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Recommended Items
Runes:
+9 Adaptive (5.4 AD or 9 AP)
+10 Adaptive (6 AD or 10 AP)
+5 Armor
Spells:
Flash
Ignite
Items
Ability Order
Gathering Fire (PASSIVE)
Karma Passive Ability
Threats & Synergies
Nami
Can compete with your poke and heal on top of it. A hard match up, only winnable by stomping Nami hard.
Caitlyn
In term's of early game goals, these two have amazing synergy! Both deal a ton of early game damage and can easily push the wave in. Their poke is also among the deadliest a bot lane duo has to offer.
Caitlyn
In term's of early game goals, these two have amazing synergy! Both deal a ton of early game damage and can easily push the wave in. Their poke is also among the deadliest a bot lane duo has to offer.
Introduction

Hi everyone, i'm Drlazerbeam. I'm a support main and secondary ADC, who peaked at Diamond. I've been playing league of legends since season 3, and really got into Karma during 6. During season 7, I played Karma for a total of 161 ranked games, with a win rate of 55%. If I feel like carrying hard from support, i'll take her at the first chance I get.




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Anyway onto



Summon Aery
A solid and flexible rune keystone for Karma. Even with recent nerfs, the extra damage from Aery gives Karma not only a increased damage advantage, but doubles as a buff for her


Manaflow Band
With the old rune Ultimate Hat being removed, your next best option is going to be this rune. It gives you a nice bit of mana and mana regen for being aggressive, so it suits Karma's kit nicely!

Celerity
A solid roaming rune to increase Karma's roaming potential and her own AP. By using


Scorch
Another amazing rune for Karma. Scorch makes any abilities you land on enemy champions burn them, thus improving your poke. Since Karma is a aggresive, poke orianted support, this makes this rune choice a easy one.

Zombie Ward
Karma is all about dominating her opponents as support in the bot lane. A part of being dominant is having better vision than the other team or as I personally call it " winning the ward wars ". Part of this is completing your quest on



Ingenious Hunter
This acts as the butter to the bread known as


10% starting tricket CDR
30% max stacks CDR ( 6% per tackdown * 5 stacks )
10%+30% = 40% Tricket CDR at max
LVL.18 CDR for

24 is 40% of 60
60-24 = 36 seconds for final cooldown.
Combine this with



Alternative Primary Runes
These are runes in the sorcery tree, that while I would not suggest, can be argued for.

Absolute Focus
When above 70% hp, this grants bonus adaptive damage, or in this case AP for Karma. It is less flexible than








Arcane Comet
This does more damage than Aery, which makes Karma even more deadly in the early game, but is countered with movement speed ( building






Alternative Secondary Runes
While I would recommend sorcery as your primary tree every game, your secondary rune tree is a bit more flexible. Here are the runes I think you could substitute out if you wish.

Revitalize
This rune increases your shields and heals! This will make







Font of Life
This rune makes any enemy champion you slow or impair marked. When marked, any damage done by ally champions to the marked champion will heal them for 5+ 1% of your max health over 2 seconds. This is a modest rune on Karma, and is really only taken if one wishes to get





Magical Footwear
This gives you free boots at 10 minutes! For each take down ( kills or assists ) you obtain, the boots are given to 30 seconds sooner. If you do well in lane and go 0/0/4, then you will get the boots at 8 minutes! This will allow you to delay getting upgraded boots for a bit, in order to save gold for other items such as




Cosmic Insight
This rune gives you a bunch of small bonus stats. It grants 5% CD, increases your CD cap to 45%, as well as reduces the cool down of both active items and summoner spells by 5%. This rune is particular great at increasing the rate of Karma's



Biscuit Delivery
Karma lacks any in lane healing besides her




Future's Market
This rune allows you to go into debt to buy items! You can borrow up to 150 gold, increasing the by 5 gold per minute. This rune is great for getting core items faster and getting stronger faster, but there is one major drawback. If you fail to create a lead or worse get behind with this rune you essentially become a support living check to check on welfare. Also when the late game comes around, you essentially have no more use for this rune, since everyone will be finishing up their builds. If you decide to take this rune, do not hold back your aggression, and let fortune favor the bold.

Gathering Fire
Every time Karma damages a enemy with a ability or basic attack, the cool down on





Inner Flame
Karma shoots out some voodoo magic which applies a light 25% slow and deals magic damage. It also applies a splash upon impact. This is Karma's primary form of poke. It's relatively low cool down and mana cost make it a excellent way to poke down enemies and push the wave. It's major drawback is it's rather short range, which can put a Karma player at risk of a bad position. However, one of its biggest strengths is its splash. This make landing this ability against a clumped group of enemy champions much more effective, but also makes it so you do not necessarily have to land your ability directly onto a champion to poke them down. One of the more sneaky ways of doing this is to land your poke onto a enemy wave that is near a enemy champion and let the splash deal some indirect damage.

Focused Resolve
This is Karma's best form of CC and a nice baiting tool.







Inspire
This is Karma's best defensive ability, as well as her form of engage and disengage. The shield itself is decent, it will withstand most basic poke that you will have to deal with in lane, but is not quite as strong as





Mantra
This is the most important part of Karma's kit. Literally every single part of her kit is dependent on the cool down, use, and efficiency. Mantra must be used in combination with another ability to be used at all, so lets go down the list:


Mantra + Inner Flame
The difference from a regular





Mantra + Focused Resolve
The difference from a normal






Mantra + Inspire
Oh mama, after the boring stuff prepare to feast your eyes Karma Mains. The difference from a normal







Spellthief's Edge
The best starting item for Karma. This item is for aggressive, poke oriented, supports who wish to gain an advantage in the early game. Karma checks off on all of these. Spellthief's rewards those who aggressive by poking down their lane opponents with basic attacks of abilities. When Karma takes this item, she is not only upgrading her offensive capabilities, but she is also increasing her own self reward. The natural synergy of


Ancient Coin
Sometimes you Pick Karma into a unfavorable match up such as



Sorcerer's Shoes
This item is very important in getting a slightly fed Karma into a overwhelming snowball. Sorcerer's shoes is great in breaking through early game magic resistance on non-tanky champions or even tanks who can not afford magic resistance items yet. In short, all you need to really know is that it makes you deal more damage and gives Karma a bigger lead.

Boots Of Mobility
This item is a great for Karma in two scenarios: 1) She was not able to establish a massive lead early game or 2) Winning the ward wars is more important than Karma's damage output. Scenario one is fairly straight forward. The lane went bad, even, or only slightly in your favor, so you can't really justify buying


Boots of Swiftness
An alternative to

After you get some boots, you should immediately seek to build your core items.

Athene's Unholy Grail
A solid item that mixes well with both Karma's kit and usual item set. This makes Karma deal more damage, gives her cool down, and gives her a heal! Its everything that Karma needs to carry a game; both with utility and raw damage! The more mana regen items you can get, the more gold effective this item will be, so items such as




Redemption
Throughout this guide I have hammered the idea in that Karma's win condition, is for her to carry from support. While this is true, this applies to the early game only. If a Karma player reaches around 4 items, her window to carry has been mostly used up and now it is time to focus more on utility. This is where



After all that is done you are now free to build the following items.

Ardent Censer
A aggressive item for a aggressive champion. This item buffs Karma's own stats with increased AP, cool down, and movement speed, but also grants her teammates on hit damage, as well as increased attack speed. This item is ideal for when you have a AD heavy team or a ADC who wants as much attack speed as possible, such as







Mikael's Crucible
If







Locket of the Iron Solari
Sometimes the shielding power of



Liandry's Torment
A devastating item that is amazing for a fed Karma. This item grants Karma AP, health, and magic penetration. It also has a passive that deals bonus magic damage based on the target's current heal, in over time damage. This passive is doubled if the target is movement impaired in some way, which means building this with


SIDENOTE: This item is still good vs tanky teams, just wanted to state that not so tanky teams have less magic resist, which makes magic penetration more valuable.

Zeke's Convergence
This is item grants Karma mana, magic resist, armor, and cool down. It also gives her a unique passive that for each time she casts her ultimate and frost storm is created around her that slows nearby enemies for 20% and makes your bonded ally deal 50% magic damage over time. This item is ideal vs tanky heavy, diving team comps. If you think that enemies such as




Morellonomicon
This item is a core item for many AP carry champions and if one looks at the stats it gives, it is easy to see why. The huge amount of AP, 20% CDR, and increased mana is already amazing enough, but the passive is the huge cherry on top. The passive restores 20% of the users max mana when a take down is achieved and applies grievous wounds to targets under 35% of their maximum health, when they are attacked by you. This is ideal for when Karma is the sole AP carry on her team or when she is against a heal oriented champion such as



Flash
About 95% of champions REALLY need flash in League of Legends. Karma is a part of that 95%. The reason for this is because she lacks escape. Flash gives her escape, therefore should be taken every game. For aggressive reasons, it can be used to secure kills with



Ignite
Ignite provides a ton of kill pressure in the early game, which is exactly what Karma seeks to do. I would recommenced this spell into most match-ups although going




Exhaust
Exhaust is a very common support spell, that can be taken into any match up. It is in particular good against diving assassins, who like to get up close to their prey, such as



" Search and Destroy "




This is your aggressive chasing combo. It all starts with speeding yourself up with





" Gang Gang Gang "




This is similar to the " Search and Destroy " combo, but is used in a different scenario. This is for full on 5 vs 5 team fights and used for both defensive and aggressive purposes. When doing the






SIDENOTE: This does not have to be used in only 5 vs 5 team fights, just saying it has the most use in that scenario.
" Justice "



This is your typical punishment combo. When a enemy champion gets in a open position, send out a



" NA Flash LUL "





This is your flashy, kill secure combo. You start with





This is the most critical part of the game for Karma in my opinion. As I said earlier in the guide, Karma is a very aggressive, win lane oriented support. In a way, you almost want to act like a secondary mage carry in the early game, assuming your mid is a mage as well. You will want to poke down the enemy bot lane by using


If you can't find a opening to poke, you should also use





Mid Game
How you play out mid game all depends on how well or not so well your early game went.
If Behind...
You had one job in the early game and you dun goofed. It was probably your ADC's fault anyway, BG. In any case this is where you have to shift your play-style from aggressive to utility focused.


You will want to focus on peeling with




If Ahead...
You did your job! Good job! Now is your time to shine. You should have tons of damage since you should have





While flat damage is still a big priority, you should be slowly transitioning into a more utility oriented play-style. If you took my suggested runes of



If Even...
You went even. Probably a farm simulator bot lane, it happens. Your playstyle should be similar to that when you are ahead, but with a stronger emphasis on utility. Consider the possibly of building





Late Game
It's the late game now. This means everyone is near full build and what ever happened in the early game is no longer relevant. What wins the game from here on out is pure skill and game sense. As Karma your job is now to shield and empower your teammates, while also maintaining a strong vision game. You can achieve the first part by simply using








The second part is the same as the mid game, in terms of the ward wars. If you have





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Insert good song here
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