Karma is an enchanter Support champion. She excels at shielding and healing to help out her team and keep them alive. She has a pretty strong laning phase, you just need to be careful and make sure the enemy bot lane doesn't engage onto you because you do not have a lot of health and can die fast. The later the game goes, the better Karma gets. Her shields and utility become even stronger and you can do a lot more to keep your team alive.
Karma can also be played in the Mid Lane, make sure to check the alternative build at the top of the page! The build with Karma Mid lane is very different, you want to build items that can allow Karma to deal more damage because you will be getting a lot more gold. There is not much else that is different in terms of play styles.
Every spell, Karma casts grants her a stack of Mantra. At 3 stacks, she enters a Mantra State, enhancing her next basic ability (not including ultimate).
As a Support, most of the time you want to use Focused Resolve or Inspire when she enters Mantra State so she can shield multiple allies and land the root a lot easier.
Karma fires a blast of energy, dealing magic damage to the first target hit and surrounding enemies, and slowing them for just over a second. This ability is really strong when used for poke during the laning phase.
Mantra Version - Increases the destructive power of Inner Flame's blast, dealing magic damage to the first target hit and surrounding enemies. The blast leaves a field for just over a second, slowing targets by 50% after which it explodes and deals more magic damage.
Karma tethers up to two nearby enemy champions, dealing magic damage and revealing them for over a second. If targets fail to break the tether (by walking away from Karma), they take magic damage and are rooted for a second. Focused Resolve is a great combo with Inspire because the extra movement speed makes it much harder for the enemies to escape the tether.
Mantra Version - When you active Focused Resolve, a new tether will be formed between the tethered targets. If there is only one tethered target, the new tether will spread toward an additional nearby enemy champion. If targets fail to break all the tethers, they take magic damage and are rooted. At level 1, it's always best to take Focused Resolve as a support. You can catch enemies off guard and land an early root meaning that you will probably force the enemy to use a summoner spell or 2.
Karma grants an allied champion or herself a shield and movement speed for a few seconds.
Mantra Version - Karma focuses her power, granting a stronger shield and more movement speed that decays over time for a few seconds. An additional ring is generated around the shielded target, and the first ally champion who enters the ring will be granted the same shield. This works really well with items like Staff of Flowing Water and Ardent Censer.
When Karma uses her ultimate, she will immediately enter Mantra state, meaning her next ability after her ultimate will be enhanced. Most of the time before using your ultimate you want to make sure you use one of the Mantra enhanced abilities so you can use 2 enhanced abilities in a short period of time.
Karma's ultimate forms a ring of spirit energy at the target location. After a second, it detonates dealing magic damage to all enemies inside the circle and slowing them for a second. If enemies are hit by the outer ring, they will be knocked back toward the centre.
Karma does best with support items that give her shields more power. With that in mind, Luden's Echo is a great first item for Karma. It's not really a 'Support' item but the stats and passive benefit her a lot when playing to try and carry. Another strong item is Staff of Flowing Water. This item gives her a lot of Ability Power, Mana and Ability Haste which are all good stats that will help Karma carry her team. Also when Karma heals or shields an ally, they both get Ability Haste and Ability Power for a few seconds.
With runes, we have the following:
This gives Karma's shield more power and also helps her deal extra damage which is nice for early game trades in the laning phase.
Karma has plenty of abilities that immobilize the enemies so your team can follow up and deal 5% more damage to that enemy.
This rune gives Karma some much-needed health and tenacity whenever she gets a takedown. This also happens when she shields someone and they get the kill.
Same as Hunter - Titan, Karma will always get involved in team fights and will get a lot of takedowns with her heals and shields. After every unique takedown, Karma gets Ability Haste so she can use her abilities more often.
Karma does really well in the early game, you can poke the enemies with Inner Flame and catch enemies off guard with Focused Resolve. If you can time your Inspire's shield, you can win trades vs the enemy bot lane. You have to be very careful when stepping forward with Karma, as if you get caught out and engaged you can die very quickly. The best thing to do is let your AD carry last hit minions and you can stay back so you don't get caught but walk up when necessary to help out.
The later the game goes, the stronger Karma gets as her shields and heals get stronger with more items. It is really important as a support that you stay with your team and help them during team fights. Prioritize staying back and keeping your carries alive protecting them against the enemy team using everything possible to keep them alive. The AD Carry in your team is one of the main damage sources and keeping he/her alive is really important!
Karma is a very fun and safe champion to play! She is great at keeping your team alive and can pressure a lot in the laning phase to give your Dragon Lane partner a lot of breathing room.
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