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Spells:
Clarity
Flash
Ability Order
Gathering Fire (PASSIVE)
Karma Passive Ability
Introduction
Authors Preface
Hello thank you for choosing to look at my build for Karma: The Enlightened one. I focus Karma on a Support/AP build, which will allow your team mates to stay alive for a LOT longer, and grant you kills early game.
Even in her youth, Karma exhibited almost superhuman composure. While her peers explored the torrent of emotions that came with adolescence, Karma meditated in the Lotus Gardens. She was convinced that the true path to enlightenment was a journey inward, to a place within the self, overlooked by most. She exuded such inner contentment that she quickly became a go-to mediator and confidante in her village. Her instructors used to say: "That girl can not only weather a storm, but calm it." Karma did not live extravagantly; her parents owned a local business selling antiques in the Navori province and they often struggled to provide for themselves, though they did so with cheery optimism. Her most prized possessions were two exquisite fans taken from her family's shop.
When Noxian troops invaded southern Ionia, her village was one of the first to fall. The villagers who survived the assault were captured by Noxian forces. It was then that Karma found her calling. By exploiting the insecurities of the Noxian commander, she negotiated the safe release of the villagers to the northern lands. She was present at the Placidium, where the Elders had considered surrender until Irelia's impassioned last stand renewed the Ionians' hope. Karma used this hope to solidify the Elders' commitment to remain defiant against the Noxian onslaught. For her devotion and charisma, Karma was made the figurehead of the Ionian resistance. She never compromised, and she shared every hardship with her people, even when it came to combat. By tapping into her inner resilience, she discovered that she could bring great force to bear against her foes on the battlefield. She modified her fans into lethal implements, and was tutored by Janna to enhance their effects. The Noxians called her "The Enlightened One," a nickname she embraced, and one which they would come to dread. She joined the League to represent Ionia in the ultimate political arena.
"Her fan technique is a deadly art of grace and poise, but her truest strength lies in the hearts of those willing to die alongside her." -Irelia, the Will of the Blades
-Reccomended Choices
Clarity
~ An excellent choice considering she is a bit mana hungry early game, and will help you lane longer.
Flash
~ Karma has almost no way to escape by herself so I choose Flash.
Clairvoyance
~ Not so good if you are running randoms, but useful for junglers, ganks and lane checking.
Cleanse
~ This is one of the best Summoner Skills in the game in my oppinion, allows you to take almost no CC and get you out of sticky situations.
Possible to use
~Ignite
Not my favorite for her, but if felt needed go ahead. Works well for FB.
~Exhaust
Once again not my favorite but it is really useful for early and mid game.
~Teleport
This is good if you decide not to take Clarity, otherwise I dont strongly reccomend it.
What NOT to use
~Revive
...
~Smite
Are you jungling? I didnt think so...
~Rally
I dont ever use this, but In team fights it is useful, but let another player get it.
~Forrtitude
You should let your tank get this for the passive.
- Very Good support character
- Nice little bit of AoE heal
- All of her abilities are used for support and do damage
- You have her ult at level 1 and is charged every 30 seconds
- Because of her ult, all of her skills can get to level 6 instead of 5
- INSANE damage at low health
- Hefty in lanes
Cons:
- A little squishy
- CC = Dead
- Tricky to play
- Item and Kill/Assist dependant
Heavenly Wave: Karma sends forth a wave of hidden blades from her fans, dealing magic damage to units in a cone in front of her.
�¢Mantra Bonus: In addition to dealing damage to enemies, Heavenly Wave will also heal allies in the cone. The amount healed is amplified depending upon the amount of life Karma, or her allies are missing
Spirit Bond: Karma bonds an ally or enemy creating a beam between them. Bonded allies have increased movement speed and bonded enemies have reduced movement speed. Enemy units that come in contact with the beam take magic damage, and champions who pass through the beam receive the same movement speed modifier as bonded champions.
�¢Mantra Bonus: Karma imbues the beam to grant bonus movement speed to any ally that passes through the beam. Any enemy that passes through the beam suffers reduced movement speedKarma strengthens the bond to double the effect of the movement speed modifier.
Soul Shield: Karma summons a protective shield that absorbs incoming damage.
�¢Mantra Bonus: In addition to the shield, energy radiates out from the shield, dealing damage to enemy units around the recipient.
Mantra (Ultimate): Karma empowers her next ability to do an additional effect. Mantra is available at level 1 and does not require a skill point.
Inner Flame (Passive): Karma gains increased Ability Power corresponding to her missing Health.
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