I recommend
Mikael's Blessing as a chalice upgrade, therefore I left out Grail, but it's still usable while going yolo-cuz'-can't-save-derp-adc, i guess XD
Rylai's/Abyssal imo are very situational, but it's still something to experiment with.
Rylais is the only other item from Liandry's that provides HP and AP apart from RoA. Paired together, it procs liandry on every spell. (Even Mantra E can turn into a huge AoE lockdown.)
Abyssal's not bad when you have an akali or katarina on your enemy team, prevents them from one-shotting you as well as providing you penetration+damage.
Runes and Masteries: Experimental/Preference, I guess.

Rylai's/Abyssal imo are very situational, but it's still something to experiment with.
Rylais is the only other item from Liandry's that provides HP and AP apart from RoA. Paired together, it procs liandry on every spell. (Even Mantra E can turn into a huge AoE lockdown.)
Abyssal's not bad when you have an akali or katarina on your enemy team, prevents them from one-shotting you as well as providing you penetration+damage.
Runes and Masteries: Experimental/Preference, I guess.
I've been actually pondering whether it's really better to max
Inspire before
Focused Resolve. The mana cost of her E increases pretty rapidly per level, and the movement speed is the most important part of it anyways. Whereas with W, you gain longer root duration, better damage and lower cooldown. You'll be mostly using the
Defiance-version of your E in bigger fights, and its damage AND shield are independant of your rank in the skill.
I was thinking for 3 last slots;
Liandry's Torment,
Randuin's Omen (more health and great active) or
Iceborn Gauntlet (passive synergy and low cooldown of Q), and
Mikael's Blessing. This would allow you to last really long times in fights while peeling with both autos and your spells to deal an impressive amount of damage for a non-combo-damage support.
For runes, if you go 9/0/21 for the 10% cooldown reduction, it's better to fill in with more tanky rune setup than just ignoring armor and health altogether. You NEED to be in AA distance for longer periods to take full advantage of Karma's kit.



I was thinking for 3 last slots;




For runes, if you go 9/0/21 for the 10% cooldown reduction, it's better to fill in with more tanky rune setup than just ignoring armor and health altogether. You NEED to be in AA distance for longer periods to take full advantage of Karma's kit.
- Did I enlighten your eyes? Feel free to hit +Rep

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9/0/21 or 21/0/9
Max Q first, E second
Magic Pen or Dual Pen reds, armor yellows, flat AP blues and quints
A lot of the items Buttercup recommended I completely disagree with,
a supportKarma.Fix'd. Also,
Other than that I agree, but I would use either a mix of health and armour seals, or just health altogether. Health clearly trumps Armour early-game, especially considering you're not starting with a