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Our Most Awakened Inclination - Support Karma
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Threats & Synergies
Pretty easy to handle early game, just poke him down so engaging you is risky. Watch out for his superior level 2.
Annoying, but definitely not all that problematic. Use Inspire to help your carry dodge Rocket Grab if needed and poke him down.
Janna can't really pressure you at all, but she gives enough mobility to make dodging your skill shots easier and will be fairly hard to engage on. Just use Inner Flame to poke through Eye of the Storm and you'll be able to win most trades.
Not the most common pick, but it comes up now and then. She doesn't handle poke well and you out-range her. Just poke her down so she can't retaliate safely and you'll be fine.
Watch out for Zenith Blade and help your carry dodge it if needed. Poke her down so she can't engage safely.
A little annoying, but overall not all that difficult. She can't handle poke well and Inner Flame can be used to eat through Black Shield pretty easily.
She can answer your poke with sustain, but her mana costs are higher and less efficient than yours. Dodge Aqua Prison and abuse your greater damage potential early. Post-six she has more of an edge, so be careful.
Her poke can be annoying, but you dish out more damage and out-range her. Watch out for Crescendo post-six.
Poke her down and she really can't do much. Poking her carry is fairly pointless unless you poke her down first. You will probably feel pointless playing against her and it won't be fun.
There's really nothing Taric can do to you, just poke him down.
Poke him down and dodge Death Sentence. He can do a decent amount of damage with Flay's passive, so watch out for that. Think outside the Box post-six unless you want a rough time.
Not super common anymore, but still an occasional pick. You can easily poke him down, he's squishy and immobile. Watch out for the double bomb stun and force him to ult himself instead of his carry if you can.
She out-ranges you and dishes out a lot of sustained damage. Watch out for Grasping Thorns and Deadly Bloom. She's much squishier and less mobile than you, try to abuse that.
Bait out Unbreakable and you can maybe win trades this match-up. Positioning can help a ton with this as well, but this match-up still sucks for you.
Low mobility and super squishy. Just poke her down to make farming risky and burst her in trades.
Longer range and she can just push you under tower. Avoid her traps and try to land as much poke as possible. This match-up is less than fun.
Pretty capable of dodging Soul Flare with Arcane Shift, so try to bait that out. He can poke, but he can't push. Just push him up to his tower and abuse that fact.
In a trade he can be pretty hard to damage properly and he dishes out a lot. Poke him down to make farming and trading risky.
His mobility makes poking him a bit of a pain. He can also dish out quite a bit of damage, even now. Just try to dodge his skills and use Defiance to avoid the Culling if needed.
She can deal a decent amount of damage, but her range is fairly low. Poke her down early so trading is risky.
Very immobile. Just poke him down.
Low mobility and somewhat squishy. Poke her down and use Inspire to help your carry dodge Zap! if needed.
Decently mobile, but she doesn't have a lot of range and she doesn't handle poke well. Abuse your superior range and try to shut her down early.
Try to bait out rocket jump before bursting her. She does push a bit, so you can abuse that to put her in some risky situations.
You out-range her and can easily poke her down, but she can also poke you pretty hard.
A little annoying, but you outrange her pre-six. Your poke is better, but her CC is stronger, so care for that.
Fairly easy to hit with your poke due to his low mobility. His poke hurts though and you have to be careful when you or your carry are low since you have no interrupts for Curtain Call. You'll just have to rely on Defiance for extra defense and mobility against it, so good luck with that one.
Reasonably low threat pre-six, mostly because your range is a bit better and your damage is higher. Post-six, she has a bit more of an answer to your burst, but if you play it right you can still win most trades.
His harass is easier get off than yours is, but your burst is higher. Try to bait out his ult if you can, since you don't really have a good response if you or your carry get caught in it.
He can't deal that much damage to you, but you'll also find him harder to poke once he gets Thick Skin. You have very little answer to devour aside from trying to snare him before he can get into range and speeding up your carry, so play this match-up carefully.
|☯ Table of Contents ☯|
|Quick Guide||Preface||Basic Information||Advanced Tactices||Wrapping Up|
Synergies & Counters
Karma is good against:
Karma is weak against:
Karma works well with:
Flash is generally a core spell, there's no reason to switch it out for anything. Exhaust tends to be a stronger pick throughout the game, as it gives you a massive damage debuff that is particularly effective against high damage assassins like Zed. Picking up Heal while your carry picks up Barrier is still a reasonably good option, especially if you take Revitalize. Ignite is a good early game option overall, but it can also be picked up against a high sustain team or against a high sustain support like Soraka.
I like to run more offensive runes on Karma, so I've opted for Summon Aery as the Keystone for this page. Arcane Comet is also an option, but Summon Aery tends to be superior due to Karma's general playstyle. In addition to the precision options I have chosen here, you can also run inspiration, resolve, or domination as your secondary tree.
Sorcery & Resolve
Sorcery & Inspiration
Sorcery & Domination
About the Author
Karma has been my favorite champion pretty much since her release. She has strong poke, great mobility, and is extremely good at kiting.
Who is Karma?
Currently, maxing Inner Flame first is the best option on Karma as it's her main damage skill and its CD decreases with each rank. I prefer to max Inspire second, for the increased movement speed and shield value. I then max Focused Resolve last, as its snare is effective even at one rank (though ranks do increase its duration). Mantra should be taken whenever possible, as the empowered abilities are increased in strength by putting ranks in it.
Karma's function in lane is to provide poke, disengage/counterengage, and mobility. She excels at abusing early advantages, so press anything you can. Inner Flame/ Soulflare gives Karma a lot of damage and kiting power, while Inspire/ Defiance gives her strong mobility and counterengage. Focused Resolve/ Renewal gives even more chasing power, plus the ability to bait enemies. Generally you want to poke with Inner Flame, using Mantra for Soulflare to deal extra damage when positioning favors it. Use Inspire as needed against minor engages or to help an ally dodge things like Death Sentence (it has a short enough cooldown to allow for this against most champions). Against a full engage, you may want to use Defiance to either disengage or counterengage. You can use Focused Resolve in combination with Exhaust, Inspire, and Inner Flame to help peel for your carry if needed. Usually you should be able to keep bush control with proper warding; if the enemies stay behind their minions you might have to get creative with your positioning to harass properly.
Spoiler: Click to view
Largely your function is the same, except now you'll sometimes use Defiance to disengage/counterengage or chase. You should still focus on using Soulflare to deal a lot of damage and hamper enemies, of course, but make sure you don't need to use Defiance before doing so. Focused Resolve can be used in conjunction with Exhaust, Inner Flame, or Inspire to help peel enemies off your carries (or yourself) if needed, but I wouldn't use Renewal unless you don't need to use Mantra for something else.
Tips 'n Tricks
Thank you for reading my guide! Comments and suggestions are welcome, feel free to leave them in the comment section.