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Spells:
Clarity
Ghost
Ability Order
Gathering Fire (PASSIVE)
Karma Passive Ability
Summary
***Updated as of 3/30/11***
Summary
Karma is my main support champion. While many people consider her inferior to people like Taric, Janna, or Zilean, I've found that Karma can be an incredibly helpful support, while still providing some magic damage to the team. Sorry this build isnt quite is in depth as my other guides are, I haven't played Karma as long as my other main champions so I don't really know as many tips and tricks with her as I do with my other main champs. I'll tell you basic strategies and how to use her abilities well, as well as explain my item build. Enjoy!

Pros:
AoE Heal
Shield
Speed/slow
Decent damage output, mostly AoE
Great Escape/Chase

Cons:
No Real Ult
Improper use of Mantra can result in wasting it

Passive: Inner Flame.
(Innate): Karma gains up to 30 / 50 / 70 / 90 / 110 / 130 increased ability power corresponding to her percentage of missing health.
In my opinion, her passive is sort of random. It's somewhat similar to Tryndamere's passive, in the sense that she becomes stronger when she's hurt, but Trynd's passive works around his Ult, and while Karma does have alot of survival abilities, complete invulnerability is not one of them :/. This passive can be used to deceive your enemies. Your



Q: 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.
Cooldown: 6 seconds
Cost: 70 / 75 / 80 / 85 / 90 / 95 mana.
Magic Damage: 70 / 110 / 150 / 190 / 230 / 270 (+0.6 per ability power).
Base Heal: 35 / 55 / 75 / 95 / 115 / 135 .
Mantra: In addition to dealing damage to enemies, Heavenly Wave will also heal herself and allies in the cone. The amount healed is amplified by 5% (+0.02% per ability power) of the amount of life Karma or her allies are missing.
Heavenly Wave is a great multipurpose ability. It makes for an excellent harassment ability in the laning phase. It can heal you when you use Mantra on it, as well as dealing damage. This works as an excellent counter to Vladamere's





W: Spirit Bond
Karma bonds an ally or enemy creating a beam between them for up to 5 seconds. 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.
Cooldown: 15 / 14 / 13 / 12 / 11 / 10 seconds.
Cost: Cost: 65 / 75 / 85 / 95 / 105 / 115 mana.
Magic Damage: 80 / 125 / 170 / 215 / 260 / 305 (+0.7 per ability power).
Movement Speed Modifier: 10 / 12 / 14 / 16 / 18 / 20 %.
Mantra:Karma strengthens the bond to double the effect of the movement speed modifier.
I find that this ability is often somewhat underrated. Although the speed/slow is not incredibly powerful like Zilean's Fast Forward or a harder slow like





E: Soul Shield
Karma summons a protective shield on an ally or herself that absorbs incoming damage and lasts up to 5 seconds.
Cooldown: 10 seconds.
Range: 650
Cost: 80 / 90 / 100 / 110 / 120 / 130 mana.
Magic Damage & Damage Shielded: 80 / 120 / 160 / 200 / 240 / 280 (+0.8 per ability power).
Mantra:In addition to the shield, energy bursts out from the shield, dealing the same amount of damage as it shields to enemy units around the recipient.
This is a good shield, it's good to use to block harassment or protect an ally from harassment. Remember you can click Alt +










R: Mantra
Karma empowers her next ability to do an additional effect. Karma gains a charge every 30/25/20 seconds and stores up to two charges. The refresh rate is reduced by Cooldown Reduction and does not progress when having max charges.
Cooldown: 30 / 25 / 20 seconds [Mantra is available from level 1 and does not require skill points. It is automatically leveled up at level 7 and 13.]
Mantra is what makes Karma a very unique champion. It allows her to do extra things with her abilities. Keep in mind that you can only use two











These summoner spells are in order of most recommended to least recommended














You might be wondering, what's with all the defense and not much Utility? Well, it turns out, when I was using full utility and 9 in Offense, I was over maxing my CDR. This means that a good bit of it was wasted, and I decided that Defensive masteries would be more beneficial to me. Magic Penetration in Offense is optional. Also, for why I got Good Hands instead of the other one, http://www.leagueoflegends.com/board/showthread.php?t=219077
I was noticing that







I still agree with getting an early







I take Magic Pen marks, this helps your damage output
I get mp5 seals, they help out alot with mana troubles. AP Seals are optional
I get CDR glyphs to make sure I top off my CDR at 40%, if you think you don't need the extra CDR, you can get MR Glyphs or AP Glyphs
I take AP quints for a nice damage boost, other runes are optional.
.114 - Karma receives a few changes.
Karma
* Fixed a bug where the Mantra version of Heavenly Wave was not granting assists for healing allies
* Spirit Bond's leash range has been increased by a small amount
* Mantra now scales with level on a 30/25/20 second cooldown at levels 1/7/13 respectively instead of on 25 second cooldown at all levels
Looks like a nice little buff. Not sure exactly how much Spirit Bond's length was increased by, but an increase is an increase, which is good for Karma.
Mantra change is a buff imo, you don't really need to be using Mantra as much early on in the game. Later in the game is when you really need to be using it. By making the CD lower for lvl 13 +, you'll be helping your team out a lot more.
3/20 -
My build hit the front page, so I've decided to put more effort into making it better
3/30 -
Added the Patch section, updated some colors and expanded a bit on the existing sectoins.
4/13 -
Build Archived
4/21 -
Build Unarchived
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