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Choose Champion Build:
-
AP Mid
-
AP Top (Versus AP)
-
AP Top (Versus AD)
-
Start
Recommended Items
Spells:
Ignite
Flash
Items
Ability Order
Gathering Fire (PASSIVE)
Karma Passive Ability
Introductions


Hello Everyone!



meow

Who is Karma?
Before her recent rework in late March,

meow

What is this guide?
With the reworking of



My guide here outlines what I have found to be the most powerful AP Mid and Top builds for


I hope this guide helps you to play



- Good Damage
- Strong Laner.
- Great Sustain and hard to kill.
- Difficult to gank/strong ganks.
- Good crowd control.
- Level one ultimate with
Mantra
- Team fighter.
- Three ultimates to choose from!
- Scales well throughout the game(providing you at least farm.)
Soulflare is one of the most powerful bursts in the game.
- One of the most unique champions in the game!

- Skill shots.
- Ultimate can be wasted easily.
- No "real" passive.
- Easy to predict .
- Has a higher learning curve than most champions.
- Have to think quickly when choosing an ultimate.


When you are playing

poop

AP Mid Karma
You are always the AP carry in (big surprise) mid lane when you are following the 'AP Mid' build. The build I have provided promotes a strong early game with decent survivability and damage. As you finish your items and move on into later portions of the game this build will help you to transition while remaning strong and very useful to your team. Nobody expects a bursty Karma.
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AP Top Karma
Top lane is a little different than mid lane when concerning what items you should build. I used to only play Karma top lane when I had an AD assassin mid so that I could just go full APC top lane. But I have also found that going down the road of an tanky AP utility mage can also work very well for you even if you have an AP carry mid already. This build makes you much tankier than your mid counterpart- and very difficult to kill. This build also brings a bit more utility to your team at the expense of a lot of damage.
Top lane is my favorite place to play Karma right now because of the comments you get from the enemy team, "OMG our top lost to a squishy AP!" or from you own team, "Holy sh*t our Karma is actually good!!!"
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Support
With all of the changes Riot made to supports and vision, I think that Karma is now a viable support. Talisman of Ascension and


Make sure to start with either


Utility is your strongest weapon as support Karma, and if your team need to know what they are doing in order to make the best of it.
nuggets

Regardless of which role you play (or build you use) you should never be in the front lines of a team fight. Solo top




I cannot re-iterate this enough- do NOT be afraid to use your ultimate! Especially during late game. Even if you choose not to use one of the more offensive options you should till be dealing so much constant damage that you can have your cooldown gone in under ten seconds.
Also because of





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Runes




Personally, I don't think runes make that much of a difference. I've had many opportunities where I have accidently taken my ADC page with my APC and vice versa and still had a successful game.
The runes I have listed above are what I believe is the optimum combination for



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Here is an explanation of why I take what I take:










I feel that


meow

AP Top- While your role in top lane is slightly different, the concept for runes is the same. You still the need mana regeneration, you obviously still need ap, you are definitely still going to be chasing your opponent with movement speed, and the magic penetration will always be useful against tanky opponents.
meow

If you need help with your runes, there is a guide for that (it has been archived, but still an informative read.) here
nuggets


Ever since

Main Build
![]() ![]() ![]() ![]() ![]() ![]() |
With this build



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These boots are the optimum choice for pretty much any AP caster. The magic penetration offers more hurt with each spell cast. Along with ![]() ![]() |

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Even with the changes they made to this item in season three it is still my favorite AP carry item in the whole game. I build it on literally almost everyone including ![]() ![]() |

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This item is hands down essential for every single AP caster, with a few rare exceptions. ![]() |

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![]() ![]() ![]() ![]() ![]() ![]() I usually don't take this item when I play Karma top lane because ![]() ![]() |


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The reason I put this at the end of ![]() ![]() ![]() ![]() |

Situational Items

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This item can be useful when you're laning against incredibly bursty champions such as ![]() ![]() ![]() ![]() ![]() |

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This item is a very close contender to being included my main AP Mid build. The heal from the AOE on ![]() ![]() ![]() ![]() ![]() ![]() When playing top lane, this items is essential to any build as it provides her with so much sustain on top of what she already has. |

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A close cousin of ![]() ![]() ![]() ![]() ![]() |

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The tenacity from these boots can really make ![]() ![]() ![]() ![]() |

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When you're completely dominating or losing your lane, you may find it beneficial to roam. When in matchups such as ![]() ![]() ![]() ![]() ![]() ![]() ![]() |

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I only recommend taking this item as a situation choice when you are playing ![]() ![]() ![]() ![]() ![]() ![]() ![]() |

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Again this is a more defensive item for when you are playing ![]() ![]() ![]() ![]() |

Enchantments
sfgdsgfdghfdsgh

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The bonus 15 movement speed can be great for ![]() ![]() |

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This is a great enchantment that really helps out your team and allows them to push faster. In addition to helping push, you can use it to help feeling allies get away combined with ![]() |

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25% (or 75 seconds) off of your ![]() ![]() ![]() ![]() |

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This a a great enchantment, but it seems as if it's the most popular one and I do not understand why. By the time you have ran to the first towers outside of your base it is pretty much worn off. Being in a situation where this would be useful generally means that your team isn't doing too well. We also are not taking ![]() ![]() ![]() ![]() ![]() ![]() |



Gathering Fire
rooster cow
Karma's passive is



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Karma fires a ball of energy that detonates on hitting an enemy, dealing magic damage and slowing surrounding enemies by 25% for 1.5 seconds.
Mantra Bonus -

Range: 950
Cost: 50 / 55 / 60 / 65 / 70 mana
Cooldown: 7 / 6.5 / 6 / 5.5 / 5 (with 0% cooldown reduction)
Magic Damage: 80 / 125 / 170 / 215 / 260 (scales at 60% AP)
Bonus Magic Damage(Soul flare): 25 / 75 / 125 / 175 (+30% AP)
Detonation Damage: 50 / 150 / 250 / 350 (+60% AP)
This is by far


Seconds anyone?
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Links Karma to target enemy champion, revealing them and dealing magic damage over 2 seconds at approximately half second intervals. If the link is not broken, the enemy is rooted.
Mantra Bonus -

Cost: 70 / 80 / 90 / 100 / 110 mana
Cooldown: 16 / 15.5 / 15 / 14.5 / 14
Magic Damage: 60 / 110 / 160 / 210 / 260 (+60% AP)
Bonus Magic damage with

Root Duration: 1 / 1.25 / 1.5 / 1.75 / 2
This is your personal lifesaver and the main reason Karma is so difficult to be ganked and easy to gank for.
One of the reasons Karma was so appealing to me was because originally, as she lost HP she gained more AP and thus became very difficult to kill. Now with the re-worked Karma, your opponent goes in and attempts to kill you. But what's this? You've suddenly healed a decent chunk of health and your opponent just wasted their combo. Not only will they be rooted afterwards and free to deal damage to, but you have more than likely just left the exchange with more health than when you started it with. Remember- The bonus stacks on top of the original damage when you use your

You may also use this skill along with

This skill will take about 8-10 seconds off of your ultimate if the tether is not broken because

When being ganked and you are at about half health or less, throwing your ult down onto


*This is a NOT a channeled ability and cannot be interrupted by silence or


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Karma shields target ally for 4 seconds and grants the target bonus movement speed for 1.25 seconds.
Mantra Bonus -

Range: 800
Cost: 60 / 70 / 80 / 90 / 100 mana
Cooldown: 12
Shield: 80 / 120 / 160 / 200 / 240 (+50% AP)
Movement Speed: 40% / 45% / 50% / 55% / 60%
Magic Damage: 60 / 140 / 220 / 300 (+60% AP)
I feel that this is Karma's weakest ability, but definitely a good one. While it doesn't do much in terms of damage or resetting the cooldown on her ultimate, it can save your team in a pinch.
Personally I mainly use this skill (and the ultimate portion) for helping myself and my allies get around the map quicker, or to engage/disengage an enemy. It is also useful for shrugging off AOE ults such as


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Karma empowers her next ability cast within the next 8 seconds, adding an additional effect. Empowered abilities use the same cooldown as their basic form.
Karma begins each game with one rank in Mantra and can increase it at levels 6, 11, and 16 as any other ultimate.
Note: Each of

puppies
*The ability sequence for top lane is slightly different! See the cheat sheet near the top.*
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bloop
As with any carry you generally take





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When all else fails, you still have







Flash is also good for initiating as Karma to ensure that




muffins



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If you find yourself running out of mana often then you either playing too aggressively or are not building the proper items.
muffins


You are not the support and really do not need




muffins


bloop



muffins


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Has a slightly shorter cooldown than






muffins


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Useful for if you find yourself getting bullied out of lane a lot, or simply want to get ahead of your opponent, but because of


I think that taking





muffins



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Karma should not be the designated jungler, and smiting minions isn't exactly last hitting. Don't take this.
muffins


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Great if you're playing in Dominion and nobody else on your team has it, but otherwise don't take it. I mainly play

muffins


bloop
Again, this spell can be useful in Dominion. Considering the size of the map in classic, and the cooldown on this spell, it's pretty much useless on Karma.

muffins


bloop
Mainly for auto attack focused champions. Karma gets most of her damage out in one or two spells and is also difficult to gank. Meaning that taking this spell is not a good idea.
muffins


bloop



muffins


bloop
You are not the support, and you should be warding both sides of mid lane anyways. Even on the off chance that you get caught when your wards go down,




In the gist of it, smart-casting saves seconds.

I mainly use it on her



Changes in the "Interface" Menu
These changes will give you MUCH more room on your screen in order to see what is going on in your immediate viewing area as well as making it easier to keep track of Jungle timers by being able to see Timestamps


Changes in the "HotKeys Menu" Menu
This is what will make the biggest difference in your game play and this is what will take you a couple games to get good at. For those of you that know nothing about Smart Casting you can learn more HERE. Please note that "MB3" in this picture is the center click on your mouse. This of course is achieved by pressing down on the scroll wheel. space








Farming! is your best friend during the laning phase of each game. Being at a lower ELO I come across my fair share of opponents who focus more and shooting their spells at me (and missing) than last hitting their minions. Before they begin to realize what's going on, we're ten minutes into the game and I have 100-ish cs to their 50. While both of us have 0 kills. I basically have won my lane.
Because of

Depending on who your laning opponent is, you may be able to slip away with your jungler and even help with those ganks and get back in time to keep the wave off of your tower.
A well farmed


Remember,

Soraka



Skills


- This is your primary source of poke
- Becomes
Soulflare, your strongest nuke, when you use your ultimate on it.
- Use it to allow your jungler to catch up
- When it hits a target it deals damage to everyone around it. Sometimes aiming for the minions instead of your enemy will catch them off guard as they will not expect to take damage. If your opponent is melee such as
Diana or
Fizz, they will find that hiding in their minions is simply too close.


After you've initiated your opponent, this skill comes next to ensure that they don't get away until you're done with them. Not only does it deal a decent amount of damage, but if you find yourself taking a lot of damage, adding a

- Becomes
Renewal with
Mantra.
- This is
Karma's heal, it only works on herself.
- Using
Inspire can often help to keep you just within the tether range so your opponent cannot get away but also cannot get to you.
Renewal makes
Karma deceptively hard to kill at low health.


We mainly use the shield from this ability to absorb damage when we first engage our enemy. We will use the speed buff to either catch up to them and make sure they get snared in place or to run away.
- Becomes
Defiance with
Mantra
- Can help both you and your jungler get away when ganks go wrong.
- Throw it on your jungler if you are already securing the tether so they can quickly hop into the fight.
- When you're ahead, you can cast it on minions to throw off your opponents last hitting.
- May also cast it on minions to help keep them alive and hold the lane.

Ganks:
black
In those games where your jungler does gank for you, intiate with your




In the event that you are ganked, simply use Karma's ganking combo in reverse order and instead of using your



Soraka

Lasthitting:
When you're pinned against your tower and it has begun to attack your farm remember these rules:
- Melee Minions: Two turret hits + One auto attack- let the turret hit the minion two times, and then auto attack once for the kill.
- Caster Minions: One turret attack, + Two auto attacks- hit the minion, then let the turret hit the minion, and then auto attack it again for the kill.
- Follow the focus of your own minions and learn the timing for your auto attack animations to ensure the most minion kills.

General Laning Notes:
- Farm over fighting
- Melee minions are worth more than caster minions, prioritize these when you are unable to kill both.
- Siege minions are worth the most, but only spawn every three waves.
- Do not push your lane into the enemy tower when someone is unaccounted for.
- If your jungler isn't giving blue buff, ask them for it! Chances are they will give it to you.
- You should have tier one boots,
Chalice of Harmony, a
Needlessly Large Rod, and two Sight Wards before early game is over.


Mid game usually starts around 15 to 30 minutes in my experience. Unless one or both teams are really bad. Regardless of the situation, you should either already have their tower, or be so well farmed that you can constantly push your lane and really put the pressure on your opponents turret. Remember to keep an eye out for ganks, that can come from more than just the jungler at this point.
Once mid tower has been taken, I usually prefer to go help bot lane get theirs so that way all four of us may proceed to help top as well. The only exception to this is if top already has their tower, or are really close and it would simply be more beneficial to take it really fast and then head bottom.
In the event that you lose your mid turret first, make sure you are constantly keeping track of your opponent while attempting to push the lane all the way to their tower. If you notice your opponent has gone bottom or top, it is your (not your jungler's) job to make sure you follow them so that another tower is not taken. Karma is naturally a team fighter so simply joining your teammates could change the course of the game in another lane.
Soraka

By the time mid game has ended you should be able to finish your



Mid Game Notes:
- Once you have your tower it is still your job to ward the bushes on each side of mid.
- If you were unable to during laning, I recommend that you ward the little circle bushes (see warding guide below), rather the bushes that are immediately next to mid.
- Keep farming, and don't be afraid to farm other lanes at this point
- You should be able to help yourself to blue buff at this point.
- If you manage to find success bot lane, now would be a good time for you to help grab
Dragon
- Always make sure that your mid tower isn't taken while in other lanes.
- Spam your
Inspire to move around the map quickly.


nuggets
End game is about team fighting, destroying any remaining any towers, and winning the game. I think that


As a carry it is your job to stand in the back of team fights, as the enemy carries will likely be doing. Because of this,





This is a teamfight taking place in the middle of middle lane.
Remember, hitting as many champions as possible with your








Soraka




The ideal to grab

Soraka

Notes:
- You should have your everything up to your
Zhonya's Hourglass completed by now (make sure you have purchased tier three boots as well.)
- Placing
Inspire on your tank/initiator will help them engage the enemy team.
- Purchasing a Sight Ward or two will help keep sight all over the map.
- Don't be afraid to use your ultimate at this point (even for farming/pushing!) The cooldown should only be around 22 seconds or so and you can quickly shave the whole cooldown off.
- Towers are more important than kills or buffs.


... for your enemy if you're not warding and they are. ;D
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- You can watch for incoming ganks.
- Easier to see which lane your opponent is roaming to.
- Enemy jungler may move into your jungle to counter jungle.
- The middle of the map just tends to be a high traffic area.
Below is a basic guide for what I believe is the best warding layout for mid.

- The dark green dots are the most viable spots to ward, if you can do it without being caught.
- The yellow spots are situational spots. They reveal less of the river, but provide more warning when enemy jungler is coming to gank. It may be better to ward here when you are being camped.
- The orange spots are the worst places to ward mind in my opinion. You have little warning for ganks and most of the sight is on mid, which you can already see. Also good map awareness will tell you when the jungler is in those bushes and when they leave.
Sometimes I've encountered games where my opponent will purchase


There is a great guide on warding that can be found here.
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Below are lane match ups that I have actually encountered while playing

bagels


crumpets
Recommended Items:
masteryi

In the beginning just do your best to out farm her and prevent her from pushing the lane into your tower, as some Morgs like to do (she only needs rank three on


Besides that the only other thing you really have to worry about (unless you're low) is her



Try to remain a bully all throughout the laning phase and keep her CS low. Even in

Notes for laning against

- If she builds a
Rylai's Crystal Scepter, get
Mercury's Treads instead.
- Baiting her into thinking you're going to fight is the key to avoiding her
Black Shield.
- CALL YOU MIAs. Her ultimate can completely change a fight.
- Morgana has great sustain because of her passive, don't let her health regenerate too much.
- If your jungler is giving you every blue buff, you may consider
Morellonomicon over
Athene's Unholy Grail to keep her sustain down. But only if you know you won't need the mana.
- Put an extra point or two into
Inspire if you need help dodging her skills or simply keeping up with her.


Recommended Items:
Orianna






Don't try to fight her early game, even if she uses her skills to farm. Her cooldowns are low enough that even if you get a full combo off she will still smack you a few times with



Poke her with






Also beware of her



Notes for laning against

- IF you find yourself taking a lot of damage from her Q, rank
Focused Resolve/
Renewal over
Inner Flame/
Soulflare.
- Having lots of movement speed and being unpredictable is the best way to play against her.
- Try not to stand in the middle of your minions as you may not be able to escape her
Command: Attack /
Command: Dissonance command.
Command: Protect does cause some damage if it hits you on the way back to
Orianna.

Recommended Items:
masteryiTo begin, yes I do have seven items listed above. This is because I have experienced different playstyles when laning against




Because




As with pretty much every other melee champion we lane a gainst we will be using our



Most

If you cannot beat him, at least you will be able to out-farm him.
Notes for laning against

- The lower your health, the more damage
Zed can do. If you have under half health an your ultimate is down, he can easily dive and kill you.
Boots of Swiftness can be used if you are having trouble dodging him.
- When his ultimate goes up (where he and his shadows dive you) BACK OFF. The more damage he does will cause the delayed portion to do way more damage.
- Don't stand in your minions as it can be difficult to dodge his skill shots and his shadows.


Below are lane match ups that I have actually encountered while playing

bagels


Recommended Items:
gangplankThis match up is only for what is known as "Critplank", as that is the only one I have seen while playing

Normally I would say this is an easy lane because





While you are farming and trying to remain in lane, the best course of action to dealing with Gangplank is to try and remain at max range of


Once you have gone back once or twice you can use our standard E+W+R+Q combo and demolish most of his health in exchange for one Parrrley which will pretty much be negated by your shield and sustain. Remember that you out-range his Q with everything and learning that range can be crucial to bullying him back completely. Always stay out of it when you can and poke as often as possible.
Notes for laning against

Parrrley can wipe all of your health in minutes if not careful early game.
- Getting
Ninja Tabi early can help negate his damage.
- Also consider grabbing a
Sheen/
Lich Bane early as it can help you trade more damage with him.
- Finishing an early
Hextech Revolver will really help you shake of any damage from
Parrrley.
- I don't recommend
Morellonomicon simply because his sustain is far inferior to yours.
- If you rank up your
Inspire first, you can use it to bait him into using his Parrrley on you over a minion and lose out on the gold. Simply stand in your minions
- As I said above, don't underestimate how much gold he can earn by farming with his
Parrrley.

Recommended Items:
gangplankThis is actually a really easy lane in my experiences. Garen doesn't have much of an escape mechanism when dealing with you and he also has difficulty catching up to you. This is a really good example for when movement quints come in handy.
Make sure you always auto attack when you can so that his passive is virtually never up. Otherwise he will need to back up and miss out on last hitting. It's your job to be a really big bully in this lane. Deny him cs as much as possible while constantly whittling his health away.
The only thing you have to be wary of is ganks. Once Garen hits six, a gank will be really all he needs. If they can remove most of your health he just needs to use Demancian Justice and you're either dead or ignited. This is also why using renewal in this lane is useful. In a clutch moment 20% of your missing HP plus 20% more can save you from his ultimate.
Notes for laning against

- Don't get caught in melee range as he can really do a lot of damage if he knows what he is doing.
- If the enemy jungler is camping you then you may want to grab
Mercury's Treads to get his silence off faster as well as any other cc the jungler may bring.
- Garen has a lot of sustain and tankiness, but constant harassment will slowly but surely bring his health down.
Will of the Ancients in place of Athene's is also a good pick against Garen if you're having any sustain issues against him..

Recommended Items:
masteryiLaning against an AD top lane





We should still be attempting to dodge his



Depending on how your lane ends up going, I would recommend leveling up your Q and W equally until you either feel you can kill him or that you simply need the sustain to stay in lane. Either way he will still take lots of damage. Because of

Notes for laning against AD

- Be ware of his
Double Strike as it does significant damage to you.
- Also watch out for
Wuju Style as it deals true damage.
- Keep
Master Yi away from you as much as possible. If he cannot get to you then he cannot do any damage at all.


Recommended Items:
masteryi


If you can manage to stay out of his poison trails most of the time than you can rank up




Remember you primary focus is farming as always. But try to poke him down with your



If you can, try to not push the lane because once the minion wave gets under his tower he can use his


Notes for laning against

- Use your
Inspire whenever he lands his
Mega Adhesive
- If you find yourself getting caught a lot get
Boots of Swiftness instead, and trade them as soon as laning phase ends.
- His poison lingers for about 3.25 seconds, don't run into the area until it disappears.
Mega Adhesive is a good indicator that he's going to engage you.
- Do not ever let him get close enough to
Fling you. There is no reason to ever get that close.
- When his little backpack thing start to have a green spout means that he has activated
Insanity Potion
- Keep
Spirit Visage in mind as an alternative item.
- Beware of proxy farming! I have a section about in the 'Early Game' section.


Recommended Items:
masteryiEvery time that I have played this lane it has turned into a matter of taking his hp down, proc'ing his passive, and then taking hp down once more. A lot of


Always make sure you're farming and poke

The only thing you really have to worry about is if your HP gets low (from a gank or bad move or whatever), is the knock back from Let's Bounce. I've made the mistake a few times where I go to heal off of him with

Notes for laning against

- Be aware of his ultimate as I sad above.
- If your
Focused Resolve/
Renewal is down and he engages, it may mean a gank is about to commence, as it is his ideal time to fight you.
Inspire can help you counter the slow from
Stretching Strikes






This isn't my score, rather it's the score from a good friend of mine. He wasn't following this guide either. But I wanted to put it here as proof to everyone that






- Send me ANYTHING you have about old
Karma. Whether it be scores, artwork, a memory or even just some random screencap from a game with a
Karma in it, I want it!
I will take everything that I receive and put it into a giant collage in this section in old


Thank you for taking the time to read my guide!
This is my first (published) guide on for League of Legends and any constructive criticism that you have for me would be greatly appreciated. Please try not to downvote without telling me. I would love to be challenged and hear why I should be doing something differently. On the other hand any up-votes and comments would be welcomed!
I hope that with this guide that there will start to be new

Thank you once again for reading my guide and I hope that it helped you any way possible.
zucchini

Acknowledgements
I would like to thank the following people for their help in making this guide:
- jhoijhoi, for her wonderful guide on how to make a guide
- My good friend Boylad., for allowing me to use his photo of his Karma Penta-Kill in this guide.
- Silverhyren, from the Deviantart community for allowing to use their beautiful artwork throughout this guide.
- Cubby1313, for allowing me to use his smart-casting/options section and providing some inspiration for this guide. His
Orianna guide can be found here. Check it out, it's awesome!
- Teyso, for taking the time to make a very comprehensive and informative review of my guide.
- July 22, 2013: Guide published for the public!
- July 25, 2013: Added AP Mid and AD Top
Master Yi as well as
Orianna to the matchup section!
- August 1, 2013: Removed the AP
Master Yi section, added
Zed, broke top and mid lane match ups into separate chapters, added a section in "Early Game" on how to deal with proxy farmers.
Soraka

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