Karma Wild Rift champion guide - Support

Support · Wild Rift Guide

Karma Support

Karma Support Guide

Updated for Patch 7.3E
A Tier

Karma Support Wild Rift overview and best build snapshot

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.
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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

Spectral Sickle

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

BOOTS

Crimson Lucidity

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

CORE BUILD

Black Mist Scythe

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

Echoes of Helia

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.

Imperial Mandate

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

Ardent Censer

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

Redemption

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

Harmonic Echo

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.

Shurelya's Battlesong

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

Staff of Flowing Waters

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.

Morellonomicon

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.

Oceanid's Trident

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.

Mikael's Blessing

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.

Frozen Heart

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

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

PRIMARY

Font of Life

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

Bone Plating

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

Revitalize

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

SECONDARY

Transcendence

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

SITUATIONAL RUNES

Perseverance

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.

Legend: Haste

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

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

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

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

  1. 1
    Q Ability
    1st Ability
  2. 2
    E Ability
    3rd Ability
  3. 3
    W Ability
    2nd Ability
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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.

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.

Early Game

Levels 1-8
Play the early lane like a poke mage carrying a shield. Lead with empowered flame when the enemy duo lines up with the wave, mix in the basic version to keep the chip going, and use your speed shield to turn your carry's trades into wins. You want the enemy walking into your range to farm or engage, because both cost them health they cannot get back as fast as you deal it. Watch your mana, since an empty Karma is just a slow target, and respect the all-in supports: once they have engage range on you, your lack of an escape is the whole problem. Keep your support quest start and build Echoes of Helia as the first completed support purchase, using Bandleglass Mirror for spell power, haste, and mana regeneration. Inner Flame (1st) prepares the stored healing before Inspire (3rd) protects your ally. If safe poke is impossible, choose Harmonic Echo instead.

Mid / Late Game

Levels 9+
Mid game Inspire (3rd) becomes a roaming tool. Around dragon and Herald, poke before the fight and use Focused Resolve (2nd) on one or two nearby enemy champions, staying in range until its delayed root. Basic Inspire (3rd) affects only its selected target; Mantra (Passive) Inspire (3rd) can share the larger shield and speed with one additional nearest or first-entering ally in its ring, not the whole team. Follow Helia with Imperial Mandate, then Ardent Censer and Redemption. This keeps Karma's poke-and-shield cycle useful while adding damage amplification through her control. Staff of Flowing Waters can replace Ardent when the allies carrying the fight deal most of their damage through AP abilities. Late game you are utility first and damage second. Mantra (Passive) Inspire (3rd) shields and speeds the primary target plus one additional ally who qualifies through its ring; it does not cover three allies at once. Stay near your carry, hold the enhanced shield for the enemy's commitment, and use Focused Resolve (2nd) to tether nearby divers long enough for the delayed root.

Teamfights

5v5 Combat
Open with Inner Flame (1st) from range, then hold Mantra (Passive) Inspire (3rd) for the enemy's engage so its primary shield and one shared ring shield reach the right allies. Focused Resolve (2nd) can tether the two nearest enemy champions and root them if the tethers hold. Transcendent Embrace (Ult) adds delayed area control: it damages and slows everyone in the ring, knocks enemies on the outer ring inward, and immediately fills Mantra (Passive). The ultimate is not Karma's only hard control because Focused Resolve (2nd) roots as well, and neither spell directly knocks a diver away from the carry.
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