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

You may be thinking to yourself, "Karma has no real damage. Just a shield and a sub-par cone heal/hurt." This is where you get proven wrong however. Karma has some amazing harass and denying skills along with the strongest utility in any support. Heal that scales off your team being "bad" and damage that scales off her being hurt. She's meant to be played as a support like Zilean is. AP carry early, support like crazy with that AP later. That said, time to nuke my life back.
Pros!
+ Both a shield and a heal. Ignite will never get you or your teammates. + Strong AoE damage makes a good one an asset in a teamfight. + Speed boost and a slow in one move makes chasing strong. + Speed-farms with ![]() ![]() + She's part support and can afford to buy wards. |
SPACEEEE |
SPACEEEE |
Cons...
- You're at your strongest when you're almost dead and you'll probably stick around longer than you should. - ![]() - Improper use of the shield will kill you or an ally. |
These are pretty standard caster runes other than the fact that I take no defensive runes. The reasoning for this is that you deal the most, and heal the most, while you are injured. This may not sound like that good but, it makes your shield stronger and it makes your strongest, but hardest to use nuke, even stronger. Unfortunately, you will have to buy items to compensate.
Alternate Quintessences are as follows:

Greater quintessence of ReplenishmentGreater Quintessence of Replenishment: Your mana regen is pretty terrible compared to the spells that you need to use in order to keep lanes pushed/harass. This helps.
Reason we're taking one point in
Perseverence over a point in
Expanded mind!
Both of these masteries are fairly useless.






Flash!
Honestly, this is the spell to have. Everyone should be toting around flash. Especially someone with no real escape skills like Karma. Flash lets you get in close for that last healing wave or back the hell away because you're over-extending like an idiot.

Ignite
Ignite is an all-around good spell for you. It helps get some interesting first bloods as well as defend against other healers you may come up against. If you're going mid, this is a necessity.
Optional spells

Clairvoyance
If you are going more support-y, this is a great spell. You can still take



Teleport
Teleport is a nice luxury you can have. It gives you a free recall every now and then to buy wards, a build item, etc. Again, if you plan on taking it drop a point out of


Fortify
Here's where your passive comes in handy. You can trade blows with an opponent for a while and, when they finally decide to towerdive you, you pop fortify and turn around to nuke them. I would not recommend this until you get good at the combo of R-E-R-Q for a quick turnaround kill.

Passive:Inner Flame
This is one of the oddest passives in the game. It gives AP based on your lack of health. try to think of it as the

You get anywhere from 30 to 140 AP. It sclaes like this: 30/50/70/90/110/140. Levels that it goes to that are: 1/3/6/9/12/15. You get the maximum amount of AP at, or below, 30% of your max HP. You get nothing for being at full life. It gets amplified by


Skill 1: Heavenly Wave

Shoots out a small cone in front of you. Approximately a 60% angle if the wiki is to be believed. Basic use of the skill does damage. When used with your ult, it heals for a flat amount and an AP modifier plus, a percentage of the targets' missing HP. 5% of their missing HP +2% extra per 100 AP is nothing to laugh at. It's a great AoE heal. It heals almost everything. Heals invisible units in the cone as well as minions and you.
If you are using this and a shield to save an ally, this should be used second as it will heal more unless you're already at full HP.


Good teammates to link this to are


If you lose sight of the target you've linked to, the tether will stay pointed in the direction that it was when you lost sight of them. This goes for enemy Spirit bonds as well.

Skill 3:Soul Shield


If, for whatever reason, you get put in a lane with a melee champ like solo top (which you can handle semi-decently by the way) it works as great harass when they go to last his creeps as it can be used to shield creeps right at the last second. Ultimate trolling there.

SKILL OF ULTIMATE POWER!!! MANTRA!
Mantra is a very interesting skill. It is technically an ultimate like Nidalee's in that it changes your skills. It's automatically available at level 1 and requires no points put in it.
Whenever you repspawn, you have your max charges available for it. The cooldown for getting another charge starts as soon as you have one or fewer charges.
After using a charge, you have roughly eight seconds to cast an empowered spell before you end up wasting it.
With a cooldown of 12 seconds at max level, with max CDR, there should be very few moments when you aren't ready for a teamfight to erupt unless you're out of mana.
From the start of the game (0:00-2:45)

Mid-early game (First blood-Level 9)

Work towards either



Mid game (First tower down- ~25:00)
After the first tower goes down, you should be trying to assist in other lanes. You're going to be slow as hell getting to other lanes because you have nothing to tether to with spirit bond. Once you get there, your ganking is not that good. Your only real "gank skill" is your




Endgame (About the time everyone groups up, baron is constantly warded or an inhibitor has gone down)
By now most people will have full build. If you do not, you should continue to ward. Every time there isn't a teamfight, you should be farming/pushing waves with your



After you've pushed a lane past the river, it would be in everyone's best interests if you recalled and bought wards/another core item.
Teamfight role
You should be in the back!





If you get forced to the front by



CDR is the most important stat!
If you can guarantee that you will have blue buff/blue pot up most of the time, trade out your



If you chose not to take



AP/Defenses are secondary!
The absolute best item for Karma, IMO, is Abyssal Secpter. It provides almost everything that a caster and a support would need. The aura that reduces MR, some MR for yourself and, AP.







Thoughts on
Rod of Ages.
Yes Rod of ages is a decent item but, it's taking up a slot that you could be using for another CDR item or another stronger AP item. If you are going on a stalemate in your lane, Catalyst the protector into a

Honestly, you can go aura-***** Karma but, you are getting little effectiveness out of it.
What team benefits from a support with items like





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