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Skill usage
- In order to play Karma effectively, you must know when to use a
- on creates , 's most powerful and dangerous ability, as it one of the most powerful nukes in game (has both spectacular base damage and AP ratio) and should be used in teamfights. It's also the most important part of 's combo into a single target.
- However, the heal is not very good unless your health is under 50%, but you can use it and follow up with to protect while she heals.
- It also deals a lot of damage compared to any other DoT in the game.
on creates which can strongly heal yourself in combat and cripple a fleeing enemy.
- Using AoE damage but mainly to provide durability and haste to your team. It can also be used to absorb a large portion of an AoE ability that you see incoming, as the shield itself is AoE. on creates , a potent AoE shield and haste which is useful to help an ally surrounded by enemies, as the shield strength and haste are huge. It can be used for
charge.
- Of her skills,
- Take into account that reduces 's by 6 seconds alone.
and have the lowest mana cost and cooldown, making it easy to reduce 's cooldown faster.
- Remember that
- Even so, take into account that a higher ranked ability will of course feel more powerful than a lower ranked one when empowered.
, , effects are independent to their normal counterpart ranks, for example, a support can still deal a lot of damage using while is at rank one, while a maxed will offer mediocre damage as compared to .
- Land ; if you miss it, think twice before following up.
- Wait until CD has dropped to 2 seconds (Really easy with 40% CDR).
- Use and land the snare. This is critical, as missing the snare can ruin the combo.
- Use any time you see a counter-attack heading your way, to either dodge it with the bonus movement speed, or to shield yourself from damage.
--> ; is thrown right into your snared victim, shutting down any possible escape from the secondary zone
's rework was centered around allowing her to be a mage, which was successful. 's main combo is:
- As her main source of damage, harassment and burst, should be maxed out if you are taking a solo lane or decide to become a severe poking support.
- Despite her rework,
- However, it should be maxed last if playing as a mage, as it provides an impressive 40% movement speed boost at rank one, making it a one point wonder. This gives both increased mobility and saving power.
is still a support and is a beefy, low cooldown and mana-affordable shield with a potent haste. If you decide to run as a support, it would be wise to be maxing this ability first.
- Providing a good amount of damage and useful CC, is not to be ignored. However, its short range can make it troublesome to use properly, and maxing this ability can waste a lot of damage. If you are facing a melee opponent like or , who needs to be up your face to deal damage to you, the root can be an excellent disengage. Also, in most scenarios you'll easily be able to trigger the snare.
's kit is quite versatile, and you should think carefully about which ability to max, depending on the situation.
- If having trouble sticking to a target long enough to trigger the root of , slow your opponents with and/or speed yourself up with .
- In teamfights, where you most likely have a high amount CDR, 's cooldown is drastically lowered by , as can trigger multiple times, and can be spammed more often due to the CDR.
is very useful during laning phase, but becomes especially powerful in teamfights.
- Using and on a chasing opponent will cripple them down.
- Using the massive haste, as well as shield from , can swiftly get an ally out of danger.
can allow incredibly powerful escapes for her allies as well as herself:
- 's early game power is surprisingly high due to her high base damages, and the fact that she can use Mantra at level 1 to empower her abilities. A into combo can easily do up to 50% of your opponent's health early on.
- The cooldown of starts when activated, not when the enhanced spell is cast. Activating in advance of an imminent fight can theoretically save you up to 8 seconds of cooldown on the ability.
- In top lane functions well by kiting and zoning AD tank champions with auto attacks and abilities. taken at level 1 allows her to zone effectively and taking at level 2 both allows her full damage combo and excellent disengage. can burst easily at low levels, but tends to win top lane through forcing her laner to back due to harass and kiting. This also benefits karma due to the ability to get more use out of her passive.
- 's skill order in ganking is casting into her target and on herself or her laner to gap close, tethering her target with , and then using to cast to burst and slow the target for a kill by the laner.
- Keep in mind while ganking, holding lane, or being caught in an early duel that auto attacking your target will greatly reduce the cooldown of , and that will make you deceptively tanky for an early fight and in some cases allow you to engage and gain health during the fight.
is a support jungler, utilizing her kit to gank early with high burst and CC, and later allowing her team to engage and disengage well in teamfights as well as laying down considerable burst damage while CC'ing targets. Taking first and second allows karma to farm decently. At level 3 your whole kit will allow you to gank effectively.
Build usage
- Consider buying an
- If you prefer to use on other skill or if it is on cooldown, you can also buy a since his unique active will shield you and your allies and applying so the passive of .
as it would grant 25% attack speed to all allies you shield, also, remember that using on will create , an AoE shield, if used properly on a team fight you can shield your whole team and grant them the attack speed buff.
- CC. abilities can make her deceptively tanky. However since this tankiness comes from active abilities she is especially vulnerable while stunned or silenced, making and good options when the other team has a lot of
- As explained above; ADC (which is usually the job of a mage) but can't bring tanky fighters under 30-45% of their health.
- The with the initial nuke and increased damage can help with this problem, and the CDR is extremely useful for her.
has quite a powerful burst, usually enough to blow up any - can be build early to solve any mana problems and quickly rushed to to charge it faster. Couple with items as it can give over 130 ability power, not to mention that 's mana pool is quite large.
- cooldown reduction, which paired with can burn the cooldown of in a couple of seconds in a teamfight and can allows the use of your ultimate up to 3 times if you are really aggressive.
- Another option is , however, keep in mind that when you buy yourself a Grail a large deal of gold is poured on the defensive stat. This is quite more expensive than the and does not provide as much as AP as the Book. The mana regeneration offered by this item is also a bit too high for the likes of
- Any of these items combined with sorcery and will allow her to achieve 40% CDR, which is quite critical on her.
is quite mana-hungry because of the spammish nature of , due to this the allows her to sustain her damage and improve its spammy nature, as well as providing a good deal of AP
benefits greatly from - is her main source of damage all game long, and it happens to apply a slow, which instantly procs the improved burn of , not to mention that it gives the magic penetration that she is likely to sacrifice by getting instead of , and the bonus health is quite high, considering she has to get really close to deal damage
- Building
- Remember that to deal full damage must land her snare, this means that she has to be pretty close to her target. Tanky AP items like , or are highly recommended on her.
and will not only provide more durability for , but additional AP as well.
- Consider buying a if you're playing support. This aura is powerful for teamfights.
- Having excellent ratios on her abilities (especially when is on them) is a must if playing as mage, and even as support it can be useful if your team lacks burst.
- Top lane will generally require
- Either or is recommended due to the fact that having mana and all your abilities off cooldown will vastly improve zoning and kiting potential, as well as making her much harder to gank.
to rush an early and then a to allow for constant mana and then to counter AD damage and grant some AP.
- Due to the changes to
- and will provide with the magic penetration needed for her clears and ganking.
- The large AP granted by it is often the best jungling item for karma, granting much needed stats and high AP to continue to deal reasonable damage. If survivability is needed, is the best jungling item for .
Karma is much more viable in jungle now. In jungle benefits most from early mana regen items with CDR, such as or . The CDR is necessary for clear time and to improve early dueling potential. AP is also recommended to allow her damage to keep up in mid game.
Recommended builds
Countering
- lowers her cooldown when she hits enemy champions with basic attacks and abilities. Deny her from getting free hits on you.
- is a difficult champion to finish if pushed to a corner. Don't turret dive her or overcommit unless you can finish her with one or at the best 2 moves.
- This ability is usually combined with to prevent an escape, so play accordingly.
erupts for bonus damage in the area in which it's been placed. React quickly and escape the circle to avoid taking heavy damage.
- Champions you depend heavily on staying on melee range are not recommended against as she can use to cut short any engage and heavily punish it with or
- has a very sharp mana cost compared to her other abilities. Try baiting it if you are champion with dashes or blinks. This tactic will drain her mana and leave her without her main CC tool
is a strong disengage tool. Create distance to avoid being rooted and seek to engage afterwards.
- Carefully watch for the dragons on her back, if they are rotating is off cooldown.
- is painfully hard to kill by another lone champion. She will play around her and escape with , on the other hand she can be quickly killed by an ambush with several champions.
- arms and eyes will be shining brightly whenever she activates . Her next ability within 8 seconds will be enhanced.
- She can actually get her full damaging combo by level 2, be very conservative until you hit a higher level, keep your distance to prevent and keep minions between you and her to prevent the massive early nuke from if she combos it.
is especially dangerous at level 3, since she has her whole kit available at this point.
Champion spotlight
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