Karma The Enlightened One

- Support/Mid/Bot
- 3150
- 790
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Gathering Fire
- Damaging enemy champions with Karma's abilities refreshes 2 seconds of Mantra's cooldown, and half that amount on basic attacks against enemy champions.
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Inner Flame
- (Active): Karma fires a blast of energy that explodes upon enemy contact, dealing magic damage and slowing all enemies in the area by 25%. Mantra Bonus - Soulflare: Deals additional magic damage and leaves a circle of flame at the impact area (or upon reaching maximum range), slowing all enemies inside the circle by 50%. After a brief delay the circle erupts, dealing heavy magic damage to all enemies in the area. Range: 950 Cooldown: 7 / 6.5 / 6 / 5.5 / 5 seconds Cost: 50 / 55 / 60 / 65 / 70 mana Magic Damage: 80 / 125 / 170 / 215 / 260 (+0.6 Ability Power) Bonus Magic Damage: 25 / 75 / 125 / 175 (+0.3 Ability Power) Detonation Magic Damage: 50 / 150 / 250 / 350 (+0.6 Ability Power)
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Focused Resolve
- (Active) Karma forms a tether to target enemy champion, revealing and damaging the target over 2 seconds. If the tether is not broken after the 2 seconds, the target is rooted. Mantra Bonus - Renewal: Focused Resolve deals bonus damage and heals Karma for a percentage of her missing health over 2 seconds. Total Heal: 20% of missing Health (+1% per 100 Ability Power) Cooldown: 16 / 15 / 14 / 13 / 12 seconds Cost: 70 / 75 / 80 / 85 / 90 mana Magic Damage: 60 / 110 / 160 / 210 / 260 (+0.6 Ability Power) Root Duration: 1 / 1.25 / 1.5 / 1.75 / 2 seconds Bonus Magic Damage: 75 / 150 / 225 / 300 (+0.6 Ability Power) Range: 650
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Inspire
- (Active) Karma shields target ally for 4 seconds and grants the target bonus movement speed for 1.5 seconds. Mantra Bonus - Defiance: Inspire's shield is increased by a bonus amount. Defiance grants this bonus shield and Inspire's bonus movement speed to other allied champions within range of the target while damaging enemies in the same area. Range: 800 Cooldown: 10 seconds Mantra Bonus Movement Speed: 60% Ally Shield/Haste Range: 700 Cost: 60 / 70 / 80 / 90 / 100 mana Shield: 80 / 120 / 160 / 200 / 240 (+0.5 Ability Power) Bonus Shield/Shield Aura: 80 / 120 / 160 / 200 / 240 (+0.5 Ability Power) Magic Damage: 60 / 140 / 220 / 300 (+0.6 Ability Power) Movement Speed Bonus: 40 / 45 / 50 / 55 / 60%
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Mantra
- (Active): Karma empowers her next ability cast within the next 8 seconds, adding an additional effect. Empowered abilities use the same cooldown as their basic form. Karma begins with one rank in Mantra and can increase it at levels 6, 11, and 16. No Cost Ranks in Mantra improve the additional effects of empowered abilities Cooldown: 45 / 42 / 39 / 36 seconds
Health Points | 383 |
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Mana | 290 |
Damage | 50 |
Attack Range | 525 |
Armor | 9 |
IP Cost | 3150 |
Health Regen | 4.7 |
Mana Regen | 6.8 |
Attack Speed | 0.625 |
Movement Speed | 335 |
Magic Resistance | 30 |
1 lvl |
Item builds
Start items
Health Potion
x3Limited to 5 at one time. Click to Consume: Restores 150 Health over 15 seconds.
Faerie Charm
x2+25% Base Mana Regen
First back
Boots of Speed
Limited to 1. UNIQUE Passive - Enhanced Movement: +25 Movement Speed (Unique Passives with the same name don't stack.)
Chalice of Harmony
+25 Magic Resist +50% Base Mana Regen UNIQUE Passive - Mana Font: Restores 2% of missing Mana every 5 seconds.
Core items
Athene's Unholy Grail
+60 Ability Power +25 Magic Resist +20% Cooldown Reduction +100% Base Mana Regen UNIQUE Passive: Restores 30% of maximum Mana on kill or assist. UNIQUE Passive - Mana Font: Restores 2% of missing Mana every 5 seconds.
Sorcerer's Shoes
+15 Magic Penetration UNIQUE Passive - Enhanced Movement: +45 Movement Speed (Magic Penetration: Magic damage is increased by ignoring an amount of the target's Magic Resist equal to Magic Penetration.) (Unique Passives with the same name don't stack.)
Endgame items
Rabadon's Deathcap
+120 Ability Power Unique: +35% ability power
Zhonya's Hourglass
+100 Ability Power +45 Armor UNIQUE Active - Stasis: Champion becomes invulnerable and untargetable for 2.5 seconds, but is unable to move, attack, cast spells, or use items during this time (90 second cooldown).
Void Staff
+80 Ability Power UNIQUE Passive: +35% Magic Penetration.
Morellonomicon
+80 Ability Power +20% Cooldown Reduction +100% Base Mana Regen UNIQUE Passive: Dealing magic damage to enemy champions below 40% Health inflicts Grievous Wounds for 4 seconds.
Situational Lategame
Warmog's Armor
+850 Health +200% Base Health Regen UNIQUE Passive: Grants Warmog's Heart if you have at least 3000 maximum Health. Warmog's Heart: Restores 15% of maximum Health every 5 seconds if damage hasn't been taken within 8 seconds.
Guardian Angel
+60 Armor +60 Magic Resist UNIQUE Passive: Upon taking lethal damage, restores 30% of maximum Health and Mana after 4 seconds of stasis (300 second cooldown).
Abyssal Scepter
+70 Ability Power +50 Magic Resist UNIQUE Aura: Reduces the Magic Resist of nearby enemies by 20.
Items
Start 2 Faeriecharm + Pots. Against an ad i would recommend cloth armor. And if you are scared of early ganks take 1 faeriecharm 2 wards and 3 pots. Rabadons,Zhonyas,Voidstaff are next. Always buy wards if u have money left. Vision is important and not only the job of the support. As last item (if you are doing well)I would recommend Morellonomicon. If the enemy run a double ap comp or they stack MR you should pick up an abyssal scepter. If you die too fast you should build Warmogs or GA.
Skillorder
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | |
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Q ![]() |
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W ![]() |
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E ![]() |
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R ![]() |
Skillorder
Max. Q for the damage. Max W second if you need the extra damage. If u need more surviveability take shield second. Max R at 6,11 and 16. Mostly You will use your Q+Mantra kombination to poke the enemy(team).
Summoner spells
Spells
Ignite
Flash
Never
Revive
Clarity
Summoners
I would always go with Flash and Ignite.
Runes
Glymph
x9
Greater Glyph of Warding
+1.34 magic resist
Mark
x9
Greater Mark of Insight
+0.95 magic penetration
Seal
x9
Greater Seal of Resilience
+1.41 armor
Quintessence
x3
Greater Quintessence of Potency
+4.95 ability power
- +12.06 magic resist
- +8.55 magic penetration
- +12.69 armor
- +14.85 ability power
Runes
Take this runes. If uyou think you need more mana reg go with mana reg runes in Seals. For extra damage take abilitypower Glyphs.
Masteries
1/1
0/4
3/4
0/2
0/4
4/4
0/1
3/3
0/1
1/1
0/2
0/2
3/3
1/1
0/1
0/3
4/4
1/1
OFFENSE:
21
0/1
0/3
0/4
0/2
0/3
0/3
0/2
0/2
0/2
0/1
0/1
0/1
0/3
0/3
0/1
0/3
0/1
0/1
0/1
DEFENSE:
0
1/1
1/3
3/3
0/1
0/1
0/3
3/3
0/2
0/4
1/1
0/3
0/1
0/2
0/4
0/3
0/1
0/1
0/3
0/1
UTILITY:
9
Masteries
I would consider 21/0/9 21/9/0 should be fine tho.
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Bad Luck ? Good Karma !
(Deadward)
May 10, 2013 (u) 23 2 votes 1 comments -
Support Karma Guide
(arke)
May 09, 2013 (u) 1 0 votes 0 comments -
Karma AP late game.
(Mygoal)
May 28, 2013 (u) 1 0 votes 0 comments -
Karma - support guide [SEASON 4]
(Jovke)
July 22, 2014 (u) 1 0 votes 0 comments -
Karma Mid; The Booty-Hunter :3
(violetviper)
December 10, 2014 (u) 1 0 votes 0 comments -
Riot why buff Karma ? :D
(Jedreks10)
July 24, 2013 (u) 0 0 votes 0 comments
Not the best pick for starter items if you are a support.
Plus I would pick Inspire first because it gives you extra shield in the beginning and would evenly max out my Q and E afterwards. And I would go full AP runes on this.
Not the best pick for starter items if you are a support.
Plus I would pick Inspire first because it gives you extra shield in the beginning and would evenly max out my Q and E afterwards. And I would go full AP runes on this.
Not the best pick for starter items if you are a support.
Plus I would pick Inspire first because it gives you extra shield in the beginning and would evenly max out my Q and E afterwards. And I would go full AP runes on this.
Not the best pick for starter items if you are a support.
Plus I would pick Inspire first because it gives you extra shield in the beginning and would evenly max out my Q and E afterwards. And I would go full AP runes on this.
Not the best pick for starter items if you are a support.
Plus I would pick Inspire first because it gives you extra shield in the beginning and would evenly max out my Q and E afterwards. And I would go full AP runes on this.