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Recommended Items
Spells:
Ignite
Flash
Items
Ability Order
Gathering Fire (PASSIVE)
Karma Passive Ability
Introduction


For seals, you want to get armor due to the profusion of ad champs that populate mid lane in season 3. In season 2, most mids were ap champs unless Kassadin was on board (and people would send some ad champ to counter him). Nowadays ad mid champs are fairly common, however. Regardless of if the mid is an ad champ, you want armor anyways to better weather jungler ganks.
There are a few other options that may be considered here. Many people claim that "Mobility is King," and they are right. Movement speed quints are a strong option on many fighters, with Karma being no exception. I personally think that ap is more useful, though.
Magic Resist glyphs are another possibility for Karma. You should get them if you're playing draft pick or ranked and know you're up against an ap mid that gives you trouble.



The 21-0-9 Karma masteries are straightforward. They are designed to give her damage and a larger manapool.

Start with










Another choice is to build a

[*] Karma should always start with

















[*] Karma should always grab 1-2 sight wards and place them in the river bushes flanking the sides of mid lane after her first recall. I did not list this in the items build, but it is an important thing to note. Karma's weak escape options cause her to fall to many jungle champions should she be unwarded. On each recall, if you buy one ward, stick to the side of the lane that you warded. If you get two, you have a little bit more options as far as mobility. I am a notoriously cautious player and therefore usually aim for two (especially if the enemy jungler has a strong gapcloser).
[*] In addition to getting 2 sight wards on her first back, Karma should also invest in a


In the past, I used to try to stay in lane for a long time before recalling. I've changed my strategy significantly lately and the results have been positive. I would now recommend doing your first recall VERY early. You should recall as soon as you have enough gold to get a


Recalling early actually helps you out-cs your opponent. With the added ap from a doran's, you will be able to push the minion waves much more easily. Having Doran's on Karma also lets you trade with your opponent better in the early game. The experience loss you'll incur from recalling early to get a Doran's isn't a big deal. This is because A.) Karma does not need to rush to level 6 like most characters in the game. B.) The value you'll get out of an early Doran's outweighs the experience loss you'll incur. C.) In many cases, the enemy mid will recall to get items right after you do.
Mid-Game
[*] Karma has 2 main offensive skills (her w is situational) and auto-attacks with weak range. Because of this, Karma is heavily reliant on her ability cooldowns. One of your first item purchases (after Doran's) should be

[*] The second core item for Karma is a

[*] The third core item on Karma is another cooldown reduction item to minimize her cooldowns. Your three primary options are






Late-Game
[*]






[*]

[*]






[*] There are lots of other options for Karma because AP itemization is just really expansive at the moment. If there is a really fed AD, true damage or AP character on the enemy team, she can consider building armor, health or magic resist respectively. There are some pretty good tanky ap items such as


[*]


The drawback is that buying

Karma is a bizarre champion that only really has 3 skills, but gets 6 level-ups for each skill. Her ultimate buffs the effects of her skills in unique ways. Karma is one of the few characters in the game who starts with her ultimate straight off the bat.
2 of Karma's skills are targeted and one is an easy skillshot, which makes Karma a pretty damn easy character mechanically. The difficulty in playing Karma comes with positioning and working effectively with your team. I will describe how Karma's passive and each skill works below.
This passive increases Karma's ability power depending on how low her health is. There are times when Inner Flame activates and Karma suddenly can set up






You generally don't want to deliberately run around with low health. There are times, however, when you may want to abuse your passive. When taking baron or dragon for example, you can tank these objectives for your team for a bit in order to power up your abilities.





Heavenly Wave can last-hit groups of minions, heal yourself, deal damage to enemy champions or heal allies. It makes Karma deceptively strong at level 1. At full potential (however unlikely this is), it can heal your entire team and damage the entire enemy team. This makes Karma a great character to have in level 1 invasion fights. You should start with this skill, but max it second.

This sounds reasonable so far, but here is the weird part: The chain in between Karma and her target also has various effects. If allies pass through the chain tethering Karma to her target, they receive their own movement speed boost. If enemies are hit by the chain tethering Karma to her target, they incur damage. At this point, I should mention that for a skill that speeds up allies and slows down enemies, Spirit Bond does a LOT of damage if you can hit enemies with the chain that passes between Karma and her target. It IS possible to kill enemies or heavily injure them with this move. The problem is that it relies a great deal on your enemy's positioning. There is no guarantee that there will be a minion, allied champ or additional enemy nearby you in order to hit a desired target with the spirit bond tether. In a clumped up teamfight, though, you will usually have enough targets to deal some damage with spirit bond.
Overall, you are going to be using this mostly for the speed buff and slow. If you boost this skill with Mantra, it increases the movement speed buff or slow debuff. This generally isn't worth doing. I would recommend saving your mantra for


Spirit Bond is also going to be an important skill for your "roam." Mid lane is heavily about ganking other lanes or catching the enemy jungler if you get an opportunity to do so. Unfortunately, Karma's "roam" is rather sub-par compared to faster champions with gapclosers. Spirit Bond is the one tool she has to make up for this deficiency...so long as she can latch onto her team's jungler. When playing Karma, play with a jungler you know well and trust and, preferably, can communicate with over voice chat. You can use spirit bond on them to boost the movement speed of both yourself and your friend. Together you'll triumph!




When you are low on health, Karma's


It is absolutely mandatory that you learn to use alt and shift to selfcast and smartcast this move.
If you have trouble with smartcasting, play another champion.

If you press R before

If you press R before

If you press R before



Pressing R twice does nothing. You can't stack





You can store up to two

So I've told you what items to get, what order to level up Karma's skills, how her skills work and what runes and masteries to get. You now want to know how in God's name to play her effectively. I'll outline some tips in the next few sections. The first will detail early game strategy.
- At level 1, you need to either protect your jungle from enemy invasions or go with your team to invade the enemy jungle yourself. Aside from worrying about invasions, you also want to head toward the jungle to give your allied jungler a hand. Most junglers will start at the blue buff, but a few manaless ones will start at red. If you are not invading, you should help leash for your jungler. Wolves and wraiths (a common jungler start) spawn at 1:40. Blue buff and Red Buff spawn at around 1:55 or so. Attack the big wolf/wraith a few times with your jungler before backing off so that your jungler gains all the experience. You can hit one of the smaller wolves/wraiths once or so if the jungler is not aoe reliant. Otherwise you should refrain. Once Warwick's cousins (or the wraiths, I guess) are eliminated, attack the big blue golem or elder lizard a few times from a safe distance before throwing out a mantra boosted heavenly wave to heal your jungler and damage the buff monster. After this, back off and head to mid lane. Leashing for your jungler like this is very important, and in all likelihood he will return the favor in spades later on.
If your team plans to invade, you should follow behind the tankier members of your team and heal them/damage enemies with heavenly wave and ignite as necessary. You should never take the lead in an invasion. In any invasion, heavenly wave's aoe damage and healing will be very useful. I have actually picked up multi kills in invasions before because of the high early aoe damage Karma's wave deals.
- At level one, you shouldn't be doing much at all. Your starter build should be boots, 2 health pots and 1 mana pot. Boots will help you escape from jungler ganks while the pots will ensure that you can stay in lane long enough to pick up some item essentials.
- Karma needs both her
Soul Shield and
Heavenly Wave in order to be effective. Don't be overly aggressive at level 1. Focus on last hitting minions with your auto-attacks (do not use your auto-attacks otherwise). If you can hit both the enemy champion and kill minions at the same time, you can use
Heavenly Wave. Otherwise you should refrain. After you get some levels, you should still avoid pushing your lane. You don't want the enemy jungler to pay you a visit this early in the game.
- With early game Karma, it is possible that you will actually be letting the enemy mid push your lane. This is actually beneficial to Karma as she'll easily acquire a cs surplus after she gets a Doran's Ring anyways. Furthermore, the enemy can't do much to your tower at levels 1-4. If your lane is pushed, your jungler will likely come help you. When your jungler is ready to gank, slow the enemy mid down with
Spirit Bond (if you are certain he is going to gank for you, it might benefit you to level spirit bond a little bit early). If he charges in on the enemy mid, you want to have a mantra charge ready to shield bomb him.
- Whenever you are halfway or more into mid lane, you should be exceedingly cautious and watch the map. This is especially true before you can get wards. If you see the enemy jungler attacking top or bottom lane, this is the only time you should push like mad.
- On your first recall and every recall afterwards until laning phase is over, you must always ward the river bushes flanking mid lane. Try to recall early and pick up a doran's ring, a sight ward (or two) and whatever health potions you need. Karma's potential increases tremendously with a doran's ring. She will cs better, do more damage, stay in the lane longer, harass better and more.
- When you have your Doran's Ring and wards, you can begin playing aggressively. In fact, at this point it's a must that you play aggressively. You want to push the lane, get tons of cs and damage the enemy mid champion all at the same time. Because Karma is an AOE damage dealing champion, this is a lot easier than it sounds. It usually involves positioning yourself in a good place where you can both heavily damage a lot of minions and hit the enemy champion with a mantra boosted soul shield on yourself. You don't necessarily have to kill minions with your soul shield as you can cs by shield bombing yourself and then finishing off the minions with heavenly wave. Doing so will push your lane HARD. However, at this juncture this is actually exactly what you want. If you are certain you can't win trades with the enemy mid, you can still cs and push the lane by shield bombing allied minions. As you take damage, remember also that your heavenly wave serves a double function as both a healing move and damage dealer. You don't necessarily have to use it for one or the other: You can use it for both! You can cs with it, hit the enemy champ (with luck) and heal yourself all at the same time for just one mantra charge! Learning to maximize goals like this is crucial to mastering Karma.
Why can't I start with a Doran's?: This is something that many people might wonder. If Karma has a heal and a shield, why can't she just go all-out at the start? There are a few reasons I will offer.
1.) At the start, you don't WANT to play super aggressively. Pushing the lane, which you will do if you have a doran's (due to karma's aoe), will ensure that you get ganked by the enemy jungler. As Karma doesn't have good disengage options, this makes her early laning pretty dangerous if you don't have vision.
2.) Playing aggressively will also cause the enemy minions to target you. Since minions do significant damage early on, it is better to wait until you've gained some levels to play aggressively. This is another reason why I prefer to get aDoran's Ring later instead of at the start.
3.) Karma's mobility is mediocre. She lacks both a gapcloser and a disengage. While she does have a speed steroid, it is not amazing or 100% reliable. There are starting items that may seem good on paper with Karma (fairie charm, crystalline flask, doran's, amplifying tome, etc.), but in practice these items are weak because of the opportunity cost of ignoring boots. The mobility from boots ensures that you don't get kited by the enemy mid lane, that the enemy jungler doesn't destroy you and that you can help your jungler if he's in trouble nearby. Mobility is just too strong. It is not worth foregoing for anything else, in my experience.
4.) Potions give you a better safety net. While Karma does have a shield and a heal, as well as a passive that actually rewards her when she's at lower health, it's still better to play it safe for your first few levels. The enemy mid will, in all likelihood, have potions of their own. If you have your own potions AND a shield+heal, it ensures you will outsustain most of them.
Sometimes I've seen enemy mids start with a cheap item+a ton of health potions. If you see the enemy mid do this, just focus on csing and don't bother to harass them (unless you can do both at the same time). Recall early and don't bother getting in "sustain offs" with them. Having tremendous lane sustain is useful for Karma, but is not your overall goal.
[*] If you are consistently buying wards and sticking them in the bushes adjacent to the mid lane, you will have a lot more leeway to act as you wish.
[*] Push your lane as hard as you can as this also gives you significantly more flexibility. This is especially true if the enemy mid has a difficult time outpushing you.
[*] You should always be passively checking the minimap from time to time to get an idea of what's going on. You should also be paying attention to the in-game chat (where people might call mias) and to minimap pings. In any role, it pays to have map awareness, but this is particularly true when you're the mid laner or jungler.
[*] If you've pushed your lane and you see that the enemy top or bottom is pushing, you might want to gank a lane. It helps sometimes to work with your allied jungler. When you want to roam and your ally jungler is nearby, use spirit bond on them for the mobility boost.
[*] When you see the enemy jungler focused on some other lane, push like mad because you have nothing to worry about. Karma's good at pushing with her ridiculous aoe abilities (which you should try to hit enemy champs with while you're pushing).
[*] Make sure you communicate with your jungler when you want ganks or you want to take the blue buff.
[*] Don't be afraid to tank towers, tower dive or help allies tower dive with your

[*] Don't forget that

[*] Practice csing with early game auto-attacks until you've got it down.
[*] I've mentioned this before, but the best way to play Karma is to try to kill several birds with one stone. Literally every one of her moves does AOE damage. You want to try to cs, hurt an enemy champion (or several) and help your allies all in one go. This takes practice, but eventually you'll get the hang of it. It's not hard during laning phase to both damage the enemy champion and pick up a ton of cs.
[*] Make sure your team has a good initiator or damage soak as Karma will be able to work well with them.
[*] If you're having gold issues, you can invest in a Kage's Lucky Pick. It can build into several items that, while not amazing, can end up working on Karma. These include



I personally feel that late game starts when teams begin to clump together and angle for 5 vs. 5 fights. This sometimes can happen ridiculously late in the game. It can also happen very early if a tower falls fast and the people in that lane decide to roam. At some point it will be clear that "laning phase is over" and that "teamfight phase has begun."
[*] By late game you should have or be close to having a Doran's Ring, Ionian Boots of Lucidity and a Rabadon's Deathcap. Outside of these items, you can work toward additional cooldown reduction, ala a Morellonomicon or Deathfire Grasp, or durability via Rylai's Crystal Scepter, Zhonya's Hourglass, Twin Shadows, etc.
At this point, you can sell your Doran's if doing so will give you enough to get an item you really need. You no longer need the stats it gives and the item slot it's taking up can be used by something else.
[*] Coordination is pivotal for your team. You should stick with your allies, particularly your Bruiser. At times, however, you may need to split push. If you plan to do so, make sure you have wards and try to get in and out as fast as you can. Shield bomb a wave, hurry to the next one, shield bomb that one, etc. Don't wait for your minions. Just clear waves as fast as possible and then get back to your team. Watch the map carefully and, if possible, split push with wards or twin shadows providing you vision.
[*] In teamfights, you are relying on somebody else to initiate while they are relying on you to follow up successfully. At this point, it becomes difficult to offer advice as most teamfights are very situational affairs. Generally, however, Karma relies on being able to adapt soul shield bombing to the enemy's movements. If the enemy charges your bruiser or your bruiser pulls off a very strong initiate, you want to soul shield bomb them immediately. If the enemy charges at you, you may need to use your zhonya's active (if you have it) or soul shield bomb yourself. If the enemy charges at the adc, you may need to try to save them with a shield bomb. With heavenly wave you should be trying to hit as many enemy champs or heal as many allied champs (or both) as possible. Don't ignore spirit bond either. If your other skills are on cooldown, see if you can hit an enemy or several with the spirit bond tether. This will likely require really good positioning, but the damage may make the difference between life or death for your team. You shouldn't save spirit bond purely for speeding up allies or slowing down enemies. The damage it does is significant enough to make a difference by the time late game rolls around.
As a whole, your roles in the late game are as follows: Protect those that are being focused, do high aoe ap damage to your enemies, heal allies if their lifebar is being shredded by enemy pokes (nidalee spears, ezreal ults, etc.) and speed allies up or slow enemies down with spirit bond if a teamfight has been decided. When it comes to judging whether or not you should split push or stick with your team, you need to exercise your best judgment. If you think your team can handle the enemy without you, then it's helpful to split push. If you're sure that the enemy team is too strong for your allies, you need to stick with your friends and guide them to victory. If the enemy team dispatches somebody else to split push, only move to counter them if you're sure you can beat them one on one. Otherwise ask your team to send somebody else.
[/list]
Karma synergizes well with practically everybody, but does the best with manaless junglers, initiators and pseudo-initiators.
[*] Manaless junglers such as

[*]















[*]

[*]

















[*]





[*] Champions with a silence. Karma goes from being formidable to meat if silenced.
[*] Champions with ridiculous sustain. The main ones to mention here are






[*] Don't even fight Kassadin. Kassadin is an anti-mage and there is no reason to ever send Karma against him. If the enemy team is deploying Kassadin, have Karma switch lanes with somebody else (usually your team's solo top). Kassadin will withstand everything you throw at him and then silence and kill you.
[*] Fiddlesticks is another awful match up for Karma. While more manageable than Kassadin or Veigar, Fiddle just has everything in his kit that Karma hates. He can silence and fear Karma as well as restore his health with a drain that Karma cannot stop. Karma actually has issues with pushing against him because to do so means she will often be in range of his ANNOYING silence or fear. Fiddlesticks is also a braindead character mechanically (granted Karma is not much better) who's only arguable skillshot is his ult. What this means is that in addition to having the tools to counter Karma, any Fiddlesticks player can do so with complete ease. There is no way to dodge Fiddlestick's nonsense if you're in range.
[*] Champions with regen reduction skills. These are very rare in the mid lane, but you should always be aware of the summoner spell




[*] AD caster mids can be bad news for Karma and might require you to tinker with your runes, masteries and item builds. They are very common in season 3 and some of them are very nasty.



[*] Anivia can be a hard match up, I feel. She will take a lot of damage from Karma's skills. Unfortunately, the damage does not seem to matter as even if Karma "kills" her, Karma will have a hard time destroying her passive's egg form afterward (due to Karma's high cooldowns early on). If Anivia takes blue, she will out farm and out push Karma with her ult and there isn't much that you can do to deal with that, unfortunately. It is still possible to match her in cs because Karma's minion clear is just extremely strong, but it often feels dangerous to do so. Play carefully and try to get as much cs as you can. If it's possible, work with your jungler to deny anivia of blue buff.
[*]









Some matchups I've described here are impossible. If the enemy sends Veigar or Kassadin mid, Karma needs to switch lanes or risk throwing the game. She recovers pretty easily from bad early starts against other champions, though. This is because she is great at CS around mid-late game. Even an underfed Karma is useful because if somebody else on her team is fed, the shield, heal and speed boosts can win a match.
When it comes to roaming, Karma is one of the worst choices, unfortunately. Her mobility is very subpar. Another flaw Karma has is that her auto-attacks have weak range. This isn't the worst news for a primarily ap champ, but it still hurts her overall early game damage, zoning and cs a tad. While Karma does have drawbacks, I think she is a fun champion to play with good utility, burst and csing ability. I hope that others can find her fun and give her a chance.
She is being reworked soon. I am half-dreading that as I actually like Karma in the state she's in right now. She could probably use buffs, admittedly. However, I don't like the fact that they are just completely reworking the character. As soon as the reworked Karma comes out, I will edit this guide with my impressions. Unfortunately, I think they are going to retool her as a pure support instead of as an AP mid.
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