P
Gathering Fire
Karma's damaging abilities will reduce the cooldown of Mantra.
the Enlightened One
Flexibility is the core of Karma’s design. Every game she effectively chooses which ability to upgrade on the fly: Mantra, available from level 1 without a skill point, empowers her next spell with an additional effect, and her passive Gathering Fire refunds Mantra’s cooldown whenever her damaging abilities connect. The result is a support and mid laner who trades aggressively not just for lane pressure, but to recharge her strongest tool faster.
Her base kit covers offense, control, and protection. Inner Flame is a straightforward exploding poke orb; Mantra turns it into a cataclysmic burst for real kill pressure. Focused Resolve tethers an enemy, revealing them and rooting if the link holds — her main pick and chase tool. Inspire shields an ally and speeds them up, and its Mantra version spreads the shield to nearby teammates, converting a single-target save into a teamfight-wide engage or disengage button.
As a support, Karma is a poke and tempo enforcer who shoves lanes, shields her carry through all-ins, and speeds the whole team into or out of fights. In the mid lane she plays as a utility mage, sacrificing raw burst for constant harass and roaming speed. Her defensive stat lean means she survives skirmishes that delete squishier enchanters.
Karma suits players who enjoy making a decision every fight — spend Mantra on damage, the root, or the group shield? — and who value constant activity over big cooldown moments. Her weakness is committal: with everything spent, she offers little until Gathering Fire recharges her.
P
Karma's damaging abilities will reduce the cooldown of Mantra.
Q
Karma sends forth a ball of spirit energy that explodes and deals damage upon hitting an enemy unit.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.
W
Karma creates a tether between herself and a targeted enemy, dealing damage and revealing them. If the tether is not broken, the enemy will be rooted and damaged again.Mantra Bonus: Karma strengthens the link, healing herself and extending the root duration.
E
Karma summons a protective shield that absorbs incoming damage and increases the Move Speed of the protected ally.Mantra Bonus: Energy radiates out from her target, strengthening the initial shield and applying Inspire to nearby allied champions.
R
Karma empowers her next ability to do an additional effect. Mantra is available at level 1 and does not require a skill point.
| HP | 630 |
| HP per level | 109 |
| Mana | 374 |
| Resource per level | 40 |
| Armor | 28 |
| Magic Resist | 30 |
| Attack Damage | 49 |
| Attack Speed | 0.625 |
| Move Speed | 335 |
| Attack Range | 525 |
| HP Regen | 5.5 |
| Resource Regen | 13 |
Imported from op.gg · updated every 48 hours.
Win rates are Karma's results against each champion, imported from op.gg.
Karma is usually played in Mid or Support.
Karma is classified as Mage / Support and uses Mana as a resource.
Gathering Fire (Passive), Inner Flame (Q), Focused Resolve (W), Inspire (E), Mantra (R).
Yes — current Karma builds are listed above.
Myrwn, Life, Peter, Quantum, Dorian.
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