Karma Build Guide by duusuhh
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++8 ability haste
+9 Adaptive (5.4 AD or 9 AP)
++8 ability haste
+9 Adaptive (5.4 AD or 9 AP)
++8 ability haste
+9 Adaptive (5.4 AD or 9 AP)
Threats & Synergies
Hard to land solid damage when she can easily stay back. Paired with right support you can't contest shit.
Pretty much moves out of all of your damage while outranging you. Early game with your own E you can trade Q's but not much beyond that.
I mean any burst support hates constant heals.
Swain really hates counter engages pre 6. Dodge his E with your own and get favorable trades.
I just hate this champ.
Brand can easily make it so you don't want to get value out of playing risky. Very strong early levels that can lead to a bad death.
Really just up to how good Thresh is. Abuse hook cooldown as it is very easy to punish an out of position whiff. R->E AD when needed.
If your AD isn't picking, get rid of her. No matter how you try and work an angle, if she still has mana it won't work. Also forces you to go Mikael's which sucks with Grail.
Pretty much nullifies most of your damage. Can shield almost all damage from regular Qs and most from Mantra Qs. Can give MS to leave W range. Most single target protection champs will be problems.
Much like Lulu, Janna has ways to make your lane harass pointless. Not a potent as Lulu, but only marginally. A quick tornado and slow from Janna is enough to kill any engage. Shields are strong enough to ruin lane harass. Unless Janna runs into you this will be a bad lane.
Much like Thresh, this depends on the Blitz player. Blitz is slight more annoying due to his ability to sprint away. Max range W's won't last, but being close enough should net a root, just remember to speed yourself when he does.
Easily punishable if he walks forward. Several nukes to the face should deter the bull from engaging. In the off chance he has a solid engage pre 6, he won't escape as it is super easy to root.
Sort of like Ali but still relevant pre 6. The range of her E is enough to be an issue along with the insane resistances she gains from her W. Still most engages she gets off that aren't instant bursts can be turned against her with an easy root.
Able to turn most engages right around. Try to space nukes and keep him as low as possible. It's very counter intuitive to run at Sett and hope your own W can land without so much as a scratch taken. Just space properly and matchup isn't too bad.
Close to Swain with just a little more escapes. Most W's wont root, but harass from Qs is a real threat to Morg due to Black Sheild's CD being large in laning stage.
Man just moves out of most of your damage. Can jump to ad or just anywhere in lane for free escapes. I hate this man.
Just out pokes, really hard to get in and do any major damage against any artillery mage.
Once he engages game over. Gets free regen from spells and no way to run.
While you have to get close to do your damage, something Lux can abuse, playing around her cooldowns will keep things even. Just wait for her to waste Q and then get close, otherwise toss RQs
Easy to help Jhin play aggro w/ 4th shot. Can land your own W to stack w/ his.
Just pretend you're playing Lulu with more utility. Just become an R->E machine on Twitch so he never dies.
Same with Jhin. Allows Ashe to increase aggression and snowball earlier.
شط: يدخل Jax في Evasion ، وهو موقف دفاعي ، لمدة ثانيتين ، مما يتسبب في تفادي جميع الهجمات الأساسية التي لا تعتمد على Turret ضده. يأخذ Jax أيضًا ضررًا مخفضًا بنسبة 25٪ من جميع قدرات منطقة التأثير البطل. يمكن إعادة صياغة Counter Strike بعد ثانية واحدة. في نهاية المدة ، يذهل Jax جميع الأعداء القريبين لمدة ثانية واحدة ويسبب ضررًا جسديًا لهم ، ويزيد بنسبة 20٪ لكل هجوم يتم تفاديه ، بزيادة تصل إلى 100٪. إعادة الصياغة: ينهي جاكس كاونتر سترايك مبكرًا.
Don't pick this champ. I beg you.
I am so tempted to put Trist at ideal, but I don't think Karma is the best. While being able to shield a super aggro AD while adding burst, there are better supports. Her initiation range makes clean nukes hard to hit, but when it does work shit is cash money.
Good joke! (I really think Xayah only works with Rakan, but you do you)
Alright to be aggressive with in lane. Once she hits 6 and leaves to chase a kill you aren't much use. Try and land a shield before she dips but it is what it is.
I mean you can get her in there. Better off picking supports with hard CC to abuse her knockup.
Really any mage doesn't synergize with Karma. Doesn't mean Karma is a terrible pick, can totally get a way with some bursty lane here and there. Just definitely better picks.
Same deal as Twitch and really any other hyper carry. Can't capitalize off early game aggression but Mantra shield is insane for keeping carries alive.
Able to give Lucian the ability to take amazing trades with shield while also having your own DPS makes this combo way too lethal.
(Does anyone still play this guy?) Works best when he has red weapon, not bad with purple to get a free root, not much else
No lane synergy but very impactful once Ardent Censer is bought. Unless Cait plays aggro, going for E Q combos you wont do much till 2 or 3 items.
Kinda like Cait but less. No real moments shine, Staff helps add some damage but that's really it.
Yeah late game this shit slaps but can't abuse to hard in lane. Still very potent once you and Vayne have a couple of items to actually do damage.
While most Ezreals just want to Q, Karma can give him the balls to actually get close and auto or have safer W E combos.
Champion Build Guide
In all seriousness, Karma brings solid damage as well as beefy shields to the bot lane. Her high damage, low cool down nuke can scare away any non-confident bot lane. The quite literal leash can setup cheesy early game kills and get an AD rolling. Her shield while not as strong as other supports makes up with a very quick burst of speed that saves more lives than you would think. The cherry on top is that all of these spells become stronger with the press of a button.
Overall Karma's kit is one that can stand on its own while also being an aid to teammates. A strong bit of damage with a shield to help others pop off. Karma is a benefit to her team across all stages of the game and can net you some free wins.
Karma doesn't have the strongest level 1. The R -> Q combo is deceptively strong but on a 30 sec CD. Land a cheeky combo if possible, but get out ASAP. Recent buffs to Karma mean she is back to a very spammable Q, lower mana cost and more mana regen are ideal buffs. Try and play forward when Q is available as its range is rather short. Your Q has a decent AOE so don't be afraid to hit a little bit of a wave to get some damage out(as long as you aren't ruining the lane and shoving harder than the other bot lane).
Karma's E opens up a whole lot of aggression. Not only are you being shielded from some oncoming damage you get MOVE SPEED! ITS INSANE! Use the increased burst of speed to get close enough for a standard Q or RQ if possible. The shield isn't too strong in these early levels so still be cautious. With your full kit at level 3 not much has changed. Your W isn't too useful for playing wave control. Use it in tandem with your E to latch on right before a gank. Otherwise use the RW only in extreme situations where an RE won't save you or your AD. With more levels in Q, your presence is felt so much more. By level 5 your RQ hits for at least 200 and is a serious threat to the enemy bot lane. Use this to your advantage to try and pressure the opposing duo back.
Karma's biggest X-factor is the insane amount of shield output in the mid/late game. Most of the time the RQ combo has no point in being used. Taking the full support rout it is so much better to unleash an RE before a teamfight, hopefully catching the opposition off guard or taking the brunt of some initial burst. Hang back and keep applying shields to the most targeted player. Any autos or damage done by your spells will decrease your R cooldown, leading to another tide turning RE to finish fights.
OK so 10.21 made it so Karma's CDR on ability damage scales now. It might actually be good now to throw an RQ, granted that it will hit at least 2 champs. The dream now is only 4 champs for a free R instead of 5. Feel free to sling it out when shoving down a lane with enemies under tower.
Next on the list is usually the decision between Staff of Flowing Water or Redemption . Like the notes on the build say it just depends on your team at the time. Some times one of your mages is going absolutely mental and just a little more AP can send their damage potential soaring. Other times its better to have a chimp mid than an actual mid laner. In case of the latter just grab Redemption . The massive AOE heal/damage can easily save a fight in mid/late game.
At 3/4 items grab a Wardstone . It counts retroactively meaning by the time you get the item it will have probably upgraded to Watchful . If you're at 4 items this will be to top of your support build. Upgrade to Vigilant when gold is available. If you're at 3 items just grab any AP item that fits the situation (assuming you won't need Staff ).
I personally always try to leave base with 2 pink wards just to be entirely safe. In case a skirmish breaks out over vision and I am in no position to contest, my backup is always there to re-ward river/tri/whateverthe****youwerewarding. Pink wards still keep vision over pinks which can be crucial for boss monster contests/steals. Don't be afraid to drop one to give your jungler some hope of pulling off a play he has no right doing. Also don't be afraid do drop another pink ward in lane even if you already have one placed. Early on bot laners will abuse bush vision if it means escaping with their life. This can be easily countered by vision from your trinket/pink ward. Even if you have a pink ward down don't be stingy and give your AD vision to secure the kill. Theirs and your pockets will thank you.
Priority always belongs to objective and ganks. The above mentioned pink ward is crucial to securing lane safety and game winning objectives.
11.1 - Karma base shield strength increased, most notably in later levels, stronger late game shielding yes yes yes daddy likes
Guide update 1/25/21 - Updated to reflect new feeling and emotions towards Moonstone Renewer.
11.3 - HAHAHAH YOU FOOLS AT RIOT GAMES INC. YOU HAVE GIVEN KARMA BACK HER ABSURD LANE PRESENCE. WHEN WILL YOU LEARN. (For real tho making her Q have reduced mana cost while also giving her more base mana regen is something that will push Karma is a very good direction in all walks of life)