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Karma Build Guide by Kapitu

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League of Legends Build Guide Author Kapitu

Karma - The Light of Ionia

Kapitu Last updated on February 4, 2014
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Support Role
Ranked #24 in
Support Role
Win 47%
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

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.



Offense: 21

Legendary Guardian

Defense: 0


Utility: 9

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About the Author

Hi! :3
My name is Crystal, also known as Kapitú and I'm from the brazilian server. I am Gold V and am currently playing all my games as support. I started playing as ADC. My mains were Caitlyn and Miss Fortune. Then I tested Sona and Janna and fell in love with supports. I always thought the concept of Karma interesting, but waited to test it on a free week of the game. With only one game I fell for her and started using Karma as preferred.

My mains are:

I decided to make this guide a while. By this time there were no other guides Karma support, or they were very "non-sense". It made me search more about the game and how to play with Karma. Currently, there are some support Karma guides, but few of them suggest a build as offensive as mine. Feel free to change any item, rune and mastery you think best.

This is my first guide, so any suggestions are welcome.

PS: And sorry for my bad english, this is not my native language.

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Karma in my opinion, is the second most fun support in the game (after Sona with Lich Bane, hehe). Karma received a relaunch a few patches ago, because of her skills be considered unfeasible. Karma is a champion that is not seen in the game, but every time I saw she played very well. I dare say is one of the strongest supports of the game, comparing it to the damage of Annie. Besides a lot of damage, has AOE shield and AOE Speed ( Mantra + Inspire) that can be used with Talisman of Ascension, root ( Focused Resolve, self heal ( Mantra + Focused Resolve) and slow in area ( Mantra + Inner Flame), making her an extremely powerful and useful partner in lane.

Spoiler: Click to view

Spoiler: Click to view

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Pros / Cons

+ Can farm with Inner Flame
+ Mantra'd abilities allow bonus damage.
+ Can spam Q.
+ Has a shield ( Inspire)
+ Can be a bully in lane if you choose to be.
+ Brings great utility to the team.

- Squishy.
- Lacks CC.
- Farm dependent (ADC Farm or staying near minions, if building Ancient Coin).
- Use skills to Farm.
- Can be focused by low mobility
- Needs practice to learn all abilities.

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Greater Mark of Magic Penetration

Greater Seal of Armor

Greater Glyph of Scaling Ability Power

Greater Quintessence of Scaling Ability Power

These runes are the best options if you want to poke the enemy ADC and make him go back to base early. Besides that you can raise a good amount of gold to mount your items.

With this amount of AP given by the runes you will be able to cause considerable damage to the ADC enemy, taking into account that it will not have magic resistance early in the game.

There was a time when I was in doubt about using Greater Seal of Armor or Greater Seal of Mana Regeneration, but you will be facing an ADC in your lane, so I made the choice for armor.

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As you can see, I focused most points in offensive masteries bar, you are able to make a good amount of damage on enemy ADC and prevent it farm in the lane. Just be careful when you go "all in" to not steal the kill of your ADC.

The other 9 points I distributed in the utility bar between life and mana regeneration, movement speed and cooldown reduction of summoner spells.

Sorcery: Decreases your cooldowns to spam more skills.

Expose Weakness: Really goog to Team Fights. Increase your allies damage in the same target.

Executioner: Increase damage to low HP targets.

Mental Force: Scaling AP.

Arcane Mastery: More AP.

Archmage: More, More AP.

Arcane Blade: Extra damage with each auto attack.

Devastating Strikes: Armor and Magic Penetration to increase your damage.

Havoc: Tons of Damage.

Fleet of Foot: Increase your move speed.

Meditation: Increase your mana regen.

Strength of Spirit: Increase your health regen based on your mana.

Summoner's Insight: Decreases summoner spells cooldowns. (Personally, I just picked it because it had not anything better).

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Ancient Coin It's the best item for those who are having difficulties poke the enemy ADC.

It's not because Riot is giving you gold now that you have to stop warding.

Health Potionx1 Is the best option to stay in lane for longer, helping your ADC.

Best way to ward without spending your precious buck.

Spellthief's Edge is an optimal choice for those people who play more aggressive and can poke. Each poke worth 10g.

It's not because Riot is giving you gold now that you have to stop warding.

Health Potionx1 Is the best option to stay in lane for longer, helping your ADC.

Best way to ward without spending your precious buck.

Nomad's Medallion will increase your health and mana regen and the amount of gold won by minions who die around you.

Frostfang will increase your AP, your mana regeneration and the amount of gold / per time and poke.

You will have 5 wards and can put 3 across the map, besides earning a little more HP.

Exchange your trinket after buying the Ruby Sightstone because of the limit of wards.

Gives AP, HP, and Magic Penetration, and burn the maximum life of the enemy. Best item to poke the enemy.

Karma has few forms of damage. With this item, you can poke the enemy and then give a basic attack with extra damage bonus.

Personally I think the Mejai's Soulstealer one of the best items for supporters who want to rush damage. It increases your AP as you kill or make assists for the team.

Gives AP, HP, and Magic Penetration, and burn the maximum life of the enemy. Best item to poke the enemy.

TONS OF AP! Best item for mages. It has an amazing passive that increases 30% of its maximum AP.

This item gives you cooldown reduction, a little more AP, besides giving a debuff when the target is below 40% health.

Gives AP, HP, and Magic Penetration, and burn the maximum life of the enemy. Best item to poke the enemy.

Karma has few forms of damage. With this item, you can poke the enemy and then give a basic attack with extra damage bonus.

TONS OF AP! Best item for mages. It has an amazing passive that increases 30% of its maximum AP.

Besides giving more AP, gives 35% Magic Penetration. Good item to give more damage. Makes combo with Liandry's Torment.

* Notes: This latest build is only possible without the Ruby Sightstone. Be sure your team will collaborate with wards.

I usually choose the Boots of Mobility because Karma has a low basic speed, being offset by the speed buff Inspire.

If you want use the second build, the best option is that boot. Makes this boot combo with Morellonomicon, increasing your cooldown reduction.

This boot is usually used by most mages in the game, it increases your magic penetration, allowing you to cause more damage.

Another option of boots that increase speed. If you prefer to have the speed all the time and not only out of combat.

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Skill Set

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)

  • With this passive you can abuse its ultimate and then spamming Inner Flame to reduce the Mantra's cooldown.

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.

Cost: 50/55/60/65/70 Mana
Range: 950

  • Karma's greatest source of damage, and give a little 1s slow . With Mantra active, receives magic damage bonus, and cause slow in area.

Focused Resolve (W): Karma creates a tether between herself and a targeted enemy, dealing damage over time and revealing them. If the tether is not broken, the enemy will be rooted.
Mantra Bonus: Karma strengthens the link, dealing bonus damage and healing.

Cost: 70/75/80/85/90 Mana
Range: 675

  • Karma 's CC, besides giving damage and root the opponent. Using Mantra gives a little heal.

Inspire (E): Karma summons a protective shield that absorbs incoming damage and increases the movement speed of the protected ally.
Mantra Bonus: In addition to casting the shield, energy radiates out from the shield, dealing damage to enemies and applying Inspire to allied champions.

Cost: 60/70/80/90/100 Mana
Range: 800

  • Best source of defense Karma, what makes it an excellent support. Besides protecting, grants a bonus in speed of movement that allows your ADC guarantees a kill or escape.

Mantra (Ultimate - 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 magic damage and leaves behind a circle of flame, heavily slowing enemies and dealing damage after a brief delay.
Renewal: The link deals bonus magic damage to her target, instantly healing Karma for 20% of her Missing Health. If the link is not broken, Karma is healed again for the same amount.
Defiance: Allied champions around Karma's target become shielded and gain Movement Speed; Enemy units around her target are dealt magic damage.

Cost: No Cost
Range: Self

  • Strengthens the skills of other Karma, causing it to have different effects.

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Skill Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18


Use Mantra + Inner Flame to have a bonus damage, cause slow and cause damage after a while, or just use Inner Flame to damage and slow to 1.5s. Use this to poke the enemy ADC and (maybe if it is a Sona, which has the lowest life of all the personages of the game at level 1) the support.


Typically used for "all in". Mantra + Inner Flame to slow down the enemy. Focused Resolve + Inspire To give a bit of damage and root the enemy. With Inspire you can run with him not to lose the bond between you and him. So your ADC (and perhaps the jungler) can hit him some more.


Mantra + Inner Flame In more exposed target,
It'll be slow and take a bit of damage yours. So your allies can start the Team Fight. Focused Resolve the enemy ADC or the most exposed enemy, so you can root him and get easy kill. Inspire on you to don't lose the connection of the Focused Resolve with your target, or Inspire on your ADC or more exposed ally.


Mantra + Inspire To Shield all your Allies and give AOE Damage. They will earn a movement speed bonus, such as the Talisman of Ascension and cause damage in the area thanks to the Mantra bonus. Focused Resolve in the exposed enemy or enemy ADC. You will root him in the ground so you can poke him with Inner Flame; If he survives somehow use Mantra + Inner Flame to cause damage and slow.

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While it is strange to most people, I always choose as my summoner spell Heal, because I prefer to sustainability in the lane to my ADC. ADCs typically start with a Doran's Sword and a Health Potion. If by chance the enemy team is more aggressive than ours in the lane phase, I can keep my ADC a bit more time in the lane.

If you want to be more aggressive in your lane, I suggest you use Ignite. It's likely that you end up picking up the kill, but it's still gold to you and your ADC, which will take the assistance of the kill.

This is the spell that I rarely get caught because I always forget to use. If you want to guarantee a kill for your ADC or save him from being killed by the enemy ADC, this is the spell you should use. When I play Draft Games and I see that has a Sivir or Draven in the enemy team I do not normally use this spell because they do not stack as much attack speed as most other ADCs.

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  • WHITE: Important
  • BLUE/RED: Strategic/Buffs

Typically, in lane phase, I always ward the red areas, to prevent ganks of the enemy jungler.

The white areas are the overall objectives, which should always have a ward. Also allows the view of the enemy jungler when they are going gank bot or top

The blue/red areas are strategic areas where the mid laners or junglers enemies often move to gank other lanes. These areas are good to have vision when the enemy team will start the Team Fights. Are also good to see the movement of the enemy team when the first mid tower has fallen.

  • Always have Baron / Dragon warded/timed.
  • Buffs are also a top priority.
  • During laning phase, make sure to ward the major paths so you aren't susceptible to ganks.
  • Ward the spaces in between the towers where the jungle paths open when you take it down to have a visual on the enemies.

  • The jungler should usually ward their buffs if the enemy team has a champion that can clear fast Shyvana, Nunu, Lee Sin etc. While counter-junglers should be warding the enemies buffs so they can steal, or contest them.
  • Deep jungle wards grant vision on enemy jungle and also creates map pressure.
  • Ward the bush before you face check that.
  • Just use your Warding Totem whenever possible.
  • Ward is responsibility of the WHOLE TEAM and not exclusive of its SUPPORT.

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Soon I will add here a list with all the support and ADC matchups!