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Karma the Next OP Janna

Karma the Next OP Janna

Updated on March 17, 2011
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League of Legends Build Guide Author Bouwman Build Guide By Bouwman 7,169 Views 38 Comments
7,169 Views 38 Comments League of Legends Build Guide Author Bouwman Build Guide By Bouwman Updated on March 17, 2011
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Spells:

LoL Summoner Spell: Cleanse

Cleanse

LoL Summoner Spell: Flash

Flash

Introduction

Karma's Song: http://www.youtube.com/watch?v=w9TGj2jrJk8

Karma is a full out support champion being able to turn the tides in any team fight while still being able to dish out decent DPS.

Pros


- Amazing support effectiveness hosting 3 different classes of support abilities (Heal, Speed Buff/Slow, Shield)
- While initiating her support abilities, she can dish out decent DPS by the use of her Ulti Mantra
- Can solo with decent success, and tremendously help junglers get some good ganks on your opponent through Spirit Bond and Soul Shield.
- Strong farmer due to Area of Effect abilities and can take harrassment from enemy champions at the same time.
- Can do it all in terms of DPS, Support, and suprizingly off-tanking.

Cons


- CDR dependant limiting her AP scaling early/mid game
- Super Shielding allies, Movement Speed Buffing/Slowing multiple champions at the same time, and healing allies at the right times to prevent multiple deaths in just 1 game does not show in your stats.
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Summoner Spells


I take Cleanse and Flash as my summoner spells. Using this build you will be either on the front lines of a team fight or just behind it, so tanking Crowd Control for your team will be happening alot. Cleanse will help you get out of some of the serious CC abilities out there. I take Flash for the same reason, where I could be really desperate in escaping a full load of CC.
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Masteries

I take a 0-21-9 Mastery Tree, taking some Defense and Utilities masteries. Alot of Karma's out there will take the full 21 in their Utility Tree to increase their much needed CDR. I refrain from that because of my 15 and 20% immediate CDR from my core items Ionian Boots of Lucidity and Morello's Evil Tome. I also already inhabit that 8% CDR from my Glyphs as well. Therefore taking that 21 in my Defensive Tree enables me to be a more beefy off-tank early/mid. Plus -30 second cooldown on my Cleanse also helps alot.
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Skill Sequence


I first level my Heavenly Wave whether I'm solo or not. I then level my Soul Shield to tank expected harassment from your opponents due to this build's play style. After my Soul Shield, I level my Spirit Bond to possibly help allied OR enemy ganks... you never know at level 3, and this ability is essential in terms of ganking. After I got my 3 abilities, I prioritize Heavenly Wave early/mid game to increase my DPS/Support effectivness. I secondly prioritize Soul Shield to make me or my allies basically tank a large amount of damage. Her shield is superiorly strong compared to other champions, and I take some advantage to this. I lastly prioritize Spirit Bond. Although it scales to deal the most damage to enemy units, the chances of you hitting a champion in your early/mid game are low, therefore I take it last. I mainly use it ON the enemy champion and damage the entire minion wave in the process.
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Runes


I take Magic Penetration Marks, Mana Regeneration Seals, Flat Cooldown Reduction Glyphs and Health Quints. The Magic Pen helps all my abilities hit harder and is pretty basic in terms of DPS. The Mana Regen Seals will definitely combine well with my Doran's Ring early game where I will be mana hungry to keep up with enemy champions in my lane. Flat Cooldown Reduction Glyphs will give me 8% CDR off the bat making my Mantra cooldown a bit faster early/mid game. And the flat HP Quints just reassure that I can tank a bit early/mid game.
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Item Purchases

Early Game


I take a Doran's Ring as my starting item. The +15 Ability Power and +100 Health is helpful while the +5 Mana Regeneration per 5 seconds is key to help me stay in my lane longer. With Doran's Ring, the Mana Regen Runes and Perseverance from my Mastery Tree, I will be gaining +12 Mana Regeneration per 5 seconds. My first base will conclude me buying Boots of Speed with a Mana Crystal as well. Ideally I'd want to finish my Catalyst of the Protector asap, but if I'm facing more then normal skill shots, I won't hesitate to buy my Ionian Boots of Lucidity. After acquiring my Catalyst and my Ionian Boots of Lucidity, I'll take either a Blasting Wand or an Amplifying Tome depending on how much gold I have. Whatever the case, I alawys take some much needed AP before I finish my Banshee's Veil mid game.

Mid Game


I'll finish my Banshee's Veil first to give me that edge in mid game team fighting. Blocking that Blitzcrank hook into their team or that Amumu Bandage Toss can be so critical in order for your team to advance on them. Once you see their initiating abilities all used up, your team shouldn't necessarily hesitate to initiate. The Magic Resist is largely useful to make you tanky, and the extra +375 Health and Mana are also useful. My second item mid game will be Morello's Evil Tome to maximize my CDR and help my AP and Mana Regen. I will have 20% CDR, +75 Ability Power and 12 Mana Regeneration per 5 seconds. It gives me everything I need to be effective for my team! AP makes for harder hitting and healing Heavenly Waves and stronger Shields. The CDR maxes my CDR to 40%, while the 12 Mana Regeneration per 5 seconds just helps me be out there longer. Finally I'll buy a Rylai's Crystal Scepter somewhere in between Mid and Late game depending on my gold situation of course.... It will give me +80 Ability Power and +500 Health. With of course the effectiveness of the slow making me a better support!

End Game


Depending on the other team will determine whether or not I'd buy Rylai's or Zhonya's Hourglass. If of course I'm taking alot of Attack Damage then Magic Damage, I'll take a Zhonya's... otherwise I'll just take Rylai's for the extra Health. Zhonya's will give me +100 Ability Power and +50 Armor. Of course activiating it can be largely useful if you get focused which you sort of intend to want. Rabadon's Deathcap should conclude your build with just the overwheleming amount of AP at your disposal.
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Strategy

Like I've said before Karma can do it all... be that DPS, Support, and Tank. Her passive is Inner Flame which allows her to gain extra Ability Power for each missing health. The more close she is dying, the more effective her abilities are. In my opinion, too many Karma players don't use her passive to it's full potential. There's a reason why I take Banshee's Veil as my first item, and that's because my Karma playstyle is off-tank. Yes you heard me right!

There are a number of different ways to lane...
If your against squishies who mostly skill shot, this is my routine:

I will activate my Mantra, run to the middle of the minion wave, hit Soul Shield and damage everything including the enemy champion(s). The squishy will usually be situated beside their caster minions so once you've Mantra Soul Shielded you should immediately Heavenly Wave the Caster Minions and the squishy(ies). Although, if the enemy champion isn't near the caster minions and you are assured you can't hit the Caster Minions and the enemy champion with your Heavenly Wave, move back and either Heavenly Wave the entire minion wave, or auto attack them to prevent from pushing. The extra Mantra should probably be used on your Heavenly Wave because you probably did sustain some damage from running up in that minion wave and taking harassment.

If your against a non-squishy (usually a bruiser), this is my routine:

I will Spirit Bond them.... (Just a side note that I've noticed, Spirit Bonding an enemy player suprizingly scares them (especially if they're a squishy) and more times then not the enemy player will run back) and no matter if they engage me or run away from me, I will walk diagnal to them so I can hit the whole minion wave with my bond. After the minions have taken damage it's your decision to Heavenly Wave them or Mantra Soul Shield them.

When ganking starts, you typically want to save up an extra Mantra for your Spirit Bond so you can either majorly Speed Buff or majorly Slow a champion(s).

In team fights, I like to perform as an Off-Tank. This means I can tank for my team and still win the team fight. As an off-tank I typically position myself directly diagnally beside my team's tank. More times then not Karma will get focused because people think she's support and should be one of the first ones to die in a team fight. Well they have a different thing coming... Because of my Defensive Masteries, Cleanse, Flash, Banshee's Veil, and Ability Power that scales to make my abilities stronger... I can somewhat tank a enemy focus. If that's the case, I'll immediately Mantra Soul Shield, Spirit Bond the nearest enemy while running back, and then Mantra Heavenly Wave my entire team from the back.

This is where I become useful! The reason why I want to sometimes do tanking is because I want to buff my passive. Once I'm focused I have so many escape mechanisms and abilities that I can definitely get out... because of this I can then team fight from the back and help my carries. My Heals and Shields will be desceptively stronger then normal, especially if my team is losing, since my Heavenly Wave causes to be more effective with the more % of HP missing from the champions I heal. If I keep getting focused I can easily get some more Spirit Bonds and Soul Shields on myself because of my low cooldown reduction.

All in all the largest piece of advice I can give you about Karma in team fights, is use your Mantra's wisely! Wasting a Mantra Heavenly Wave on your allies with somewhat full health is sort of a waste.
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Karma the Next OP Janna

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