Wild Rift Guides
Karma Support Wild Rift Guide
Karma support counters include Leona, Nautilus, and Rakan. See the best build, runes, matchups, and game plan for Wild Rift Patch 7.3.
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.
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.
Build Snapshot
Rune Setup
Summoner Spells
Karma Support Counters
Who counters Karma Support in Wild Rift (WR)? These champions beat Karma in the support matchup, with how each one wins. Learn to play around them or ban them in ranked.
- 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.
Champions Karma Is Strong Against
Karma's best matchups in Wild Rift. Karma holds an edge against these picks in the support role, so look to press the advantage and contest objectives.
- 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 Support Synergies
The best duo partners for Karma in the Wild Rift support role. The Dragon lane is a 2v2, so queue with one of these picks to make the lane and the mid game much easier.
- 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.
Early Game
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 Game
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
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
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.