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Karma Build Guide by Nexhas

Karma - CD/AP Support (Unfinshed)

Karma - CD/AP Support (Unfinshed)

Updated on February 26, 2012
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League of Legends Build Guide Author Nexhas Build Guide By Nexhas 5,820 Views 0 Comments
5,820 Views 0 Comments League of Legends Build Guide Author Nexhas Karma Build Guide By Nexhas Updated on February 26, 2012
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Spells:

LoL Summoner Spell: Teleport

Teleport

LoL Summoner Spell: Flash

Flash

Introduction

Introduction



This is my guide to Karma this build will focus mainly around playing Karma rather then play style. All Reviews and votes will be greatly appreciated.



Welcome to my second guide! This is not just any guide though, this is a guide for my main champion, Karma. And as the title says, Karma is beastly. This is my third champion and once I played her during a free week, I immediately bought her. Not only is she an amazing support to have around, she's deadly.

I'll update this again with more content soon. Check back!
Credit
Just to all my friends
Argonoch
OxejTheDusk
azurustigris

Credits to jhoijhoi for the template, which you can find here.
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Pros / Cons

Pros / Cons

spaaaaaaaaaaaaaace
Pros


+ Amazingly versatile Champion
+ One of the best supports if played correctly
+ Has an AOE heal
+ Amazing lane presence and zoning
+ Deceptive survivability
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Cons


- Can be focused easily
- Can be difficult to use abilitys effectively
- High learning curve
- Susceptible to hard CC
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Summoner Spells

Summoner Spells


Flash : After 4 seconds, teleports your champion to target friendly minion or turret. 3 minute cooldown if cancelled.
Summoners Resolve

Summoners Resolve: Reduces cast time by 0.5 seconds (for a 3.5 second cast time).
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[SUMMONER SPELL HERE]: // describe spell here
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SUMMONER SPELL HERE
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Masteries

masteries



Took the standard 9/0/21 Utility Masteries, nothing much to say here
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Runes

Runes



  • Greater Quintessence of Potency: This will give Karma a nice early game AP boost while will help her deal damage and support.
  • Greater Mark of Insight: This will also give Karma a nice boost in damage through out the entire game
  • Glyph of Focus: These Glyphs will give you the full 40% CDR once you buy your ionian boots of lucididy
  • Greater Seal of ReplenishmentGreater Seal of Replenishment: // explain this choice
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Items

Items


First Item
: This item is your first core item it give your great Health Regen and Mana Regen whcih allows you to stay in lane and allows you to shrug off minor CC and reduce major CC
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Second Item
: // explain your choice here

[*] ITEM: // explain your choice here

[*] ITEM: // explain your choice here

[*] ITEM: // explain your choice here

[*] ITEM: // explain your choice here
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Unique Skills




Inner Flame: Karma gains up to 30 / 50 / 70 / 90 / 110 / 130 increased ability power corresponding to her percentage of missing health This ability is what gives Karma her deceptive survivability . It gives a nice boost to your AP when your pushed back in lane so use that to your advantage



Heavenly Wave: Karma sends forth a wave of hidden blades from her fans, dealing magic damage to units in a cone in front of her.
Mantra Bonus: In addition to dealing damage to enemies, Heavenly Wave will also heal Karma and her allies in the cone. An additional 5% (+1% per 50 ability power above 25) of health the targets are missing is added to the heal.

You're going to want to max out [Heavenly Wave] equally with [Soul shield] and before [Soul Bond].

Tips and Tricks
  • Sometimes its better to delay healing to best make use of Heavenly Wave
  • This ability can also heal minions, remember to use this to push your waves up
  • Remember to hold this ability if a teamfight is coming up, this move can change the tides of the fight



Spirit Bond: Karma creates a beam between her and an ally or enemy unit for up to 5 seconds. Allied anchors move faster and enemy anchors are slowed. The beam deals magic damage to enemies and applies the same movement speed adjustment anchors receive to any champion it passes through for 3 seconds. The beam breaks if the bonded target is stealthed.
Mantra Bonus: Karma strengthens the bond to double the effect of the movement speed modifier.

Tips and Tricks
  • This can be used with a Mantra charge to cripple an opponent escaping.
  • When fleeing a fight, try to tag the enemy champion furthest in the back to slow the entire enemy team
  • Use this to assist an ally in chasing or escaping



Soul Shield: Karma summons a protective shield on an ally or herself that absorbs damage for 5 seconds.
Mantra Bonus: In addition to casting the shield, a surge of energy bursts out from the shield dealing magic damage to enemy units around her target.
Tips and Tricks
  • Use this to shield yourself or your ally from harrasment
  • This move with a charge can be used to clear minion waves or deal heavy AOE damage
  • Use this to shield your carry in teamfights or to give your tank that extra bit of health



Mantra: Karma empowers her next ability to do an additional effect. Karma gains a charge over time and stores up to 2 charges. The refresh rate is reduced by cooldown reduction and does not progress when having max charges. Both charges may be queued for application on the next 2 abilities. Reload begins when Mantra is activated, not when the charge is applied to another ability.

Tips and Tricks
  • Remember to save some stacks for a teamfight
  • Using both stacks to use Soul Shield and Spirit Bond to cripple a single target
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Wards

Wards

Warding is a must in every single game, and as a support people will count on you to get most wards. Whether roaming or babysitting, you'll always need to start with a Sight Ward to protect bot lane/dragon. After the initial phase, whenever you go back to your base you should get one or two wards with the money you have left. Do not spend all your gold on wards or you will severely delay your build, which is never a good thing.These spots are the ones that provide the most visibility, and since your team will probably not buy wards just focus on these 6 places:
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Counter Warding
If you know that your enemy is also warding the map then it is counter productive to just keep warding, since any ganks on your part will be prevented and your gold will go to waste. Your enemies can also move much more freely around the map without the fear of getting ganked, enabling them to exploit other tactics such as backdooring with ease.
You have 2 options if you want to counter their wards. The first is getting Oracle's Elixir and roam through the map in order to destroy any wards. It is very effective but it'll cost you 400g if you end up dying. This also works against Teemo's Noxious Trap or Shaco's Jack In The Box.
The second option is using Vision wards to destroy their wards, which is cost-efficient if they only ward a few places like Baron and Dragon. This way you don't risk wasting 400g by dying in a team fight when all you used it for was destroying a couple of wards.
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Nexhas Karma Guide
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Karma - CD/AP Support (Unfinshed)

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