93%
votes
14
Dislike

KARMA BUILD GUIDE: Find your inner flame - Patch 4.12 by JYarbz

by JYarbz (last updated 1 month ago)

Featured301,604 Views 13 Comments
7
Greater Mark of Hybrid Penetration(6.3 Armor Penetration and 4.34 Magic Penetration)
2
Greater Mark of Magic Penetration(+1.74 magic penetration)
9
Greater Seal of Armor(+9 armor)
9
Greater Glyph of Magic Resist(+12.06 magic resist)
3
Greater Quintessence of Ability Power(+14.85 ability power)
View Rune Details
Summoner Spells
View Summoner Details

Starting

2

Full Item Build

View Item Details
21
9
0
mastery 1 0/1
mastery 2 0/4
mastery 3 3/4
mastery 4 1/1
mastery 1 0/1
mastery 2 0/3
mastery 3 3/3
mastery 3 1/1
mastery 1 1/1
mastery 2 0/1
mastery 3 1/1
mastery 3 3/3
mastery 1 0/1
mastery 2 0/3
mastery 3 3/3
mastery 4 1/1
mastery 1 0/1
mastery 2 3/3
mastery 3 0/1
mastery 2 1/1
21 Offense
mastery 1 2/2
mastery 2 2/2
mastery 3 0/2
mastery 4 0/2
mastery 1 1/1
mastery 2 3/3
mastery 4 0/1
mastery 1 0/1
mastery 2 1/1
mastery 3 0/3
mastery 4 0/3
mastery 1 0/3
mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 0/1
mastery 2 0/4
mastery 3 0/1
mastery 2 0/1
9 Defense
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 2 0/3
mastery 3 0/1
mastery 4 0/1
mastery 1 0/3
mastery 2 0/1
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
0 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Gathering Fire
QInner Flame
WFocused Resolve
EInspire
RMantra
View Skill Order Details

Introduction

Note: I've just begun updating my guide for solo lane karma. Some of the basic information like runes/masteries/skill order is there but the early/mid game sections are not. Working on it! Thanks for your patience.

Hi, I'm JYarbz. I'm a diamond 1 player who is slightly known in the community for my nidalee guide at http://solomid.net/guide/view/28999. I've played a lot of karma near the end of season 3 and into season 4. At first I played her mostly support and it was pretty strong. But as patches changed I seemed to never be able to transfer my lead in lane reliably as a support to mid-late game. I started playing her in a solo lane and had a lot more success lately. So I decided to write a top lane guide for Karma.


Artist Credit: Couldn't find it. Someone please give it to me if they know it.

Links
Twitter: https://twitter.com/jyarbz
Stream: http://twitch.tv/jyarbz
Facebook: https://www.facebook.com/jyarbz

Runes

Marks
I tend to favor hybrid pen over armor or magic pen in any situation where auto attacks are useful. This is because you get far more value out of these (2/3 of the armor pen or magic pen from normal runes) than most runes. Karma also has a reason to auto as often as she can because of her passive. If you don't have hybrid pen, I would go with magic pen. Note that I also use two magic pen reds which evens out my armor/magic pen at ~6 each.

Seals
You have a few viable options for yellows. Most of them consist of flat/scaling health and flat/scaling armor. I prefer either scaling health or flat armor in most situations. Flat armor will help the most in the laning phase where you will be taking a lot of auto attacks and scaling health breaks even with flat health at level 6. Health tends to be better against all types of damage and armor against specifically physical damage.

Glyphs
TThere are quite a few options here. This includes but is not limited to CDR, Scaling/Flat MR, Scaling/Flat AP, MP5 and Magic Pen. Choose whatever fits your playstyle and if possible, the matchup. I've been favoring either flat AP or flat magic resist.

Quints
Flat AP is my rune of choice again here. Karma's mantra Q just on the first tick has a .9 ap ratio (.6 on the second tick of damage). So your poke scales really well with AP. There are plenty of options here, but if you don't go with AP I would probably look more toward defensive runes like armor quints or even movespeed. Another option to scale your damage could be magic pen.

Masteries

mastery 1 0/1
mastery 2 0/4
mastery 3 3/4
mastery 4 1/1
mastery 1 0/1
mastery 2 0/3
mastery 3 3/3
mastery 3 1/1
mastery 1 1/1
mastery 2 0/1
mastery 3 1/1
mastery 3 3/3
mastery 1 0/1
mastery 2 0/3
mastery 3 3/3
mastery 4 1/1
mastery 1 0/1
mastery 2 3/3
mastery 3 0/1
mastery 2 1/1
21 Offense
mastery 1 2/2
mastery 2 2/2
mastery 3 0/2
mastery 4 0/2
mastery 1 1/1
mastery 2 3/3
mastery 4 0/1
mastery 1 0/1
mastery 2 1/1
mastery 3 0/3
mastery 4 0/3
mastery 1 0/3
mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 0/1
mastery 2 0/4
mastery 3 0/1
mastery 2 0/1
9 Defense
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 2 0/3
mastery 3 0/1
mastery 4 0/1
mastery 1 0/3
mastery 2 0/1
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
0 Utility
21/9 is my preferred mastery setup for top lane karma. If I'm mid lane I tend to go 9 in utility for buff duration and because mid lane is mostly about safely waveclearing rather than surviving ganks. So I feel the extra beefiness in the early game from defense tree helps quite a bit.

Other masteries that are decent but I choose not to take are

Arcane Blade:
This is ok, but if you do the math it's not as much as it sounds like. If you had 500 ap then your auto attacks would do an extra 25 magic damage. Like I said it's decent and you can get it if you want it. I just tend to think that lategame it's less important to try to get an extra auto attack in there as a mage and more worth it to watch your positioning.

Expose Weakness:
This is a good mastery, I just chose to put my points elsewhere. But if you want this for ganks or for teamfighting then go for it.

Summoner Sets

Heal & Flash

This is just the strongest summoner spell in top lane right now. It's somewhat unfortunate for a lane-bully like Karma but you still have to take it just because the other person will. This will give you a free back or two early in the lane and give you huge global map presence where you can TP gank bot lane or show up to dragon fights in the early game.


Flash just does what no other summoner in the game does. Just the fact that everyone else takes it pretty much forces you to take it. It's best for escaping ganks and going over terrain or being used offensively to catch and finish off kills.
Kill potential

This is for kill potential in lane. It also reveals your target in fog of war so it can potentially win you duels when fighting around brush.


See above.

Item Builds

Starting Build(s)
Standard
2
Farm lane
2

This is generally the best item to start. Karma is a lane bully and doesn't have problems with very many lanes. Stacking 2-3 of these will ensure you do very well in lane.


Safest start with tons of sustain. Consider grabbing this in harass-heavy matchups where you will be taking a lot of damage or just aren't confident.
Final Build(s)
Standard Final Items

I really prefer this over in most situations unless I need the magic resist. Morellos is cheaper, gives more damage and the passive is incredibly useful versus so many champions in top lane. Obviously the 20% cdr is a huge part of this item and allows Karma to spam her spells more often which makes her that much more powerful.


A huge purchase on Karma since her AP ratios are so good. Her empowered Q alone has a 1.5 total ratio and buying flat AP benefits her shield strength where magic pen doesn't. This is a huge powerspike for Karma and should always be in a 6-item solo lane Karma build.


Necessary for dealing damage to target with magic resist. Typically this is a best third item which is around when most everyone in the game should start having resistances.


Great against specific champions like or assassins in general. It's also just good for teamfighting since you can use your cooldowns and mantra offensively and still be able to give yourself extra survivability. is also a great item for laning against AD.


Works extremely well with Karma's kit as she can easily proc the double passive and is very good at kiting bruisers who are usually very tanky front-liners. Karma's W actually procs the passive 3 individual times on each tick of damage and if they are slowed from Q then they will take the full damage on all 3 procs.

The extra health is also a nice bonus that can mean a lot in close fights.

Situational Items

Athene's Unholy Grail
Great core alternative to . Basically ensures you will never run out of mana and gives you magic resist for lane. But you do get less damage and combat effectiveness in general for more gold if you consider the morellos passive versus sustain champs.
Mercury's Treads
Get this when you need them to not die. These are probably needed vs /etc.
Twin Shadows
This item is actually pretty great on karma in the new patch. The fact that it gives 80 ap is pretty huge for slot efficiency and the reduced cooldown on ghosts if they don't find anyone makes it really good for lategame when you need to facecheck jungle. Extra movement speed is always nice on Karma too for kiting.
Banshee's Veil
This is the best lategame magic resist item vs burst or long range initiation. The passive just gives you a spellshield which no other item has.
Lich Bane
This is actually a decent karma item that I would like to try out more. I'm not sure when this would be better than something else in slot unless you could really use this to break towers.

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Gathering Fire
QInner Flame
WFocused Resolve
EInspire
RMantra
Leveling R first is a no-brainer. It increases the base for all your abilities by a considerable amount when mantra'd. One rank in ultimate adds to every ability whenever you mantra it.

And more of the same with leveling Q up first. It's your main waveclear and damage, there's no comparable option to take over Q.

However, what you max last is somewhat of an option and a lot of players do have differing opinions on it.

I prefer to max W first since it does more damage and the snare duration is doubled. This puts a high emphasis on one of Karma's biggest hidden strengths which is her mantra W that makes her win pretty much every 1v1 and even 1v2. Her shield only gains 20% movement speed through all 5 ranks and gets the highest amount of movement speed when mantra'd anyways. You are just gaining base shield strength for the most part. This is important, but I feel like solo lane karma is much more powerful in the midgame with a maxed W.

Skills

Gathering Fire
Damaging enemy champions with Karma's abilities refreshes 2 seconds of Mantra's cooldown, and half that amount on basic attacks against enemy champions.
Inner Flame
RANGE: 950
COST: 50 / 55 / 60 / 65 / 70 MANA
COOLDOWN: 7 / 6.5 / 6 / 5.5 / 5

ACTIVE: 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. If it hits an unseen enemy, the detonation effect will still be visible.
MAGIC DAMAGE: 80 / 125 / 170 / 215 / 260 (+ 60% AP)

MANTRA BONUS: Inner Flame deals bonus magic damage and leaves a 250-radius AoE that slows enemies inside by 50%. After 1.5 seconds the area detonates, dealing magic damage to enemies inside. If Inner Flame does not strike a target, the area is created at maximum range.

Soulflare scales with ranks in Mantra

BONUS MAGIC DAMAGE: 25 / 75 / 125 / 175 (+ 30% AP)
DETONATION MAGIC DAMAGE: 50 / 150 / 250 / 350 (+ 60% AP)

Explanation:
The AOE is large and makes it easy to hit champions who are close to creeps. It's harder to miss when you place your q on top of creeps.

The skill hits differently on the mantra and on the regular ability. On the mantra the skill will land much closer to the center of the projectile, whereas on the normal q it appears to stop at the edge of the projectile. This will take a little bit getting used to if you aren't a Karma player.

Also notice how much larger the AP ratio and base damage becomes on the mantra Q, even for just the first half of the skill. This does over twice the damage if you hit both d
Focused Resolve
RANGE: 675
COST: 70 / 75 / 80 / 85 / 90 MANA
COOLDOWN: 16 / 15 / 14 / 13 / 12

ACTIVE: Karma forms a 675-range tether to target enemy champion, revealing and dealing magic damage to the target over 2 seconds at 0.66-second intervals. If the tether is not broken after the 2 seconds, the target is rooted for a short time.
MAGIC DAMAGE: 60 / 110 / 160 / 210 / 260 (+ 60% AP)
ROOT DURATION1: 1.25 / 1.5 / 1.75 / 2

MANTRA BONUS: Focused Resolve deals bonus damage and heals Karma for 20% (+ 1% per 100 AP) of her missing health upon casting. If the tether is not broken after the 2 seconds, Karma is healed again for the same amount.

Renewal scales with ranks in Mantra

BONUS MAGIC DAMAGE: 75 / 150 / 225 / 300 (+ 60% AP)

Explanation:
This is definitely one of Karma's most underrated abilities. The tether itself is actually the most underwhelming part of the ability as it's somewhat easy to break with any type of mobility and takes a bit to go off. It's also a pretty short snare duration until max rank. However, this ability synergizes with very well as it procs it 3 times and also sets up another two procs from Mantra Q.

Mantra W is also one of the most clutch abilities in the game. And people who aren't that familiar with karma often don't expect the heal to be so massive at low amounts of hp.

The fact that this gives true sight on the target counters stealth pretty hard. Make sure to try to land your roots on any champion who can use stealth in the middle of teamfights.
Inspire
RANGE: 800
COST: 60 / 70 / 80 / 90 / 100 MANA
COOLDOWN: 10

ACTIVE: Karma shields a target ally for 4 seconds and grants them bonus movement speed for 1.5 seconds.
SHIELD: 80 / 120 / 160 / 200 / 240 (+ 50% AP)
BONUS MOVEMENT SPEED: 40 / 45 / 50 / 55 / 60%

MANTRA BONUS: Inspire's shield overflows with energy, shielding allied champions within 800-range of the target for 4 seconds. Additionally, allied champions are granting 60% bonus movement speed for 1.5 seconds and enemies within 600-range of the target are dealt magic damage.

Defiance scales with ranks in Mantra

AOE SHIELD: 30 / 70 / 110 / 150 (+ 30% AP)
MAGIC DAMAGE: 60 / 140 / 220 / 300 (+ 60% AP)

Explanation:
Even the non mantra version at rank 1 is the speed boost of a talisman. At rank 5 it's 1.5x that on top of being a 240 base shield with a .5 ratio. With 40% cdr it's a 6 second cd. Over long fights karma absolutely destroys with this ability - allowing her teammates to chase down kills and to peel heavy dive.

This ability when mantra'd is probably one of the single most op abilities in the entire game. I honestly can't think of something more broken and that synergizes with more champions. It's a speed boost that is 1.5x the speed of talisman with a base shield slightly higher than a locket. Oh and btw, IT'S ALL AOE. Like I'm not complaining riot, but wtf this ability. It's not even hard to hit your whole team with it. The aoe is huge.

Just think of all the synergies. How many champions are there that benefits from getting a giant movement speed boost for initiation? For disengage? Think of blitzcrank/skarmer/ahri/etc - the single target cc's that create picks. Think of the long range initation that you can follow up on - Ashe arrow, malphite ult, etc. Think of how your adc can kite with a 240 base shield with 60% movement speed (not counting the ap scaling). Think of the bruiser diving the back line who you just gave 1.5x talisman. Anything that just wants to run at the enemy team is pretty godly with Karma.

I didn't even really mention the damage, but there is an AOE damage component to the mantra as well, though I rarely tend to focus on it or use it for that even though it's good.
Mantra
COOLDOWN: 45 / 42 / 39 / 36

ACTIVE: Karma empowers her next ability cast within the next 8 seconds, adding an additional effect. Empowered abilities share the same cooldown as their basic form.

Ranks in Mantra improve the additional effects of empowered abilities.

Karma begins with one rank in Mantra and can increase it at levels 6, 11, and 16.

Explanation:
This ultimate is obviously what gives her all empowered abilities. The only thing of note and the really cool thing about this is that all her mantra abilities scale off of ranks in her ult. So even if you're using rank 1 of w... it's really not rank 1 if it's empowered. It's whatever rank of mantra you have added onto the base damage that's already there. The mantra w will still be weaker because it's rank 1 but it will also be stronger because a large amount of the base damage is tied into the ultimate itself.

Matchups

Drmundo
Difficulty
Favors You
Must build unless your team has easy ways to apply grievous wounds.

Mundo will never beat you 1v1 unless you royally fuck up. But you still need to punish him and really punish him for picking mundo while in lane phase. You should be able to waveclear and push up and always harass him under tower. If you don't have at least a 15-20 cs lead then you're doing it wrong.

If Mundo free farms then he will roll over everyone in teamfights later, especially with an AP top laner. If you have a hyper-scaling adc and you have a reliable way to apply grievous wounds then you can probably deal with Mundo in teamfights, but it really comes down to your team playing it well.
Gragas
Difficulty
Favors You
Gragas is kind of the staple top laner in the current patch. While you do have a decent advantage over him early in lane, it's generally not enough to overcome the strength of . Nevertheless you are ranged to his melee and can poke him pretty hard without much fear of retaliation early.

You should have enough control of the lane to make him constantly farm under tower if you want. To make this worth it you would have to be able to land free harass under tower and poke him down while he is farming. And you would also need to not die to ganks while being pushed up. Otherwise it mostly becomes a free farm lane at a certain point when Gragas can more or less one hit the creep wave.
Jax
Difficulty
Favors You
Jax should be a fairly simple matchup as long as you don't waste cooldowns without forcing his. Jax is a pure melee champion who is weak early and scales late. This is the easiest laning phase you will get outside of a tanky champion with no gap closer.

Jax has to jump on top of you to trade with you. Your E and W are very useful here to mitigate damage and to kite jax while hitting him with Q's. Everything in Karma's kit helps her kite and disengage.

Try not to hit Jax with a mantra Q or even a regular Q while he is charging counterstrike. He takes 25% less damage from AoE during counterstrike's channel.
Lulu
Difficulty
Favors You
Lulu is a somewhat even lane, but i find Karma's poke to hurt more as long as you don't get hit by too many auto attacks for free. In general, Lulu has more utility and Karma has more damage. This should make Karma a better laner and Lulu a better teamfighter. But both champions have good utility and damage so it's not quite that black and white.

Where Lulu normally bullies most of her matchups, Karma can stay out of range of Lulu for the most part which makes her ultimate not as powerful which is where she beats most melee champions in all-ins. You also have higher sustain than her with Mantra W below half-ish health.
Nidalee
Difficulty
Favors Enemy
This largely depends on the skill of the nidalee player, but Nidalee is one of the strongest top laners in the game right now. She has kill potential on you at pretty much all stages of the lane if you let yourself get poked down at all. She also has a lot of mixed damage and it's not really worth buying armor past for any champion against nidalee since her cougar damage is all magic. So she's hard to itemize against.

I'd say your biggest advantage over nidalee is the fact that you have ranged waveclear. Nidalee's waveclear puts her in melee range of creeps which makes her vulnerable to poke. So if you can get the creep wave pushing in your favor I think you have a good shot in this lane. It just means your poke has to land.

Try to save E/W for when nidalee goes in on you. If below half health you will almost certainly want mantra W unless you're certain you can get a kill with mantra Q.
Renekton
Difficulty
Favors You
Renekton is an easy matchup as long as you respect the E range. If he actually dashes forward with both dashes then he's either an idiot or there's a jungler coming, so be wary of that. If he goes that far for you and can't dash out then he should take a really painful amount of damage from you while walking back to the creep line.

Save your W/E for his E and you should pretty much never be in danger in this lane. But Renekton is always a good setup for junglers with his flash, so again watch for that and respect the jungler.
Rengar
Difficulty
Favors You
Rengar is really predictable in lane due to his cs-ing patterns. He will always use his passive to sit in bushes and jump toward low cs. This means it's really easy to time and land Q's.

If rengar attempts to use his ulti in the middle of a fight, your W can give vision of him.

Zhonyas + mantra W is really op against rengar if he's trying to go glass cannon and blow you up.
Shyvana
Difficulty
Favors You
This is a fairly easy matchup. Especially pre-6 Shyvana has no way to even get on top of you and do anything. You should be able to harass her out and deny cs early.

Do be careful about Shyvana who gets farm and start to build toward . Her all-in is surprisingly powerful and could catch you off guard if you're not prepared for it.

The most opportune time to use W on shyvana is when she activates her own W as that is her biggest mobility and damage all in one spell. Kiting her burnout is essential to stomping this matchup.

Early Game

Level 1
Karma has one of the strongest level 1's in the entire game. She has a base damage 155(1.5ap ratio) nuke that's an aoe slow at level 1. As far as I'm aware that's the highest base damage spell at level 1 in the entire game. And it's not even single target, it's an aoe slow. This should lead to your team winning most level 1's or just you winning most 1v1's at level 1 as well.

Level 2
You can either take E or W here, and ideally you want to take a second point in Q for the poke at level 3 so you delay the other till level 4. This is important as delaying your shield to level 4 is a somewhat significant risk, especially if you get ganked. However, if you've landed some good poke leading to level 2 then nabbing W here can set you up for a really strong level 2. It's situational. I usually take E to be safe, but if your opponent messes up then W level 2 can be very strong.

Laning
Karma tends to be a very strong laner who can poke and kite extremely effectively. Melee champions especially have a difficult time dealing with Karma 1v1. Landing empowered Q's is really strong, but make sure you don't forget mantra W. If you're below half health especially you should consider it since the heal is so powerful at lower amounts of health. It also does a surprising amount of damage even at rank 1 and can really bait out trades or even tower dives. Karma can often survive 2v1 with empowered W.

Mid Game

Midgame Karma can spike pretty hard on 2-3 items. Especially if you're ahead and have then your mantra Q's are going to be hitting like a truck. If we assume Karma has 250 ability power at rank 3 ultimate (which is very roughly what you get to with + runes/masteries) then her mantra Q is going to be hitting for 565 damage before resistances on just the first tick. If the second tick hits then it's an extra 400 damage for a total of 965 damage. That will take most of an ADC's health bar that early in the game.

Try to identify what your team needs you to do to win. If you have some really good aoe initiation then it's probably pretty important to find that engage and follow up with as powerful a mantra Q as possible. If your team has tons of damage and doesn't need much from you then maybe you even start putting extra points in shield and look to even put out some mantra E's more often.

Fighting in chokes
Karma excels at fighting in small spaces with her cooldowns up. This is because Mantra Q is such a huge nuke with good zone control. She's not quite on the same level as but it's still good and if you land a good mantra Q in a tight corridor then it will do a lot of work.

Late Game

Lategame should mostly revolve around one of 3 things for Karma. This heavily depends on your team and how the specific games is going.

Sieging
If your team has effective siege then karma compliments that very well. Not only can she shield the person in front but she has fantastic poke to try to shove the enemy team off of tower. She is also really good at helping your team peel and disengage for your backline when the enemy team is trying to engage onto you. This brings me to the next strategy.

Teamfighting
If you are teamfighting as Karma, especially a top lane Karma on a team that probably doesn't have a huge front line, then your primary goal when grouping to fight is looking to kite and peel as much as possible. Your team will most likely work best with the enemy team trying to engage into and you backing up and kiting them. Karma can't just straight up counter engage fights like a but can assist in it very well if your whole team is on board and doing their job.

Looking for a pick
While Karma isn't the most amazing pick champion on her own (due to long duration before snare takes effect) she is really good in combination with other champions who have a single target cc and can set up hers. This enables her to get a full mantra Q and extra cc off on a single target. To most effectively try to create picks in the lategame, you want as many people as possible to have and to sweep the enemy vision and wait in fog of war for them to facecheck.

One of the coolest aspects of Karma's W is also that it reveals stealth, which can be helpful against those champions.

Team Fights

Synergies

This isn't exactly a comprehensive list but are all bruisers that more or less run at the enemy to do their job in teamfights. Karma's shield really makes these champions better able to close the gap and get where they need to be.


These are just other champions where you can stack shields/heals on top of targets to make them really tanky. Having multiple champions adding all that utility together can be powerful.

It's also very nice to have multiple speedups to give your team a bunch of mobility which most champions on that list as well as a few others have.

Defensive itemization

Grab this to deal with heavy AP burst and CC.


This can block a lot of damage in a teamfight and is specifically good usually against assassins.


I would maybe get this in the rarest of situations against an all-ad team if I really needed the survivability on top of Zhonyas.

Final Comments

Thanks for using the guide. Please leave constructive feedback and let me know what was good and what was bad. Constructive criticism is always welcome. Help me help you. :)

Comments

February 9, 2014 - 01:57 PM #1

Good Karma Support Guide. I usually play her on Top but she's also great as Support.

September 23, 2013 - 10:19 PM #2

Ihminnie - I understand your thinking and why you would think that's good. But if I wanted hp I would much rather grab a liandry, which karma doesn't even need rylais to proc the double passive off of. And in general I would much rather have resistances and cdr and ap.



The one fact I think you're glossing over here is karma only gets the 15% slow out of rylais. And if it's a slow on top of your q slow, it's only gets 2/3rd of the effect, which means a 10% slow. To put this in perspective, lulu's polymorph is a 10% slow and it's so minuscule it's not even listen in the tooltip. If you can't pro the 35% slow off of rylais it's a complete and utter waste of gold imo.

September 23, 2013 - 03:52 PM #3

No Problem dood, fellow guide writers help each other ;)



For everyone else: Let's show them that Karma's a bitch!

September 23, 2013 - 08:00 AM #4

Hi! This guide is great, with really good explanations! The lane matchup part helps a lot, because while I play Karma mid a lot, I just recently started taking her top. One thing that I want to point out, though - I find Rylai's on her quite good - it gives her health that she needs in order not to be insta-killed when focused, but the utility is really great. When you mantra E your initiator who's diving the enemy backline, you give your entire team shield, speed, but you also deal damage to enemies and slow all of them by 15%. Also, your W now slows enemies for 15%, making them less likely to break out of your snare.

September 22, 2013 - 10:26 PM #5

SibirianPns - Thanks for the correction! I love when people help make my guide better. :D

September 22, 2013 - 05:02 PM #6

I recently came to the samw conclusion as you regarding her underplayedness and scaling so I figured i might aswell read your guide... nice work!



One thing that I noticed is that you say in the chapter "skill order solo lane: ... her W has 560 base damage plus 0.6 scaling..." but as I see it it actually has a 1.2 ratio due to 0.6 unmantraed + 0.6 mantra bonus

September 21, 2013 - 11:32 PM #7

CyNicz - Keep playing her anyways! :D



Lostan - Awesome! I'm glad it helped you so much. Honestly the more I play karma the more I feel there's no lane she can't beat straight up 1v1 given enough time. Some really high sustain brusiers like renekton can be tough early on, but once I finish liandry in those matchups it seems really easy. I think there's pretty much a build for every situation.

September 21, 2013 - 10:27 PM #8

Heyhey, I only registered to leave a comment here.

Really good guide with in depth explanations. Also your two videos explain it in 'real time' again. Hope there are coming more.

First game with Karma was against an Aatrox. Short version: I crushed him so hard, even when Vi came to gank for him - r+w and safe.

Going to play her more often now :)

September 21, 2013 - 06:12 PM #9

A great guide, but I always get reported when I show my teammates my inner flame :(

September 18, 2013 - 08:51 PM #10

First off, I honestly haven't done enough testing with lichbane. I've only completed it 3-4 times in different games. So it's very possible my opinion is skewed. But just thinking about what those individual items do, Lichbane would be far better for 1v1's and just consistent damage over a longer period of time. And rabaddons may or may not be better for burst and aoe depending on the situation (I think it usually is in a group setting with a mantra q). But regardless, Dcap is 100% the better ap option for being a more supportive influence in your team. And btw, I dont think her ratios are all that terrible. Mantra q has a combined 1.5 ratio between all 3 components of it. .6 on w is decent and .5 on e is ok. Regardless, if I'm looking for teamfight utility (which I usually am at my level of play) rather than just solo crushing lane, I think deatchap is something that should at least be considered. But it's not 100% core or anything, you're right about that.



But even besides that, even if that wasn't true I wouldn't even build a lichbane without planning a deathcap in my build because of how the proc scales with ap. So I'm not even sure why it's "1 or the other".

Username
Don't have an account? Create One!