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All Guides Karma Guides Offensive and Defensive - [7.22] Karma Support Guide
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Karma Statistics for HIGH APM LOW BMI

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

Value
Average
Games Played
69
9
Win %
59
41
Kills
3.3
2.6
Assists
11.7
11.8
Deaths
3.1
5.9
KA:D Ratio
4.8
2.4
Gold Earned
9.8K
10K
Creep Score
32.7
53.6
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

14.png

Ignite

Ignite enables you to take control of lanes, with a cheesy level 1 mantra Q karmaq.png with Ignite, or a punish later into the laning phase, the enemy bot lane will always have to respect your burst potential

4.png

Flash


Flash is standard(Flash in or away). Karma can buffer her Q karmaq.png & W karmaspiritbind.png before flashing, by casting the ability the quickly flashing after ( practice doing this in Practice Mode before trying in a real game), by doing this you cast the ability quicker.


New Runes Back to Top

Masteries Back to Top

FEROCITY

  • Sorcery 5/5 - obviously more ability damage, running this is one of the many additions that enable you to hit a lot harder
  • Fresh Blood 1/1 - work well with a basic trade combo karmasolkimshield.png > Auto > karmaspiritbind.png > Thunderlords proc > karmaq.png
  • Natural Talent 5/5 -scaling AP and AD, not hugely impactful, but slightly more damage is a lot better than Vampirism 
  • Double Edged Sword 1/1 - Take more damage, do more damage, the extra damage you take doesn't really matter, but the extra 5% damage gives you so much value over an entire laning phase of damaging the enemy.

CUNNING 

  • Wanderer 5/5 - Free movement speed out of combat, obvious value for support moving to and from lanes and position for initial skill shots.
  • Secret Stash 1/1 - You start with 3 health pots, giving them this extra value makes Karma's already oppressive laning phase even harder for the enemy to deal with, if you properly trade your health, and health pots for the enemies.
  • Meditation 5/5 - Free mana regen
  • Bandit 1/1 - More gold generation, Karma benefits a lot more for having higher gold generation to get the Active items (3190.png3107.png)quicker 
  • Precision 5/5 - Armor & Magic Pen, more damage
  • Thunderlord's Decree 1/1 - Thunderlord's enables you to have a huge amount of burst potential on the enemy, in combination with the extra damage from Ferocity tree and 14.png

Abilities Back to Top

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

43.png

Skill Order


karmamantra.png > karmaq.pngkarmasolkimshield.pngkarmaspiritbind.png

Put 3 Points in Q karmaq.png then max E karmasolkimshield.png, after maxing E karmasolkimshield.png you can put the final 2 points into Q karmaq.png

karmapassive.png Passive

Reduce karmamantra.png cooldown by damaging an enemy.

karmaq.png Inner Flame

Shoots a thin long rang blast, damaging & slows first enemy hit, and in a small aoe around the enemy hit.


karmaspiritbind.png Focused Resolve

Forms a bind between you and an enemy champion if the target does not break the bind they become rooted, root duration scales with levels in W karmaspiritbind.png  

karmasolkimshield.png Inspire

Shield a single target and gives a small speed boost


karmamantra.png Mantra

Mantra empowers all basic abilities karmaq.pngkarmaspiritbind.pngkarmasolkimshield.png

  • karmaq.png Increased damage, hitbox, and aoe circle is placed after hitting target, aoe circle slows and detonates after 1.5 seconds
  • karmaspiritbind.png Increased damage, now heals you on first and 2nd tick, and increased root duration
  • karmasolkimshield.png Becomes an AOE shield that will hit all targets near the first ally shielded

Items Back to Top

Starting Items

Core Items

Situational Items

 Starting Items

3303.png2009.png2009.png2009.png(+165 Health + 15 Mana Each) using all = (+495 HP & +45 Mana) 3340.png

3303.png Spelltheif's Edge, 3 Biscuits, and a ward on cooldown.

Spelltheif's Edge gives you Passive Gold Income, small amounts of Mana Regen and Ability Power, more importantly, rewards you for damaging the enemy, by applying extra magic damage and gives you gold for doing so.

Your goal for most matchups early game should be to cosistantly cash in your Spelltheif's Stacks, so that you are damaging the enemy and gaining gold for yourself.

2009.png A lot of Bard's trades in lane come out with you temporarly behind in HP starting with 3 Health Pots 2009.png and placing W's bardw.png lets you sustain, there for winning trades over a sustained period of time.

3340.png You only get a Trinket ward 180 Seconds (3 minutes) so you need to have a good read on the Enemy Jungler potential location.


3341.png

Once you get 2049.png Sightstone, you can switch to Sweeper, holding on to 3340.png is only beneficial if you are trapped on your side of the map.


Core

2301.png3117.png3504.png3174.png3107.png3222.png3041.png

(General) Build path

DON'T think you have to build this way in this exact order every single game, it's just an example

3303.png > 3098.png2049.png3117.png3113.png3114.png3504.png >1082.png3108.png3028.png3174.png3114.png3801.png3107.png3114.png3028.png3222.png3041.png 



Why


3303.png Best gold generation item, gives you more damage, mana regen, and rewards you gold for damaging an enemy, a lot more rewarding than 3301.png for Karma
3098.png same as spell thieves but enables you to generate gold quicker with +15g per stack, once you earn 500 gold you also gain a speed boost after damaging an enemy
2049.png Standard on support, lets you gain vision of the map in areas that were previously fog of war
2301.png Combining 3098.png2049.png frees up an item slot and gives you slightly more of all the initial stats (AP,Mana regen, Health) and gives you an extra ward
1082.png Super cheap, can pick up at pretty much any stage of the game, that gives you small amounts of Ability Power and Mana, but gives you bonus AP for every kill and assist, and the stacks up to 10 (3 for every kill and 1 for every assist) 
3504.png Gives more offensive power to Karma shieldkarmasolkimshield.png, Karma shield also gives movement speed, so you give an ally a shield to block incoming damage, a speed boost to get closer, and enhanced damage and healing on auto attacks, can be applies to all allies during a team fight with karmamantra.png karmasolkimshield.png 
3174.png Get more AP from Mana regen which you get from every single item built, get stacks for dealing damage to enemy champions, stacks will heal allies when you shield them. 
3107.png AOE Healing, basically a circle Soraka ULT, healing is increased by healing empowering items ( 3114.png3504.png3222.png6363.png) better to get later since you will have more healing enhancing items.
3222.png Removes CC on an ally, lots of mana regen, and +%20 shields and heals.
3041.png  If you happen to be ahead, or get a lot of stacks on dark seal, upgrading to Mejai's is a game ender, or an opportunity for the enemy to get back into the game, having a lot more AP is very very good for Karma, but dying once makes you lose a lot.

Why Not?

3190.png After the change to Locket giving a bigger shield based on the users Max health, it become a lot less useful for all enchanter supports, and building it gives you armor and magic resist, which also are not very useful on enchanter supports, especially now that 3174.png gives you AP from Mana regen, so it becomes even more cost effective to build into the multiple mana regen items.
3050.png Again a better tank item, if you have another shielding champion on your team such as ( 427.png61.png) than maybe you could build this at some point

Matchups Back to Top

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

Laning Phase / Early Game Back to Top

Laning Phase

Karma has a lot of small value that you can get out of her kit during the laning phase that you should really push to do so, landing multiple karmaq.png, and comboing with multiple auto attacks and karmaspiritbind.png to proc 6362.png everything you run in Runes and Masteries go towards building up damage against the enemy bot lane, getting this damage off is very important to either take health pots from the enemy, or put the the enemy ADC at a health disadvantage to setup for ganks, zone from CS, or threaten to kill. 

As support you can also dedicate time towards watching other lanes to watchout of ganks or their lanes roaming, and ping A LOT ping and enemy champion movement, and danger ping multiple times.

You can also skip a point in karmaspiritbind.png level 3 to put 2 points in karmaq.png for higher karmamantra.pngkarmaq.png damage.

During the laning phase you should try to only have to karmamantra.pngkarmaq.png if you ever have to use karmamantra.png > karmaspiritbind.png or karmamantra.pngkarmasolkimshield.png for safety then you lose out on important amounts of damage, in basically all matchups you have lethal potential on the enemy carry if you damage them correctly 14.png.


Mid Game Back to Top

Mid game usually starts around the time the first tower is destroyed, this can happen at any time in the game, but after the first tower is destroyed it's a lot more likely for champions to leave their assigneed lanes and start moving around the map, as support it's important to predict / react to their location and be their to respond or be there before hand to have a ward advantage on them.

Also around Mid game you can expect fights to occur more often, most the time for no reason at all, other than one champion saw the other champion and was in range to cast all of their abilities on them. But in more structed fights around dragon or in lanes you can get more value out of Karma's kit with karmamantra.pngkarmasolkimshield.png the more structured (front line > carries > supports) the easier fights are for Karma and your team.

If you fall behind before late game you have less options moving into Mid game, you have to play around these options mindfully and not run into the enemy swinging when you and your team isn't in a position to do so, when you can't play forward, play neutral or defensive, forcing will be to your enemies advantage. 


Late Game Back to Top

Late game you have a lot of items 3504.png3107.png3222.png etc , make sure you are getting value out of the passive, and active abilities from these items. Or else it's like you don't even have them. Warding late game is also tricky see " Warding " section below, but during Late game you only have 4 Wards from your upgraded sightstone, and if you place them all in the same area, and the enemy comes through and sweeps them, and you and your team are not in position to let you recall than you are at a loss, so use your wards careful playing towards the positivity of the enemies future movements to remove them, also any time you go to ward past the river, or any area that the enemy could be in try not to go alone or at all until you see the enemy. Preventing mistakes like this is one of the fundamentals of League of Legends, and will make you a lot better of a player if practiced properly and constantly playing around information.

Where or where you shouldn't be isn't a black or white answer, especially late game it will change every single game based on SO many factors (what champions your team has, what champion there team has, what objectives are up, what objectives are coming up, where the minion waves are, what towers and still up, were wards from both teams are, which champions are dead, which champions have low health / mana, etc)

Knowing perfectly what to do late game on any champion is based on reading the map and understanding it, so this comes with time, but try to make the best judgement calls you can based on the information you are presented on the map, rather than blindly barreling down mid the entire game, League of Legends is a lot deeper than that, and if you are smart and can play around the different factors than you can play a much cooler game than 40 minute aram simulator on Summoner's rift.

All that being said as support you have the least impact of your position late game, so if your carries suck and don't go where you ping them, than react to it properly and follow up on their bad position, it's better for everyone to jump into the sinking ship than have a couple afloat after its all said and done (in most situations)



During late game teamfights you also have to play fights very well, this will also come with experience, over many games (10) you can practice playing offensive in fights, defensive, and neutral. Once you try out a little bit of all you will start to get a feel for what is and isn't good / possible during fights and start playing accordingly 

Team Fighting Back to Top

During Teamfights at any stage of the game you have to identify 

Ally Team's Position - Enemies Team's Position 
Where you are - Where you should be
Abilitiy Cooldowns - Enemy Ability Cooldowns
Summoner spell Cooldowns
Low Health Champions on your team - Low Health Champions on the enemy team

Rather you stay beside or behind your carry to peel, or flash in for a finishing karmamantra.pngkarmaq.png14.png the decision will all be made in likely a couple of seconds, to know what to do, you have to try out it multiple times during multiple games, if a fight doesn't go well during one game you gain the knowledge of what did or didn't go well, and can work on solving the problem during every single game, consistently grind until you are able to punch and block effectively, you have to be competent on your champion before you can fight to any worthy degree, so take time in Practice mode as well to work out the mechanics of Karma and feel how everything moves. 


But during teamfights usually you will want to get a karmamantra.pngkarmasolkimshield.png on all 4 allies, and karmaspiritbind.png any diving target that can move around a lot such as ( 91.png157.png23.png), and karmaq.png is more flexable it can be used for damage or for the slow effect. You also need to use the active of items if they are available ( 3107.png3222.png3190.pngetc)

Pros and Cons Back to Top

Pros 

  • High damge during the laning phase if you can land abilities and auto attacks
  • Great Mid game offensive and defensive capabilities 
  • Really easy and effective itemization

Cons

  • Sucks when you fall behind early, and has no long range CC to easily get a pick if you are behind
  • Not capitalizing on all damage possibilities during a laning phase will make Karma a lot less effective in the long run
  • Have to manage damaging enemies and protecting allies all at the same time.

Warding Back to Top

3340.png
Warding with the 3340.png Warding Trinket

At the start of every game, your only options for warding before you get 2049.png Sightstone, is to use the 3340.png Warding Trinket.

The 3340.png Warding Trinket only gives you a 60 Second ward, that gives you a very small range of vision compared to a 2049.pngSightstone's Vison Ward.

The best way to make use of the Warding Trinket during the early laning phase, is to place it before the enemy jungler shows up, this will change every game depending on the enemy jungler, generally here are some good spots to trinket
GkdcQGI.jpg

Trinkets Outlined in Blue are for when you are on Blue Side
Trinkets Outlined in Red, hey you guessed it, are for when you are on Red Side.
Trinkets Outlined with both, work well on either side.


If you have full control over a lane, placing a trinket in the bot lane bushes isn't terrible as long as you play around the possibility of Gank timing windows properly.


2049.png

3340.png / 3341.png
Once you get Sightstone, you generally want to switch to Sweeper, but you can make use of the trinket wards in a very extended laning phase, but after say 20 minutes, you will most likely NEED to switch to sweeper or you will be walking through enemy wards the entire game.



So when you get Sightstone the ENTIRE game changes. There are ways you SHOULD use, and ways you CAN use it.


USING SIGHTSTONE EFFECTIVELY

Where to place a Sightstone Ward, has a LOT of  factors that go into why or when you should place a ward, hopefully this makes it simpler:

When To place a Ward

  • If you know the enemy is likely to come from an area in 1-2 minutes.
  • If the enemy has the ability to jump over walls, ward over the wall they would come from ex (9.png64.png)
  • So you can spot enemy champions moving from one lane to another in the fog of war.

When not to place a ward

  • You are near a bush and there isn't a ward in it
  • When you are in a lane and afraid that someone is in that bush you are going to ward
  • When you already have vision of the target you are try to ward against

Mid - Late Game Warding


  1. Do you have advantage and 2-3 champions with you > get a ward in their jungle
  2. Is the game even / you have no ally champions to assist with deep warding > Ward river / enterences to your jungle
  3. Are you behind / multiple towers have fallen > Ward your Jungle.

Here are all easy Warding spots.

Bbd1iGW.jpg

DO NOT WARD ALONE


Mid - Late game, you shouldn't be going on solo missions into the enemies side of the jungle to get a useless deep ward, only to find 5 champions and a grey screen. Any time you want to get a ward on the enemies side of the map, ping your laners / jungler to assist you with walking into the enemy jungle, who knows you might find a solo member of the enemy team instead and be able to pick up an easy kill.

SawyerGG Back to Top

cPxc3ob.png   


Hi, my name is Sawyer I am 21, I have peaked Challenger 549LP [1] I've been playing League of Legends since the end of Season 3. Once I hit Diamond for the first time I knew that I would have to take it all the way with this game, luckily for me the deeper I go into the game the deeper it gets. I will always be focused and dedicated to improving my play and hopefully reach a point of sustainability from playing the game, I want to make an example of what I think eSports should and can be about. 

 Here are some places you can find me!


Esport Arsenal 

 Find out what the best League of Legends Pros use for their Mouse, Keyboard, Mousepad, Etc!

  • Twitter - @SawyerGG - League of Legends player "Sawyerr"'s Twitter Account
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