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Spells:
Teleport
Clairvoyance
Ability Order
Gathering Fire (PASSIVE)
Karma Passive Ability
Welcome Summoner

-
1. She has strong early game harass.
2. Decent heal on a decent cooldown
3. UBER SHIELD
4. Has the potential to become as strong or bulky as you choose
5. Doesn't draw a lot of attention in team fights usually because of her poor reputation.
6. She's freaking enlightened. Shouldn't we all be so lucky? T_T
CONS
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1. Mana dependent early game
2. Pretty low base move-speed.
3. No formal ult

This the ability that makes you SUCH A PAIN IN THE ***. As you lose health you gain AP based on the percentage of missing health. Long story short: The closer you are to being dead, the harder you are to actually kill!


Early game any "support" needs an ability to sustain them-self and their lane mate and something to assert some kind of dominance in lane.


Your speed spell is something that is often underestimated. It's probably because the slow percentage isn't as large as many other slowing spells in the game. There are lots of cases though where it comes in remarkably useful though and if used correctly its a very important tool for Karma. I will have a separate section for this ability.

Every Karma player has at one point just looked at this spell and laughed to themselves. This. Shield. Is. ABSURD. It absorbs an obscene amount of damage through most of the game, it can be cast on anyone within range INSTANTLY and in the right situations it becomes a surprisingly effective aoe nuke.

How cool is it that you start the game with your last ability? Some people don't like it but I think its badass. It gives you a boatload of versatility really early and it allows you to turn all your other spells into exactly what you need them to be at exactly the right time. While it doesn't get much attention, it really is kind of the behind-the-scenes breadwinner for Karma.
Yeah thats right I'm talking to you

Supporting
Sustaining
Tanking
Winning

Because of Karma playing multiple pseudo-roles, she has a wider than usual range of runes she can work with that would all benefit her in some way or another.
While there are lots of runes that would help Karma here I think anything not offensive would be a waste of rune potential. For that reason I went with magic penetration runes. They make Karma a heavy poker to many champions in lane, and give her a little bit of an edge later when people pick up a little magic resist (probably). An almost equally viable alternative would be flat AP marks for strong early game heals and pokes.

Lastly are Glyphs and while there are lots of things that fit the bill here the decision wasn't nearly as hard. Karma has great natural sustainability and with my masteries and seals I simply don't need mana regen here. What about cooldown reduction? If you look closely the build has the potential to hit the cooldown cap, and while games may not always last that long, I would really hate to risk wasting the space of nine runes that could go to great use. For that reason I settled on Magic Resist per Level glyphs. Karma has a decent natural armor, the build just gives her obscene health and she has spells to shield her and speed her up. The only thing missing really is late game magic resist and these work perfectly. Mana regen runes certainly help early game if you're looking for a decent replacement.
I'm sure there are lots of things people like to put here. I'm sure some of you are screaming "YOUR A SUPPORT GO FOR THE GOLD PER FIVE." NO SHUT UP. Karma doesn't NEED to be wasting a QUINTESSENCE on something like that. She's in lane like all the time, getting assists like crazy and by mid game she's a beastly farmer. What about move speed? Its generic and it helps but seeing as you have a spell for that you can supercharge I think that's also a waste. In the end, for me personally anyway, it comes down to flat AP or flat HP. Either one works, I've just chosen flat AP for the early harass and support potential.
This is another area that gave me trouble when I was deciding how I wanted to use Karma. There are a few reasons I went with this combination. First the easy one: You are above anything else a support (albeit a mildly more combat oriented one). This makes




With a loose point from the offensive tree you can instantly turn this spell into something capable of netting you kills and saving the lives of allies. While I don't prefer it I've done it many times to great avail. If you plan on bailing out on


While I find that I don't usually have trouble getting away from things with all my survivability, this is perfectly viable (particularly against teams with plenty of silence.

This is really just something that makes Karma even more sustainable early game. I don't like it because it isn't a huge help late game but its benefits are obvious none-the-less.

Who doesn't love flash? No one that knows how to use it that's who. Its great stuff and if you're going to get rid of


Another great spell. Can be used for escaping or closing distance to save a life. Its great stuff so don't overlook it.

For utility I start with


Starting Items
In my opinion there's really only two logical ways to start the game with this build. The first is the ever lovely Dorans Ring. It gives you basically all you need and it keeps you in lane longer actually. I personally think

Early Buys
Catalyst the protector is easily my first buy. Using

Now that you have Catalyst the Protector though



So why these two?
These two items make Karma into and early boss. The unique passive of

Why these boots you ask? I'm just going to pretend you DIDNT ask. Self explanatory. You save lives with your abilities and you want to do that as often as possible.
The Soulstealer
As a general rule of thumb, I HATE relying on anything snowball in a build, but the one place I will take it and feel secure about myself is if I'm running support. With the skill set Karma has you almost sure to pick up assists and probably even a few kills here and there. Karma is deceptively dangerous and by the time your opponents realize that in game you will most likely already have some stacks, so while I greatly dislike snowball items in general I absolutely adore it here.
The Reverie
Keep in mind that although you sort of fill multiple rolls, you are above all else SUPPORTING. This means an aura or something is always nice and being able to spam your healing spells is always nice too. Lucky for you this item has both as well as more health. If you're wondering which item to build first just ask yourself how your farming is going. It should be about midgame when you grab this so if you're paying attention you're probably getting plenty of assists and farming like a boss when you get the chance. If this is true then grabbing


What now?
Well at this point you can go plenty of different ways depending on the game but these next two are my most common (though the game rarely lasts long enough to reach item 6). What's nice about this build particularly is that by the time you've hit your fourth item Karma is already a machine. At this point the question to myself is generally closer to "What can I do to make what I have better?" than it is to "What else do I need here?". While she hasn't bulked up on armor, magic resist or aura's your health and ability to spam incredible support spells do a great job at occupying opponents and keeping your team alive. So what can you do to make the tools you already have more potent? Keep in mind you've already hit the potential cooldown cap so building cooldown is silly. Something that make you bulkier, your spells stronger and gave some kind of passive seems like it would be ideal and as such I select

The Last Item
You have the most flexibility here out of everything. This slot can got to defensive items (




You do that by saving their lives and making up for their mistakes/shortfalls.
THIS MEANS
1) Topping off their health whenever it's convenient.
2) Casting all your spells spells and even sacrificing yourself to save the life of any ally that isn't straight up detrimental to your team
3) Traveling to cover a critical lane abandoned by an ally. (Hell I've managed to cover two lanes before. Twice actually)
4) Weakening and slowing opponents to allow your carries to get kills and you to get assists (though if it looks like they wont get it and you can finish the job, do it. No risks in that department)
5) Wards and CV's whenever and wherever necessary. (This isnt a new player guide so I'm not going to outline everything about ward usage and placement)
6) Protecting your carry(s) in a team-fight above all else.
If you are using THIS build and are spending your time doing anything else besides these, an occasional push, and taking the opportune moments to farm like a boss, YOU'RE DOING IT WRONG

This move has a few uses and I cant say they are as versatile and creative as the others. You can use it as a damage dealer and a heal spell. Practice a lot and you'll find that the range of your spell when you go to cast it doesn't perfectly represent how far the spell deal damage to opponents. Learn this and you'll end up dealing some nasty damage early on in a few of your games.

Now This spell actually has some interesting uses despite being an under appreciated spell.
The first and most obvious use is for the speed boost alone. If your ally is retreating from an opponent but you are remaining in the immediate vicinity cast it on the pursuer. If you and an ally both plan on bailing from your current situation then cast it on your ally. If there are two opponents chasing the ally then no matter what I would cast the spell on an opponent, and make sure you cast it on the more dangerous opponent. If they are near each other than cast it on the far opponent to damage the closer one and apply the slow to both. If you are not concerned for your own safety you should even consider

Another use for this spell is dealing damage. By either casting the spell on an opponent across from you or by casting it on a minion and moving around you can deal damage to just about every minion in a wave. Its not remarkably powerful but it is consistent if you dont want to waste the mana of another spell do deal damage to them. This tactic can be used to damage enemy champions in the same way.
My favorite part of this spell is the psych factor. For some unknown reason, if someone is charging you/your turret in lane and you cast this on them, despite the fact that it does nothing but apply a slow they almost always turn and bail out unless you're way out of possition because they expect a followup. Never underestimate the fear factor of such a simple spell.
Lastly is just for travel. If you need to get anywhere fast and you are unable/unwilling to use



The sheer power and versatility of this spell encourage people to use it more often than they should.
Its primary use early game is for preventing damage. If you anticipate or see an attack or spell about to be fired on you or an ally, a quick reaction can prevent that damage and give you a temporary edge over your opponents. If your lane happens to be going really well then you CAN use it for harass. I don't really recommend it though. Using it for that is a big use of mana and if the tides turn briefly afterwards (due to a mistake or gank) then you're left down one mantra to try and save the lives of you and an ally.
Mid game this thing turns you into a monster farmer. If you're by yourself in a lane don't be afraid to nuke the hell out of a minion wave. Often you'll kill them but if not you can finish them off with

Late game this spell will save lives constantly and in a team fight situation it becomes a nasty nuke.
If the enemy team is accounted for and you're pushing a turret (or as long as you are confident in your ability to retreat successfully), you can cast your shield on turret killing minions, and all of a sudden the duration of your minion wave just went way up. Using it as a nuke to remove the enemy minion wave works to. Its a good strategy, but you have to be careful because it puts your shield on cooldown and you don't want to get caught in that situation.

This is the combo that makes you incredible. You are shielding/healing for a massive net number and providing a massive mobility buff or debuff. Remember that this combo is being used to save a life. DO NOT mantra charge the shield in this case, its a waste in a lot of situations, but use your own judgement. This combo as is turns all sorts of situations that smell of certain doom into situations that look a lot more like.....

While similar to the last one, by simply moving the location of a

I said it once and i'll say it again. You are incredible but you cant save people who are far away from you, and you cant save yourself if the enemy team is around and you have no allies. You'd think this is common knowledge, but so many people **** it up I HAVE to put it here.
Stay aware of your teammates and yourself and you'll be saving lives left and right. This is how Karma rolls and this is how she wins.
Enjoy ^_^
~NinjaGinge~
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