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Karma Build Guide by zSharpFire

Support |S14| Karma SUPPORT Itemization+Matchups+Playstyles

Support |S14| Karma SUPPORT Itemization+Matchups+Playstyles

Updated on October 7, 2024
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League of Legends Build Guide Author zSharpFire Build Guide By zSharpFire 20 1 23,726 Views 4 Comments
20 1 23,726 Views 4 Comments League of Legends Build Guide Author zSharpFire Karma Build Guide By zSharpFire Updated on October 7, 2024
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Runes: Utility Karma (Default)

1 2 3 4 5
Sorcery
Arcane Comet
Manaflow Band
Absolute Focus
Scorch

Inspiration
Cosmic Insight
Biscuit Delivery
Bonus:

+8 Ability Haste
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health

Spells:

LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

Champion Build Guide

|S14| Karma SUPPORT Itemization+Matchups+Playstyles

By zSharpFire

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


Table of Contents




Pros and Cons
+ 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




Why main Karma
    - 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.




Runes and summoners
Let's now discuss each viable rune and summoner for Karma

Sorcery

This will always be your main runes tree, as others are just trolls or simply under perform
  • Keystone
  • Arcane Comet: (almost)Always take this in lanes you think you can win, as it will make it 100 times easier. Against squishy champs or against no shields it will give you enormous poking power
  • Keystone
  • Summon Aery: Most of the times if you take this it's because you need big shields, so you'll most probably take this with gathering storm. Take Summon Aery when you need to peel teammates from assassins or from picks or are in a losing bot matchup.
  • First rune
  • Manaflow Band: ALWAYS take manaflow, as Karma needs mana for laning phase. The other two are utterly useless.
  • Second rune
  • Transcendence: You will usually prioritize ability haste when against a lot of meaty opponents or when you want to play for late.
  • Second rune
  • Absolute Focus: Take this when you know fights are gonna be quick with a lot of short events (such as against assassins or squishy comps) or when you want to stomp lane.
  • Third rune
  • Scorch: Having this rune in winning matchups and comps will give you a really big edge against your opponent. Even in that case, it's usually not the best idea to take this against big shields and sustain, such as against Alistar or Lulu
  • Third rune
  • Gathering Storm: Take this in losing bot matchups or when you need to shieldbot or peelbot.

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.
  • Second rune
  • Biscuit Delivery: Not incredibly but can give you more pressure in lane as you will always be full hp and mana


Resolve
  • First rune
  • Revitalize: If you're going resolve it's because of this rune. Always take this for big shield and self sustain. Always take this when you need to peel or are against big burst damage.
  • Second rune
  • Bone Plating: Take bone plating against big burst damage and in lanes with combo/burst damage, such as Pyke or Leona.
  • Second rune
  • Conditioning: If you don't need the survivability and only need to peel, this is usually a better cookie-cutter choice.


Domination

Take these secondaries for big damage against squishy comps.
  • Second rune
  • Zombie Ward: If you're a newbie I suggest you pick this as your secondary as it's a no-brainer and will give a ton of utility for objectives and ganks.
  • Second rune
  • Cheap Shot: Only take this when you're really really confident with cannon playstyle or when you want to absolutely solo stomp the lane. Not good for newbies.


Summoners
  • First summoner
  • Flash: Do I have to explain why you need flash?
  • Second summoner
  • Ignite:Your goto summoner. If you know your matchup very well you can apply it early when you're sure you're gonna get the kill.
  • Second summoner
  • Heal: Only take this when your lane is absolutely impossible and need to shieldbot or peelbot. Usually the ADC will be the one to get Exhaust





Spells
PASSIVE ABILITY
Gathering Fire
- Dealing damage with spells reduces Mantra cooldown by 4 seconds. Karma gains infinite utility with Mantra, so having it always off cd is extremely important to use this champion at her best. You get a cd reduction when This means that if you hit Soulflare and keep the tether of Focused Resolve you get 16 seconds off of Mantra, which is huge.

The utility of Mantra means that hitting abilities with as many instances as possible will be a main priority. For example, hitting 2 champions with Soulflare will guarantee a 16 seconds cut from your ult instead of 8 (as long as they remain in the circle). Using Soulflare after Focused Resolve will guarantee the second hit from the circle explosion.
Q
Inner Flame
- Karma's main poking tool. It's a easy to hit, low range skillshot that deals AP dmg and slows enemies.

Laning phase will usually be a cicle of Waiting your Inner Flame cd - Getting closer with bushes - Poking - Backing off - Repeat. You can't afford to not hit Inner Flame, as Karma is utterly useless if you don't. Hitting Inner Flame should be your absolute main focus while laning. If you're having difficulties, there are some tips to keep in mind to make it easier.
  • Inner Flame biggest strength is that it has a big splash damage. This means that if the enemy is standing near minions, you can use Inner Flame towards the minions (which are obviously easier to hit) and hit them. As long as they're close they can't dodge. Using this to your advantage will make you a great Karma player.
  • Try to read what your opponents wants to do. It's not mind reading magic mumbo jumbo, it's really easy actually. Your opponents will have a set of basic things that they're gonna do. For example, the ADC will want to get the gold of minions. so if you see a low health minion you can be sure that the ADC will get close to it to kill it. Knowing this, it's easy to predict where he will go to last hit the minion. Other champs have useful cds like your Q and will also have a cyclic pattern. For example, if you see that a Thresh has Q up and wants to engage, you can predict where he will go, since he needs a certain range and a clear view of the champ to hook them.
  • If you're at max range and absolutely need to hit Inner Flame to get the kill, try to wait the Focused Resolve root, so that you cannot miss.
  • If the kill is free you can stand right next to the opponent. Being really close means that you will almost never miss your Inner Flame.

    The empowered Q is Soulflare and it explodes in the same area, but it will always explode and will leave a detonating circle where it hit. What this essentially does is give your Q more range: since it always explodes, even when it doesn't hit, you now have your normal range + the explosion range, even with no minions. This is perfect for dealing big damage while still keeping your distance.
W
Focused Resolve
- It's a point and click tether that roots enemies for a bit, and it's one of the main skill expressions of a Karma player. It's your main peeling or engage tool

You will learn how to space this ability with time and practice, but there's a quick tip you can learn to get A TON of kills botlane of off bad positioning. If you manage to cast W and you stay on top of the champion you want to root THEY CAN'T FLASH OUT because W range is bigger than flash's range.

It's empowered version is Renewal: it has a longer root and heals you on both instances of damage, based on missing hp percentage. It's your main survivability tool and a way of getting back lane pressure if you're low hp. Use Renewal whenever you think you're gonna die in the fight unless you heal yourself with this ability.
E
Inspire
- A standard shield that gives bonus movement speed. It's your main peeling tool and requires a costant focus on the fight. You need to be aware of your teammates and of your opponents. Do they have an assassin? Do they have Enchanted Crystal Arrow up? Is someone missing? Do we have a strong teammate we need to peel? Is someone in our team out of position and in risk of dying? Asking yourself questions like this will tell you when and to who you should put your shield.

If no one is in risk of dying you can use Inspire as a tool to aid repositioning, guarantee a safe poke (to you or one of your teammates) or as a gap closer when you want to engage with Focused Resolve.

It's empowered version is Defiance. It gives a bigger shield to your target and a smaller shield to everyone around him, in a big range (it also gives the bonus ms to everyone). Use this to either peel enourmous upcoming damage (for example, an Aurelion Sol ult is gonna land and CC a lot of teammates) or to give a ton of ms to everyone to reposition or pick someone ( Defiance+ Staff of Flowing Water+ Shurelya's Battlesong = A TON of movement speed)
R
Mantra
- This ability empowers your next basic ability you use. There's not much to say about this since it's usage depends on what empowered ability you have. To know when to use each, read the paragraphs above.

If you're confident and know for sure that you're gonna use an empowered ability in a short amount of time (for example, you're bushing and you see an enemy approaching) you can cast R a little before, just to save some seconds of cd (CD starts once you cast R, even if you delay the empowered ability).





Itemization
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.





Matchups
Janna
Spoiler: Click to view

Braum
Spoiler: Click to view

Swain
Spoiler: Click to view

Rell
Spoiler: Click to view

Brand
Spoiler: Click to view

Renata
Spoiler: Click to view

Senna
Spoiler: Click to view

Soraka
Spoiler: Click to view

Thresh
Spoiler: Click to view

Lux
Spoiler: Click to view

Bard
Spoiler: Click to view

Nami
Spoiler: Click to view

Leona
Spoiler: Click to view

Rakan
Spoiler: Click to view

Sona
Spoiler: Click to view

Nautilus
Spoiler: Click to view

Blitzcrank
Spoiler: Click to view

Alistar
Spoiler: Click to view

Morgana
Spoiler: Click to view

Lulu
Spoiler: Click to view

Amumu
Spoiler: Click to view

Heimerdinger
Spoiler: Click to view

Seraphine
Spoiler: Click to view

Zyra
Spoiler: Click to view

zilean
Spoiler: Click to view

Maokai
Spoiler: Click to view

Yuumi
Spoiler: Click to view

Milio
Spoiler: Click to view

pyke
Spoiler: Click to view





Playstyles


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.


IN EARLY GAME
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.

Utility Karma
IN LATE GAME
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.



IN EARLY GAME
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.

Cannon Karma
IN LATE GAME
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.



IN EARLY GAME
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.

Shieldbot/Peelbot Karma
IN LATE GAME
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.





Laning Phase


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.



Roaming Support is usually played botlane, but that doesn't mean that it's the only lane you can impact. In higher elo, support is a key component also in winning Midlane and Jungle. This is because, with the botlane being a longer lane, there will be some moments in the game where your presence in the lane is actually not needed. This means that you can go elsewhere and have a big impact on the game.

First, let's look at When can you roam. You can roam when the wave is in either of these states:
  • The wave just crashed into the enemy tower. This usually means that your ADC will call back to buy items and wait for the wave to bounce back. This results in a lot of dead time for your side.
  • The wave is pushing into your tower. This means that your ADC will be able to safely farm under tower, and if you stay there you will usually just leech XP.
  • A play just happened botlane and the wave is balanced; there's an equal number of minions and they meet in the middle. In this case, both ADCs will usually lose only a couple of minions and their wave will push (if their support doesn't also roam)


But what should you do when roaming away from botlane? When roaming, you can
  • Put some wards deep into the enemy jungle
  • Setup objectives
  • Help your jungler. This means: covering in case the enemy invades your jungle or helping your jungler invade theirs.
  • Help your midlaner. This means: covering in case the enemy jungler is probably gonna gank, covering in case they are low and want to crash the wave, engaging their opponent and killing them.





Objective Setup


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.





So, now what?
This is a long *** guide. As of now, it is 63k letters long. How are you supposed to learn of all this stuff? The most important things are patience and chopping. If you've never played this champion or enchanter support I guarantee that you will not learn of all this stuff in 1 day. What I suggest you do is try to apply some small bit of this guide in each game. Using this in game will make you remember it much more clearly than just reading. Maybe for two or three games you can focus on bush control. Then you can try roaming. Maybe you want to get better at using Inner Flame in particular. If you try to practice everything at once you will learn almost nothing of everything. If you practice one thing at once you will learn that thing very well.

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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