Karma Build Guide by IkorasBadIdea
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Runes: Karma Runes 1 - Burn and Heavy Cooldown Reduction
++8 ability haste
+9 Adaptive (5.4 AD or 9 AP)
++8 ability haste
+9 Adaptive (5.4 AD or 9 AP)
Ability Order Mid
Threats & Synergies
If hes running at you Q him. If he throws you into glue, use E and W so he can't do anything to you. Just be careful of the gas when chasing him. Like Sett, he's useless if he can't get into melee range.
He can't do anything if he can't get into range to use his abilities. He becomes near useless when slowed or impaired in anyway unless people are within range of him. Just be more aware if he changes to using a dashing item.
When a character is as heavily movement based as Hecarim then Karma can be quite the menace. Slowing him with your Q reduces his damage, rooting him makes him near useless and you can sort of out run him with your E to give W time to proc. If he's chasing you throw a Q at him E yourself and hit him with a W, he will either keep chasing and face the consequences or play safe and run away. Only problem is his R but, you can buffer the fear with Mercury Treads and heal after from R-W.
Again can't do much if not in melee range. Be careful of the knock up and you should be fine. Cho'gath can't get the feast stacks from you if your healing on them from R-W. His large amount of health will be problematic late game so, you generally want the max health burn items such as Liandry's Anguish and Demonic Embrace.
If you get hit by the dash ability use E to block the damage from the hit and W her to root her. If you're hit by her R, use R-W to heal a chunk of missing health to miss the execute. Her smoke is usless, throw a R-Q in it should hit and slow. Your only problem is you can't target her with your W while the Akali is in the smoke, you'll have to hit her when she's attacking which will keep her visible while linked.
Be careful of the pokes he can get from Q. He can get within melee range of you easily. He's going to use the E-Q-W combo on you. If you can dodge the Q and you can block the damage of W with your E. Generally, you can get an easy root on him when he's close quaters on you and you can get easy pokes with your Q.
Master Yi will always be annoying but you can get an easy kill or eascape by hitting an R-W before he uses Q. This will help to restore a chunk of health before it so, you survive the Q use and after it when he is rooted and usless (especially good when they jump you on tower). E also helps to mitigate the damage his Q does.
Ahri is annoying and it sounds obvious but you need to avoid that charm of hers otherwise shes gonna burst out damage that you can't do anything about. If you get hit by the burst, you'll be lucky to survive.
If he's chasing you and has you with his W then your saving grace is your W. If he hits you, you will take a lot of damage from his Q. Your E won't give much movement speed so, is only good for reducing the massive damage you're going to take. Generally poke him down with your Q and don't be baited into chasing because he will turn that fight around with an R cast.
You can't do much if you can't so what you need to target. Generally, play it safe around him and if you can hit the root on him. Unfortunatly, towers don't shoot him while invisible so, you can't counter a tower dive. He's quite a dangerous foe to fight as Karma.
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.
She slows, roots, heals, and charms. In battles Karma wants to be moving around as much as possible while getting pokes out. However Seraphine can really hurt you by canceling your E speed with her slow or root. She can also really mess you up with R charm where you are most vunerable. You have to keep an eye on her when fighting otherwise she wil turn the fight upside down on you.
"You know what they say, Karma always catches up to you." If there are multiple Karma's, someone is cheating or it's that one gamemode. In any circumstance, there is a lot of speed, a lot of shield and high Q damage agaist whomever is unfortunate enough to fight multiple Karma's.
You help him just as much as you counter him. The speed boost will help him to get into range easily, the root allow for good hits of his stun and your slow will help him just as much as the speed boost. Sett and Karma can be a ruthless combination if both of you have enough coordination and know what you're doing.
With your ability to impair movement, Fiora gains from you being there. The mass amount of impairment lets Fiora more easily hit the vitals and get takedowns quickly and efficiantly. On top of that giving her movement speed can let her get into a battle safely and catch up to hit vitals easily.
Champion Build Guide
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.
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 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.
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.
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.
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.
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.
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.
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.