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Runes:
Sorcery
Inspiration
Spells:
Ignite
Flash
Items
Ability Order
Gathering Fire (PASSIVE)
Karma Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Lucian
Lucian is annoying because of his high damage and mobility. Play this one on the safe side and focus on shielding your ADC.
Ideal
Strong
Ok
Low
None
Introduction
Hello! I'm LePawn242! Glad to see you here! This is my guide to my favorite champion, ![]() ![]() This guide actually has two builds nested into it: a safe build and an aggro build. I suggest the safer one for new players and those who want to be a more traditional support. Go with the aggro core if you're looking to scale into a late game AP monster! I believe there is beauty in brevity, so I tried to keep everything short. I appreciate all of your views and feedback! Please, enjoy! |
Let's start by going over Karma's kit so that you can better understand why I build Karma the way I do.
-
Mantra (R): This ultimate ability is what makes
Karma so scary in the early game. She starts with this ability, and activating it causes her next ability to be empowered.
-
Gathering Fire:
Karma has a very simple passive. Hitting an enemy champion with an ability reduces the cooldown of her ultimate, Mantra
. Basic attacks also reduce the cooldown, but the effect is halved. This encourages you to play aggressively.
-
Inner Flame (Q): This is the bread and butter of
Karma. This projectile has good range and speed, making it an excellent poking tool. If it hits an enemy it will detonate in a small AOE fashion and slow all those affected. When empowered by Mantra
, it becomes Soulflare
. The empowered version detonates in a much wider area, and then the affected area will detonate again after a brief delay. Unlike the basic version, Soulflare
will automatically detonate at maximum range if it does not collide with an enemy.
-
Focused Resolve (W): This ability allows
Karma to be a real bully. She tethers herself to an enemy, dealing magic damage. If the enemy cannot get out of tether range they take magic damage again and get rooted. This can force enemies to back off, or allow
Karma to escape if she's being chased. The empowered version is Renewal
. It restores some of Karma's health and extends the root. I would recommend empowering other abilities.
-
Inspire (R): This is one of the best shields in the game. While it doesn't provide a ton of shielding, it provides a burst of speed, allowing it to be used to engage, disengage, and dodge. When empowered, it becomes Defiance
. It will provide more shielding to the target, as well as provide partial shielding to all nearby allies. All allies affected will receive the full movement speed buff. This is an amazing team shield that is invaluable in team fights. Shield supports took a big hit in patch 8.12, but Karma was probably the least affected. Her shield duration was reduced, but the movement speed, the key piece, was left unaffected.
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Karma is a mage, so naturally we take
Sorcery.
I also take
Inspiration. Your secondary tree is a bit more of an expression of your playstyle, and this is just how I do it.
Another popular way to build that you may consider if you want to play a safer game is to take
Resolve with
Revitalize for better healing or shielding. Take
Font of Life against easy to poke champions or
Bone Plating against all-in bursty champions.
A newer alternative is
Domination as the secondary tree. With the introduction of
Ultimate Hunter,
Karma can pursue
Domination for the CDR on
Mantra and more vision dominance with one of the tracking runes.

Summon Aery: Despite its damage getting nerfed, they increased its shielding power. As a support, this isn't a bad thing. I usually prefer this to
Arcane Comet, but it's worth mentioning that since
Inner Flame slows, hitting enemies with it almost guarantees that
Arcane Comet will also hit. It's ultimately up to you, but I prefer
Summon Aery because it is more reliable, can be used defensively, and can be triggered by basic attacks.
Nimbus Cloak: We mourn the loss of
The Ultimate Hat. This is a great pick instead, as it allows
Karma to quickly position for
Soulflare after triggering
Mantra. It also provides magnificent escape or chase when combined with
Defiance. Take
Nimbus Cloak if you plan on building mana or mana regen.
Manaflow Band is also valid, as taking it along with
Biscuit Delivery completely removes the need to build a mana rock or mana regen.
Transcendence: Now that
The Ultimate Hat is gone, we need as much CDR as we can get. Also keep in mind that if you took
Nimbus Cloak it benefits from this rune.
Celerity is always nice, but recent nerfs make it less desirable than it once was.
Gathering Storm: With
Scorch getting nerfed and games getting longer, I prefer this rune nowadays. Since
Karma doesn't scale as well into late game as other champs, this keeps her relevant.
I also take

Magical Footwear: The is a slightly underrated rune. This is basically 300 gold you never have to spend and free movement speed. The only disadvantage is that the enemy team can rush boots, leaving you slow and vulnerable until ten minutes. Consider
Perfect Timing for a safer play or
Biscuit Delivery if you want to go aggro and skip building mana.
Cosmic Insight: I'll take any CDR I can get, enough said.
Another popular way to build that you may consider if you want to play a safer game is to take




A newer alternative is





![]() |
This item is too good not to take. Karma's poke will easily stack the tribute effect. Upgrade to ![]() ![]() ![]() |
![]() |
It's kind of a toss-up here between ![]() ![]() |
![]() |
Your first and most important core item on a safe ![]() ![]() ![]() |
![]() |
The active ability is invaluable once lane phase is over, and the massive mana regen makes this item scary when combined with ![]() |
![]() |
This is the first item in our aggressive core. Only build this first if you took ![]() ![]() |
![]() |
This item is nice against healing supports or teams that are building high MR, which will almost always happen if you have an AP heavy composition. This is an attractive second buy on an aggressive build with ![]() |
![]() |
This is a decent first build after you finish your core. The stats are nice and its active ability can help you survive if you dive too deep in a team fight chasing a kill or something. |
![]() |
Movement speed is always nice, as is AP and CDR. The active is also useful for catching any low health enemies trying to escape. A cheap and attractive buy on any build. |
![]() |
I have mixed feelings about this item. I can't deny that it's an extremely valuable support item, but the fact that ![]() ![]() |
![]() |
This is a new addition to this build as of patch 8.11. It doesn't provide as much movement speed as it used to, but the addition of mana regen makes it much more attractive for ![]() ![]() |
![]() |
What a fun and horrific item! Only go for this item if you're doing really well. Basically, if you ever back with at least 1250 gold after you've already upgraded your support item and finished boots it might be worth grabbing a ![]() |
![]() |
Only build this item if you went aggro and didn't build ![]() ![]() |



During lane phase, positioning is key. Claim the first bush, and secure the second bush if you can get your minions pushed up. Typically you're going to take








Buy a

If something happens and you're losing lane, focus more on protecting your ADC.


Your job is now to keep the team alive. If everyone is grouped up and staring each other down midlane, stay at the front to toss a
Soulflare at any enemy who tries to cross no-man's land. You can easily use
Focused Resolve and
Inspire to get away if multiple enemies push forward.
Karma is great at kiting, since she has a slow, root, and move speed buff in her kit.
Once a team fight has broken out, save
Mantra for
Defiance. If you built
Athene's Unholy Grail, be sure to heal injured allies with
Inspire. If your team is grouped up and injured, use
Redemption to top everyone off. Your job is also to evacuate team members who need to get away from the fight.
Inspire them and be ready to
Focused Resolve or
Exhaust anyone who gives chase. If you're injured, stay behind your team to shield your allies and toss
Soulflare when you can.
If your team is losing,
Karma is extremely useful because she can keep her team alive when they're grouped up in base. She can also use
Focused Resolve to root enemies who enter tower range so that they're forced to take tower shots. If multiple teammates are dead and minions are pushing in, don't be afraid to toss a
Soulflare to wave clear.




Once a team fight has broken out, save









If your team is losing,




While




If one of your teammates is chasing down a weak enemy, the speed boost from

If you played
Karma well, you should finish the game with high damage marks. Sometimes I even have the most damage on my team (though those are typically games we lose). Always keep up the pressure and try to end lane phase as quickly as you can after level six since your enemies will have more answers to your harassment. Post lane phase, encourage your team to stay grouped up and focus on healing and evacuating injured teammates.
I hope you found this guide helpful! Please tap that up vote if you liked it and feel free to leave comments on possible improvements! I'm planning on making more guides in the future, and will link those when they're finished!
Have fun and fight with honor!
-LePawn242

I hope you found this guide helpful! Please tap that up vote if you liked it and feel free to leave comments on possible improvements! I'm planning on making more guides in the future, and will link those when they're finished!
Have fun and fight with honor!
-LePawn242
-
Published 5/16/18. Several changes made throughout the day.
5/18/18: Updated Tips. Change Log added.
5/23/18: Many minor grammatical / syntax edits.
6/1/18: Updated for patch 8.11. The Ultimate Hat replaced with Nimbus Cloak. Shurelya's Reverie added to items.
6/4/18: Rune page updated to reflect the viability of Ultimate Hunter.
7/10/18: "Spells" section changed to "Abilities" and shield nerf from patch 8.12 noted in description of Inspire and Defiance.
9/11/18: Numerous changes added, as I've been out of the scene for a while (sorry!). Aggro build added to items. Many item descriptions altered. Starting potions reduced to two. Rune page updated in light of recent Celerity and Scorch nerfs. Lane phase, post lane phase, and tips trimmed for brevity.
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