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Spells:
Exhaust
Flash
Ability Order
Gathering Fire (PASSIVE)
Karma Passive Ability
Change log and Annoucements
Will add more sections, changes to build later! please comment i need your feedback! =)
Hot fixed CDR, build change: need feedback
6th item slot. You can build whatever you want for the last item. most games don't last that long. usually i just start potting or get extra AP or resist whatever suits you. if you really don't know, buy
Rabadon's Deathcap.
2011-02-08
*minor changes
2011-02-05
*added "Karma Journal"
2011-02-04
*added back

*added new sections "spirit bond - line drawing", "[MUST!] Selfcast Soul Shield", and "common mistakes"
*skill edit: prioritized

*minor editing
2011-02-03
*added new section "Alternative items (why I did not take)"
*Edit: some sections
2011-02-02
*replaced


*removed

*added

Check out my blog at:
http://lolinsider.blogspot.com/
Before you even read this guide, think about whether Karma is for you.
Karma is very dependent on your team; if you don't have a good team, there is nothing you can do.
I call Karma being a "passive" support. Her skills focusing on buffing your allies instead of CC'ing your enemies. If you play mmorpgs, think of it as white paladin vs dark paladin. Where as

This is the introductory level guide for Karma. After playing many games with her, I realized that Karma is a tier 1 support. With the right combination/timing of her skills and positioning/control of


Many new players build her as AP nuker by rushing Rabadon; this is very wrong! She doesn't have the ability to damage a single target greatly, plus her lack of damage ultimate makes her damage output very weak. However, she has very strong AOE potential throughout the game.
The build objective of this guide is: soaker + support.
Although karma is a pretty good support champion, she is still widely considered to be a bit UP at the current stage (taking into consideration that players haven't gotten good with her yet). With sub-par damage and limited Mantra support ability, her overall impact in the game can be either excellent or terrible depending on the situation and team composition. Therefore, this build ignores the
There will be a slight buff on her shield. Currently she can jungle effectively (around same speed as
Warwick!!!); if you haven't watched this video, do it now (not mine).
http://www.youtube.com/watch?v=0LNcLRUTqhg
1. get around 30-40% CDR
2. Build HP to boost passive and survivability. Add resistance along the way.
3. Get AP late game to boost shield absorption amount and CRAZZZZY HP AOE HEAL.
The most important thing is to get CDR. This is same with any other support. With almost max CDR cap, your


HP is used for passively boosting your AP. You gain around some AP based on % of missing that you lose, which adds up in later levels when you have more health. Also, because you are always inside a teamfight, you are going to be taking some damage so your carries or nukers won't get focused. Karma is like

AP late game is crucial, not for damage (the scaling for Q is ****), but for the heal from




By level 3, you would want to have 1 skill point in each 3 skills to prepare yourself for most situations in lane.
The second focus is get some points in



Before I put more points into



The optimal CDR is around 30-35%, the last 5% is not worth it
The difference between 30% CDR and 40% CDR for each skill at max level:
-

-


The difference at most is around 1 seconds for chain and shield. This could make a difference between saving someone or not, but that won't be often. This is why I chose to get







catalyst the protector This is for early game survivability and builds into either













Many alternative items are available for Karma, but remember only items that synergies well in this build stays.















Furthermore,








1. most of the time, no one is going to stand still and wait for your chain to touch them. enemy or ally.
2. dragging your chain takes too long and might pull you out of position
3. your chain doesn't damage the target.
Because

Basics
The first step in getting used to


Second, you have to know when to use



Defensive line drawing
When using

Say you are laning with a partner in 2v2 lane, the enemy team has


Another scenario is 5v5 teamfights. In a stalemate situation, when you see the enemy team coming at your team, you can discourage enemies from charging at you by setting up a chain across a lane or entrance. If the enemy team decides to fight anyways, your team can decide whether to stay or run; both options are viable considering the AOE speed modifier.
A more general application of


offensive line drawing
This is basically pushing defensive line aggressively to force your opponents out of position.
I guess the best way to think of this is using it as a "map cutter"; any part of the map that is sliced between your chain and your team, the enemy most likely won't approach it (or face AOE slow). Of course, if you overextend, then the enemy will come at you and kill you.





But pressing "[alt]+[E]" might be too slow for some people. Therefore, I recommend binding "[t]" (the key beside your [r]) to "selfcast E". You set up by going to menu in game ("esc") -> bind keys -> scroll down and enter the key for that option -> press "ok".
For more about smartcasting and selfcasting, read my guide:
http://lolinsider.blogspot.com/2010/12/improve-microing-guide-to-smartcast-and.html
General tips:
-Getting to lane faster with

-Use

-Blue golem buff is very good on karma, but don't always take it if your teammates need it. It's mostly for CDR reduction anyway.
-Don't shield right away when being chased by someone who is also low health. Bait! Wait until last minute, pop





-Be really careful which skill to put




very situational skill.

-most player's natural instinct is to move back when they see you chain them. Use this to your advantage, wait till they move back and start moving to the side to tag any enemies at the back.
-Always chain the enemy in the middle of the formation for maximum effect in a teamfight. Don't chain the front most enemy because you will be losing out on the AOE slow effect. Don't chain the furthest enemy because he can just back out easily and break your chain before you can drag it across his team. If you chain middle, not only will you get the guys in front, you can also tag the back enemies if they go in front for teamfight.

-Using

-Using AOE heal/damage to push lane like mad. AOE healing your minions while damaging enemies.
-Heal at very high health. doesn't know what clutch healing is.
-(sometimes) Doesn't bait even with heal mantra available.

-Try to attach

-Failure to use AOE speed modifier. when running away, attaching chain to your ally instead of the chasing enemy. However, this depends on the location of your enemy.

-Saving yourself with

-trying to harass/kill someone with AOE damage. Fail, run out of mantra for heal, and no shield =death.

-Uses





-Leaving 2

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