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Recommended Items
Runes: Utility Karma (Default)
+8 Ability Haste
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health
Spells:
Flash
Ignite
Items
Ability Order Standard LvlUp
Gathering Fire (PASSIVE)
Karma Passive Ability
Threats & Synergies
Maokai
Has sustain, cc, untargetable, will zone you out of bushes.
Ezreal
You can't dodge this duo's poke. If you stand behind minions Karma can poke you with the Q splash damage. If you don't, Ezreal con poke you with his Q.
Ezreal
You can't dodge this duo's poke. If you stand behind minions Karma can poke you with the Q splash damage. If you don't, Ezreal con poke you with his Q.
Champion Build Guide
Who am I
I'm a EUW karma master player who recently hit rank 1 in EUW on Karma. I wanted to share what I've learned with whoever wants to pick up this champ
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+ Has a ton of early game damage
+ Has a lot of survivability + Can enable picks + Is useful in teamgfights |
- It's really hard to comeback
- Other supports are much stronger late game - You usually enable others: if your teammates are bad, you can't carry - Other supports have better roams |
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- Karma is a very versatile champ that will always work.
- Various itemization and runes can open up a ton of playstyles.
- Very fun and rewarding to play
- Is more knowledge based than reaction based, you don't need F1 drivers' reaction time.
Sorcery
This will always be your main runes tree, as others are just trolls or simply under perform
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Now, off to the secondary runes
Inspiration
You will always pick these two when going inspiration. Go insp when you need a bit of peeling in lane and still want a bit of dmg in teamfights.
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Resolve
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Domination
Take these secondaries for big damage against squishy comps.
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Summoners
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Ionian Boots These are you go-to boots. They're always good |
Sorcerer's Shoes Only go this when playing cannon playstyle. I suggest you never take this in higher elo. |
Solstice Sleigh If you're a newbie I suggest you use this as your default support item, as it gives a lot of utility and helps with repositioning/small sustain. If you're not a newbie, I suggest you take this against comps where either spacing is essential or you need a better gap closer for you and your team. For example, if you're playing against a lot of immobile champs, Solstice Sleigh will give you god tier spacing. If you have a lead/have a dive comp/have champs like Hecarim I suggest you go with this item. |
Zaz'Zak's Realmspike This is usually the most popular support item for Karma but it's usually NOT the best choice because it's actually hard to use well if you have no experience. Start taking this when you're confident with this champion. I suggest you go Zaz'Zak's Realmspike when you're looking for damage against beefy bruiser/tank comps ( Zaz'Zak's Realmspike paired with Imperial Mandate will give you enough damage for the rest of the game) or when you're stomping with cannon playstyle and want to try to snowball even more. |
Dream Maker Usually a nice choice that will give you utility no matter what. I usually take this when losing lane (and the other options are bad) or when I need peeling against burst damage, such as against assassins like Qiyana or when losing against mages like Lux. It's damage reduction actually isn't a shield so it isn't affected by Serpent's Fang. |
Imperial Mandate If you're low elo this is usually the item that will get you out of it. It's incredibly easy to proc with Karma and it gives utility and a ton of damage. Rush this item when you're stomping or when you want damage against beefy comps but still want to build support (you can go Imperial Mandate and then build peeling items such as Echoes of Helia or Moonstone Renewer). |
Moonstone Renewer This is a really good item on Karma, especially because every single shield given by Defiance procs Moonstone Renewer, so you give a MASSIVE shield to everyone. Beware the champions that can build Serpent's Fang: if you're behind and against champions that can build it you may be better off playing utility. If not, it's usually always a good item, especially in higher elo. |
Echoes of Helia This is usually a really good item when you're winning lane but still want to peel or when are against a lot of beefy melees. In this last case, Echoes of Helia healing will make your team immortal. It's usually not the best choice in lower elo. |
Staff of Flowing Water This item is in a pretty bad spot right now but the bonus ms and ap it gives is still kind of good. Take this if you have a lot of ap champions or when you want to stack bonus ms with Solstice Sleigh, Shurelya's Battlesong and Staff of Flowing Water. |
Shurelya's Battlesong It's a really good item on Karma since it's active is a perfect tool for repositioning or making picks. It's easy to use so it's good even for newbies. ALWAYS take this when going utility karma. |
Dawncore If the enemy comp have no champs that can build Serpent's Fang this item is almost a guaranteed win, especially in higher elo. With this you can stack a ton of shield power and make everyone absolutely immortal. Nevertheless, raw shield power is not good for early game Karma, so I suggest you pick this only after other support items such as Moonstone Renewer, Echoes of Helia or even Imperial Mandate. Unless you really need shields on a specific target instead of the whole team, it's HIGHLY suggested you always go Moonstone Renewer before this. |
Locket of the Iron Solari This is a good item when you want a bit of shield+tankiness but don't want to go full shieldbot or when they have colossal burst damage and need a ton of shields in a specific instant, such as against a really fed assassin or against Fiddlesticks or Kennen. |
Redemption It's a generally ok item as the shield power and the active ability gives a pretty nice survivability to your team, but it's not particularly strong in any case. Take this only if all the other options are bad. |
Mikael's Blessing I think it's pretty obvious but you should take this when they have a particularly strong CC that can be teamfight-losing, such as Enchanted Crystal Arrow or Dark Binding. |
Knight's Vow It's a perfect peeling item. Take this when you you have an important teammate you need to always keep alive, especially when the enemy can build Serpent's Fang. |
Now, on with the "fun" items (full ap builds).
Malignance When going full ap, this is the best item to keep a lead. If you aren't ahead, I suggest you go with this only when against beefy comps. |
Luden's Companion ONLY take this as a first item against squishy comps with no big shields. |
Shadowflame It's usually a nice 2nd or 3rd item when there's nothing better. You get some nice bonus dmg, both against beefy and squishy comps. |
Liandry's torment This item gives you A LOT of damage against beefy comps. If you take this with Cosmic Drive you can 1v9. It's usually best as a first item or after Imperial Mandate if you're really stomping lane. |
Cosmic Drive DO NOT take this if you're not really confident with this champion. It's really hard to manouver, but if you're not a newbie, this item will make you a spacing monster. This, paired with Inspiration will always give you the best repositioning in teamfights. |
Horizon Focus It's usually best when paired with Luden's Companion for big burst damage against squishy comps. |
Cryptbloom Take this when the enemy is stacking mr and you need the magic pen. |
Rabadon's Deathcap Take this as a last item against squishy comps for the colossal damage it gives you. It may be best when paired with Gathering Storm. |
Banshee's Veil Take this when you're going full ap but they have a specific strong cd, such as Enchanted Crystal Arrow or Dark Binding. |
Janna
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Spoiler: Click to view
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Braum
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Spoiler: Click to view
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Swain
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Spoiler: Click to view
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Rell
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Spoiler: Click to view
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Brand
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Spoiler: Click to view
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Renata
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Spoiler: Click to view
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Senna
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Spoiler: Click to view
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Soraka
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Spoiler: Click to view
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Thresh
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Spoiler: Click to view
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Lux
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Spoiler: Click to view
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Bard
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Spoiler: Click to view
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Nami
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Spoiler: Click to view
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Leona
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Spoiler: Click to view
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Rakan
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Spoiler: Click to view
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Sona
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Spoiler: Click to view
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Nautilus
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Spoiler: Click to view
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Blitzcrank
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Spoiler: Click to view
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Alistar
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Spoiler: Click to view
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Morgana
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Spoiler: Click to view
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Lulu
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Spoiler: Click to view
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Amumu
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Spoiler: Click to view
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Heimerdinger
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Spoiler: Click to view
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Seraphine
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Spoiler: Click to view
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Zyra
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Spoiler: Click to view
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zilean
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Spoiler: Click to view
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Maokai
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Spoiler: Click to view
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Yuumi
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Spoiler: Click to view
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Milio
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Spoiler: Click to view
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pyke
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Spoiler: Click to view
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You've seen me repeat a lot of times in this guide "You should go utility/shieldbot/peelbot/cannon/blaze", but this usually means something more other than what you are supposed to build and what runes you should take. Usually, in low elo the playstyle you choose is more than a preference than anything. For starting to climb, choose a playstyle you like and stick with it for a bit (pls don't just dive head deep into cannon karma)
Lets now take a quick look at every playstyle.
Since you'll probably be going Scorch and Cosmic Insight you should be pretty strong in laning phase. Refer to the matchup section for more details, but you should be able to slowly kill their botlane through chip damage with Inner Flame. Don't be afraid to hard engage with Focused Resolve: unless you're in a counter matchup, early game Karma rules the game. Tracking the jungler is essential to know when and where to ward. If you can, you might want to give up first grubs to take first drake. Then, recall when second grubs are spawning and take them (grubs have a shorter respawn time, so usually by the time you finish second grubs the second drake won't have spawned yet. | With Shurelya's Battlesong you should enable picks and hard punish enemies when out of position. You don't have really important shields, so you can play in close to mid range to look for roots with Focused Resolve in teamfights, which will usually dictate where to fight will go. Look to hit as many people as possible with Soulflare to get a big cd reduction from Gathering Fire. |
This is usually the preferred choice by many, because Karma is mostly known for her big Soulflare damage. With this playstyle, you should absolutely look to stomp lane to stack as much AP as possible and explode enemies. This playstyle is indicated only against squishy teams. Play hyper aggressively and remember you have enormous damage, so don't be scared. You don't have heal or shield power, so the only thing that will keep you alive is perfect spacing with Focused Resolve and Inspire. | This is where you take the name of Cannon Karma. Your Soulflare damage can win teamfights before they even begin, especially if you manage to hit a squishy target such as a mage or the adc. It's honestly the only thing you should look for: burst people down with Soulflare and space out melees who try to engage you. |
This will usually be the default choice in losing lanes. Do only low risk plays and try to not get near. Usually you will only enable your teammates in various plays. Your main focus in laning phase should be warding objectives and pushing the enemy botlane away if they try to kill your adc. | Remember this and you will win every shieldbot game(if they can't build Serpent's Fang): The most annoying thing you can do for the enemy team is staying alive. You might want to hit a Inner Flame, or root someone, but usually the best thing you can do is STAY ALIVE and let your immortal teammates carry. Play in the backline and never get out of position. Playing low risk will usually make you win. Also, focus on their threats. Who's fed? Who's an assassin? Who has important cds? Keep this in mind and you will easily find where to play and on who you should put your shields. |
I didn't make an entire section for Blaze Karma since it's really similar to both Utility and Cannon playstyle, just with a particular build.
Note: these last 2 sections are not centrated on Karma only. They are a quick overview on how to play enchanter support.
Level 2 |
The difference in kill pressure between a Level 1 champion and a Level 2 one is enormous, primarily because you have one more entire ability than your opponent. This means that reaching level 2 before your enemy gives you an immediate kill window that can win the lane and perhaps even the game, all before the 5 min mark. First, let's see how you get to level 2: to go from level 1 to level 2, assuming you are in lane when the first wave comes, you need 3 casters and 6 melees,which is basically the first wave + 3 melees. If those 9 minions die before yours, you get the level 2 first. This means that you should do whatever you can to make sure that happens. The most obvious thing you can do is hit the minions whenever you can, so that they get low and your ADC can kill them, but MAKE SURE TO NOT USE ITEM STACKS on the first wave, because if you do, your next waves might crash under their tower (unless you want them to crash). But if you only hit minions this might become a coinflip on whoever can clear the wave first. You also need to make sure that your enemy cannot hit the first minions. You do that with spacing with bush control and zoning with Inner Flame pressure. |
B.Control |
The best way to get an advantage at the first three level is using bushes as a leverage to get ahead through poking. The main things to keep in mind for having effective bush control are Awareness and Micro play. First, you need to be aware on where the enemy support is. If they have a champ like Leona or Pyke, not knowing in which bush they are will almost always result in a death. And a really early death can mean a lost game.. Knowing where they are will dictate your decisions. There's a really nice bush tec you can learn to poke your enemies with 0 risk. In league, when you auto from inside a bush, your enemy gains vision on the bush you're autoing from. To make them lose vision you either need to wait, go in another bush or use an ability that gives you stealth. But there's a way to attack (almost) from a bush without giving vision: if you barely get out from the bush for a split second, auto and then get back inside the bush, they won't get vision. Experiment with this and i can assure you will win more games. With this tech and bush control, you can guarantee a first level 2 and a lot of chip damage, especially if the enemy support is either weak really early or they are melee. |
Below, a map of all the most optimal ward placements
As a support it's your job to get the most amount of vision of the enemy. Having vision in enemy territory tells you when a play is safe or not. For example, if you ward the enemy jungle and you see their jungler farming there, you know for sure that a play in the opposite side is safe to do: maybe an invade, an objective or a gank. I suggest you follow this ward map because, even though wards are all the same, not all wards give equal vision and utility. Some places are better than other.
If you've played support for a while, you've certainly found yourself in a similar situation: you go in the enemy jungle to put a deep ward, the enemy Amumu stuns you, the midlane collapses on you, you die and it's gg. How should you ward if this always happens? There are a couple of things you can do to make warding safe. The most obvious is going to ward with someone else: if you've just helped someone crash a wave, ping for them to come cover you while you ward.
But this sadly only happens in higher elo. In lower elo, nobody will come with you. So how do you ward safely? Imagine drawing a line from the top left corner of the man to the right bottom one. This line touches every point that gives you vision: wards, towers, minions, ally champions. This will form a polygon that contains all of the area where you have vision. The safest way to ward is to ward close to that line. If you're feeling lucky or you know that no enemy will come, you can try to cheese a deep ward in the enemy jungle.
Now, here's a tip for when you have to setup objectives like baron and dragon: the best way to ward those is warding near that side of the map about 1 minute to 35 seconds before they spawn. Then, you call back and come to the objective. This guarantees that you have vision before and during the eventual fight for the objective, because if the enemy support clear vision you can still ward again because you recalled and have full support item stacks.
P.S: Unless you absolutely do not want to play ranked I highly suggest you practice in ranked since you will get much better that way than when playing draft.
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