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Recommended Items
Runes: Mid Lane 1 - Burn and CD
+8 Ability Haste
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Flash
Teleport
Items
Threats & Synergies
Blitzcrank
Not much you can do other than play safe and stay out of the way of his pull. He stuns you for long enough for you to die or take significant damage, in which you obviously cannot get any of your survivability out. Just kinda gotta hope you don't die getting hit by the pull. He can keep up with your E by using his own movement ability. Keep moving around and it'll be harder for him to pull you. This depends on how good the Blitz is at hitting his pull.
Draven
I've not been with a Draven before but I've heard it's very good. I can imagine it's because you both want to be moving around a lot. Not much I can say with not having been with one.
Draven
I've not been with a Draven before but I've heard it's very good. I can imagine it's because you both want to be moving around a lot. Not much I can say with not having been with one.
Champion Build Guide
- Flash
It is one of the greatest, most versatile summoner spells in the game. You can use it to easily get past walls and get into and out of fights. It is vital for the build. - Teleport
Its a good summoner spell for getting around the map. It lets you get to your team when team fights are ready to happen, get to drake, nashor or rift herald to help people out in those cases and teleport near people who are in a chase to save them from death. Only problem is it needs a bit more planning and team coordination. - Ignite
Ignite is great for those early finishers on champions and can be effectively used to reduce healing on a champion and deal a significant amount of burn damage. Just remember that you have it and don't forget to use it. - Heal
Heal is a saving grace with the combination of movement speed gain and healing and can save someone from death. It can also be that spell that lets you or someone else get a kill with a boost of movement speed.
Arcane Comet is good for getting pokes of damage out on champions and it can be that help to finish someone off who is on extremely low health. You can easily hit it with all of the slowing and rooting you can get out.
[*] Summon Aery
Much like Arcane Comet it can be used to get that bit of damage needed to finish someone, although it's less likely because it does less damage. However you can get it back quicker than Arcane Comet and it can be used to support allies.
[*] Phase Rush
I wouldn't recommend using it over the other two main Sorcery runes (for a mid lane build at least) but it is very good for getting into and out of fights easily. It helps to get you out of bad situations with a burst of speed and can be used to keep up with someone for the same reason.
[*] Dark Harvest
It makes Karma significantly more annoying in the mid and late game, when she's going around pumping high damage R-Q hits out. Dark Harvest lets her get that extra chunk of burst damage out.
[*] Electrocute
It's very good for early game DPS, letting you get kills easier. It helps to pull the late game to you and become that unstoppable high damage mid lane. It also helps for if you don't get going, (mainly if your using Dark Harvest) in which you can still get bursts out with the three hit combo.
A must run for the build. It gives you a helpful early game mana regen to combat how mana hungry Karma is. It gives damage when you've got Archangel's Staff by giving you more total mana. And it's easier to get with how easily Karma can poke.
[*] Nullifying Orb
It's good for survivability when you need most, giving you a shield when you're about to die. However I would not recommend it over Manaflow Band.
[*] Nimbus Cloak
Also wouldn't recommend it due to it being in the same area as Manaflow Band, but it can give that bit of movement speed when using a summoner spell.
[*] Transcendance
I run Transcendance because it gives lots of cooldown reduction and gives basic ability cooldown on takedowns so, you don't have to wait as long for your damage again, especially in team fights.
[*] Celerity[/color]
Don't use Celerity unless you want more rediculous movement speed. But seriously you don't need it, you've got E for that.
[*] Absolute Focus
If I'm not running Transcendance then I'm going to use Absolute Focus. You are generally going to be on more than 70% health so you're going to easily get a free damage increase. If you're not above 70% health than you can above the threshold by using R-W.
[*] Scorch
I use Scorch when I'm going the burn build. But no matter what it helps to finish someone off who is running away and is good for that extra bit of damage.
[*] Waterwalking
Don't use Waterwalking, you're not going to be at the river most of the game. It's bad compared to other runes you could have equipped.
[*] Gathering Storm
It makes Karma even deadlier in the very late game. I tend to use it when dealing with tanks of any sort. It helps to give Karma an even more absurd amount of damage.
[*] Cheap Shot
It helps for that bit extra damage when hitting with a movement impairing ability (which is most of what Karma does, making it easy to proc).
[*] Taste of Blood
Use Taste of Blood if you know you're going to get poked a fair bit, it helps for your own sustainability.
[*] Sudden Impact
The only reason I'd see to use this if your roaming heavily going in and out of stealth constantly, even then Cheap Shot is just better in this case.
[*] Zombie Ward
Honestly, I don't recommend you use this unless you're trying to find and destroy wards. Generally, I would not use it because there is literally Ghost Poro and Eyeball Collection.
[*] Ghost Poro
You won't get it up quickly but you're guarenteed to get 10 stacks no matter what state you're in, whether you have overpowered the enemies or are falling behind. You just have to keep wards going.
[*] Eyeball Collection
This is what I usually go for because it is easiest to go for. You just need to get takedowns. In addition, you can to 10 stacks faster than Ghost Poro.
[*] Ravenous Hunter
It is one of the two "hunter" runes I would generally go for. It can give you the chunk of health needed to survive. It's especially good in team fights where you can be hitting a lot of the team in one burst of damage.
[*] Ingenious Hunter
The only reason you would have to use this is if you want reduce the cooldown of Banshee's Veil and Zhonya's Hourglass. Other than that it's pretty useless.
[*] Relentless Hunter
It's great for long chases and getting around the map to jump in to fights and turn them around. Not the main one I'd go for on Karma though because I can give myself a boost of speed anyway.
[*] Ultimate Hunter
With a big part of your damage coming from R-Q, big part of survivability coming from R-W and a big part of your team support coming from R-E, you can imagine it is pretty useful reducing the cooldown of your R on top of your passive. Great for quickly getting your R back when you need it most.
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