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KARMA BUILD GUIDE: Find your inner flame - Patch 4.6 by JYarbz

by JYarbz (last updated 2 months ago)

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7
Greater Mark of Hybrid Penetration(6.3 Armor Penetration and 4.34 Magic Penetration)
9
Greater Seal of Armor(+12.69 armor)
6
Greater Glyph of Ability Power(+7.14 ability power)
3
Greater Glyph of Mana Regeneration(+0.93 mana regen / 5 sec.)
3
Greater Quintessence of Ability Power(+14.85 ability power)
2
Greater Mark of Magic Penetration(+1.74 magic penetration)
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Summoner Spells
View Summoner Details

Starting

2

Full Item Build

View Item Details
9
7
14
mastery 1 0/1
mastery 2 0/4
mastery 3 4/4
mastery 4 0/1
mastery 1 1/1
mastery 2 0/3
mastery 3 3/3
mastery 3 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 1/1
mastery 3 0/3
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/3
mastery 3 0/1
mastery 2 0/1
9 Offense
mastery 1 2/2
mastery 2 2/2
mastery 3 0/2
mastery 4 0/2
mastery 1 1/1
mastery 2 2/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
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
7 Defense
mastery 1 0/1
mastery 2 3/3
mastery 3 3/3
mastery 4 0/1
mastery 2 3/3
mastery 3 1/1
mastery 4 0/1
mastery 1 3/3
mastery 2 0/1
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 1/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
14 Utility
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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 a bit for the season 4 changes. I was playing a lot of karma support in season 3 when most people thought she wasn't that viable, and she only got better at the support role in season 4 because of the increased gold income. Hopefully you can learn something from the guide as I believe Karma support is not only viable in soloq but competitive play now as well. There are a few god tier supports above her in the current patch like and maybe a really good . But she's still one of the stronger supports in the game and I think her skill set is pretty unique and fun to play.


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

These are very aggressive runes which forgo any magic resist. I tend to like my poke on karma to hurt a lot and to want to dominate the lane early. I feel like after the nerfs to supports like Annie and others that Karma is probably the strongest 2v2 support in the game at the moment (Thresh/Leona are stronger 3v3 in most situations).

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
After 4.5, you have a lot more options after several runes were either nerfed or buffed. While I usually prefer flat health on most of my supports, I've made an exception for Karma because of the flat AP I love running on her. You could forgo armor completely or just run some armor quints. All of this is perfectly viable.

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 my current setup with flat AP and a bit of extra mana regen to compliment my early poke in lane.

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.

Masteries

mastery 1 0/1
mastery 2 0/4
mastery 3 4/4
mastery 4 0/1
mastery 1 1/1
mastery 2 0/3
mastery 3 3/3
mastery 3 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 1/1
mastery 3 0/3
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/3
mastery 3 0/1
mastery 2 0/1
9 Offense
mastery 1 2/2
mastery 2 2/2
mastery 3 0/2
mastery 4 0/2
mastery 1 1/1
mastery 2 2/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
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
7 Defense
mastery 1 0/1
mastery 2 3/3
mastery 3 3/3
mastery 4 0/1
mastery 2 3/3
mastery 3 1/1
mastery 4 0/1
mastery 1 3/3
mastery 2 0/1
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 1/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
14 Utility
I prefer to run these masteries because they are decently strong for lane and still help you scale into midgame from the support role. Note that these are slightly risky and leave you at a higher risk of dying. You may want to adjust your playstyle accordingly against high kill pressure lanes.

Necessary Masteries
Mental Force/Arcane Mastery
This is pretty simple. More ap = more damage and bigger shields. Karma's biggest usefulness in lane phase is her poke. If your poke doesn't hurt then you're probably going to be out-pressured pretty hard.

Recovery/Block/Unyielding/Veterans Scars
This is basically a mini dorans shield. The points themselves aren't actually that amazing, but there's no better way to spend your points here, and it increases your survivability for lane.

Summoner's Insight
Having your summoner spells up sooner, even if it's just around 15 seconds can be absolutely huge. You want your summoners up as much as possible to escape ganks and make plays.

Summoner Sets

Heal & Flash

Patch 4.5 made this summoner ridiculously strong. If we just look at all the things it gained, you get a cleanse of grievous wounds, as well as a movement speed boost for you and one other person. This synergizes with the mobility and kiting of Karma's kit perfectly. The movement speed boost can not only be used defensively but offensively as well for the movement speed, baiting fights or both.


I feel like this summoner got knocked down a peg in the 4.5 patch with the buffs to others. However you still can't get this kind of instantaneous repositioning form any other summoner spell. It's best for escaping ganks and going over terrain. However if you want I feel like it's viable to go without this in some situations now.
Late game teamfights

This got pretty majorly buffed in 4.5 since it cuts down on damage by 50%. This means it's not only good against AD champions but really good against other things like aoe teamfight ultimates. This means it's a lot more versatile and is almost always the superior choice for lategame teamfights.


See above.
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
3
vs heavy poke

I've been loving the changes to this item and start this on karma pretty much every game. This increases your harass by quite a bit and also helps you push towers quickly—especially good with . The eventual build path is fantastic as well. The new actually feels somewhat useful. Not only does it give cdr now (hugely important) but it also gives a decent amount of AP fa 2k gold item and mana regen. The active also scales up with level and it's slow is surprisingly powerful. Is it necessarily the initiation of ? Not really. But Karma already has that item built into her it. And when you're ahead, this item helps make your poke meaningful for grouping in the early mid game. This is fantastic when sieging or when ahead in general.


I feel like this is the worst start in lane now after the 4.3 nerfs. It doesn't give any hp regen at all and gets outclassed by every other item including even a start. However, there's no denying that is still incredibly strong. So if you think talisman is best that game, then by all means consider getting this. But maybe consider a to get you through laning first unless the enemy bot lane just has absolutely 0 kill potential and is really weak. However, in this case I feel like I would really want to punish them with as they probably scale better than me.


This is really great when you're against two ranged champions in lane to negate their auto damage. A good example could be
Final Build(s)
Standard Final Items

This item is fantastic on karma. Her playstyle is all about long range poking and kite/peel. Most importantly, the build path feels fantastic. The upgrade to tier 2 is only 500 gold which means you can often get it in lane on your first back. The upgrade also feels impactful with the increased ap, mana regen and gp10. The active gives you another tool for slowing the enemy team to catch or kite them. The slow is surprisingly powerful (moreso than your Q). I also feel like my poke in the midgame stays impactful for much longer with this item. Typically with your poke falls off immediately outside of lane, but if you're ahead and can continue rotating turrets then this item is incredibly strong.


Chalice is a great item on Karma no matter where she's being played. Mikael's is a really powerful support item in a lot of games where cleansing a CC can help a carry survive. This should be the majority of your games. You can also grab an athenes or a different 20% cdr item if you don't need the active from mikaels. But if you're against hard engage, you should probably have this item.


See situational items.


See situational items.

Situational Items

Morellonomicon
This item is very strong in the 4.5 patch. I would even build it against teams with lots of healing over in a lot of situations. has become very popular and there are very commonly 2-3 on the enemy team. When you combine this with champions like then I'd say this item is almost necessary. The reason it's better than is because you can constantly reapply grievous wounds and they can only cleanse it once.
Athene's Unholy Grail
Athenes is pretty core on Karma in the solo lane and can still be good on Karma as a support. The only question you have to ask is do I need the active from ? If not, Athenes gives much better individual stats. Once you get this in mid lane you can essentially stay out and farm forever without having to back.
Mercury's Treads
Get this when you need them to not die. These are probably needed vs /etc.
Rabadon's Deathcap
I think there's rarely a time you'll get to this as karma support. But if you're pretty fed or if you're mid lane karma then you should probably grab this item. Karma actually has very underrated AP ratios as well as the fact that she has ap scalings on utility like heals and shields that gets no benefit from magic pen.
Zhonya's Hourglass
Great vs assassins and just AD/burst in general. This gives you a great way to deagrro in teamfights and give your team time to deal with the enemies that are now out of position from trying to kill the squishy support. This item is especially potent vs resets like .
Void Staff
This item is needed if you want to be a lategame damage threat. You don't always have to be able to deal this kind of damage, but if you have 3 or more AP items this should probably be one of them. unless the enemy team just has no mr.
Liandry's Torment
This is a fairly efficient buy on karma because you can pretty much always proc the double passive off of her Q slow. Her W also procs it 3 times, which you should be using on the bruisers diving your backline. If the entire enemy team is squishy, you might want to look for a different item.

As an additional note this is especially effective vs champions who like to builds lots of hp without resistances early on like .
Talisman of Ascension
This item is still the most consistently best item for supports out of the 3. If Karma didn't have mantra E I would probably still build this every game. Hell, if the build path wasn't complete shit I would probably still build it everygame. Tier 3 is still op, but getting there is a major problem. Tier 1 of this item has literally 0 hp regen. And tier 2 isn't near as good as it was now in patch 4.3. If you could magically make it out of lane with this every time then I would probably get it.
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.
Locket of the Iron Solari
This item just synergizes with karma so well. Mantra E + locket is around 500 damage shielded on potentially your whole team. Combine this the mikael heal and you can give someone a lot of effective hp along with your other peel. This isn't an everygame item anymore and is only good against AoE magic damage now.
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.

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.

I don't think there's ever really a situation where you level anything before Q. It's just your main form of harass and trading. I suppose you could try leveling E first in a completely losing lane. But I don't recommend it. Q is your waveclear/harass/etc - everything that makes support karma have a good laning phase.

What you level first of the remaining two skills is actually somewhat situation-specific and player dependent. Most of the time I would recommend E. This is karma's biggest utility, and unless you have lots of damage already, definitely worth ranking up over W. However, in some situations, if you are very ahead in the game, the extra ranks in W can actually help you snowball even further. It increases the snare duration as well as having under-appreciated damage. Mantra W actually does more damage than the first tick of mantra Q. And if you have a it procs a total of 3 times just off the W alone.

In most cases however, as a support it is much safer and much more support-oriented to max E second. Therefore I rarely find myself maxing W second. But if you are ahead and catching people in between lane rotations in their jungle, the extra snare duration really helps.

Skills

Gathering Fire
This ability is essentially what makes karma viable and ensures youcan get multiple mantra's off in longer fights and engagements. You should be trying to make use of Karma's skills and autos as much as possible to lower the cooldown on your ultimate. Each mantra'd ability is pretty overpowered to compensate for the fact that karma has no real ultimate.

This passive is also the primary reason I take hybrid pen reds as opposed to magic pen. This encourages you to auto often to reduce the cooldown of your ultimate. If you just rely on skills and don't get the autos in that youcan you're wasting some of karma's potential, especially in the early game when the mantra cooldown is especially high.
Inner Flame
This is your primary damage tool for the entirety of the game. During laning phase especially, this is your poke and harass.

A few tips:

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 as the edge of the projectile hits the target making the center actually not reach the target.
Focused Resolve
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. Often, even as a support, you can make clutch plays with this and bait out dives. Don't forget about it!

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
This ability... is just insanely good. 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.
Mantra
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. This is very similiar to the leblanc changes that happened recently and I love the way it works.

Bot lane matchups

Annie
Difficulty
Favors You
Annie is fairly annoying, but I actually like Karma in the 2v2 after the nerf to Annie's base damages. You may want to run flat magic resist glyphs however. But if Annie can't kill you in an all-in then you should win pretty easily through poke. You can poke from outside Annie's stun range and auto range. Especially pre-6, you can outpoke Annie extremely hard. If you position properly and don't take unecessary risks Annie should have to flash just to realistically all-in you.

If you do run up to auto annie you obviously would like to shield yourself if possible. If you do this, note also that Annie is a very low mobility champion and you can easily all-in her away from tower if she's out of position or just weaker than you. Try to tether her into a mantra Q. Alternatively you should be able to just outshove Annie lanes and beat them that way unless you're at a big disadvantage due to adc matchup like versus .

As a last note, when she stuns your adc, try not to use your shield till the stun wears off if you can. This will ensure your adc gets the ms boost and helps them get away.
Blitzcrank
Difficulty
Favors You
I actually like this matchup a lot. Blitz is completely dependent on making plays with hooks. And you have a shield with a 40% ms boost. Between this and proper positioning around creeps and at all points of the lane you should have an easy time poking here and winning lane. Be careful however if you're pushed up to tower. Be very cautious as the creeps start to dwindle to 3-4. Back up and respect the hook. Blitz will try to run up and make a play.

Levels 1-5 should be a walk in the park as long as you don't get hit by random hooks. As soon as blitz hook misses, go aggro and punish him hard. When blitz hook is down he is literally the most worthless champ in the game. Be careful though at level 6. If hook hits here blitz actually has a lot of base damage and is rarely squishy enough to just turn the fight unless your adc is massively stronger than theirs (either due to matchup or item difference).
Leona
Difficulty
Favors You
You have an advantage in this lane for most of pre 6. Especially at levels 1-2 you can poke Leona pretty hard unless there's a huge disadvantage between your adc and theirs. If you start with defense masteries you can do really well here.

When leona engages, if possible try to mantra Q her ADC as he tries to follow up the engage. This not only puts down a huge nuke but a huge slow to help kite the adc from the fight. When this happens also shield your adc as soon as the leona cc ends—assuming her burst isn't going to kill your adc. This will actually give him the effects of the ms boost rather than just shielding damage so he can kite and it will most likely block the Leona W damage that occurs at the end of most trades.

Be careful of leona at 6. Leona + junglers after level 6 is free kills. Try to play it safe and know when a jungler is near. If you don't know then it's very risky to fight or play forward at all.
Sona
Difficulty
Favors Enemy
This lane is actually a little difficult and completely depends on the adc matchup. You have more poke than sona, especially by level 3, but Sona has more sustain. I would try to look for an all-in if possible. If your adc is very strong, even look to level W at level 2 to all-in with Mantra Q + if you can get on the same page as your lane partner. Sona has extremely low hp early on and you can take advantage of this. Mantra Q is the single highest base damage skill at level 1.

As the lane goes on, if you haven't won you need to start being a little careful. Your Q has a longer range than Sona's Q so stop trading autos around level 5 unless you can shield yourself and you have kill potential afterward. You need to get free Q's here. Sona will outrade you if she can Q and auto you, especially after with her heals. At 6 she also has significant kill potential with a high burst adc or a jungler. You want to watch out for telltale signs of her being aggressive or just respect flash + ulti in general.
Thresh
Difficulty
Favors You
This matchup got a little bit better for thresh in s4 and largely depends on the skill of the thresh player. Generally though I feel like I'd rather have karma in this lane. Even if thresh gets really tanky (early ), you can still poke the adc and have longer range than thresh. Your shield also gives you tons of ms so you should never really get hooked.

It's hard to make aggressive plays on a thresh past 6 when he has ult up. Thresh is just one of the best peelers and anti engage in the game. Try to abuse your poke most of the time until they're low.

Overall this is a skill matchup and I personally tend to favor Karma's mantra E utility and mantra Q damage more than thresh's utility and short range auto poke. However I feel that Thresh has a higher skill ceiling in the hands of a godlike player and that other parts of thresh's kit—his w— are op as hell and makes getting lane ganked extremely easy. If your summoners are down I 100% prefer the thresh lane.

Early Game

Karma can have a strong impact in lane
Karma is strong against all in supports because you can safely poke and disengage from them. Karma is strong against sustain/poke supports because you can easily all in them. I feel like in most cases karma has the best of both worlds. However, with really tanky supports like Leona starting with dorans shield recently it has gotten a bit harder to poke really tanky lanes down.

You have a strong level 2 against squishy opponents if you choose to take W and have ignite. You can be aggressive here against supports like . w into mantra q with is almost always enough to burn summoners or even get a kill. This is only if the opportunity presents itself. If you don't feel like you have that opening or just aren't confident, it's much safer to take E and wait till level 4 for W.

At level 4 you get access to your most effective combo. If your lane isn't much weaker than your opponents look to yourself if you need the ms to catch up to land . Or save it for your adc. Then hit your mantra which should be rank 2. This is a powerful trade and there's almost nothing the enemy can do to avoid it. However be careful about going too crazy. Karma is still somewhat squishy and if the enemy lane is something incredibly strong like Jinx/Leona you could be in for a really bad day.

Karma is actually really good at supporting lane ganks as well. Mantra e gives you a 60% ms increase at rank 1 which is utterly ridiculous. And obviously you have a slow into a snare. Honestly most of the time the enemy lane isn't playing super passive you can just have your jungler walk into lane and lane gank, especially if they have mobility to jump to creeps like .

Karma has a super strong level 1 presence

I actually prefer being able to take at level 1 even if you catch someone. Starting kinda sucks for lane and at best you usually just burn their flash unless you can preemptively flash with their flash for fb. And starting lane with and no flash sounds horrible. Mantra has a base damage of 155 which as far as I know is the highest rank 1 skill base damage in the game. And it's a 50% aoe slow field.

I really like harassing the enemy buff with my adc as karma. I'll put my ward down where I want vision and usually go harass the enemy jungler as he's doing his buff. The poke a mantra can do is really significant at level 1 and the poke you get on the jungler or bot lane can be really meaningful to how lane goes or their junglers clear speed/sustain. If they really mess up or you play really well you can even force them off their buff and/or get a kill with a coordinated level 1 invade.

Mid Game

In the midgame, karma's utility really starts to become the main focus of karma support. With and mantra E you want to be grouping for whatever your team is best at. If you have lots of poke, go siege. If you have an excellent teamfight comp, go force dragon. Karma's mantra E and Talisman mean you can pick and choose your engagements pretty easily or disengage the enemy team when sieging.

The mantra you generally want to be able to use in order of power is then then . Mantra e just brings amazing utility and is rarely bad to use. But there are times when you will want to use the other mantras.

Mantra can be useful for the slow and damage when you've already caught people out for picks or it's just useful in a skirmish. It's situationally good peel against champions that really get kited by the slow field as well. But the later the game goes the less damage this will be doing most of the time unless you're fed and have lots of ap.

Mantra W is much more situational, but don't forget about it. This WILL save your life at some point. You can bait out and survive a lot of situations with this ability.

Be aware of karma's strength. You can make initiations happen from long range with mantra . If you have other cc or champions that can catch people out, force plays.

Late Game

Karma's utility at this point in the game is pretty insane. If possible, you want to even shoot for 40% cdr. This puts your 60% ms shield at a 6 second cooldown, which is utterly insane. This basically turns on godmode for your frontline bruisers. Or it allows your team to follow to long range cc/initiators. You also want to make sure to have a shield available if you need it to help peel for your carries. A lot of bruisers in the top lane also end up buying instead of tenacity. This means your 2 second snare actually means a lot. Make sure to save it to help peel the bruiser from your back line.

Champions like //// LOVE karma. All these ults combined with these champion kits can initiate from extremely far away and karma gives your entire team the movespeed to catch up to the fight and take out the cc'd targets.
/////////////etc. There are far too many champions to list. But there are so many champions who just destroy with karma .

Team Fights

to be thinking about what you need to use Karma's mantras for - especially her E. What is your comp good at? When you're grouping are you sieging, teamfighting or creating picks? If you're sieging make sure you save mantra E or talisman for disengage. Sometimes if you use talisman, you can also land a nice mantra Q if the enemy team chases too far allowing you to catch and reengage.

If you're looking to teamfight then you're looking for two primary mantra's here. Either you land a really sick Mantra Q in a really small space in the jungle where a lot of key targets have to walk through it, or you're pretty much using your mantra E to engage/peel/etc.

Teamfight counters to watch out for:
What you're mainly looking for here are champions who can either pick you off with a strong single target cc or hard engage with aoe and burst before you can speed your allies away. The main counters to this are and good positioning. Since Karma is such a diverse champion in how and what comps you can use her with, it's actually more about countering your team than anything.

If your team is more 5v5 teamfight/dive, you might want to watch out for these strong disengage/counterengage champions.

and more. All of these champions are very hard to just run into because they have abilities that stop engage and reset the fight. Also when you're diving you tend to funnel in together and set yourself up for aoe.

If your comp is more suited to sieging you'll want to watch out for hard engage from champions like this.


It's also easy to get flanked by in S4. And sometimes the ms boost isn't enough to run away from the slow.

Also be careful about overestimating your disengage potential against teams. Sivir's ult is actually just as much movement speed as your Mantra E for the first 2-4 seconds depending on rank.

As an additional note, getting multiple mantra's off in a longer fight is absolutely key. You never want to sacrifice positioning to auto attack or get in extra abilities. But when you can, you want to reduce your ultimate cooldown utilizing your passive. So keep this in mind. Even if your auto isn't doing much damage to the big bruiser, it could help you get your ult back that much faster.

Videos

S3 Support Video (Will try to make a S4 version soon tm)

Changelog

Changelog created 3/05/2014
Updated Masteries.
Updated Runes.
Updated Leona/Sona/Annie matchups.
Updated Build.

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".

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