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Karma Build Guide by Kurtdenstore21

challenger

Karma Support Build | Challenger

By Kurtdenstore21 | Updated on August 14, 2019
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Runes:

Sorcery
Summon Aery
Manaflow Band
Celerity
Scorch

Inspiration
Magical Footwear
Cosmic Insight
Bonus:

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

1 2
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

LeagueSpy Logo
Support Role
Ranked #24 in
Support Role
Win 49%
Get More Stats

Champion Build Guide

Karma Support Build | Challenger

By Kurtdenstore21
Tips
One of the most important things in the game is farming. It's an easy and safe way to get items and carry the game. You can see more about wave management in the bottom of the guide, so you can help you adc get more farm.^^

Other things that might help you climb:
Focus on your own mistakes not your teams mistakes
Don't use the chat, it will only distract you
If you die a lot then buy more pink wards to prevent ganks and look at the minimap more often to see if you can find the enemy jungler. If you see the enemy jungler topside, you can play aggressive without the risk of getting ganked.
Introduction Back to Top
HIGHLIGHTED VIDEO





Hello guys this is my Karma guide. I have been playing since season 2 and have been Challenger the last 4 seasons. I have played every single Champion in League of Legends and Karma have been one of my favorite Champions back in the days (I played her a lot in top though, but also as support sometimes). I got 2 accounts in Challenger at the moment and I'm trying to get my 3. smurf to Challenger. Right now I focus only on toplane where I play Tryndamere most of the time. You can join my stream if you want, would love that^^ https://www.twitch.tv/kurtdenstore21 . There are many Karma supports in high elo, so even if I play Tryndamere you can still watch some high elo supports play and learn from them. Karma is actually a really fun support champ, so go test her out in soloq and enjoy!

My Karma build is situational you could use this build every game, but I would recommend you to form your own builds. Take some games with Karma and figure out what items you like the most.

This is my Challenger accounts

This is my greatest winstreak of all time in ranked

This is 2 of my smurfs
Items Back to Top
The items are situational there are many builds out there that works. This build and runes plays around your your poking early. You are still going to deal damage late game and your q slows a lot.
Spellthief's Edge: Spellthief's Edge is your start item. You only pay 400 gold and you get Ability Power, Gold Generation and Base Mana Regeneration. And you get an unique passive that's called Tribute - This passive gives you extra damage and gold everytime you hit a champ or turret. It can only occur up to 3 times every 30 seconds though.

With the Spellthief's Edge you buy 2 Health Potions and a a free ward. The Health Potions let you stay in lane longer and this helps you get more gold and XP. The ward helps you spot the enemy jungle so you don't get ganked and killed.
Athene's Unholy Graile: Your first item is Athene's Unholy Grail. If you can't buy it directly you should get an Amplifying Tome If you got 435 gold. If you have 900 gold when you go back get Fiendish Codex. If you got 1700 gold you should get Fiendish Codex and Charlice of Harmony. But the ideal back is to have 2250 gold, then you are able to buy Athene's Unholy Grail directly. This item gives you more ability power, Cooldown Reduction, Magic Resistance and Mana Regeneration - So many great stats for Karma. You also get a passive that let you heal your teammates with your Shielding ability Inspire.
Sorcerer's Shoes: You get boots for free because of your inspiration rune that means your Sorcerer's Shoes cost less. So after you get Athene's Unholy Grail, you should get Sorcerer's Shoes. These shoes help you deal more damage because of the Magic Penetration.
Ardent Censer: After your Sorcerer's Shoes its time to get Ardent Censer. If you have 2300 gold after you boots you should back and get this item. If you back before you have 2300 gold you could get Amplifying tome if you got 435 gold, if you have 850 gold get Aether Wisp and if you got 1700 gold you should buy the Aether Wisp and Forbidden Idol. The most ideal thing is to get Ardent Censer directly though. Arden Censer gives you more Ability Power, Cooldown Reduction, Mana Regeneration, more movement speed and when you shield an allied champion he gets more attack speed and on-hit magic damage. Your shield also gets 10% bigger.
REMNANT OF THE WATCHERS: Now we want to get Remnat of the Watchers, you already have Frostfang from earlier - That means you only need to have 950 gold to get this item. You could get this item earlier in the game depends on your playstyle. I like to get Arthene's Unholy Grail and Ardent Censer before, because then you got strong Shields. The Remnant gives you Ability Power, Cooldown Reduction, Gold Generation, Health and Mana Regenaration. And one of the most important things it gives you wards every time you recall.
Twin Shadows: Now we want to get Twin Shadows when you complete this item you got 45% Cooldown Reduction, this means you can spam you abilities^^, you should go back when you have 2400 gold to get this item. If you don't have enough money on first back get Fiendish Codex and Aether Wisp. This item gives 70 Ability Power, 10% Cooldown Reduction and 7% Movement Speed. All these stats works really good on Karma. You also get an unique active that helps your team catch the enemy champs.
Redemption: The last item is Redemption. Get the item when you have 2100 gold. The item gives you Cooldown Reeduction, Health, Health Regeneration and Mana Regeneration. Your shields are going to get 10 % bigger and you get an awesome passive. The passive let you heal your teammates and deal damage to the enemy. You are going to cap with the Cooldown Reduction but that doesn't matter, its still a great item.

After your support item you could go full ap and just burst the enemy. You could build her like a mid champ that want to carry the game. If you get fed early you could try to build a mejas soulstealer and focus on staying alive and getting kills. After mejas soulstealer go straight to Ludens echo and follow that up with some other ap items that can help you snowball and carry the game. However you should build support most of the time, its only if you get many kills early that the full ap strat works.
Summoner Spells Back to Top

SUMMONER SPELLS
-
FLASH: Karma should have flash every game because it helps secure kills, help your adc or survive ganks. In teamfights you might be able to flash ult q and then hit enemy backline and secure kills for your team.
IGNITE: I take Ignite to have more pressure in lane, and you have way more kill potential. It also gives them grievous wounds and it helps killing ADCs and APCs easier.
EXHAUST: I would always go ignite on Karma but it is situational, if you like to play with exhaust its still a viable choice. If enemy team got a fed Rengar exhaust might be the difference for a dead or alive adc.
Runes Back to Top
  • Sorcery
  • Sorcery: The Sorcery path helps you deal more damage early. Summon Aery and Scorch work really good with your Q poke.
  • Keystone
  • Summon Aery: Summon Aery helps Karma deal even more damage with her poke. It also helps her with her shielding. Your attacks and abilities send Aery to a target, damaging enemy champions or shielding allies.
  • Manaflow Band
  • Manaflow Band: The second rune in Sorcery path is Manaflow Band this helps you get more maximum mana. Every to hit an enemy champion with a spell Karma gets 25 maximum mana, up to 250 mana. There is a cooldown on 15 seconds, as soon as you hit 250 mana with Manaflow Band it start to restore 1% of your missin manna every 5 seconds.
  • Celerity
  • Celerity: The third rune is Celerity. Celerity increases all movement speed bonuses with 7% that means the movementspeed you get from your shield makes you even faster. You also gain 1% Movement speed in general. The extra movement speed can help you stick to enemies or get to your adc faster.
  • Scorch
  • Scorch: The fourth rune in the Sorcery path is Scorch. You take this rune to get more poke damage throughout the game. With Scorch your next damaging ability hit sets champions on fire, dealing 15-35 bonus magic damage based on level after 1 second and there is 10 seconds cooldown on this rune.
  • Inspiration
  • Inspiration: The inspiration path helps you get boots for free from Magical Footwear (these boots are actually better than the normal boots because you get an additional + 10 Movement Speed)and some extra CDR from Cosmic Insight.

  • Magical Footwear
  • Magical Footwear: The first rune in the Inspiration path is Magical Footwear, so basically you get free boots from these runes and they are better than normal boots because you get +10 Movement Speed from these boots. The only downside is that you have to wait 12 minutes before you get the boots and that you cannot buy boots before that either. But for every takedown you acquire the boots arrive 45 seconds sooner. You are building Athene's Unholy Grail before boots anyways, so its not a problem.
  • Cosmic Insight
  • Cosmic Insight: The second rune in Inspiration that we get is Cosmic Insight. This rune gives you +5% CDR, +5% Max CDR, +5% Summoner Spell CDR and 5% Item CDR. So basically you get get more CDR from this rune and you are able to get 45% max CDR instead of 40%. This makes you able to spam your abilities.
Abilities Back to Top
PASSIVE
ABILITY
Gathering Fire (Passive): Reduces Mantra's cooldown each time Karma damages an enemy champion with one of her abilities (Half-effect for Karma's basic attacks)



Q
Inner Flame (Q):Karma sends forth a ball of spirit energy that explodes and deals damage upon hitting an enemy unit.

Mantra Bonus: In addition to the explosion, Mantra increases the destructive power of her Inner Flame, creating a cataclysm which deals damage after a short delay.

Fires a blast of energy that explodes upon enemy contact, dealing 80/125/170/215/260 (+60% Ability Power) magic damage and slowing Movement Speed by 35% for 1.5 seconds.
Mantra Bonus - Soulflare: Deals (+30% Ability Power) additional magic damage and leaves a circle of flame that slows enemies. After 1.5 seconds the circle erupts, dealing (+60% Ability Power) magic damage to enemies in the area.



W
Focused Resolve (W):Karma creates a tether between herself and a targeted enemy, dealing damage and revealing them. If the tether is not broken, the enemy will be rooted, revealed for the duration and damaged again.

Mantra Bonus: Karma strengthens the link, healing herself and extending the root duration.

Links Karma to an enemy champion or monster, granting True Sight and dealing magic damage. If the link is unbroken for 2 seconds, the target is rooted for 1.4/1.55/1.7/1.85/2 second(s) and takes an additional magic damage.
Mantra Bonus - Renewal: Karma is healed for a % of her missing health. If the link is not broken or the target dies Karma is healed for a % of her missing health again. It will also reveal successfully rooted targets for the duration of the root as well.



E
Inspire (E):Karma summons a protective shield that absorbs incoming damage and increases the Movement Speed of the protected ally.

Mantra Bonus: Energy radiates out from her target, strengthening the initial shield and applying Inspire to nearby allied champions.

Karma shields target ally, which absorbs 70 / 95 / 120 / 145 / 170 (+50% of ability power) damage for 2.5 seconds and grants the target 40 / 45 / 50 / 55 / 60% bonus movement speed for 1.5 seconds.

Mantra Bonus - Defiance: Inspire's shield overflows with energy, increasing the target's shield amount by 25 / 80 / 135 / 190 (+50% of ability power). Allied champions gain 30% of that amount as a shield, and are also hasted by 40 / 45 / 50 / 55 / 60%.



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

Karma empowers her next ability within 8 seconds for an additional effect.
Soulflare: Deals bonus damage and leaves behind a circle of flame, slowing enemies and dealing additional damage.
Renewal: Karma heals for a portion of her missing health. If the link is unbroken the root is longer and Karma is healed again.
Defiance: The shield is stronger and allied champions around the target also gain a shield and movement speed.
Wave Management/Minion Control Back to Top
I would recommend you to study this video because wave management/Minion Control is one of the most important skills in the game. If you master this you will climb! I know you are the support, but you can still help your adc controlling the minion wave.


Lore Back to Top
As Ionia changes, so must I.

~ Karma
No mortal exemplifies the spiritual traditions of Ionia more than Karma. She is the living embodiment of an ancient soul reincarnated countless times, carrying all her accumulated memories into each new life, and blessed with power that few can comprehend. She has done her best to guide her people in recent times of crisis, though she knows that peace and harmony may come only at a considerable cost—both to her, and to the land she holds most dear.

You can read the rest of the lore here if you want^^ https://universe.leagueoflegends.com/en_US/champion/karma/

Thanks for reading my guide, have a great day!
League of Legends Build Guide Author Kurtdenstore21
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Karma Support Build | Challenger