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Karma General Guide by Sandavar

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League of Legends Build Guide Author Sandavar

Comprehensive guide to solo-top Karma

Sandavar Last updated on December 6, 2011
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E

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.



Offense: 9

Honor Guard

Defense: 0

Strength of Spirit

Utility: 21

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This guide is not a joke. Karma is a VERY underestimated champion to say the least. Karma is a strong counter against many champs like Wukong, Olaf, Yorick and many other poke oriented top lane champions. I am Summoner Name: Sandavar. I've been playing since towards the beginning of season 1 and have a lot of experience in jungling as well as solo top support and AD carry. Feel free to watch my stream and log into the chat that is underneath it to ask any questions in real time! Thanks for taking an interest in one of my favorite champions! (will be editing in a support section soon!)


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In my opinion the masteries are pretty self explanatory. She uses a good chunk of mana early so the 21 in utility helps with that. Karma becomes extremely strong as she levels so getting the experience masteries is great.

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The bottom line about early game is that karma is a VERY squishy champion and needs to durability to sustain in lane. Also as karma u are not going to be looking to kill people atleast for the first 6 or so levels because farm is MUCH more important to her than trying to harass too much. A farmed Karma is an OP Karma!

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Summoner Spells

As far as summoners go it is really up to you. I enjoy have flash & teleport for the simple reason that it allows me to back early and often to keep from getting ganked too much in lane and instead of having to buy a lot of potions i can just back and tele if i am struggling. I find that ignite is not the MOST effective spell on her BUT ignite is a great summoner spell especially if u have a high burst healing lane against yourself. I find ghost pretty useless only because 9/10 if you need to run faster you can find a creep or another character near by to tether if not the champion you are running from to slow them and speed you up. Surge I can see work for team fights but its just not my style. Exhaust also doesn't seem like a the best choice just cause u already have a strong defensive set + the runes i use give her more survive.

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Skill Sequence

Maxing her shield will give you the best opportunirty to farm Q gives her even more farming power and sustain and the W is more useful late game for team fights. DO NOT FORGET ABOUT THE W it DOES do some good damage and is great utility!

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Lane Phase

For the first 5 levels Focus all of your attention on last hitting. Because karma has a strong skill set for dealing damage and defending herself do not be afraid to walk up into the minions and push the enemy laner off the wave to reduce there ability to last hit. Also karma is a lane that ganks are not gonna be focused on. YES she does amazing burst damage but its not effective till about level 10 for a gank so do no be afraid to push the lane and force your enemies minions into the tower. Karma is extremely good at pushing minions and her skill set makes last hitting easy. When u push the minions into the tower go back to base and purchase depending on how fast your enemy is most of the time teleport is not needed to get back to your lane without missing much cs or xp. I know in my items I did not bother to put wards but it is VERY important to make sure u always have some kind of ward coverage as any player in lane or jungle let alone as the top lane where most junglers focus there attack. By about level 3 or 4 you can clear waves with a strong q e q combo on the minions and the enemy becomes overwhelmed with harm at the tower.

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Team Work

In team fights your best bet as karma is to rely on your teams positioning to remain out of range of the enemy team. Although you do do TONS of damage REMEMBER THAT YOUR JOB FIRST A FOREMOST IS TO KEEP UR PARTNERS ALIVE. By keeping you ad carry and mid alive you give your team a STRONG advantage. It is beyond crucial for you to realize that in doing damage to the other team you can Infinitely prolong your teams survival. By forcing you q onto enemies you can usually cone a good majority of the team and heal them! also with the shield shield the Squishiest of Lowest hp front line character. Most of the time your AOE damage will do a lot of the early work for your team getting the enemy carries down to low hp. In team fights you have to constantly push in and out of the fight because you only have 2 spells that you should be using constantly and a 3rd that is VERY opportunistic. If you manage to get a tank with a fling cc or pull cc it is very easy to help them engage with the tether speed up and then do damage to the target they engage on by passing the tether through them.


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