots of Mobility - your movement speed is exponentially increased.|
Once again, focusing on an early lead in laning phase, Scorch is your go to rune. It helps give your ADC a wide berth around minions by poking down the opposition. It's one of the best options in this row.
Gathering Storm is a good option as well, but it focuses more on post 20 minutes - if you have carries such as Ryze, Vayne and Kassadin, who scale high into late game, you might want to consider taking this over Scorch.
|Biscuit Delivery is a great rune for sustain. It restores 10% of your missing health and mana, and increases your maximum mana by 50 anytime you consume or sell a biscuit. This is a great rune if you are facing a poke heavy opposition, and it also synergizes well with Manaflow Band.|
|Cosmic Insight has good synergy with Karma's Mantra. It grants 5% CD, increases your CD cap to 45%, as well as reduces the cool down of both active items and summoner spells by 5%. It's not hard to overcap on CDR, so the extra is not wasted and converted to AP.|
Gathering Fire (Passive)
||INNATE: Karma reduces Mantra's cooldown by 2 / 3 / 4 (based on level) seconds every time she damages an enemy champion with an ability, halved to 1 / 1.5 / 2 (based on level) seconds on her basic attacks.|
Inner Flame (Q)
EFFECT RADIUS: 280 (300)
COST: 50 / 55 / 60 / 65 / 70 mana
COOLDOWN: 7 / 6.5 / 6 / 5.5 / 5
ACTIVE: Karma fires a burst of spiritual energy in the target direction, detonating with the first enemy hit, dealing magic damage and slowing all enemies around the target by 35% for 1.5 seconds
Mantra - Soulflare - ACTIVE: Soulflare detonates upon hitting an enemy or reaching maximum range, dealing bonus magic damage in an increased area.
A field lingers around the detonation for 1.5 seconds, slowing enemies by 50%, after which it explodes, dealing magic damage to all enemies inside.
Focused Resolve (W)
TARGET RANGE: 675
TETHER RADIUS: 1000
COST: 50 / 55 / 60 / 65 / 70
ACTIVE: Karma exerts her will over a target enemy champion or monster, dealing magic damage and forming a tether between them for up to 2 seconds, during which the target is revealed.
If the tether holds for the duration, the target is dealt the same magic damage and is rooted for up to 2s at max rank. NEW AS OF 9.14 Focused Resolve/Renewal now reveals successfully rooted targets for the duration of the root as well.
Mantra - Renewal - ACTIVE: Focused Resolve's root duration is increased, and heals Karma for 20% (+ 1% per 100 AP) of missing health on-cast and once more when the target dies while tethered or is rooted.
- If you are at risk of dying, and need to save yourself - you can always use your Mantra on Renewal for the large amount of healing it does initially, and when it ends.
- During lane, you want to Inspire yourself before, or during, Focused Resolve, giving yourself bonus movement speed, so not to break the tether.
TARGET RANGE: 800
COST: 50 / 55 / 60 / 65 / 70 mana
COOLDOWN: 10 / 9.5 / 9 / 8.5 / 8
ACTIVE: Karma shields the target allied champion or herself for 1.5 seconds, granting them bonus movement speed for 1.5 seconds. Movement reduced to 1.5s as of 9.13
Mantra - Defiance - ACTIVE: Inspire's shield is increased. Allied champions near the target are also shielded for 30% of the target's shield, and gain the same bonus movement speed, both for their same durations.
- During teamfights, you're most likely wanting to be casting Mantra on Inspire for the aoe shielding and MS.
- Try to cast the shield on the highest priority target, as the aoe shields are not as strong as the initial one.
- Take advantage of the bonus movement speed Inspire provides, to catch a fleeing enemy, or to help escape.
- You can turn the tides of battle in your favor with Defiance, as well as procing Ardent Censer, Summon Aery and adding a heal with Athene's Unholy Grail.
COOLDOWN: 45 / 42 / 39 / 36
ACTIVE: Karma empowers her next basic ability within 8 seconds for an additional effect.
Karma begins the game with one rank in Mantra.
Karma is a very lane orientated support, you want to be poking down the enemies as much as you can with Inner Flame and Soulflare. You want to be exerting the threat of an all-in with Renewal, while being able to shield yourself or your ADC with Inspire.
You can help push the wave with Inner Flame, or poke the enemy behind the minions like this too. Focused Resolve should be used as a disengage, or to root the opposing laner you're chasing down.
If you're not looking to make an engage, you can use Inspire to shield yourself or ally from any incoming damage, you also proc Summon Aery this way, which adds extra sustain.
Outside of laning phase, you're going to want to be setting up a lot of Warding Totem wards around objectives, such as Baron Nashor and the drakes. If your team is ahead, and it is safe to do so, you can set up deep vision in the enemies jungle, allowing yourself and your team to get important picks, that allow you to take the previously mentioned objectives.
You want to mostly take your focus from aggressive to utility focus during this stage of the game, if behind or even at least. You will want to focus peeling your ADC or main damage threat with Focused Resolve, and shielding your team with a Mantra empowered Inspire, granting everyone Ardent Censers buff (if you have purchased this item).
You can use Soulflare to nuke down the enemies health, only if your team is already ahead and have no risk of being picked off, or having the fight turned around on you.
Late game, you're just focusing on keeping your team alive, and buffed with Defiance, keeping it on a low cooldown with Gathering Fire.
The main thing to be aware of, is making sure your teams threats stay alive, while removing, or zoning, the enemy teams threats.
Control Ward's are a staple part of any support, both to deny your enemies vision, and to provide your team extra vision. You should make sure to buy one at least every time you back, preferably to have 2 on you at all times.
If you enjoyed my guide, you can check out my other guides here, in which I've covered more styles of supports, incase you want to branch out on supports such as engagers ( Nautilus, Pyke etc!).
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