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Spells:
Ignite
Flash
Ability Order
Gathering Fire (PASSIVE)
Karma Passive Ability
Introduction

Mantra is her ultimate. On cast, it gives your next cast ability a bonus effect. It requires no skill points and auto-level-ups at ranks 6 and 11. I mention this ability first, so that I can continue with the rest of the guide without you not knowing what I'm talking about.

Heavenly Wave is her Q-ability. You deal magic damage in a cone in front of you. It's pretty simple and clear. On Mantra-cast, it becomes an entirely different ability, in that it becomes a support ability instead. It heals allied units in the cone for a small amount. Really, the base amount is really small. But it all gets better the more AP you have. It increases the heal by a percentage. It heals 5% of the health they've lost at all levels, but it also heals another percent for each 50 AP you have.

Spirit Bond is Karma's second ability. She tethers to a target ally or unit and either speeds them up or slows them down respectively. You also deal an amount of damage to units the tether passes through. It's not a great ability, not at all. It just has its uses at times when you die and need to get back into lane, and your lane partner died as well: you tether to them and speed the process up a little bit. And all a Mantra-charge does, is double the slow of haste. Meh.

Soul Shield is her third ability, and what an ability at that this is. You shield a target unit from damage, for a big amount of damage at that. But with a Mantra-charge, it gets better. You deal amazing magic damage in a gigantic AoE around the shielded unit. The good thing, is that you can use it to harass creep-farming champions. A


Your




Karma's



For Masteries, you have a few options. Either rely solely on your runes and go for the 9/0/21 build, or play it safe and take 9/6/15 instead (which is what I tend to like more). It increases durability, damage output (15% and 15 Flat Magic Pen. is no chicken-feed), and survivability in lane, as well as make you very much present in lane.
For Summoner Spells, it really depends on who you're laning with. If you lane with a partner that depends on melee hits (rather than ranged hits), you'll want to take









For Boots, there's two ways to go. Either take






You're gonna want to be building as an extreme damage champ, not as much as a support. The fact you can heal is just an added bonus. By now, you'll also want to pick up a


In essence, there's a few items that are key to Karma:





This is your key build. The remaining two items are really up to you. For extreme damage output (in the case you have another AP carry that is fed, you'll want to pick up a




After your first buying trip, you'll want to have enough AP to be able to keep up with the enemy's harass. It's not that hard, but you do need CDR and AP to do so. Champions like

Mid game, you're want to be the one having Blue Buff. It's great on Karma, as it increases CDR and MP5. Stick to your lane partner, and be there for the team when team fights in mid erupt. Throw out that shield as much as possible (WITH a


Late game, you're gonna want to be an asset to your team. Stay close to your carry/carries, and shield them if possible. IF you take a kill... No worries, they'll have more than enough by now, or they won't be carrying, now will they?

EmoN signing off.
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