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Recommended Items
Runes: Standard Karma
1
2
Sorcery
Inspiration
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
1
2
3
4
Exhaust Believer
Exhaust
Flash
Items
Ability Order Standard Karma
Gathering Fire (PASSIVE)
Karma Passive Ability
Threats & Synergies
Threats
Synergies
Extreme
Major
Even
Minor
Tiny
Show All
None
Low
Ok
Strong
Ideal
Extreme Threats
Ideal Synergies
Karma
Check out my full guide to synergies and matchups below! I am in the process of writing bite-sized descriptions for each matchup/synergy but for now check out the chapters for a detailed explanation of how to play every bot lane matchup!
Draven
Synergies
Ideal
Strong
Ok
Low
None
Draven
Champion Build Guide
Sae Eleisa Tera Vi Karma
Hello and welcome to this little (massive) Karma guide!
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Hello and welcome - happy to have you here visiting my little guide! My name is Allison, and I am a Karma enthusiast and often find myself one tricking her for months at a time. I am currently working on grinding a million mastery points, and decided to make a guide to outline some of my observations and thinking about the champion for other Karma fans!
I began playing League a while back on a friend's recommendation, and started out playing ADC. Unhappy with the role, I jumped to support and played a few different champs (Yuumi, Lux, Leona) for a long while. For the longest time I actually didn't even bother purchasing Karma even when expanding my support pool because I didn't think I would enjoy her. She just didn't appeal to me! I rarely ever saw Karma in my games, and I generally just didn't bother with her. Once I had rounded out my champion pool I decided to play her on a whim because my Soraka pick was banned and I instantly fell in love. I love the flexibilty and utlity that she provides in every game, so she never really gets old! I have been playing her ever since, almost exclusively as support. I hope through this guide I can bring some of the joy of playing Karma to others. :)
✶ Easy enough for beginners ✶ Really high level of skill expression ✶ Great early game - ultimate at level 1 ✶ Very mobile for an enchanter support ✶ Some of the best shields in the game ✶ Really good peel/protect potential ✶ Ultimate gives lots of options There are so many wonderful things about Karma! Besides being very fun to play, she is indeed very beginner friendly. But don't underestimate her! Karma has a very high amount of skill expression because she has so many options. Her Mantra (R) really forces you to think on your feet because unlike other ultimates, Karma's has three forms each of which augments one of her basic abilities. She is a great early game bully with some very nice enchanter peel potential late game. |
✶ Squishy enchanter ✶ Reliant on teammates ✶ Range isn't great without Mantra ✶ Need a good early game ✶ Outscaled by other enchanters ✶ Can become shield-bot No champion has it all, including Karma! Karma has a great early game as a lane bully, but falls off late-game . Karma does get outscaled by other enchanters . You aren't useless, but will definitely feel less impact on your poke damamage late . You are squishy , and the 12.1x update makes your sustain just a bit worse. You really need a good early game on Karma or you will get steamrolled. Your range isn't fanastic without Mantra , so if you miss an ultimate you're easy to punish. |
Below I will try to archive all of the knowledge I have gathered about Karma, and while there will be a little discussion of things like tank Karma, this guide is focusd strictly on support Karma. This guide isn't complete, and certainly much of it is a matter of opinion. But in most cases, I've tried to include the justifications for all of my choices! I also tried to make this guide friendly to all levels of League knowledge, from brand new players to the more seasoned, so some information may seem a little basic but remember, we all start somewhere!
I'm always open to and would love to hear other's opinions and thoughts on Karma, the build, and my Karma Philosophy! :)
✶ ✶ Huge shoutout to jhoijhoi's Guide to Making Guides which provided some critical code for this guide! ✶ ✶
The Karma Philosophy
Runes
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Summoner spells
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SUMMONER SPELLS
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Ability Guide
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Itemization - Mythic Choices
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✶ Shurelya's Battlesong ✶
Obviously, Shurelya's is fantstic on Karma because it gives a huge amount of movement speed. Because Karma builds a lot of cooldown reduction, we will have our shield (E) up very frequently. This means we have very consistent way to boost our allies' movement speed, as well as our own. The active on Shurleya's is huge for teamfights, but don't be afraid to use it to escape as well! The cooldown is not massive, and because Karma lacks healing your ability to grant speed is one of the best peeling tools you have. Notably, the movement speed passive was decreased by 5% (25%->20%) in 13.10, but the item is still a powerhouse for Karma.
So why is Shurelya's not longer the go-to every game bread and butter pick for Karma anymore? Well, for one, Echoes of Helia is incredibly stong for laning particularly. But what is also important to remember is that MANY support legendaries have been adjusted to include an Aether Wisp, which grants movement speed. Legendaries that are excellent on Karma such as Staff of Flowing Water and Ardent Censer now grant 5% movement speed, but remember this speed it just for you. When deciding your mythic, make sure to consider how immobile your team is. Always remember that as an enchanter, you should be buying items responsively to the needs of your team. This includes your mythic! I know this sounds a bit like basic, but its easy to get into the habit of following op.gg or even a guide like this without thinking about why you are buying these items.
✶Things to consider when buying/using:
✶ Is my team naturally mobile? Is theirs? Examples of "naturally mobile" champs that Battlesong may not help against include someone like Talon or Katarina. These champs can likely get on your carry and kill them before you are able to Battlesong them away.
✶ Are mobility builds viable on the enemy team champs (such as Prowler's Claw)?
✶ Which enemies are dead if we can get onto them, and which will still be able to escape even if we can speed to them? Who should we be focusing on?
✶ Would my Shurelya's active be better used for engage or disengage?
✶ Does the enemy team have a way to get on my carry even with Shurelya's? Can they reach us with long range poke abilities?
✶ Is my team/carry still getting poked out? Would sustain be more useful here?
✶ Are mobility builds viable on the enemy team champs (such as Prowler's Claw)?
✶ Which enemies are dead if we can get onto them, and which will still be able to escape even if we can speed to them? Who should we be focusing on?
✶ Would my Shurelya's active be better used for engage or disengage?
✶ Does the enemy team have a way to get on my carry even with Shurelya's? Can they reach us with long range poke abilities?
✶ Is my team/carry still getting poked out? Would sustain be more useful here?
✶ ✶ ✶
✶ Moonstone Renewer ✶
Things to consider when buying/using:
✶ Is my carry getting poked out of lane often? ✶ Are we often having larger skirmishes of teamfights where my chain shielding would be useful? Will I be able to get value from the shields that I can't get with Karma's Mantra?
✶ Does the enemy team have a lot of burn/DOT damage? Moonstone can still be a literal lifesaver against DOT champs like Zyra, Brand, or Heimerdinger or helpful against poke heavy lanes like Xerath or Seraphine. But because it is not only chain shielding, this point is much, much more niche.
✶ Are there major threats I may need to get my carry away from?
✶ Does the enemy team have a lot of burn/DOT damage? Moonstone can still be a literal lifesaver against DOT champs like Zyra, Brand, or Heimerdinger or helpful against poke heavy lanes like Xerath or Seraphine. But because it is not only chain shielding, this point is much, much more niche.
✶ Are there major threats I may need to get my carry away from?
✶ ✶ ✶
✶ Echoes of Helia ✶
Things to consider when buying/using:
✶ Does the enemy team have MR?
✶ Can anyone on my team do enough burst damage to secure kills quickly with the mark applied? Will I have to stay in close combat long, or will we be able to 1-shot my mark target?
✶ Can I consistently hit Qs without Mantra?
✶ Is the enemy team mobile enough to easily escape CC and Mantra Qs?
✶ Would speed or healing be more effective and consistent?
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✶ Locket of the Iron Solari ✶
Things to consider when buying/using:
✶ Would my team benfit more from being able to speed away from the enemy with Battlesong or sustain with Moonstone?
✶ Do we benefit from having someone being slightly more tanky? Do I need the resistances?
✶ Can I afford the tradeoff of mana regen for MR?
✶ Is the enemy team building shield reduction (like Serpent's Fang) or have champions with abilties that ignore shielding (such as Pyke ultimate)?
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✶ Luden's Tempest ✶
Things to consider when buying/using:
✶ Would I be more useful going a support item to buff the damage on the rest of my team?
✶ What is my plan for the mid-late game transition to an enchanter?
✶ Would I be better fit playing a mage like Lux, Brand, or Vel'Koz this game?
✶ ✶ ✶
Itemization - General Guide
✶ ✶ ✶
✶ Chemtech Putrifier ✶
Sometimes, I buy the Oblivion Orb before finishing my mythic against matchups like Yuumi or Soraka. But make sure that you finish the item, because the full item of Chemtech is leaps and bounds more powerful than the orb alone. Just remember, Chemtech Putrifier only procs when you shield someone other than yourself, but it gives both you and your partner the grevious wounds effect. So in line with our Karma philosophy, always be focused on buffing someone else, not yourself! Unforunately, Chemtech Putrifer doesn't offer heal/shield power, so we will have to pick that up somewhere else!
✶
✶ Offers great grevious wounds that can be critical in mid-late gamePros✶✶ Applies grevious wounds to both yourself and a shielded ally, reducing the need for your teammates to waste valuable gold on healing reduction ✶ Offers 20 Ability Haste! The highest of any enchanter legendary item. AH is a critical stat for Karma, even moreso than AP |
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✶ Requires that you really put all of your focus on shielding allies, as the passive does not proc when you shield yourself. This is of course what you should be doing anyways, but it can be difficult to remember and focus your shields if you are newer to Karma/enchanter supports.Cons✶✶ Gives no heal/shield power. This is a really important stat on Karma, as your shields and vision are your main contribution late game! |
✶ Staff of Flowing Water ✶
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✶ Really great AP buff for your allies. Also helpful for yourself, but again, Karma's AP ratios are nothing crazy.Pros✶✶ Ability Haste! 20 Ability Haste for you and an ally per shield! This is absolutely massive because again, Karma wants to really focus on Ability Haste items. ✶ Every champion in the game benefits from Ability Haste, which makes it a little more broadly helpful than some other support legendaries ✶ 8% Heal/Shield power. This is an important stat on Karma |
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✶ No base Ability Haste. The passive on this item is great, but you have to have shield up to activate it.Cons✶✶ Offers less AP than both Chemtech Putrifier and Ardent Censer. AP may not be the main focus on Karma, but it is important to be aware that your AP will be a bit lower, effecting all of your ability stats. |
✶ Ardent Censer ✶
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✶ Great if you have multiple teammates who are auto-attackers for the main source of your damage. Also good if you have a hypercarry you really want to focus on buffing.Pros✶✶ Offers the highest AP of any standard enchanter item. AP isn't the most important stat on Karma, but it can still be helpful in giving all of your abilties a little boost. ✶ 8% heal/shield power, an important stat on Karma |
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✶ Fairly situational. Need to have a decent number of auto-attackers on your team or an extreme hyper-carry to really get value out of Ardent.Cons✶✶ Offers no Ability Haste, which is the number one priority when looking for item stats for Karma. |
✶ Redemption ✶
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✶ Offers the highest heal/shield power available in the game (16%) matched only by Mikael's Blessing.Pros✶✶ Decent amount of Ability Haste which is always something to be looking for on Karma ✶ AOE heal as well as max health damage to enemies can help turn around fights and keep your carries up for longer. ✶ Has a fairly decent range, meaning it is possible to help your allies without being right beside them to stay in ability casting range. |
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✶ Very generalized support tool that lacks answers to specific team deficiencies such as a need for grevious wounds or anti-CC. Sometimes it is better to be general, but you can be missing out on some very important specific answers to enemy tactics that other items are better equipped to tackle.Cons✶✶ Useless if not well positioned in a fight. If your team is pressured out of the AOE the item's value plummets ✶ Offers no Ability Power |
✶ Mikael's Blessing ✶
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✶ Great to help protect carries against CC that may be shutting them down and ruining their carry potentialPros✶✶ Has a slight bit of healing for the cleansed ally allowing you more time to shield and set up picks for them. It is not a lot of healing, but any sustainability is good sustainability! ✶ Grants some very good stats such as 16% heal/shield power, 15 Ability Haste, and 50 Magic Resist. |
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✶ Requires some pretty precise timing and awareness to get the full value. This is not so much a bad thing as something to keep in mind. This item takes a little practice to use efficiently!Cons✶✶ Decent number of stipulations on what CC can be cleansed. Some of the most brutal CC such as surpression and airborne cannot be cleansed with Mikael's ✶ If there is too much CC coming at your team it can sometimes drown out the usefulness of this item. Have to find the CC sweet spot. |
✶ Vigilant Wardstone ✶
Vigilant Wardstone is another one of my absolute favorite items and it usually always competing with Redemption for my final item slot. This is for a couple reasons, the main one being that as I discuss throughout this guide, Karma falls off late game. It is the sad truth, but that does not mean we stop being useful. Late game, you can bring a great deal of value to your team through warding (see Warding and Late Game for more information on what makes Karma so good at warding). Vigilant Wardstone allows you to have a much better control of map vision especially when multiple potentially game deciding objectives are available at the same time. This item also offers some very nice stat boosts, most importantly 12% to our Ability Haste.
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✶ Allows for multiple control wards to be active at once, as well as more stealth wards. This can be invaulable when towers start to go down and vision becomes an increasinly valuable resource.Pros✶✶ Grants 12% bonus to numerous important skills, but most importantly is Ability Haste. Since we focus on building AH on Karma, 12% boost with the rst of your AH items is a significant boost! ✶ Extra control wards are not just helpful for providing your team with vision but also for keeping vision control by denying the enemy team their wards. |
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✶ Much like Redemption, this item is fantastic but misses out on filling more specfic niches that may be needed for your team that something like a Miakel's or an Ardent may be better for.Cons✶✶ Forces you to take up 2 items in your inventory just for vision items. This can be very difficult as games stretch on and you find yourself struggling to keep up with a support who has an item with team effects active ✶ Recent meta of Umbral Glaive can make it hard to keep your wards actually on the board, even if you have more of them. Sometimes it can feel like a waste of gold when your control ward is being immediately cleared by a Pyke or a Senna support simply walking near it. |
Zhonya's Hourglass is an overall great item because of its extremely powerful stasis effect. Becoming invulnerable and untargetable is extremely helpful in avoiding situations where you would surely be one shot as a squishy enchanter. That said, this item does not offera whole lot on support Karma, and since we have such limited item slots it is something you should really only go in the very late game when the enemy getting a pick on you means that the game may be over. In general I think there is almost always something that will be more useful to the team you could buy, but there are instances where surviving critical teamfights is the most important thing you can do.
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✶ Stasis is extremely powerful and saving yourself from a particularly deadly enemy ability can help turn a teamfight and perhaps even the game.Pros✶✶ Offers 15 Ability Haste as well as a little armor and Ability Power |
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✶ Takes up one of your very limited item slots for an item that offers very little to your team overall. Often, this slot could be better used on buff/debuffsCons✶✶ Though the armor and Ability Power are useful on Karma they are not as useful as items with stats like heal/shield, mana regeneration or higher Ability Haste stats |
✶ Cosmic Drive ✶
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✶ Amazing amount of Ability Haste, which is the most important stat to be building on Karma, even over APPros✶✶ Movement speed is also a great stat on Karma because it allows for quick RQ pokes and allows you to move quickly back to safety ✶ Admittedly, this item is insanely fun on Karma. Just the absolute best, turns you into a speed demon. But speed demon AP one shot Karma is probably better saved for ARAM games. |
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✶ Very expensive for a support item.Cons✶✶ Karma's damage falls off very hard late game, so going full mage items on her is rarely viable from the support role ✶ Takes up an inventory spot and gold that could be better spent on team buffing items |
✶ Dark Seal ✶
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✶ Very nicely compliments Karma's ability and desire to snowball lanes in the early gamePros✶✶ Stacks of AP become quite significant after you've collected a few. While we prefer Ability Haste on Karma, AP is by no means a bad stat to stack on her. |
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✶ Does not provide much for us outside of AP and a little health, neither of which are major concerns on KarmaCons✶✶ Punishes you when you have to bite the bullet for a teammate. Not to say that dying should be something that you are doing often, but I just don't feel it fits my own personal goals on Karma. ✶ Once again, this takes up a precious inventory space that could be used for teamwide buff items. |
Itemization - Boots
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✶ Boot Options ✶
✶ Ionian Boots of Lucidity ✶
✶ Mercury's Treads ✶
✶ Plated Steelcaps ✶
✶ Sorcerer's Shoes ✶
Early Game
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✶ Getting Started ✶
One of my favorite things to do when there is no invade activity happening is to try to land a cheeky Mantra Q before getting to lane. On red side, this usually means going into the dragon pit and throwing a Mantra Q into the tribush or behind the enemy red. On the blue side, just a quick Mantra over the wall into the enemy blue can get you some free damage and money. Just make sure you bring an ally along to proc your spellthief's edge!
✶ Invades ✶
✶ Invade positioning ✶
If your team is looking to invade, your positioning should obviously be with them! But to get a bit more specifically, you want to stick close to your ADC, usually a bit in front of them because if things go poorly, it is better you bite the bullet than them -this will be better in the long run and it will protect from early game mental boom! If you are aware of the enemy positioning (say, if you saw them move into pixel brush in the river) don’t be afraid to take a step up and hit a Mantra Q! Be mindful of good early engagers, but in general you should be safe throwing out your RQ which then gives your team options, and their team choices.Because your RQ will slow the enemies down, hitting a group of them will force the enemy into an unfavorable position. They will have reduced movement and take a good chunk of damage, meaning that they will either need to quickly look to return damage or flee. This also gives your team the option to jump on the slowed enemies and look for a pick or to walk away if the team’s counter-engage is looking a bit scary.
If an invade does go poorly, my best advice is to take a second to just breathe, stretch and refocus. It happens to everyone occasionally. But because Karma is such an early game snowballing champion you absolutely cannot afford to get tilted early. If that means you need to mute all for that game, do it. It's not worth getting upset with your team and losing your biggest window of opportunity on Karma.
✶ Ability Leveling ✶
That said, here is some notes about ability leveling: In almost every game you will always want to go Q->E->W, leveling your ultimate whenever possible. I have seen people who are new to Karma sometimes skip leveling their ultimate at level 6 because Karma already has her ult, after all! But this is quite possibly one of the biggest mistakes you could make on Karma because your Mantra abilities scale with Mantra rank, not the rank of the ability being augmented. Always put a point into your Mantra whenever any other champion would be leveling their ult!
✶Starting Ability Options✶
✶ Inner Flame (Q) is almost always what you will want to start on Karma. It is best in lane early and is very helpful for invades as previously discussed. This is also the best for helping with leashing, though I would never recommend using your RQ to help leash- just a regular Q is enough! This is because at the start of the game your Mantra cooldown is 40 seconds with no cooldown available until your Q comes back up. So what does this mean? It will take you less the 40 seconds to walk to lane, and you want to start bombarding the enemy with RQs as much as possible. Additionally, it’s good to have the full force of the ability available if the enemy is waiting for you on the way to lane.✶ Focused Resolve (W) is the absolutely worst start on Karma, and I would never recommend it. The only time I have ever started W was an accident and it was not a very fun experience! This ability offers very little on its own and really needs to be used in combination with others to be useful. It can be good to get a bit of extra poke in lane but it is less effective than Q and is very dangerous without an E to defend yourself or make a fast escape.
✶ Inspire (E) is very rarely the correct choice for first spell, but it can be helpful in niche cases. Say, for example, your team is invaded on and you are caught by surprise. A Mantra E can be helpful to get your teammates out of that sticky situation relatively unscathed, but this is only for very rare instance. You will be better off starting Q in almost every game.[/indent]
✶ Playing the Lane - Getting the Most From Abilties ✶
✶ Inner Flame (Q) ✶
One of the biggest differences in people who play Karma often and those who don’t is their ability to hit unempowered Qs consistently. This is not particularly difficult once you get the hang of it, but it is a relatively skinny skill shot that will take some time to get comfortable with. Once you’re more comfortable with the range you can begin practicing slightly more difficult techniques, such as using minions to hit enemies with Qs splash damage (without stealing CS and making your ADC cry, of course!)
✶ How to improve ✶ As obvious as it sounds, the best way to improve this skill is just to practice. Many people playing Karma have a bad habit of holding their Q until they can use it in tandem with Mantra, but this is a huge mistake that will make you miss out on tons of damage in lane and slow down your support quest progress. Don’t be afraid to throw out unempowered Qs sometimes, especially if the lane is particularly slow. Just using the projectile more will get your comfortable with the range and hitbox, which is the biggest obstacle here.
✶ Focused Resolve (W) ✶
I think the biggest problem I see with W is that people just don’t use it! It is common for people to hold their W to land a great root, but think about the value you are missing out on. Assuming you are safe from a surprise gank because of your stellar map awareness, what value do you get from holding W? Karma’s W is very difficult to engage a fight with, especially if you are at the point in lane where both ADCs are focused more on farming than fighting. You could be using these windows of opportunity to get value from your W, especially when the enemy support has already used their cooldowns trying to poke or engage. When the lane is relatively frozen, I often like to go up and W the enemy ADC while they are trying to last hit. Why is this worth it? A couple of reasons: for one, it will grant you gold for your support quest, which is already a huge win. But more than that, it forces the enemy ADC to make a choice between autoing you in response and last-hitting minions. Remember, you want to be doing all you can to help your ADC get ahead, and that includes messing up your enemy’s farm! Every little bit counts, and you get a nice bit of gold for your effort.
✶ How to improve ✶ Try to start looking for those sorts of ‘lulls’ in action in lane when both ADCs are focused in on farming. Keep a close eye on the enemy support’s cooldowns and try to create windows of opportunity for harassment. When you are first starting out, make sure that you ALWAYS have E up if you plan on using W to harass as it will make you much safer. I would never recommend on using Mantra W in this situation, because you want to keep your Mantra up in case a fight breaks out. W in lane is really not about doing a lot of damage, it is all about being as much of a nuisance as possible. Letting your W go unused while you wait for the perfect root is a major waste of resources and will make you lose out on a ton of gold!
✶ Inspire (E) ✶
Your shield is one of the trickiest abilities to get the hang of, not because it is tricky to hit (it’s a shield, after all!) but because it is one of the most decision-making intensive parts of Karma’s kit. In lane early game you will not really be using RE unless you and your ADC as in danger and need to get out fast or need a boost to push you to victory in a skirmish. For the most part, you will be poking with RQ, leaving you with only one shield. This means you will have 2 key decisions in every skirmish, poke, and so on. The first decision will be to shield before or after the engage. This means that, for example, if your Draven wants to go in and do a bit of damage, you can either boost him to get in quickly and block some of the initial retaliation damage, or you can save your E for after to speed him away and discourage a counter engage or to protect from retaliatory damage. Both of these have their own benefits and drawbacks, and it is important to be thinking about them. The other important decision will always be who to shield in a fight. This is usually an easy answer in a 2v2 – shield whoever is in more danger. But it becomes more difficult when you add in your jungler or midlaner for example, and even more complicated when you factor in the shield before or after decision. There is much more thought that goes behind Karma’s shield than most people realize because of the speed up and its immense flexibility!
✶ How to improve ✶ I find that usually after losing a fight, its best to use the time I’m enjoying the grey screen to quickly run through those two questions in my mind. When did I shield, before or after? Which target did I pick to protect? Consider what the fight could have looked like if you’d made the opposite choices. Would it have changed the outcome? The answer will sometimes be no, but it is very important that you begin thinking about all of these possibilities or else you will fall into the trap of mindlessly shielding whenever someone takes damage. This isn’t necessarily always a bad thing, but because Karma’s versatility you do not want to miss out on opportunities to make better and smarter plays by taking advantage of the incredible speed ability on E. The best way to get better at this skill is to hone your decision making skills by critically examining the decisions you did and didn't make and how they could have affected the outcome.
I was struggling to fully write out what I meant about the shield decision making, so I hope this flowchart will do a bit better at illustrating the two big unempowered E decisions you will be faced with playing Karma! For each options I have included pros and cons, represented by green and pink boxes respectively. In discussing self vs teammates, I am referring to in laning phase with 2v2s and 2v3s. Bigger fights usually call for Mantra Es
✶ Playing the Lane - Positioning and Play ✶
In general, I like to focus very hard on maintaining brush control in lane when I’m playing Karma. This can apply a lot of pressure to the enemy because an early RQ does a lot of damage and can really mess up the enemy ADC’s farming focus. This will also force the enemy support to either step up and contest or play much safer. Be careful against champions like Pyke who can very easily contest your brush dominance, but for the most part you should be able to hold the brush throughout most of the lane.
Just like with any other support, you want to make sure that you are always parallel or even a little ahead of your ADC in lane. A lot of people talk poorly about enchanters because the stereotype that they play ridiculously far back and just cast their buffing spells from safety. But this is just silly – any good support will be playing further up and in line with the ADC regardless of the champions class. Even some engage supports sit AFK behind their tower sometimes! It is all a matter of understanding and being comfortable in the lane, and as you grow more comfortable playing a squishier champion close up you’ll only continue to improve.
One other important note about positioning on Karma is that you need to be very aware of where the minions are in the lane when you plan on hitting a Mantra Q poke. There is nothing in the world more frustrating than lining up what you think is going to be a perfect Mantra Q only to have a minion pulled towards you and block the entire shot. Just try your best to be aware of the wave positioning when going for a Mantra.
Though I’ll talk more about warding later on, I want to quickly touch on Karma’s ability to zone off parts of the lane to deny vision. Say, for example, the enemy support is moving to ward tribush and you really don’t want to allow them vision in that area. What can you do before resorting to an all-out skirmish for vision control? It’s a great idea to throw out a Mantra Q onto the ground besides the tribush where the enemy would have to move to place their ward to prevent them from stepping forward. This may scare them off, and if it doesn’t it will give your ADC time to join you to fight for control while they are waiting out your Mantra zone (or if they choose to step in it, you’ve laid down a good amount of damage to hopefully turn the skirmish favorably to you.) If you are not in any kind of immediate danger, never give up prime vision locations for free! Try to contest, even if it is just a bit of harassment.
✶ Early game – Objectives and ganks ✶
As far as ganks go, it is quite similar to taking objectives. You have a lot of utility, and you should be using that to peel for your ADC and keep them safe from the enemy jungler. In my experience, it is often better to physically place yourself between the ganking jungler and your ADC, using your W, exhaust and Q slow to dissuade a chase while speeding up yourself and your carry with Mantra E. Ganking is highly situational, but the general rule of thumb is to ask yourself: Can my ally escape alone? What tools can I use to dissuade the enemy from fighting, and which enemy is the biggest threat I should be targeting? Once the enemy has been debuffed with my abilities, do we win if we turn and fight?
Running through this checklist in your head will not always guarantee that you stay safe from a gank, but it will at very least help guide your decision making in terms of ability use to give you a better chance of winning the engage. Sometimes, your ADC will die. Sometimes you will die. And it will be your fault sometimes, and other times it won’t! The most important thing to remember for dealing with ganks on any champion is to keep a level head both during and after. Sometimes it can be frustrating to have your ADC throw away your amazing peel and still get themselves killed, but pointing it out them in chat and starting a fight with your own team will definitely make winning fights against the enemy infinitely harder.
✶ Early Game - Summary ✶
The Karma Transition
✶ ✶ ✶
✶ Mage to Enchanter ✶
✶ Why Transition Playstyles? ✶
The unfortunate truth about Karma is that she falls off. In my threats section I discuss in more detail why champions like Yuumi and Sona are a pain for Karma late game because they outscale her insanely well. Even champions like Janna can outscale a Karma when it gets to late game. So does this mean we give up as soon as the game starts to drag on? Of course not! It simply means that we must adjust our playstyle to keep playing to Karma’s strengths as they evolve throughout the game.
✶ How to Transition ✶
The very core of the Karma Transition concept can be easily simplified by thinking about what ability we want to Mantra. In the early game, it is almost always going to be Q because you are all about chunking and harassing. Late game, it is our job to take full advantage of the support items and our peel ability to keep our teammates with better damage output up and alive through the use of Mantra E. Of course, this concept is more complicated in practice, but this is the very boiled down version of what I mean when I discuss this idea.
You will still be using Mantra Q after the transition, but as teams begin having all out brawls as opposed to small lane skirmishes you will need to begin considering focusing on peel instead of damage. Remember, your Mantra Q may lay down some nice damage, but will chunking one or two targets be more useful in a fight than giving your hypercarry Vayne a massive shield and speed boost while also protecting your other teammates? The answer is usually no. We want to do everything in our power to keep our teammates up and outputting damage. While it may not get you an exciting pentakill montage, never underestimate the power of a well placed Mantra E to win a teamfight or even an entire game.
✶ When to Transition ✶
Late Game
✶ ✶ ✶
✶ Fighting the Fall Off ✶
✶ Warding ✶
In late game, I would advise putting as much emphasis as possible on keeping your wards fresh and relevant because outside of teamfight peel this is the most value that you can offer your team. This is why I often like to go Vigilant Wardstone as my final item. Make sure that you are taking every opportunity possible to refresh and reset your wards – remember, your enemy is on the move which means your wards should be too!
It is critical that you are there first to get to objectives so that you can set up the best wards possible as well as clearing any enemy wards that may already be placed. Early warding around objectives can lead to making extremely valuable picks and makes winning teamfights over objectives easier. Additionally, having vision on the enemy jungler is extremely important to prevent a potential steal, so you want to make sure that you are present first and able to place to optimal wards to watch for all potential pathing options.
Finally, don’t forget the value of de-warding. Just like Karma is great at placing wards because of her movement speed shield she is also great at dewarding for the same reason! After activating your Oracle Lens you can use your shield to cover more area. This is even more efficient if you bring an ally along who can help destroy the wards while you keep moving to search for more.
✶ Teamfights ✶
Warding
✶ ✶ ✶
✶ Warding on Karma ✶
Before discussing the specifics of warding for blue and red side, I wanted to reiterate some of the things I have mentioned before about warding on Karma. Because of her ability to self-peel Karma has an easier time placing wards deeply without the need of an ally in case things go poorly. Of course, it is always better to ward with an ally, but Karma is a little safer than most because of her utility.
In general, if you are caught warding alone you should turn and immediately retreat. In some cases, you may feel confident you can win a 1v1 but take account of where you are before picking a fight. Are you deep in enemy territory? Do you have vision on the other members of the enemy team? Can my team get to me and back me up if I need them quickly? If you are unaware of the positioning of the enemy it is entirely possible, they are right behind the person you were going to fight, quickly turning your 1v1 to a potential ambush. I am not saying you can never 1v1 because Karma can hold her own in a duel, only that it is very rarely worth dying to get vision on enemy jungle entrances or camps. Always have an escape plan before going to ward alone.
When you are looking to retreat from a warding mission, the first rule of thumb is not to panic. Unless you are in immediate danger of being hard CCed or one shot, you most likely do not need to immediately flash. Instead, try to immediately run away by casting an RQ to create a zone of slowing while speeding yourself up with E. If they do chase, immediately place a W on the closest enemy to force them to either slow their pursuit of risk being rooted. If they are able to catch up to you, this is a great place to use QW to gain back some health and to once again root the enemy so you can E away.
But what if you are caught warding with an ally? The same general strategy as above applies but instead of going for an RQ try to hit the first enemy with an unempowered Q and use Mantra E on yourself and your ally, placing the main shield on whoever is in most danger of being caught. Even if you do not hit the Q there is a chance that the enemy may try to dodge it, slowing them down. If you do hit, remember that even unempowered Q slows. The same W principle applies here as it did for being caught out alone. If you have a Battlesong, never be afraid to use it for disengage in these situations.
Dewarding
Karma is a champion who is uniquely good at getting the most use out of an Oracle Lens because of her speed boost shield. To perform dewarding most efficiently you will want to have an ally come along so they can kill the wards for you. This will let you speed boost yourself to cover the most ground possible. One very important part of dewarding is not to do it aimlessly. What do I mean by this? When you are looking to deward try to have a plan in place before hitting your lens. Think about where your enemy may have wards. Where would you ward if you were the enemy support at that moment? What areas would be your top priority? Check those places first. This also gives you a chance to plan your pathing efficiently and not waste time running around in places that people rarely ward, or checking areas that are already covered by a control ward. If you are with someone else and you hit your lens at the same time make sure you separate enough to get use of the full range of both lenses.
✶ ✶ ✶
✶ Warding Maps ✶
These maps should provide a general idea of the best spots to ward for various situations whether you are on red or blue side. Remember, you want to really be focusing on getting vision on those neutral objectives before the enemy team so always try to give yourself enough time to sweep and lay down fresh wards before fights over objectives break out.
✶ Blue Bot Side Warding ✶
✶ Example of blue side wards for the bot lane. Below I have explained the key in detail, but this is not an exhaustive list of every possible ward location in the bot side, but following this general guide should keep you relatively safe from the most common gank and ambush locations. ✶
✶ Red Bot Side Warding ✶
✶ Example of red side wards for the bot lane. Below I have explained the key in detail, but this is not an exhaustive list of every possible ward location in the bot side, but following this general guide should keep you relatively safe from the most common gank and ambush locations. ✶
✶ Map Key Explained ✶
✶ Preparing for Dragon ✶ These are the best wards for preparing for dragon depending on which side you are playing. All of these spots are great for keeping vision around the objectives to prevent being overwhelmed by the enemy and forced into an unfavorable fight as well as to prevent potential steals.
✶ Midlaner Gank Pathing ✶ Besides the enemy jungler your second biggest concern is going to be the enemy midlaner in most games. The importance of these wards will vary based on who the enemy midlaner is and their playstyle. Some champions are excellent at roaming, such as assassins and other highly mobile champs. Others, such as mages, may have a bit of a harder time roaming to bot. That said, never assume that your midlaner simply won’t gank because of the champion they are playing. Any champion can pull off great ganks so never let your guard or your vision score down!
✶ Situational Wards ✶ These are just a few examples of situational wards, such as wards that may be used if your jungler is worried about getting their camps stolen. One great example of situational wards is any time that the enemy has a Kindred. You should always be trying to keep visions on any marked camps.
✶ Support Lane Control ✶ These are very basic wards that can be used to keep brush control in lane. I generally tend to avoid these because they are usually less value than those further out, however they can be very helpful against hook champions like Blitzcrank, Pyke and Thresh as well as those with CC like Morgana who can contest brush well.
✶ ✶ ✶
✶ Baron Warding Guide ✶
✶ Blue Baron Guide ✶
✶ Map of the blue side Baron wards. Always try to spread your wards so that they are covering as many possible team pathing options as you can! ✶
✶ Red Baron Guide ✶
✶ Map of the red side Baron wards. Always try to spread your wards so that they are covering as many possible team pathing options as you can! ✶
✶ ✶ Be sure to check out Jovy's warding guide whose warding maps greatly inspired and guided the ones I have created for this guide! ✶ ✶
Matchups
✶ ✶ ✶
✶ Support matchups ✶
Each champion has been categorized by my overall sense of difficulty of the matchup. These three broad categories include Simple, Average, and Difficult. Of course there is not accounting for the relative skill-level of the player piloting your matchup champion, but I have tried my best to compare each champion's kit to Karma's strengths and weaknesses and provided a short list of suggestions of what to look out for and how to use Karma's kit to the best of its ability to answer the threat of the enemy laner. If there are any matchups here that I missed, let me know and I'd be happy to add them!
Finally, I think it is important to cover my top 3 Karma champion ban recommentations. Obviously, this is just my opinion but these champs tend to cause the most trouble for Karma and will make the game significanly more difficult if you are facing them for reasons outlined under their champion tab below. These are not the only difficult matchups nor are they necessarily unwinnable, these are just the most common anti-Karma picks that I see and have struggled with in my journey to learn Karma. So, without further ado, my top three ban picks on Karma:
✶ ✶ ✶
Alistar
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Ashe
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Bard
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BLITZCRANK
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Brand
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Braum
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Janna
|
LEONA
|
Lulu
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Lux
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Miss Fortune
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Morgana
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Nami
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Nautilus
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Pantheon
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Pyke
|
Rakan
|
RELL
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Renata Glasc
|
Senna
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SERAPHINE
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Sona
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Soraka
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SWAIN
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Tahm Kench
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Taric
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THRESH
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Yuumi
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ZILEAN
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ZYRA
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Synergies
✶ ✶ ✶
✶ Bot Lane Synergies ✶
The great thing about Karma is that because her kit is so incredibly flexible and her playstyle diverse enough that she can work with pretty much any bot lane pick. That said, there are a few that work better than others so I've tried to highlight some of the main strengths and weaknesses of the matchups.
APHELIOS
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ASHE
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Caitlyn
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DRAVEN
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EZREAL
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JHIN
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Jinx
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KAI'SA
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Kalista
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KOG'MAW
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LUCIAN
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MISS FORTUNE
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NILAH
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SAMIRA
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SENNA
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SERAPHINE
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SIVIR
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TRISTANA
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TWTITCH
|
VARUS
|
VAYNE
|
XAYAH
|
ZERI
|
Thank you!
✶ ✶ ✶
Thank you so much for taking a look through my guide! I hope it was able to provide you with a little more knowledge about how to play Karma, the Enlightened One! If you have any questions, critiques or thoughts please feel free to share them - I'd love your feedback!
I hope to also add in matchup information for all the ADCs you may face as well as jungler synergies in the coming week!
I am also working on a new guide for Soraka, the Starchild so stay tuned for "So-rocking the Botlane" soon! :)
Lath Rian Oune Vi peace and focus, and good luck on the Rift! <3
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