Content guides
GUIDES:

Highly Rated Guides
Champions:

Highest Win Rate

Most Popular
Leaderboards:
All Guides Karma Guides Diamond 1 Support Karma Pre-Season items updated (twitch.tv/hailtothechi) ****Work in Progress
17
0
Updated
2 years ago
Views
11.4K
Comments
0

Karma Statistics for Hailtothechi

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

Value
Average
Games Played
139
8
Win %
54
41
Kills
1.3
2.7
Assists
12.6
11.8
Deaths
3.3
5.9
KA:D Ratio
4.2
2.4
Gold Earned
8.8K
10K
Creep Score
24.8
53.8
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

Hey!
I am a diamond support main who peaked at D1 55LP. I have been playing league for over 6 years and comparatively only recently got into ranked. Karma is my most played in ranked right now with close to 200 karma ranked games and counting, so I figured she would be a good champion to start off with for my first guide.

Be sure to follow my stream at www.twitch.tv/hailtothechi, I mostly play karma so if you are keen on learning the champion that's the place to do it! I'm new to streaming but with a small audience can provide relatively useful 1 on 1 tips.


4.png Flash is absolutely necessary on karma for both aggressive and defensive plays during the entire duration of the game. Often times karmasoulshield.png does not provide enough utility to allow karma to escape sticky situations. Take 4.png every game!

3.png I take Exhaust in 99% of my support Karma games. It has amazing utility in lane if used during potentially deadly trades on the enemy ADC, and late-game can be used as a tool to protect your squishy teammates from high-damage output assassins or bruisers. Along with your empowered( Mantra'd, see skills section) karmasoulshield.png you can keep your team alive for a lot longer than most supports while staying out of harms way.

14.png I very rarely take ignite on support karma. It does not provide as much utility as 3.png late-game and is oftentimes useless after laning phase. The only times you should run ignite on karma is if you plan on cheesing the enemy botlane level 1 or invading, but oftentimes a Mantra'd undefined.pngis enough damage. If there is a champion on the enemy team that relies on heals be sure to tell your teammates to pick up either 3165.png or 3033.png so that you can still run 3.png .

New Runes Back to Top

Masteries Back to Top

Cunning Page

Wanderer allows you to roam around the map quicker to gain vision for your team, it can also be useful if you're stomping lane and want to gank mid early.

Secret Stash allows you to sustain better in lane, you should be using your potions sparingly and this mastery aids in being able to save them in the early game. The small amount of health and mana given by popping these can be lifesaving.

Meditation is another useful lane-sustain mastery that extends well into the late-game and can be very useful in prolonged sieges or baron/dragon dances.

Bandit is a standard support mastery that allows you to gain gold while your ADC is csing by simply standing near the minion wave, this mastery also gives gold to you when you auto-attack enemy champions providing more incentive to not forget to AUTOATTACK in lane!

Intelligence CDR is Karmas most valuable stat in my opinion. I will expand on this in the skills section but you definitely want the extra 5%.

Windspeakers VS Thunderlords I personally prefer windspeakers in pretty much every scenario. I don't think that I have ever intentionally taken thunderlords unless it was by accident but will talk about the possible ups and down of both.

Windspeakers Windspeakers is essential on karma in my opinion, it increases the strength of your shield on every ally that you shield AND provides an extra armor and magic resist buff. Karma has the potential to shield every single one of her allies in a teamfight so these combined stats can completely change the outcome of a teamfight. It is also useful for sustaining in lane and can increase the healing on your empowered undefined.png potentially making the difference between living and dying.

Thunderlords I've noticed a few pros taking thunderlords recently but I don't personally see the appeal. It is immensely strong in lane as it makes karma's poke significantly stronger, but, it is essentially useless lategame. If you're looking for lane domination you could take thunderlords but, generally karma can do enough damage in lane without it.

Resolve Page

Recovery Useful for sustaining in lane, the other option here is not as useful in lane and because your build isn't usually resistance heavy wont be that useful lategame.

Explorer synergises well with Wanderer in the cunning tree to provide essentially the same utility.

Veteran's Scars Both masteries here are viable, Runic armor will scale better into the lategame but I prefer Veteran's Scars because it allows you to stay in lane longer. This choice is all about preference.

Insight reduced summoner spell cooldowns are insanely useful throughout the entirety of the game. Essentially every champion that goes into the resolve tree gets this mastery.

Abilities Back to Top

Q
E
W
Q
Q
R
E
E
E
E
R
Q
Q
W
W
R
W
W
Passive
Q
1
4
5
12
13
W
3
14
15
17
18
E
2
7
8
9
10
R
6
11
16
karmapassive.png
Gathering Fire Damaging enemy champions with abilities reduces the cooldown of Mantra by 2/2,5/3 seconds, and 1/1,5/2 seconds on basic attacks against enemy champions. 

  • Karma's passive is part of what makes her early game extremely strong, and why maxing cooldown reduction is extremely strong on her. I will go more into detail when I talk about her ult. 
  • This passive can be insanely powerful early game if spells and autoattacks are hitting their mark. This is another reason why it is extremely important to focus on autoattacking the enemy champions in lane and during teamfights as karma.

karmaheavenlywave.png
Inner Flame Karma fires a ball of energy that detonates on hitting an enemy, damaging and slowing surrounding enemies by 25% for 1.5 seconds. 

  • Karmas Q is one of the most powerful lane bullying abilities among all the supports. In lane this should be thrown out whenever the enemy champions leave themselves open. You want to put 3 points into this ability as early as possible for the damage in lane.

  • Be careful about pushing the wave when harrassing and trying to freeze with this ability as it explodes into an AOE at the end.

  • If pushing the wave will not put you in danger, throwing this ability into the minion wave while the enemy botlane are standing among them can be a powerful harassing tool that catches even the most experienced players off guard.
Soulflare Mantra bonus - Inner Flame deals bonus magic damage and leaves a small AoE that slows enemies inside it by 50%. After 1.5 seconds the area detonates, damaging enemies inside it. If Soulflare does not strike a target, the area is created at maximum range. 

  • This is what makes karma such a strong bully in the very early game, be sure to start landing these empowered Qs as soon as laning phase commences. It is generally a good idea to focus on poking the ADC at this point in the game as they will not have as many potions as the support.

  • Empowered Q can also be a very strong counter to Gromp or Krug start, generally the enemy laners are susceptible to poke after this start and landing this on both of them can start them both off in lane with half HP. Allowing you to zone them for multiple waves.

  • Using your ultimate with your Q increases the range as well and can catch many players who don't have experience against karma off-guard.

  • This ability should be prioritized as your ulted ability early game, but as the game goes on should only really be used exclusively for waveclear or poke during sieges. As the game draws on this ability will not be as useful in teamfights as it is early game.
karmaspiritbond.png
Focused Resolve Karma forms a 650-range tether to target an enemy champion or monster, revealing and dealing magic damage to the target over 2 seconds every 0.66 second. Gathering Fire is applied every time this ability damages. If the tether is not broken after 2 seconds, the target is rooted.

  • This ability can be grabbed second if level 1 was a stomp and there is potential for a kill level 2, but should mostly be leveled at level 3.

  • The range on this ability is quite short, but extremely useful in setting up for trades or ganks. You should try to use this ability while behind your minions in order to avoid as much CC as possible, the tether breaking leaves you very vulnerable early.

  • It is also a very strong ability to stop ganks, use it immediately on whoever engages you or your ADC, generally this will be the jungle but could be used against engage supports such as 12.png or201.png.

  • This ability works very well with undefined.png, use these together in order to assure that you will snare whoever you are trying to snare.

  • Lategame this ability should mostly be used to peel tanks or assassins off your ADC, but can also be used to pick off enemy stragglers or even engage teamfights depending on the rooted target.
Renewal Mantra bonus - Focused Resolve deals bonus magic damage and heals Karma for 20% of her missing health instantly and another 20% of her missing health over 2 seconds and increases the root duration. 

  • This tends to be the least used empowered ability on karma, it is very situational.

  • Because it heals you for missing % hp, this empowered ability is a very effective baiting tool, if you're being dove early don't be scared to stay within tether range if you are being dove in order to heal as well as snare whoever is diving you.

  • This works on jungle mobs as well, can be used when you need more HP to survive a get-away or even to sustain in lane in some cases.

karmasoulshield.png
Inspire: Karma shield the target ally for 4 seconds and grants the target bonus movement speed for 1.5 seconds.

  • You want to max this ability as soon as you have 3 points in your Q as the shield and movement speed bonus is invaluable early.

  • Use this ability to its fullest in lane to conserve mana in order to throw out more Qs, only shield yourself or your ADC if the entirety of the shield will be broken by whatever poke is coming at you.  Using this ability mindlessly can really hurt your mana in the laning phase.

  • Shield yourself and use karmaspiritbond.png   when your jungle is ganking in order to assure that you will keep the tether and land the root. You can also use the shield on your jungler if they have a more reliable CC.

Defiance Mantra bonus Inspire's shield is increased by a bonus amount. Defiance grants the primary target a bonus shield while giving allied champions half of the shield within 700 range of the target and increasing their movement speed.

  • In lane you want to use this ability only when it is completely necessary as you mostly want to focus on empowered Qs during laning phase. This should be used as an escape tool, but can also be used as an engage tool for the inevitable botlane teleport fiesta. Can also be used during tower dives to give a meatier shield to whoever is tanking.

  • This ability is what propels karma into the late-game teamfighting monster that she is. As the game progresses onward this is the ability that should be the one you empower the most.

  • Use this as an engage tool when your team is grouped up, if you lack communication with whoever is the engager on your team be sure to spam pings before using it to cut down on reaction time. It is important to pop the shield on the tankiest member (only when engaging with it) of your team as they generally have the most valuable HP bars.

  • This also works just as effectively as a disengage tool, use it to help your entire team run away after your jungler suicides 1v5.

  • This is one of the reasons why cooldown reduction is so important on karma, reducing the cooldown of your karmachakra.png in fights with your passive  is very importantLand as many autoattacks and abilities as possible in order to assure that with maxed out CDR you can Mantra-E your team multiple times effectively increasing your teams overall hp by a huge ammount (well over 1k) during a teamfight.

  • Extremely potent when used in conjunction with the Windspeakers mastery as well as the passive on 3190.png.
karmachakra.png
Mantra 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. 

  • Karma is unique in that she begins the game with her ult. This makes her very strong earlygame as she has insane utility pre-6 over most supports.

  • Max cdr with the +5% from intelligence brings this cooldown very low as well as reducing the cooldowns for all your other abilities, which allows you to land more spells and reduce the cooldown of this ability further. In short, CDR on karma is insanely powerful because of this ult and should be prioritized.
TLDR of when to Mantra abilities

karmaheavenlywave.pngLaning phase and early game teamfights. Stop empowering this ability when you realize you dont do damage anymore. Also could be used lategame to offensively or defensively waveclear.

karmaspiritbond.png  Very situational, use this to bait towerdives or keep yourself alive in the ruins of a won teamfight.

karmasoulshield.png Use this for mid-lategame teamfights and well as early-game engages and towerdives. It is very important to use this before a teamfight on as many of your allies as possible.




Items Back to Top

Starting Items

    This is the best karma start. You need the AP from Spellthiefs and because of your poke in lane you will generate a significant amount of gold from it.
    Don't start this. You are strongest pre-6 and this does not take advantage of that. You don't want to be passive on karma.

Core Items

    This is your ideal first back, prioritize the frostfang for better poke. If you can buy a control ward early it can be very useful in vision control.
    In the pre-season I now prefer Eye of the Watcher over Frost Queens claim. It allows you to build other more useful supportive items much quicker, while also saving you a slot but still giving you the stats (and 4 wards!!) that you need.
    Frost Queens claim is still viable, it depends on preference. At this point in time the cons of purchasing this item early outweigh the advantages.
    Redemption is a very strong item on karma and should be the new go-to rushed item. All the stats are useful in lane and after laning phase. The active is also very interesting and can potentially turn fights around as it can be used even after death.
    This is the ideal end-game support karma build. The Build path should be Eye of the Watcher > Boots of Lucidity > Redemption > Ardent Censor > Mikael's > Sell Lucidity for Sorcerer's Shoes when CDR is capped > Liandries
    I cannot stress the importance of continuously buying control wards throughout the game enough, do it. Don't forget to upgrade your sweeper at level 9.
    Because of the removal of the magic resist aura of Locket, Mikael's should be the primary protection item for your carries and should be built fifth.

Situational Items

    Can replace Mikael's if the enemy team does not have any reliable hard CC for your carries, can replace Ardent Censor if your team does not have a lot of attack speed reliant champions. It provides a potentially game-changing heal as well as other useful combat stats.
    The Pre-season removed the aura from Aegis/Locket so locket is actually no longer a high priority rush. It could still be built as the stats and shields it provides are still very strong.
    I rarely buy this item, I will sometimes replace ardent/Mikael's with it if the entire enemy team is AD.
    You can buy this over liandries if the enemy team has a champion reliant on heals and no one else is itemizing against them. If you do buy this sell your boots of lucidity for Sorcerers shoes.
    Buy this if your team is winning and you want to apply pressure in a lane that you are not pushing.
    Can be purchased over liandries versus enemy team comps that are full AD. Sell your boots of lucidity for ninja tabi if you buy this item.
    Another potentially useful item if your team is winning hard, or losing hard. Can be used both to defend your base or push the enemy's.

I will be updating the items section as I experiment with more karma builds on the pre-season patch.


The addition of redemption has made maxing Cooldown reduction on karma significantly easier while also allowing her to be a useful support throughout the course of the entire game. 

The early build has not changed however I now very much prefer to build 2301.png over 3092.png because with the addition of new support items it allows you to not only save a slot, but also purchase the stats and wards you need earlier in order to be more useful to your team. At this point in time the benefits of purchasing  2301.png outweigh the benefits of purchasing 3092.png. Because karma's success is entirely based on her having a high CDR asap, 3158.png should still be built in the early game even though they would eventually bring you past the CDR cap.

3107.png Redemption should be the next item you build into, it provides amazing utility for your team and can potentially turn early fights around. It also provides bonuses to shielding which karma enjoys quite a bit.

Locket is no longer a 100% needed item on karma as it now only provides an AoE shield, which karma already has in her kit. This new build allows you to focus more-so on empowering your E rather than relying on long-cooldown supportive items to protect your team.

3222.png and 3504.png are then the next items that should be built in whatever order your team needs them. Generally a good rule of thumb is to build 3504.png if your team is winning fights and 3222.png if your team is losing them. Buying both of these after redemption will allow you to cap out your CDR.

Once both of these are purchased, your 3158.png are essentially useless, I generally sell these for 3020.png but they can also be sold for any number of boots depending on what your team needs. 3047.png VS heavy AD or 3111.png VS heavy AP, these can be a strong replacement for the stats lost by not building locket.

The last item is entirely up to how the game is progressing, the damage provided by  3151.png can be very strong versus tanky teams in the lategame. You can also consider purchasing a pushing item such as 3512.png or 3060.png in order to help your team push or defend. If your adc is completely braindead and does not know how to close out games 3109.png is also a viable final item.


Matchups Back to Top

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

  • Alistar
    Easy
  • Annie
    Easy
  • Ashe
    Hard
  • Bard
    Medium
  • Blitzcrank
    Medium
  • Braum
    Easy
  • Caitlyn
    Medium
  • Corki
    Hard
  • Draven
    Medium
  • Ezreal
    Medium
  • Fiddlesticks
    Easy
  • Graves
    Easy
  • Janna
    Medium
  • Jhin
    Medium
  • Jinx
    Medium
  • Kalista
    Easy
  • Kog'Maw
    Easy
  • Leona
    Easy
  • Lucian
    Hard
  • Lulu
    Medium
  • Miss Fortune
    Easy
  • Morgana
    Easy
  • Nami
    Hard
  • Quinn
    Easy
  • Sona
    Medium
  • Soraka
    Hard
  • Tahm Kench
    Easy
  • Taric
    Easy
  • Thresh
    Medium
  • Tristana
    Hard
  • Twitch
    Medium
  • Urgot
    Easy
  • Vel'Koz
    Hard
  • Zyra
    Medium

VS

Alistar

Easy

Poke him down early with your karmaheavenlywave.png so he doesn't have enough HP to engage on you or your ADC.


Use karmasoulshield.png on yourself or your ADC when you tries to combo with  headbutt.pngpulverize.png. You want to punish him as hard as possible if he messes his combo up and puts himself in a sticky situation.

Use karmaspiritbond.png on him as soon as he engages so that he can't chase or get away if it winds up in your favor.

Once he hits 6 with a bursty enough ADC you need to be wary of his combo, dont try to force fights if you know he has ferocioushowl.png up.

VS

Annie

Easy

Poke her down early with karmaheavenlywave.png , you outrange her pretty severly.


karmasoulshield.png her poke on you or your ADC.

You may need to use empowered karmasoulshield.png to counter her level 6 engage early.

VS

Ashe

Hard

Very annoying to deal with as she can punish you very hard with her slows if you try to go for a karmaspiritbond.png in lane. Hard engaging against an ashe with no jungle is very risky as karma and is not advised.


She essentially cancels out the movement speed bonus from karmasoulshield.png.

VS

Bard

Medium

Much like Karma, Bard is a powerhouse pre-6. You can play aggressive early but be sure to not place yourself between bard and your friendly minions or a wall as he will most likely go for a stun and early on his bardQ.png+Auto can easily half health you.


Your karmaheavenlywave.png out ranges anything he can throw at you, try to take advantage of that by placing yourself next to and behind your minion wave to easily poke him.

The range on your karmaspiritbond.png is about the same as bard's initial range on his bardQ.png, try to take advantage of this by using your W on him and juking his stun when trying to trade.

VS

Blitzcrank

Medium

VS

Braum

Easy

VS

Caitlyn

Medium

VS

Corki

Hard

VS

Draven

Medium

VS

Ezreal

Medium

VS

Fiddlesticks

Easy

VS

Graves

Easy

VS

Janna

Medium

VS

Jhin

Medium

VS

Jinx

Medium

VS

Kalista

Easy

Lol this champ

VS

Kog'Maw

Easy

VS

Leona

Easy

VS

Lucian

Hard

VS

Lulu

Medium

VS

Miss Fortune

Easy

VS

Morgana

Easy

VS

Nami

Hard

VS

Quinn

Easy

VS

Sona

Medium

VS

Soraka

Hard

VS

Tahm Kench

Easy

VS

Taric

Easy

VS

Thresh

Medium

VS

Tristana

Hard

VS

Twitch

Medium

VS

Urgot

Easy

VS

Vel'Koz

Hard

VS

Zyra

Medium
Loading comments...

Comments
Top
There are no comments yet. Log in to post the first comment!

Send Feedback