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Recommended Items
Runes: Standard 2v2
+9 Adaptive (5.4 AD or 9 AP)
+2% Movement Speed
+10% Tenacity/Slow Resist
Spells:
Flash
Ignite
Items
Threats & Synergies
Pyke
Pretty much can't hold him down. He has too much mobility. Personally would ban this or Nautilus.
Ezreal
Enemies stand behind minions to not get hit by his Q. Karma wants enemies to stand behind/beside minions. Excellent poke, and helps ezreal push waves.
Ezreal
Enemies stand behind minions to not get hit by his Q. Karma wants enemies to stand behind/beside minions. Excellent poke, and helps ezreal push waves.
Champion Build Guide
Main account Profile: Navcan
Smurf: Navn
Twitch Stream: twitch.tv/navcan
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Youtube: navcans
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Hi there! I've been playing Karma since Season 6! This guide is just a very general guideline of how to play Karma, with runes and itemization. If you'd like to ask more questions, drop a comment or drop by my stream! I stream almost everyday, and still play Karma frequently. Thank you for reading!
If you're interested in my other guides:
Enchanters:
Lulu -> Support Lulu
Nami -> Support Nami
Karma -> Support Karma
Sona -> Support Sona
Yuumi -> Support Yuumi
Milio -> Support Milio
Soraka -> Support Soraka
Mage/Tank/Utility:
Zyra -> Support Zyra
Ashe -> Support Ashe
Amumu -> Support Amumu
Heimerdinger -> Support Heimerdinger
Lissandra -> Support Lissandra
Off-Meta/Fun stuff
Miss Fortune -> Support Miss Fortune
Veigar -> Support Veigar
Trundle -> Support Trundle
Jarvan IV -> Support Jarvan
Pantheon -> Support Pantheon
Enchanters:







Mage/Tank/Utility:





Off-Meta/Fun stuff





- If you like being aggressive and having early laning pressure,

- Around mid/late game, you play more like an enchanter, by constantly using




Pros:
- Lots of early game opportunity.
- High potential to snowball similarly to an engage support lane.
- Can play it mid or top if necessary.
Cons:
- Hard to pilot efficiently.
- Pretty useless if not ahead from laning phase.
- Doesn't scale too well.
Support Quest Item Choice

- Very good as it essentially gives you a lot of desirable stats and more often at an appropriate time.
- If you're always using


- For good poke and only for the mage build.

- Only if your enemies can't break the safeguard shield before a fight starts.

- Better to sit back with and just give big shields.
Boots/Shoes Choice
-

-

-

-





Tanky (all around good)
Poke Mage (good to snowball with)
Heal/Shield bot (if you're under no threat in fights)
Utility (having extra tools for your team)
While these items tend to go into one of these 4 builds, you can easily mix and match some of them, depending on how the game is progressing.
Tanky Items

- There's a lot of AoE damage on the enemy team to mitigate.
- There's a lot of burst champs that can kill you easily.
- Good when you're going even or behind. Even good when you're ahead, but not as optimal.

- If the enemy team has multiple assassins, and short ranged AP attack-speed reliant champions (ex


- If you're against a AD-heavy team comp, and you have 1 particular team mate who is doing very well, then this'll be a nice buy
- Keeps you alive pretty well too if you're playing closer to the front.

- If you're against a AP-heavy team comp, then you can buy this and get pretty darn tanky while helping your own team's damage.

- PERSONALLY, I love this item vs heavy AD comps, especially if they have a decent amount of range (ex.

- Make sure the armor is worth it and to no longer auto-attack things in fights since you'll lose the movement speed.
- This is a good snowballing item, but very bad when behind, because if you can't get in front of your team to set them up with the trail, it's just a very inefficient use of the item.
Poke Mage

- This is only good to snowball with, and buying this when behind is most likely going to be pretty underwhelming.

- As a support, you'll have someone to actually proc the mark, so this works out much better. But if you find yourself alone a lot, then this is will suck.

- Pairs much better with AD casters, such as


- Gives movement speed to really help hold

Heal/Shield Bot

- Relatively safe choice if none of the other legendaries look appealing to buy. Works much better if you pair it with



- It sucks as a standalone item, but once paired with others, it is insanely strong.

- I usually don't end up buying this item in general, because if your ADC isn't doing too great, it ends up being a relatively weak buy.
- The only reasons why I'd buy





- Pairs pretty well with


- Buy this item after your first two items, as it is the "deathcap" for heal/shield bots.
Utility

- Pretty good to snowball with as first item, as you can keep up your pressure, since it gives Movement Speed and HP.

- I'd be looking to buy this if there's a bit of CC to get rid of, but if there's too much CC, then it won't feel impactful at all. The main choices of CC, usually



- If you can self cast this by buffering it just before CC hits you, this also becomes a


- Most likely your last item, so you can keep control wards on the map for mid/late game.
Passive -

- Hit your abilities, get

- If you hit multiple enemy champions with a single Q, you will get 5 seconds off each champion hit.
- If they stand on

- If you root an enemy with


- This is why its really important to be able to get closer in fights, to get your

Q -

- This has a shorter hitbox than it may seem, but then the

- The main way to hit enemies with


- Just be very careful while doing this because it tends to mess up cs-ing for your lane partner, and that can frustrate them a lot.
- At level 1, with


- In some cases, to stall for time or zone an area, you could

W -

- This is a good majority of

- Good


- For

- If you're running low on hp and need a bit of a touch-up but you can't recall, then you can use

E -

- Once you start putting more points into






- Staying just outside of


R -

- You can cast this while under crowd control effects, so if you're still CC-ed and you want to use



- Once you start getting to mid/late game, and have a good amount of ability haste,



Keystones:

- This is most likely Karma's best rune. She's very good early, and a strong lane bully, and if you ever land



- I would take this in more even/losing match-ups due to likely that you have to hold your



- In a lane where you get to poke without getting hit first, this will actually generate a decent amount of gold. This should really only be used in winning lanes and a snowballing build.
Minor Runes:

- Pretty much mandatory on Karma. It's just so good to hold tethers on enemies, and EVEN IF the enemy has








- Ability haste be good.

- For more early game opportunity.

- To be taken with


- Take this with



- If you have a constant wave pushing lane partner, and the enemy bot has a very hard time pushing back, then this will help rip the tower down even faster.

- Solid trading tool for lane, but doesn't provide too much outside of lane due to a long cooldown.

- This will help with durability once you get into mid-game to hold tethers with


- If



- Deal with poke heavy lanes so you're not too low.

- Good vs All-in 2v2 lanes, as well as many enemy assassins on the enemy team.
- Pay attention to the cooldown of this, as it can bait a lot of enemies due to how much it will block if they decide to jump you.

- If you're looking to take

- This does work with

- Also consider maxing



- Very good against high CC lanes such as





- Incentivises taking

- If your opponents can't see when you're going to shoot


- Take this rune if the enemy jungler scares you more than your laning opponents, such as




- Should only take this rune if you have a winning lane match-up, so that you increase your chances of actually getting your stacks.
- This helps get to Mythic/Legendary item spikes way sooner.
- Try to avoid buying



- Can't go wrong with more movement speed to get from place to place. And as a support, you're going to be rotating to a lot of fights.

- At max stacks, this does reduce 1 proc of




- Very solid rune choice, as the support item itself gives 3 stacks. Another 2 stats and this turns on very easily.

- Helps solidifying the early game dominance.

- If lane partner has any kind of cc or slow, this becomes very strong for holding tethers.

Laning Phase/Early Game
- This is arguably where you have the most influence as




- When starting a fight, you will want to







- If there isn't a whole lot happening, you can even


Mid game
- How this will play out depends on how your laning phase went, because of how dynamic

Ahead from laning phase
- If you're ahead, meaning some kills or turret plates, you can build more AP items, such as



- This also kind of allows you to keep playing really aggressive like an engage support, since its unlikely your opponents can burst you at this point.
Even or Behind from laning phase
- Once laning phase ends and people start getting items, people will start dealing a lot more damage, and there will be more people in team fights that can just blow you up. So you end up playing much less aggressive, and focus more on playing like an enchanter.
- So instead of using





- It all really depends on how fast you can die, so that you can actually get closer to hold tethers and land

Mid/Late Game
- Its very identical to playing from behind from laning phase. Since people will have items, and it's likely you build items that don't make you tankier, it will become harder to live for longer periods of time in team fights.
- 4v4 or 5v5 fights will start happening a lot more often, and your





- The amount of value from


HOW TO WARD IN SEASON 14 PART ONE!
HOW TO WARD IN SEASON 14 PART TWO!
- Karma kinda plays like an engage enchanter, and you have to be willing to get closer to fights to land


14.8 Emerald and Below

14.8 Diamond+

Tier List Grading Points
- Winrates
- Champion Difficulty (more relevant in Emerald and below)
- Counter-play (more relevant in Emerald and below)
- Flex pick for draft (more relevant in diamond+)
- Early game (more relevant in diamond+)
- Late game/scaling (more relevant in Emerald and below)
- Anything in the (_Letter_+) row, means it's better the higher in elo you go. Anything in (_Letter_-) row, means it's better the lower in elo you go.
Overall Points:
- Games last longer the lower in elo you go. Therefore, mage supports tend to do much better since you can buy your items, and you basically become another carry threat. This leads to enchanters/engage being weaker in lower level play since you would rely on your teammtes more often.
- Champions that are fundamentally easier to execute on will have higher win rates. Since it is more unlikely players are pilot-ing their champion runes/builds/kit efficiently, the easier the champion, the more likely to maximize their kits. This is especially apparent in Platinum and below.
- I would recommend playing any of the champs in S+, S, or A. However you can climb on almost anything, provided you always look to maximize your champion kit, mechanics, and impact on the game. Winning is the result of improving.
There's also my tiktok
And my youtube!
Cheers and thank you for reading! Good luck on the rift
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