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All Guides Karma Guides [6.8] BROKEN INDIAN LADY
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Karma Statistics for drifjooun

Author's performance with Karma compared to the ranked average.

Value
Average
Games Played
19
9
Win %
37
42
Kills
5.5
2.6
Assists
8.1
11.8
Deaths
4.7
5.9
KA:D Ratio
2.9
2.4
Gold Earned
12K
10K
Creep Score
178.2
53.6
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

4.png Flash

The most important summoner spell for Karma 43.png in the mid lane. It allows for aggressive plays and slick escapes. Without this spell, some match ups will be hell for you.

14.png Ignite

This a standard summoner spell for mid lane. It is for kill pressure and if the enemy laner is an easy match up for you, then they will most likely take up a defensive spell and not have the kill potential on you and your team. Teleport12.png has become more popular as pros are taking it more in professional play.

21.png Barrier

This summoner spells is to be chosen when you are against a champion that has high burst damage. Such as LeBlanc 7.png, Zed 238.png, Syndra 134.png, etc. It can really save your life.

1.png Cleanse

This summoner spell can save your life against mid laners with CC that can screw you over. Examples of champions with such CC are but not limited to: Cassiopeia 69.png, Syndra 134.png, Veigar 45.png, etc.

12.png Teleport

This is mostly a top lane spell, but can be used to roam more effectively. Especially when your top laner refuses to take Teleport 12.png, your team wants double Teleport 12.png, and/or your team is against hard match ups. I personally started to take this spell more often since 2015 World Championships.

7.png Heal

This spell used for dodging skill shots in mid lane. Many mid laners have skill shots that you need a bit more mobility to dodge, especially when you need to escape (2nd Flash 4.png).

3.png Exhaust

This spell is used against AA'ing mid laners or mid laners that have high mobility. Such champions are Yasuo 157.png, Varus 110.png, etc. This spell may also be used against champions with high bursts. If you know you can maximize your damage against a "exhausted" champion, then it is better to take this spell rather than Barrier21.png

New Runes Back to Top

Masteries Back to Top

The top most mastery page is the standard mastery page you should be using for Karma 43.png

BUT THERE ARE EXCEPTIONS (if you're a god)

 - FEROCITY TREE
    - Taking Bounty Hunter rather than Oppressor if you're feeling the snowball
    - Taking Expose Weakness if you know you're not gonna be the one solo carrying the game (When you're building         more of Liandry's and Rylai's in your build)

- CUNNING TREE
    - Taking Savagery rather than Wanderer if you're having trouble with CSing
    - Taking Assassin rather than Biscuits if you know you're going to have to build as a glass cannon
    - Taking Intelligence rather than Precision if you're going to build more support than an AP carry

- RESOLVE TREE
    - *Look at Tank Karma 43.png guide for options on Resolve as Resolve isn't a great option for glass cannon or support-mid Karma 43.png.

Abilities Back to Top

Q
E
W
Q
Q
R
Q
E
Q
E
R
E
E
W
W
R
W
W
Passive
Q
1
4
5
7
9
W
3
14
15
17
18
E
2
8
10
12
13
R
6
11
16

**THE DEFENSIVE OPTION IS MOST RECOMMENDED**

Offensive (R > Q > W > E):

This is for when you got an early lead (2 early kills) and/or your lane opponent is an easy match up.

Defensive (R > Q > E > W):

This is for when you are behind in gold and kills, you have a lane bully/hard match up, and/or you need to support your team more with Inspire/Defiance karmasoulshield.png.

Items Back to Top

Starting Items

    Standard start for AP mid laners that use mana
    You can get an extra pot for staying about 10 secs more in base.
    For more sustain in lane (Stay in base for the extra pot)
    This can be taken if you compare yourself to SKT T1 Faker.

Core Items

    CDR Kiting Build (Against only 1 AP threat)
    Pure Damage (When Ahead or When Team Lacks Damage)

Situational Items

    When You Have Lots of Peel And You Keep Dying or No Peel At All

Matchups Back to Top

Click on a champion below to see the author's notes on that particular matchup.

  • Ahri
    Easy
  • Annie
    Medium
  • Diana
    Hard
  • Ezreal
    Easy
  • Fizz
    Hard

VS

Ahri

Easy

As long as she doesn't land her Charm, she will do almost no damage to you.

VS

Annie

Medium

She will destroy you after level 6 if you don't get a bunch of defensive items or if you don't shut her down. Ask for many ganks to make sure she doesn't get CS, XP, and Gold. Aside from that, you out-range her, except when she has Flash 4.png. She will Flash 4.png + Tibbers you and do her full combo on you, so be aware of when her summoners come up.

VS

Diana

Hard

She will snowball really hard if you let her farm or roam. She will be unstoppable unless your team has heavy CC and peel. If you poke her down a bit and rush an Athene's Unholy Grail 3174.png, you will be sort of OK on your mana costs and defenses. Ask for many ganks and during the Champion Select, ask for a ganking jungler.

VS

Ezreal

Easy

He is pretty easy if you can dodge all his skill shots like I can. Just be mindful of his ult when you are low on health. Besides that, he's not much of a threat.

VS

Fizz

Hard

You can easily poke him down pre-6. But before both of you hit level 6, be careful of tower diving Fizz 105.png. He will hop on his trident to dodge some of you Q's. And when he does aggressive on you pre-6, you can W him and it will still target him even though he uses his E. When he hits level 6 and if he is a smart Fizz 105.png player, he will all-in you and kill you. Be mindful of his ult unless you build defenses before hand.

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