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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.
Karma : You ARE The Support.
A potent support while in lane, or in a mass team battle, Karma can keep the whole team going a lot longer. Along with being deceptively tank-ish, in combination with her passive, Karma is a dangerous combatant in long fights. Even though Karma is designed for durability, and able to out last most other champions while in lane, and can keep a whole team in motion in the midst of a team fight, she's a bit lack luster when it comes down to straight up ganking, due to a lack of finishing moves. Karma is best dressed to rack up assists while helping your assassins, nukes and carries OM NOM NOM on some delicious feeds, hopefully creating a powerful ganker early game to give your team a steady upper hand. Stay back, remain calm, and watch your Assist score sky rocket and let your team ride the numbers to victory.
Karma : Overview
As previously stated, Karma is a Mage class Support champion, designed to be able to keep going and going and going, not entirely unlike the Energizer bunny. Here is a brief overview of Karma's strengths, weaknesses, and abilities, along with some tips and tricks to keep you in the game longer.
Karma is a Ranged Champion, best paired with a Melee champion in lane. While Karma's move set is designed to help control the tides of battle, she is lacking in the ganking department, due to her lack of finishing moves and Ultimate.
Karma's passive Inner Flame makes her deceptively dangerous. As Karma takes damage, her AP increases based off the percentage of health she's missing. As she takes more and more damage, Karma becomes something of a glass cannon. Due to the buff from this passive, Karma is particularly dangerous in drawn out team fights.
Heavenly Wave (Q): Karma attacks with her fans in a small frontal cone. With Mantra active, Heavenly Wave will heal Karma and near by allies for a percent of the total damage dealt.
UTILITY: The range of the cone isn't quite as awesome as, say, Ashe's Volley, but the attack hits multiple targets, unlike Ashe's Volley, where each arrow can hit only a single target. Due to the lack of range, however, Heavenly Wave isn't a very dangerous hindering technique. However, with Mantra active, you can use Heavenly Wave on a wave of enemy minions and heal yourself and near by teammates, which means you can sustain team fights longer by mass healing friendly champions. This technique is very potent also in early game to help keep you and your partner in lane longer.
SPIRIT BOND (W): Spirit Bond links Karma to a target, friendly or enemy alike. The bond increases Karma's movement speed by a set percentage. If the target is an enemy, the target is slowed by the same percent as long as the bond remains. For ally targets effected by the bond, it increases their movement speed, as well. Any enemy foes that touch the tether (while either friend or for is being targeted) take a small amount of damage per second. With Manta active, the movement speed increase/decrease is slightly higher, and the tether deals more damage.
UTILITY: Spirit Bond is good to use to cut off opponents from one another in team fights, or slow one down enough to get a gank. Picking a target opposite you, while there are enemies between you and the target, is an excellent way for dealing some damage as well. Spirit Bond is also an excellent tool to utilize against runners, by either slowing down the enemy target, or speeding up yourself and your ganker to speed to the kill.
SOUL SHIELD (E): Creates a barrier around a friendly target champion or minion that absorbs damage based off Karma's Ability Power. With Mantra activated, Souls Shield creates a shock wave around