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Karma Build Guide by CypherRL

Top Challenger Karma Top Guide (Season 13)

Top Challenger Karma Top Guide (Season 13)

Updated on May 12, 2023
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League of Legends Build Guide Author CypherRL Build Guide By CypherRL 26,583 Views 0 Comments
26,583 Views 0 Comments League of Legends Build Guide Author CypherRL Karma Build Guide By CypherRL Updated on May 12, 2023
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Runes: General Runes

1 2 3
Summon Aery
Manaflow Band

Bone Plating

+8 Ability Haste
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health


LoL Summoner Spell: Flash


LoL Summoner Spell: Teleport


Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Ideal Strong Ok Low None

Champion Build Guide

Challenger Karma Top Guide (Season 13)

By CypherRL
Starting Items
Starting Items
-Doran's Ring in what I usually go. It gives AP/Health which is nice for Karma, the bonus damage on minions helps with farming.
- I have been trying Doran's Blade in matchups where I can auto A LOT for free. It helps with farming under tower and last hitting in general. Enemies will always take magic resist shard against you, so if you are weaving in a lot of autos it will out-damage Doran's Ring early due to Karma's extremely low AP ratios.
- I have only started Doran's Shield a couple times. I find it really good against Teemo when paired with Second Wind. He will never be able to out-trade you due to the regen + mantra W. If I had to guess its probably decent against champions who spam their abilities. It's important to remember how low Karma's AP ratios are so you aren't losing much without starting Doran's Ring.
- I always rush CDR boots and get an early dark seal.
- I will buy Moonstone when the enemy composition consists of lower DPS and/or is super dive focused. Longer fights translates to more healing/shielding from Moonstone.
- I prioritize Shurelia if my team needs help locking down higher ranged/slippery targets. Shurelia is also good if its being used to dodge important abilities (Veigar E, Bard R, GP E/R, etc).
- I have tried Radiant a few times after the changes and it always feels super underwhelming. The cool-down is way too long and when it is up it forces you to save R until you want to activate it.
- I will get an early oblivion orb if I'm laning against Aatrox, Vlad, or Fiora.
- My second item is dependent on the situation. I usually go Mikael's Blessing if they have important CC abilities, Redemption vs. heavy dive champions (EX: Vi, J4, Wukong), Staff if my team utilizes the haste and extra AP well, or Ardent if I have Kindred + hyper carry ADC.
- Frozen Heart into heavy AD compositions is a good option. If the entire enemy team is AD then I'll opt into it second, if its a team comp consisting of 3AD/1AP champions then my favorite build is Moonstone -> Mikael's Blessing -> Frozen Heart.
Early Game
Early Lane Phase
- I always tell my jungle to path bot, so I am leashing almost every game.
- Karma can be oppressive early if left unchecked, but the problem is you will be trading health and mana in order to push the wave and harass your lane opponent, this leaves you susceptible to early jungle ganks. In a lot of matchups I will slow push the first 3 waves, and base when I crash the 1st cannon wave (cheater recall) -> buy basic boots -> crash waves 6/7 -> base again for CDR boots/control ward.
- If successful, I will now have more CDR/movement speed to better escape ganks. I will also have 2 basic wards + 1 control wards to make it impossible for the enemy jungle to gank me.
- I will also have more time to roam mid/invade enemy jungle to place wards due to having more items than my lane opponent.
- Once I have my CDR boots, I will then start to play more aggressive and spam my abilities. If I can successfully draw jungle pressure top then it makes it very easy for my JG to dive bottom lane and/or take dragons. Obviously its best not to die when drawing pressure to your lane but it doesn't really matter as long as you crash your wave and are dying at a time when your team is able to make a play on the other side of the map.
- To summarize, I opt out of super aggressive trading in the first few levels in order to secure my CDR boots and vision. Dying early as Karma will ruin your wave state and put you far behind in XP/Items. This will obviously not work in every matchup if your lane opponent has a lot of wave clear and can match your push.
- Cast your ultimate with a purpose, don't waste it on random things. Surviving an all-in/winning a trade is extremely difficult without your R.
Mid/Late Game
Mid/Late Game
- Helping your team is the main priority, but make sure you are still catching waves in the side lane during mid/late game, otherwise you will go down a ton of gold/XP. This is also why I always bring teleport.
- I am usually focusing on pushing out my wave and being at every objective spawn helping my support get vison and preparing for the upcoming fight. Securing vision is extremely valuable to me because when playing Karma I hate chaotic fights where me and my team are split from each other. I think Karma is very strong in front to back teamfights where I can get multiple mantra + E casts while using W to peel for my carry.
- Deciding what empowered ability to use in every situation comes with experience on the champion, but for the most part I believe Mantra + E is your best option later in the game. It is very strong when timed correctly in teamfights.
- I tend to focus on helping my support engage but I also keep a very close eye on my main carry during fights. Make sure you are timing your shields so they are blocking important damage. When playing teamfights as supportive champions I'm always thinking about what I would want from my allies if it were me on the hyper-carry.
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League of Legends Build Guide Author CypherRL
CypherRL Karma Guide
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Challenger Karma Top Guide (Season 13)

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