The Ardent Censer is an item that makes full value with Karma's abilities, due to her Mantra E. Last, tend to prefer Boots of Swiftness over Boots of Mobility, because in teamfights you will probably never stay out of combat, which makes the aforementioned item's passive useless.
Next up is Redemption which, despite receiving some nerfs in the latest patch (7.2), is still a must-buy for every Support in the game, tanky or not. Most Karma players prefer Eye of the Watchers rather than Ruby Sightstone and Frost Queen's Claim, because the extra 25 AP and 200 HP you gain with the Frost Queen's Claim is not worth the extra gold you give and, in addition, Eye of the Watchers saves a slot on your inventory, because you have a Support item that already has Sightstone in it.
The Spellthief's Edge every aggressive-type Support needs in early game, as it provides Mana regen and some AP, along with the three biscuits in order to sustain in lane. Not a lot else to tell here, we already analyzed its use on every other spell of Karma's. Which means that in teamfight situations, you should press it upfront, even if you will not consume it in the next 6 seconds. Mantra goes on Cooldown the moment you press it, and not when you apply it to one of your abilities. Mantra is available at level 1 and does not require a skill point. Karma empowers her next ability to do an additional effect. Without Mantra the shield is not that big as other Supports (Janna or Lulu), but it gives a big chunk of movespeed to your target. Its range is absolutely enormous and will probably be able to shield the entire team. This spell is the one you will mostly use your Mantra on in teamfights. Mantra Bonus: Energy radiates out from her target, strengthening the initial shield and applying Inspire to nearby allied champions. Karma summons a protective shield that absorbs incoming damage and increases the movement speed of the protected ally. Also, this can be used as a bait for enemies, or in towerdive situations. Its Mantra bonus also heals you for a huge amount of your missing HP, so make sure to Mantra W in crucial moments, and when you desperately need to stay alive. This is good for locking targets down, whether you chase somebody or try to run away from him. Mantra Bonus: Karma strengthens the link, healing herself and extending the root duration. If the tether is not broken, the enemy will be rooted. Karma creates a tether between herself and a targeted enemy, dealing damage over time and revealing them. You will mostly poke with this spell during the laning phase, as its short cooldown allows her to constantly threaten to go aggressive. Mantra Bonus: In addition to the explosion, Mantra increases the destructive power of her Inner Flame, creating a cataclysm which deals damage after a short delay. Karma sends forth a ball of spirit energy that explodes and deals damage upon hitting an enemy unit. Not a lot to say here, just that this passive really fits with the aggressive playstyle of Karma, both in lane and in teamfights. Reduces Mantra's cooldown each time Karma damages an enemy champion with one of her abilities (Half-effect for Karma's basic attacks). Without further ado let's jump right into Karma's abilities. Karma is a really fun champion for those who seek a high-mobility damage-absorbing Support that can roam around the map and create plays for her team. Karma can be used in the Mid Lane as a Support-Oriented champion, and of course as her primary role, which is Support. In the Top Lane, she is a perfect Tank because of the combination of her W (max HP heal) and Spirit Visage which was popularized about 3 months ago. Karma is one of the very few champions that can be used in all 3 lanes of the Summoner's Rift.