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Choose Champion Build:
Recommended Items
Spells:
Heal
Barrier
Items
Ability Order
Gathering Fire (PASSIVE)
Karma Passive Ability
Introduction


However that guide is mainly based on older experiences and does only adjust to changes instead of completely rethinking the build. So I suggested the build shown here as an alternative. I first suggested it in the comments and both Egypsian Lover and me wanted to get further play testing on it. Egypsian Lover does not have much time and we didn't reach anyone else open for testing by the comments section so I decided to get it into an own build here with reference to his guide. Here we go...
This section in this guide is NOT meant to show you when to use which ability, or what advanced tricks exist with Karma and her abilities. Nor shall it show you how to make your abilities hit. For all that I strongly recommend checking Egypsian Lover's guide, it is perfectly explained and illustrated there, I do not want/need to redo work that is already done.
This section IS meant to show experienced
Karma players in what style I play her (very offensive first line support), why I do that and what stats requirements arise from that so I can afterwards show how I get those stats. So lets go:
I play her duo lane as support. I pick only a minimum of farm so I need a cheap build, while giving my carry mate the chance to get a very expensive build quite early.
I play
Karma very aggressively, jumping out of the brush into my lane opponents hitting
Mantra
Soul Shield +
Heavenly Wave. If my opponents retreat I get off some auto attacks, if they go for me I retreat back into the brush and further back. I use
Spirit Bond only if i see a significant advantage, otherwise I save the mana.
This combination usually provides a positive damage trade even if my carry doesn't join my move (thanks to the shield effect and burst damage). If my opponents now chase me into and through the brush they might turn the trade, but this also gives my mate time to get off damage. I repeat that even if I am injured, as the missing life only increases my AP.
When seriously wounded I use
Mantra
Heavenly Wave to heal me, always trying to hit either my mate or my opponents as well.
So far it sounds easy, now lets have a look at the difficulties:
Jumping out of the brush requires a brush. Thus it is essential to have a proper fighting spot. You don't want to be pushed into your turret, nor do you want to push the wave into their turret. Thus push control is quite important.
You need to stand some damage, some tankiness is required.
All abilities deal area of effect damage. Thus you always risk hitting minions with it and thus pushing the lane. as mentioned before I don't want to push so I have to keep track of the minions and how much I can risk damaging them.
I don't want to be without a
Mantra charge, as it is very helpful for emergency. Though I also don't want to have 2
Mantra charges up, as it is basically a waste of its cooldown. Thus I try to use
Mantra whenever I get the second charge: either I do an aggression as described above or I heal me and my mate.
Also early mana is an issue, until you get your
Chalice of Harmony.
Thus there are quite many things that require attention, which needs to be practised. Also a carry knowing to control push is required.
Karma is great when low hp due to her
Inner Flame. Using
Soul Shield and
Mantra
Heavenly Wave +
Heal/
Barrier makes you surprisingly hard to kill. Also the
Heavenly Wave damages a bit and at least flags opponents for kills/assists. Using that combination under a turret when low will get you a kill every now and then, learn to know how far you can go (you can go very far), your opponents do not know that.
I do not suggest playing
Karma as a jungler and although it is possible I do not want to deal with that here.
What I want to do here is talking about taking jungle creep if you get the opportunity: avoid it. Usually the jungle creeps are for your jungler and you do not need the farm. If you feel you need the farm you might take ghosts or wolves but usually you enter jungle only to place wards or help your teammates or possibly for escapes.
Blue Buff is sometimes offered to support. As both cooldown reduction and manareg are handled soon by something else you don't need it. Early on it helps a bit but isn't necessary. Your ap carry or jungler should benefit more. So if an early blue buff is offered you may take it but later in the game you should only take it if otherwise your opponents would get it.
In mid and end game there is not much to do alone for
Karma. So it is basically about team fights. In team fights there are two major questions to answer: Whom shall I support and where shall I position myself. So look at our skills:
prevents a given amount of damage. That amount varies with AP and therefor with your hp percentage. It does not depend on your target, so you should focus on targeting your carries (both ap and ad) with it as their hitpoints are worth most. Of course if someone would die without the
Soul Shield or you need the
Mantra effect that general rule changes but in most cases carries are the targets.
conclusion: be in range of your carry
is area of effect and both damages enemies and heals mates by a percentage of their missing health. Of course if someone has more total hp there is more potential missing hp and therefor more potential effect of
Mantra
Heavenly Wave on them. So there are many parameters affecting the efficiency of its use: Number of opponents hit, their hitpoint's value (damage carry or tank?), the number of mates hit, their absolute missing hitpoints and the worth of their hitpoints. These are too many parameters to calculate the perfect placement of the rather short range cone shaped spell. But we can derive the following:
This spell mechanic favors healing tanky champs more than any other heal or shield spell in the game. It also favors targeting areas where as many champs (of both teams) as possible are and that is the center of the fight, also usually where the (off-)tanks are.
Heavenly Wave has a rather short range so:
conclusion: be near the center of the fight.
Is relevant for the guy that starts fleeing, either on their team or on yours. Usually that one is your or your opponents carry. Be flexible with that spell.
conclusion: stay in range of both your and your opponents carries. -> center of the fight.
If you drop low you get stronger.
conclusion: do accept some damage (for a good trade) -> be in the fight
overall you should be somewhere slightly behind the center of the teamfight while using
Mantra
Heavenly Wave in forward direction towards your tanks and opponents carries
Soul Shield in backwards direction to your carries.
Spirit Bond in the direction it is needed most.
Note: these are guidelines showing what I do mostly, however some less frequent situations require the exact opposite usage of the spells. Experience is required here.
Early game we only need some tankiness against the opponents ad carry which leads us to the use of flat armor seals. Other runes are used for later game and are thus scaling.
Later on we need some AP to show effect and quite much survivability to be able to position correctly to apply our spells effective. For that we will get defensive summoner spells, some def and ap/def items.
Of course we need cd reduction like any support.
We need some sort of mana engine. I prefer a regeneration based mana engine as we got life sustain by default (healing) and then can regenerate in all ways staying in defense while others got to recall.
This section IS meant to show experienced

Laning
I play her duo lane as support. I pick only a minimum of farm so I need a cheap build, while giving my carry mate the chance to get a very expensive build quite early.
I play





This combination usually provides a positive damage trade even if my carry doesn't join my move (thanks to the shield effect and burst damage). If my opponents now chase me into and through the brush they might turn the trade, but this also gives my mate time to get off damage. I repeat that even if I am injured, as the missing life only increases my AP.
When seriously wounded I use


So far it sounds easy, now lets have a look at the difficulties:
Jumping out of the brush requires a brush. Thus it is essential to have a proper fighting spot. You don't want to be pushed into your turret, nor do you want to push the wave into their turret. Thus push control is quite important.
You need to stand some damage, some tankiness is required.
All abilities deal area of effect damage. Thus you always risk hitting minions with it and thus pushing the lane. as mentioned before I don't want to push so I have to keep track of the minions and how much I can risk damaging them.
I don't want to be without a



Also early mana is an issue, until you get your

Thus there are quite many things that require attention, which needs to be practised. Also a carry knowing to control push is required.
Baiting








Jungling
I do not suggest playing

What I want to do here is talking about taking jungle creep if you get the opportunity: avoid it. Usually the jungle creeps are for your jungler and you do not need the farm. If you feel you need the farm you might take ghosts or wolves but usually you enter jungle only to place wards or help your teammates or possibly for escapes.
Blue Buff is sometimes offered to support. As both cooldown reduction and manareg are handled soon by something else you don't need it. Early on it helps a bit but isn't necessary. Your ap carry or jungler should benefit more. So if an early blue buff is offered you may take it but later in the game you should only take it if otherwise your opponents would get it.
Teamfights
In mid and end game there is not much to do alone for

Soul Shield
prevents a given amount of damage. That amount varies with AP and therefor with your hp percentage. It does not depend on your target, so you should focus on targeting your carries (both ap and ad) with it as their hitpoints are worth most. Of course if someone would die without the


conclusion: be in range of your carry
Mantra
Heavenly Wave
is area of effect and both damages enemies and heals mates by a percentage of their missing health. Of course if someone has more total hp there is more potential missing hp and therefor more potential effect of


This spell mechanic favors healing tanky champs more than any other heal or shield spell in the game. It also favors targeting areas where as many champs (of both teams) as possible are and that is the center of the fight, also usually where the (off-)tanks are.

conclusion: be near the center of the fight.
Spirit Bond
Is relevant for the guy that starts fleeing, either on their team or on yours. Usually that one is your or your opponents carry. Be flexible with that spell.
conclusion: stay in range of both your and your opponents carries. -> center of the fight.
Inner Flame
If you drop low you get stronger.
conclusion: do accept some damage (for a good trade) -> be in the fight
Combined positioning and skill directions
overall you should be somewhere slightly behind the center of the teamfight while using




Note: these are guidelines showing what I do mostly, however some less frequent situations require the exact opposite usage of the spells. Experience is required here.
Stats requirement conclusion
Early game we only need some tankiness against the opponents ad carry which leads us to the use of flat armor seals. Other runes are used for later game and are thus scaling.
Later on we need some AP to show effect and quite much survivability to be able to position correctly to apply our spells effective. For that we will get defensive summoner spells, some def and ap/def items.
Of course we need cd reduction like any support.
We need some sort of mana engine. I prefer a regeneration based mana engine as we got life sustain by default (healing) and then can regenerate in all ways staying in defense while others got to recall.
There are a few summoner spells to be concidered:
Exhaust
Flash
Heal
Clairvoyance and
Barrier
Clairvoyance is cool if properly used, but late game
Twin Shadows does the same job and early game warding with
Sightstone does. This one is a matter of preference.
Exhaust has a slight and often unnoticed problem: its range is shorter than most ad carrys ranges. Thus while fleeing you have to turn to apply it what you actually do not want. Additionally it is less surprising than the others as it takes 3 seconds to show its full effect. I do not recommend it for Karma as baiting is actually a combination of fleeing and surprise and thats her strength.
Heal returns a good amount of health to your team, helps with baiting, increases your hp by the mastery ... it is basically made for
Karma. I used it in season 2, now it is even better.
Flash gets you out of situations where no other summoner spell helps but it has a rather long cool down. When used during a bait it often makes opponents turn which might not be your intention.
Barrier helps to survive at low hp and thus profit more from
Inner Flame. It helps getting out of many situations if well timed, for example activate when the killing blow is already traveling often lets the opponent turn already and thus shows the same effect as
Flash.
Barrier helps in many situations the same way
Flash does but not in all. It also helps in situations where
Flash doesn't help and its on shorter cooldown.
I prefer
Barrier and
Heal but the others aren't bad either.


















I prefer


In Season 2 I used defensive masteries for
Karma but they now removed the cd reduction from that and made utility much better. So I returned to the obvious straight forward utility mastery build. There is nothing surprising in this build and for those choices you might have picked different it doesn't really matter. Not much to say here.

Marks:


any other useful secondary mark ...
Seals:

Those runes provide the early tankiness to survive offensive moves during laning. Also our item build contains magic resistance as core but no armor so those runes fill that gap aswell. This should be the primary choice.

I think flat is better but scaling might also be an option. Maybe also an appropriate mix.
Glyphs:

We get 10% cooldown reduction from masteries 15% from boots and those glyphs and the quints provide the rest to achieve the 40% cap at level 18. Relying on cooldown reduction items would heavily impact the flexibility of our item build thus I recommend those runes.
Other options would be:

Quintessences

The Glyphs alone are not enough to reach the cap. If you chose to get your cooldown reduction another way and thus picked other Glyphs you should pick other Quints aswell. Try:

anything you consider useful
Starting item:
Faerie Charm + 2 * Sight Ward + 2 *
Mana Potion
Yes I do not spend all my gold initially. This is because: Usually I do not need more consumables before getting my


If your opponents jungler uses stealth you might favor pink wards.
If you expect a hard lane you might want another

Core build
Your core build is Kage's Lucky Pick





If you take alot of magic damage (from their support) get

If you are out of wards and you can't afford both Kage's Lucky Pick and


If you run around alot, still have a



Add a

If you need the third ward earlier get

Situational building
Ask yourself what statement fits best:
You want more mobility:

You got tons of gold:

You fear AD damage: get


You fear AP damage: get

You fear all of them a bit:

Your team fears cc:

You don't fear anything and your AP carry is fed:

You don't fear anything but your AP carry is avarage:

After getting the one of those you need most you should again pick out of these options except

got



got



got





All over the game
:get

Items I did not pick
Philosopher's Stone
Eleisa's Miracle
gp5 Mana regeneration and stonger




Frozen Heart
has cooldown reduction. You want to have your cooldown reduction early so you need to get it into core, where again it is too expensive to get you to a flexible point early.
Shard of True Ice
It provides manareg ap gp5 and a useful active which sounds quite good. However it doesn't provide enough manareg thus you would have to add something else into core getting your flexibility delayed which you do not want.
Tear of Godness
Archangel's Staff
Seraph's Embrace
As an alternative to

Aegis of Legions
Runic Bulwark
It has some hp reg that I do not like. It leans towards magic resist which I already have in my build from other sources that are hard to replace. It is often built by your tank already. But in an appropriate situation it still could be a good pick.
Enchantment: Captain
In my eyes it is an enchantment for initiators like



others
think about it for a moment, if you do not figure it out just ask in the comments section or check Egypsian Lover's guide.
This chapter is for completeness only and makes this build stand alone although I recommend reading Egypsian Lover's guide as this one is meant as an extention / alternative build path to his guide. For Skill Sequence he suggests picking very situationally, I broke it up a bit (i pick
Spirit Bond earlier than he suggests and do not start with
Heavenly Wave :
Soul Shield as first, because your Heal gets strong only when the healed target dropped low. And until that happened you usually hit level 2.
Heavenly Wave as second to heal harass that you did not manage to shield except your jungler is just approaching for a gank. Then you might consider
Spirit Bond ->
Heavenly Wave at 3.
level 3:
If I feel confident I pick
Spirit Bond.
If we dropped low in an early bad move I pick
Heavenly Wave.
Otherwise
Soul Shield
level 4:
Spirit Bond if i do not have it yet, except we are pressed to our Tower and do not move at all.
otherwise whatever is open for picking.
level 5:
Level 2
Soul Shield Level 2
Heavenly Wave Level 1
Spirit Bond is what you should have now. If you don't think you need
Spirit Bond yet you may further skip it but get it before end of laning phase.
level 6 - near end of laning:
Heavenly Wave and
Soul Shield equally if you don't get harassed and do use all your power to harass yourself.
Otherwise
Soul Shield as much as possible
Heavenly Wave level 3 if you get harassed hard and can't handle it by shielding.
up to 18:
Soul Shield first
Heavenly Wave second and
Spirit Bond last or what ever you feel best with.






level 3:
If I feel confident I pick

If we dropped low in an early bad move I pick

Otherwise

level 4:

otherwise whatever is open for picking.
level 5:
Level 2




level 6 - near end of laning:


Otherwise


up to 18:



general synergies













maybe I've forgot someone, don't know.







common lane mates
as described in the play style section

Burst aswell and
assist retreat with cc.
Thus good mates are:






playable mates are those who neither burst nor cc stong enough, but instead rely on poking and their own mobility or survival moves such as:





a horrible mate is:
any player that pushes like hell, independent of the champ.

uncommon lane mates
As uncommon lane mates are uncommon I don't have too much experience with them. Though I have at least some experience and it was quite good, so I think it should be mentioned here. But still some things said in this part are speculative and deduced from theory, especially when talking about double support lanes.

Still playstyle has to be adjusted a bit.
As I gonna talk about horribly many champs I try to categorize them and only name examples but I won't list all champs.
Assassins (surprisingly strong)
Assassins are those squishy champs with a gap close ability and significant burst damage, such as








Many assassins get behind their targets, so a

tanky assassins (quite playable)
Those are guys quite similar to the above, but they are more tanky and less bursty, so they can (and have to) jump in more often for a kill. The playstyle as also the same as above, its simply not that strong, though still playable.
Especially


sustained bruiser with poke (quite playable)
These are guys such as






sustained bruiser without poke (weak)
Here we are talking about champs such as



poking bruiser without sustain (weak)
Champs like


Tanks (weak)
Guys such as


Supports
Supports can't be handled all at once as they are very different from each other. And as it is nearly never seen I don't have enough experience to say much, I can just speculate a bit:
I guess most support +





As any champ
Karma hates some opponent champs and likes some opponent champs, mainly in laning:
Soraka simply for her general early game strengh. A well played Soraka hinders
Karmas early game so
Karma doesn't get any assists and thus gets gold starved.
Alistar because his
Headbutt
Pulverize combo hits all its damage before you can hit your
Mantra
Soul Shield so you simply waste the Shielding part and do rarely hit both opponents with your damage. Also his tower diving power even overcomes
Karmas baiting power.
Shacos early strength can shut down botlane which makes
Karma gold starved. Additionally
Karma always fights while running away giving
Shaco free
Backstabs. And finally his tower diving might overcome
Karmas baiting.
Veigar as his
Primordial Burst scales with your ap and thus with your
Inner Flame
Blitzcrank as you just don't have to run in on your own for your offensive move when you get grabbed by
Rocket Grab. He basically outplays himself or simply does nothing in lane. (Just don't push).
Zilean as nothing is easier than shielding
Time Bomb and you can heal it if you fail to shield. Also the surprising burst of
Karma sometimes makes
Zilean fail his
Chronoshift
Tristana as her auto push always provides a nice fighting spot in lane.

Karma hates


















Karma likes fighting








I use top posting here:
9.1.2013
Reviewed and updated all of the guide to season 3 changes. It took me a while to test and get a proper build as many core stuff has been removed and my build required significant changes.
28.11.2012
Added an alternative starting itemization in case you really need a ward.
Added Mates and Opponents Section
28.9.2012
I'm back after a period of not playing. They nerved
Doran's Ring meanwhile, that's bad but doesn't change the build.
9.2.2012
added
Rod of Ages and
Locket of the Iron Solari as optional items.
13.1.2012
added 0/21/9 as alternative path for mana hungry players. Thanks to Kittykatman.
14.12.2011
Todays patch reduced mastery improvement for
Heal to 10%. Removed the sentence about that in
Surge vs
Heal comparison as it now doesn't make sense. no other chances necessary due to that patch.
11.12.2011
added play style section
added second char sheet showing some of the options my build contains (especially CV and improved CV/Flash mastery)
added "items i did not pick" to items discussion
added
Thornmail to optional anti ad items.
10.12.2011
removed some unnecessary wards out of the item build summary
added this change log
9.12.2011
published original version
9.1.2013
Reviewed and updated all of the guide to season 3 changes. It took me a while to test and get a proper build as many core stuff has been removed and my build required significant changes.
28.11.2012
Added an alternative starting itemization in case you really need a ward.
Added Mates and Opponents Section
28.9.2012
I'm back after a period of not playing. They nerved

9.2.2012
added


13.1.2012
added 0/21/9 as alternative path for mana hungry players. Thanks to Kittykatman.
14.12.2011
Todays patch reduced mastery improvement for



11.12.2011
added play style section
added second char sheet showing some of the options my build contains (especially CV and improved CV/Flash mastery)
added "items i did not pick" to items discussion
added

10.12.2011
removed some unnecessary wards out of the item build summary
added this change log
9.12.2011
published original version
Maramix
Karma Guide
Maramix' Karma Build
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