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Recommended Items
Spells:
Exhaust
Flash
Items
Ability Order
Gathering Fire (PASSIVE)
Karma Passive Ability
Introduction
For a support 0/9/21 should be what 777 is to Christianity.
Offense? Your a support you do not need offense. But in the case that getting the kill is up to you Karma's passive is very deceptive. You gain AP as you lose HP, up to 90 AP. That is your offense. You can take a point in Summoner's Wraith for Exhaust.
Defense. Stay alive dummy and heal the team. Health and a little extra Armor/Magic Resist will help with that.
Utility! The Holy Grail of supporting. Its customization allows you to play how you like. Summoner's Insight for sure, knocks down the Cooldown for Flash. Everything else is up to personal preference. If you want less gold or more experience then you can easily change the mastery around to you specific needs.
*** Pick masteries based on what you feel is best for you and your team. Know each mastery and how it will benefit or subtract from your gameplay and decided from there. It is recommended you take note of your lane partner and counterparts. If you know something I do not, feel free to share with the community.***
Greater Mark of Armor (x9) - Bot lane is usually Support + AD Carry. Armor is good to take early so you don't get eaten alive by the enemy ADC and or Jungler.
Greater Seal of Armor (x9) - More armor, oh joy! It's necessary.
Greater Glyph of Scaling Magic Resist (x9) - Late game magic resist is important, which is why I prefer my MR Runes to scale.
Greater Quint of Gold (x3) - More gold means more items.
Greater Quint of Armor (x3) - Not sure if Tank or Jungle. Shut up and use it!
Greater Quint of Health (x3) - Oh thank heaven, more HP!
Greater Quint of Move Spd (x3) - Chase down, run away, and or survive.
*** Pick runes based on what you feel is best for you and your team. Know each rune and how it will benefit or subtract from your gameplay and decided from there. It is recommended you take note of your lane partner and counterparts. I did not include all runes. Rune pages can vary greatly to fit the individual player, if you know something I do not, feel free to share with the community.***
(Must Have)
Flash reigns king for those champions who don't have built-in escapes. As Karma you fit that description, so take it!
(Recommended)
Exhaust is a sound option both for guaranteeing a kill for your team and escaping a champions that can close gaps easily. Karma's Spirit Bond (W) does have a slowing affect on enemies and a haste for allies that pass through it, so this summoner spell can be unnecessary based on your style of play and exchanged out for others.
(Optional)
Heal does that just that, it heals. Nothing fancy here, but a life saver and well as taker. A good tool for setting up or surviving a bait and keeping allies alive. Karma's Heavenly Wave (Q) + Mantra (R) is an AoE heal, so again it is up to your style of play.
or (Possible)
Ghost and Teleport are summoner spells I don't use that often. Spirit Bond (W) is a nice replacement for ghost with a much lower cooldown. As for Teleport, their isn't much of a substitute, but with good team play you won't really need it.
*** Pick spells based on what you feel is best for you and your team. Know each spell and how it will benefit or subtract from your gameplay and decided from there. It is recommended you take note of your lane partner and counterparts. I did not include all spells because I feel like they do not apply to Support Karma, but if you know something I do not, feel free to share with the community.***
Heavenly Wave (Q) - Your AoE damage and your heal. Good to get a point early and max first or second, depending on the strength of the heal needed to keep your team alive.
Spirit Bond (W) - Your slow and haste. Does damage and slows to enemies who walks through the tether and hastes allies who do the same. An early point to help get kills and as teamfights become more common, max last as your Q and E are crucial to being a good support. Never Turn Around To Apply To An Enemy When Running Away!
Soul Shield (E) - Your other AoE damage spell and shield. A point early to shield allies. Combine with Mantra (R) to use as harass, as well as a stonger shield. Max first or second, depending on how the harass is working and if a stronger shield is what you need.
Mantra (R) - No need to take a point here, its available and maxed at level 1. It gives you and allies a stronger speed buff (R+W) , AoE damage and stronger shield (R+E), and applies healing capability to your Heavenly Wave (R+Q). Cooldown reduction dictates how fast your regain Mantra charges, you can hold only 2 charges at one time.
*** Take what spells you need and when you feel you will need them. Know each spell and how it will benefit or subtract from your gameplay and decided from there. It is recommended you take note of your lane partner and counterparts. If you know something I do not, feel free to share with the community.***
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