Karma Support Wild Rift overview and best build snapshot
Best Build
Quick snapshot of the default setup for this guide.
Items
Summoner Spells

Spell 1
Flash

Spell 2
Heal
How to play
Poke while watching your next empowered spell After three ability casts, your next basic ability is stronger. Choose your 3rd ability to protect an ally or your 1st ability to damage enemies.
Keep your tether connected Your 2nd ability links you to nearby enemies. Keep them in range until the links root them, without chasing into their team.
Use your ultimate to catch a group Place the ring where enemies are moving, then help your team follow with shields and slows.
Guide author
Royal
Royal has reached Rank 1 in EU and NA, and Legend and Sovereign on the Chinese server. Created by Royal with input from high elo and professional players and the WildRiftGuides Discord community.
Rank 1 on this champion? Help improve this guide and receive credit. Contact us on Discord.
Strengths
- Mantra (Passive) is a passive on a three-cast rotation, so she always has an enhanced poke, root, or team shield coming up rather than one saved ultimate.
- Very flexible: she pokes the lane down, shields it back up, and hands out speed for both engages and escapes.
- Strong, low-risk lane pressure that punishes melee engage and static enchanters every time they walk up.
Weaknesses
- No dash and no escape, and her shields stop damage rather than displacement, so a hook or a lockdown chain goes straight through them and catches her.
- Focused Resolve (2nd) requires Karma to remain within tether range, while Transcendent Embrace (Ult) takes a second to detonate, so her setup is vulnerable to enemies who disengage or interrupt her positioning.
- High early mana costs: empty the bar on poke and she is left a slow target with nothing to cast.
Karma Support Wild Rift best build, items, runes, summoner spells, and skill order
ITEM BUILD
Best Wild Rift build for Karma Support, including items, runes, summoner spells, and skill order.
STARTING ITEM

Support income for an enchanter who spends the lane shielding and poking rather than farming.
BOOTS

Ability haste is Mantra (Passive) stacks, since every cast builds toward the enhanced version.
CORE BUILD

Karma completes the quest quickly with repeated Inner Flame (1st) poke, converting her lane pressure into wards without abandoning an aggressive AP build.

Karma's first completed support purchase turns Inner Flame (1st) and other champion damage into extra healing when Inspire (3rd) shields an ally. Poke from a safe angle before protecting the carry; self-shielding alone does not spend Helia's stored healing on an ally.

Her Q (1st) slows and her W (2nd) roots, so she marks targets constantly and they take 7% increased damage for 4 seconds.

Her shield goes out every few seconds, so the attack speed and on-hit damage stay running on her carry.

Build this when Karma needs to support a fight beyond her normal shield range. Time Redemption with an empowered team shield so allies receive the area heal while using the movement speed to reposition.
SITUATIONAL ITEMS

Replace Helia when Karma cannot safely damage champions and needs reliable protection from Inspire (3rd) instead. Harmonic spreads part of her ally shielding to another nearby teammate, or reinforces the original target when no other ally qualifies.

Team-wide speed on top of her enhanced shield, which turns a disengage into everyone repositioning at once.

Replace Ardent Censer when Karma is protecting AP-focused allies rather than basic attackers. Inspire (3rd) activates Ability Power and Ability Haste for both her and the shielded ally, supporting repeated empowered spell rotations.
Build this when the enemy heals through her poke, so her carry never has to. Buy Oblivion Orb early, since the anti-heal works from the component.

Build this when enemy shields keep absorbing Karma's poke. Inner Flame (1st) can tag several shielded targets at once, applying the reduction before her team follows the empowered slow.

Build this when a carry is losing fights to one removable stun or root. Mikael's frees them before Karma's shield and movement speed turn the escape into a reposition.

Build this when the enemy team has a lot of attack speed dependent champions, especially when she is peeling rather than poking.
RUNES
KEYSTONE

Aery follows her shield as well as her Q (1st), so it pays out on both halves of what she does.
PRIMARY

Her Q (1st) and W (2nd) can hit enemy champions, healing her and the lowest-Health allied champion nearby when the rune is ready.

She stands in poke range to shield and root, and this covers the all-in that punishes her for holding that spot.

Her shield is her main button, so a flat increase to it is close to a straight durability upgrade for her carry.
SECONDARY

Ability Haste brings Inspire (3rd) and Focused Resolve (2nd) back for another shield or root cycle.
SITUATIONAL RUNES

Take this over Revitalize when crowd control is a bigger threat than stronger heals and shields. Its tenacity shortens most disables and grants temporary defenses while immobilized. The shorter disable lets Karma spend Mantra (Passive) on a team shield before the enemy's follow-up damage lands.

Take this over Transcendence against repeated dive pressure and extended grouped fights. More frequent Inspire (3rd) and Focused Resolve (2nd) casts help Karma shield her carry and threaten another root after the first exchange.
SUMMONER SPELLS
MAIN SPELLS

Flash
Must take. She is immobile and stands at the front of the lane to poke, and Flash is how she leaves when someone walks at her.

Heal
She keeps her carry alive through shields, and this covers the damage that arrives when her shield is on cooldown. The move speed also helps both of them leave a collapse.
SITUATIONAL SPELLS

Ignite
Take this over Heal when your lane is set up to kill early rather than survive, since kills there snowball your carry. The Grievous Wounds also makes it strong into champions with a lot of healing.
SKILL ORDER
Skill Priority Order
- 11st Ability
Q - 23rd Ability
E - 32nd Ability
W
Karma Support Wild Rift matchups and counters
Wild Rift matchup guide for Karma Support, covering favorable lanes and difficult counters to prepare for in ranked, plus the duo partners that pair best with this pick.
Good Matchups
These champions are favorable matchups for this pick in Wild Rift. You have advantages against them and can play more aggressively.

Soraka
Soraka has no kill pressure, so your poke chunks her and her carry faster than her heals can refill, and you decide when the all-in happens.

Yuumi
Yuumi is only a real target when she detaches, and your poke and root make every detach window dangerous while her host eats your chip alone.

Braum
Braum only threatens when his carry gets in range, and your speed and shields keep that moment from coming, so he eats poke while waiting for a brawl you never give him.

Veigar
Veigar is immobile and vulnerable to Inner Flame (1st), and repeated poke can force him away from minions he wanted to stack. The spell does not remove stacks he has already earned, so deny future farm rather than expecting to reverse his scaling.
Karma Counters
These champions counter this pick in Wild Rift and can be difficult matchups. Learn how to play against them or consider banning them.

Leona
Her lockdown lands whether you shield or not, since a shield stops damage and not a stun, so once she reaches engage range your lack of an escape decides the fight.

Nautilus
Nautilus brings a hook, a targeted ultimate, and a knockup, all lockdown your shields cannot answer, and his whole kit exists to erase the distance you rely on.

Rakan
His mobility beats everything you do: he dashes past the tether, dives your immobile frame, and shields his own carry through your poke, so you never trade on your terms.

Rell
Rell's chain crowd control goes through shields and can hold Karma through Inspire's (3rd) movement speed. Rell's resistance reduction makes the affected target take more allied damage; it does not reduce Karma's outgoing poke, though Rell's stolen defenses make Karma easier to kill.
Synergies
The Dragon lane is a 2v2, so the carry you queue with matters as much as the matchup. These carries make the most of what this support provides.

Ezreal
Double poke with two safe kits: Inner Flame (1st) plus Mystic Shot (1st) chunks lanes down, and Inspire (3rd) keeps his spacing dance untouchable.

Caitlyn
You amplify the game's biggest lane bully: your poke stacks with hers behind minion lines, and Inspire (3rd) covers the immobility that is her one weakness.

Zeri
Inspire (3rd) is a double gift for her passive, shield and speed in one button, and your poke supports the skirmish tempo she wants to force.
Karma Support Wild Rift game strategy and teamfighting guide
Wild Rift game strategy for Karma Support, from early lane control through mid and late game map play to final teamfights.

