Karma's Champion Spotlight.
I'm Floating Whale. Karma is a ranged mage and support with a lot of teamfight utility. Knowing how to use her ultimate is very important and when played properly, will dominate teamfights.
I take the Typical 21/0/9 Masteries for Karma. Giving me all the AP damage from Offense and Taking the Neutral Buff duration, a bit of Mana regeneration, Summoner spell cool down and improved recall in utility. I sometimes like to take 21/9/0 masteries, taking the health per-level and armor and magic resist in defense.
Karma is very squishy at Low levels, with a base armor of 14, I take armor seals, magic resist glyphs, Magic Pen marks and Ability Power Quintessences.
All of these are pretty standard, I believe that the Armor is nesessary. You could replace it with Armor Per-Level if you so wish. Magic resist also because she is quite squishy and finally Magic Penetration and AP to make your spells hurt a lot more.
These should be pretty standard as well. Flash keeps her alive or to secure a kill and ignite deals more damage when your looking for a kill.
This is a nice spell for getting round the map or to go back to your tower if you need to recall. Long cooldown on it though.
A counter for Ignite? I never really pick this. Besides, Karma has which basically is barrier.
This is good if the enemy team has tons of CC. If not, don't take it.
This isn't nessecery. I would only take this spell if no one else did. And besides you have enough CC
to lock down enemies.
You could use this as an extra escape I suppose but taking flash is a batter Idea due to Karma being able to haste herself with
You could take this if you wanted to. If your not confident in your lane and you need some heal this quite nice.
Just no. The cooldown on this spell is just not worth it and gives a small chance of somebody on the enemy team getting a Legendary kill. And by chance I mean REALLY small chance xD If it actually happens your team will hate you forever.
You are not the Jungler. SO NO.
This spell isn't necessary either. If your not planning to buy items with Mana Regen then take it if you want but generally its not much good Late game.
Passive: Gathering Fire
This passive awards agressive play. This passive shines in teamfights when spamming your skills at the enemy.
Q: Inner Flame
This is Karma's Bread skill. (Her butter is her Ult :3) This is Karma' main skill of damage and herass.
I medium ranged skillshot. You max this right away, as 80% of the time, you use this to kill, farm, kite and poke. When used with it becomes Soulflare, W: Focused Resolve
Since the buffs, this skill has become quite badass. Max this second because you get the most damage. When used with it becomes Renewal. Renewal deals bonus damage and now instantly restores 20% of her missing health. If the tether is not broken, she is healed for another 20%. Use this skill for following up her next skills, For example, You Use to open up on your target, When you do, immidiatly activate and then use . Your enemy will be rooted in place for the duration of Soulflare. This does a huge ammount of damage.
This skill is maxed last but its amazing. I don't how many times it has saved me and my teammates.
The shield when fully maxed is very beefy. Especially when you have a lot of AP. When engaging in a teamfight, This skill should be used right away.When used with Enspire becomes Defiance. When used with Mantra, The shield explodes dealing damage and applying the shield to all other allies in the radius of the explosion. At Level 16, when is maxed out, Defiances base damage is 300. Quite a brilliant skill IMO.
Your butter skill. Your carrying ability. THE GOD OF ALL LVL 1 ULTIMATES. Empower's your next skill to have an additional effect. Straight-forward and effective. Lvl it up at Lvl's 6/11/16
When you activate Mantra, Think of this
I take First, then . After that, max at Lvl 9. Maxing her then her last.
Taking At 6,11, and 16 like all Ults of course.
I take either boots and pots or Crystalline Flask and pots depending on how I feel ._.
Usually it's Crystalline flask because It helps me manage my mana at lower levels, Not that I can't manage it..but the sustain is nice. On my first back I try and always get my and maybe . Rush , It gives Karma Everything she needs. CDR, MR, AP, Mana Regen. A lovely item. After I get my . I go for a lot of Penetration in this guide (:3). Of course you are the APC, So you need . No Exeption. When all of these items are built, The next two items are situational. I usually get my for the AP and survivabillity and then Abysall Scepter for the Passive and more MR. These two items give you a lot of durability End-game. Some other items you could get would be...
(Health and even more slows)
(It's okay for Karma, More damage and ensures the fix of her mana.
(If nobody on my team bought it, I buy this)
Iv'e updated this a lot since a while .-.
When I have played Karma in mid a lot more, I will be putting matchups in. How to deal with these matchups and how to stay safe. Please alert me of spelling mistakes. (I know there is a lot anyway ._. I can't be bothered correcting them ATM) I will be putting more in-depth content in soon :3