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League of Legends Build Guide Author atimatik

Karma is a Beach (AP Build)

atimatik Last updated on February 2, 2011
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Support Role
Ranked #39 in
Support Role
Win 48%
Get More Stats

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.


Brute Force
Improved Rally

Offense: 9

Strength of Spirit
Veteran's Scars

Defense: 0

Mystical Vision
Presence of the Master

Utility: 21

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As it sits right now Karma is not the strongest champ to bat. She will most likely get a buff soon or possibly some reworking. For the time being I only see one way to build her. That way is pure AP with possibly some AP + HP items, RoA, Rylai's are available if needed. She is strong early game but starts to fall off the map towards mid-late game.

With that being said.

Ive been able to get first blood in a few games and have had a 3-0 score by 8 min in game. She can be very tanky due to her R + Q ability which will heal. Not to mention if you constantly throw you're shield up you are that much more amazing.

Early game she is super strong. Use this team to harrass and get some kills and assists. Towards late game you will be getting more assists. This is all fine and dandy but more money less problems.

She really shines with a heavy melee team. A team that has to get up close to the enemy. Once a tank or anyone on your team is shielded they are pretty unstoppable. Constantly spamming your R + Q to heal will ensure a team fight win.

Look at my kill spree. That was within the first 8 minutes.

While your tank is engaging in a team fight use her Mantra + E(Shield) on your tank and watch the AOE blow them up.

Try and get blue buff as much as possible. This will allow much better cooldown.

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Skill Sequence

Q - Great damage with AP Items and also Great Heal.
E - Insane shield!
W - Good for slow but not worth maxing out until late game.

I notice a few of the guides maxing the snare "W" ability sooner than her "E" shield. This is bad. Her shield is incredible. Mixed with high AP you can block many champs ultimate's. The shield CD is phenomenally low. Maxing Q and E first will ensure your success to late game. Your are basically a tank with this build. Sure you can still get hit hard, but you can heal 25% of your health back easily each R + Q

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Creeping / Jungling

When getting Blue buff I use my R + Q to heal and shield myself whenever it is up. It will take about a minute to kill the blue so make sure you are safe and know where your enemies are.

Last hitting with auto attack and using your Q to his lower health minions is all you need.

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Pros / Cons

Great Support
Very Mobile
Farms well with Q
Great Early - Mid Game

Squishy when abilities are down
Relies on good team
Weaker late game

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Team Work

Being able to slow the enemy down with W and Shield the tank with E is essential.

Once your tank is int he middle of the team fight use your R + E to AOE their entire team.

Constantly use R + Q to heal your team.

I find Karma can get pretty close and personal. With shield placed on herself she can be very untouchable.

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This build for AP Karma. This will give her an incredibly strong Shield and Heal. Not to mention she will hit fairly hard. As the game goes on you may want more HP so Rylai's is a good choice. For the most part her abilities allow her to be fairly tanky and up and personal with the enemy team.

I notice alot of people mainly focusing on CD item's yet their heal and shield will do ****.

Those are her bread and butter and to build her that way is only gimping her.

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Unique Skills

The Karma Champion Spotlight is here! Playable as both an AP carry and a support champion, Karma is sure to delight you. Utilizing a new resource system, Mantra, Karma will test the limits of your mental fortitude while rewarding those who can manipulate her abilities to their highest potential.

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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 allies in the cone. The amount healed is amplified depending upon the amount of life Karma, or her allies are missing

Spirit Bond: Karma bonds an ally or enemy creating a beam between them. Bonded allies have increased movement speed and bonded enemies have reduced movement speed. Enemy units that come in contact with the beam take magic damage, and champions who pass through the beam receive the same movement speed modifier as bonded champions.

* Mantra Bonus: Karma imbues the beam to grant bonus movement speed to any ally that passes through the beam. Any enemy that passes through the beam suffers reduced movement speed Karma strengthens the bond to double the effect of the movement speed modifier.

Soul Shield: Karma summons a protective shield that absorbs incoming damage.

* Mantra Bonus: In addition to the shield, energy radiates out from the shield, dealing damage to enemy units around the recipient.

Mantra (Ultimate): Karma empowers her next ability to do an additional effect. Mantra is available at level 1 and does not require a skill point.

Inner Flame (Passive): Karma gains increased Ability Power corresponding to her missing Health.

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Greater Glyph of Clarity +0.08 mana regen / 5 sec. per level (+1.44 at champion level 18)
Greater Seal of Force +0.1 ability power per level (+1.8 at champion level 18)
Greater Mark of Insight +0.95 magic penetration
Greater Quintessence of Fortitude +32.4 health

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Even in her youth, Karma exhibited almost superhuman composure. While her peers explored the torrent of emotions that came with adolescence, Karma meditated in the Lotus Gardens. She was convinced that the true path to enlightenment was a journey inward, to a place within the self, overlooked by most. She exuded such inner contentment that she quickly became a go-to mediator and confidante in her village. Her instructors used to say: "That girl can not only weather a storm, but calm it." Karma did not live extravagantly; her parents owned a local business selling antiques in the Navori province and they often struggled to provide for themselves, though they did so with cheery optimism. Her most prized possessions were two exquisite fans taken from her family's shop.

When Noxian troops invaded southern Ionia, her village was one of the first to fall. The villagers who survived the assault were captured by Noxian forces. It was then that Karma found her calling. By exploiting the insecurities of the Noxian commander, she negotiated the safe release of the villagers to the northern lands. She was present at the Placidium, where the Elders had considered surrender until Irelia's impassioned last stand renewed the Ionians' hope. Karma used this hope to solidify the Elders' commitment to remain defiant against the Noxian onslaught. For her devotion and charisma, Karma was made the figurehead of the Ionian resistance. She never compromised, and she shared every hardship with her people, even when it came to combat. By tapping into her inner resilience, she discovered that she could bring great force to bear against her foes on the battlefield. She modified her fans into lethal implements, and was tutored by Janna to enhance their effects. The Noxians called her "The Enlightened One," a nickname she embraced, and one which they would come to dread. She joined the League to represent Ionia in the ultimate political arena.

"Her fan technique is a deadly art of grace and poise, but her truest strength lies in the hearts of those willing to die alongside her." ������¢���¯���¿���½���¯���¿���½Irelia, the Will of the Blades