Karma is a champion in League of Legends played as Support (primary) and Mid (secondary), classified as Burst/Enchanter (legacy: Mage, Support). The Enlightened One uses Mana (374 – 1160.6 at max level) and deals Magic damage. Karma was released on February 1, 2011, last changed in patch V25.24, and is currently in patch V26.03. With an S-tier ranking in support at 49.7% WR and 10.1% pickrate, Karma is the quintessential “lane bully enchanter” – a champion who dominates early through aggressive Q poke and then transitions into a team-wide shielding machine. What makes Karma unique compared to other enchanters is that she starts with her ultimate at level 1. While most supports have to wait until level 6 for their power spike, Karma’s empowered abilities are online from the very first trade. That Mantra + Q at level 1 chunks for half of most ADCs’ HP bars. No other enchanter brings that kind of early lane pressure while still scaling into a full team shielder with Moonstone + Redemption. She’s the perfect blend of aggression and utility, and honestly one of the most rewarding supports to play when you understand when to use each Mantra empowerment.
📊 Base Statistics
| Statistic | Base Value | Max Value (lvl 20) |
| HP | 630 | 2773.49 |
| Mana (MP) | 374 | 1160.6 |
| Attack Damage (AD) | 51 | 115.89 |
| Armor (AR) | 28 | 126.33 |
| Magic Resist (MR) | 30 | 55.56 |
| Movement Speed (MS) | 335 | 335 (fixed) |
| Attack Range | 525 | 525 (Ranged) |
| Base Attack Speed | 0.625 | 0.625 + 0–45.23% bonus |
💡 Unique Mechanic: Karma starts with Mantra (R) at level 1 and gains additional ranks at levels 6, 11, and 16 (like a normal ultimate). This means she has access to empowered abilities from the very first moment of the game. Her passive Gathering Fire reduces Mantra’s cooldown by 4 seconds for every enemy champion hit by her damaging abilities. In practice, this means a good Karma who lands Q on 2+ enemies in a teamfight gets Mantra back in 10–15 seconds instead of the full 34–40 second CD. Ability haste also affects Mantra, so with Ionian Boots + support items, the CD drops even further. Constant Mantra cycling is the hallmark of a skilled Karma player.
🔮 R: Mantra (Available Level 1)
Cooldown: 40/38/36/34s | Cast Time: None
ACTIVE: Karma empowers her next basic ability within 8 seconds with an additional effect. Mantra can be used while affected by cast-inhibiting crowd control. Karma begins the game with one rank in Mantra. Empowered abilities scale with Mantra’s rank.
➡️ Key Mechanic: The choice of which ability to empower with Mantra is the core skill expression of Karma. Mantra + Q (Soulflare) = maximum damage burst for lane trades and poke. Mantra + W (Renewal) = self-heal sustain for surviving all-ins and ganks. Mantra + E (Defiance) = team-wide shield + MS for teamfight utility. The general rule: use R+Q in lane for poke, R+W when being dove or need to survive, and R+E in teamfights for your entire team. The fact that Mantra can be cast during CC means you can always prepare your empowerment even when stunned or rooted.
🔥 Passive: Gathering Fire
INNATE: Mantra’s current cooldown is reduced by 4 seconds for each enemy champion hit by Karma’s damaging abilities. This reduction applies per champion hit, meaning a Q explosion hitting 3 enemy champions reduces Mantra’s CD by 12 seconds at once. Combined with ability haste from items, this allows Karma to use Mantra multiple times in extended teamfights, cycling between empowered Q poke and empowered E team shields.
🔥 Q: Inner Flame
Cost: 40/50/60/70/80 Mana | Cooldown: 9/8/7/6/5s | Cast Time: 0.25s | Range: 950 (1890 Soulflare) | Effect Radius: 280 | Speed: 1700
ACTIVE: Karma fires a bolt that explodes on the first enemy hit, dealing magic damage to nearby enemies and slowing them by 40% for 1.5 seconds.
MANTRA – SOULFLARE: Inner Flame deals increased damage and fires a larger bolt that also explodes at maximum range. The explosion creates a field for 1.5 seconds that slows enemies by 50%, then ruptures to deal additional magic damage.
| Parameter | Value |
| Base Q Damage | 60/110/160/210/260 (+70% AP) |
| Soulflare Bonus Damage | 40/100/160/220 (+30% AP) [Mantra rank] |
| Soulflare Detonation | 40/130/220/310 (+50% AP) [Mantra rank] |
| Max Total Soulflare | Q + Bonus + Detonation = massive |
💡 Pro Tip: Mantra + Q (Soulflare) is your primary damage tool in lane. At level 1, R+Q deals 60 base Q + 40 Soulflare bonus + 40 detonation = 140 base damage + 150% AP scaling total if the enemy stands in the detonation field. That’s nearly half of an ADC’s HP at level 1 with a single combo. The key: the Soulflare detonation happens 1.5 seconds after the initial hit, so enemies can walk out of it. To guarantee the detonation, hit Q on the enemy directly (not a minion) so the initial hit slow (40%) keeps them in the detonation zone. In lane, look for angles where you can hit the enemy ADC or support without a minion blocking the projectile. The 1890 maximum range on Soulflare also means the bolt explodes at its maximum range even if it hits nothing – so you can zone by throwing it at the ground near enemies.
⛓️ W: Focused Resolve
Cost: 50/55/60/65/70 Mana | Cooldown: 12s | Cast Time: 0.25s | Range: 675 | Tether Radius: 825
ACTIVE: Karma deals magic damage to the target enemy and forms a tether for 2 seconds, during which they are revealed. If the tether is not broken by the end, the target takes the same damage again and is rooted.
MANTRA – RENEWAL: Root duration is increased. Karma heals for 17% (+1% per 100 AP) of her missing health once on-cast, and again when the tether completes or the target dies while tethered.
| Parameter | Value |
| Magic Damage (per tick) | 40/65/90/115/140 (+45% AP) |
| Total Damage (both ticks) | 80/130/180/230/280 (+90% AP) |
| Root Duration | 1.6/1.7/1.8/1.9/2.0 seconds |
| Renewal Root Increase | +0.5/0.75/1.0/1.25s [Mantra rank] |
| Renewal Heal | 17% (+1% per 100 AP) missing HP x2 |
➡️ Key Mechanic: Focused Resolve is your anti-dive and self-peel tool. The tether lasts 2 seconds and the enemy must move 825+ units away to break it. If they can’t break it, they get rooted for up to 2 seconds (up to 3.25s with Mantra rank 4). The Mantra + W (Renewal) heal is the most underrated part of Karma’s kit: healing 17% missing HP TWICE means at low health (say 30% HP), you heal for roughly 24% of your max HP total. This makes Karma deceptively tanky in all-ins – enemies think they can finish you off, you press R+W, heal a massive chunk, root them, and turn the fight. Use R+W when: you’re being dove by an assassin, caught by a gank, or need emergency sustain in a 2v2. It’s your “I refuse to die” button.
🛡️ E: Inspire
Cost: 50/55/60/65/70 Mana | Cooldown: 10/9.5/9/8.5/8s | Cast Time: None | Range: 800
ACTIVE: Karma grants a shield to herself or an allied champion for 2.5 seconds and 40% bonus movement speed for 2 seconds.
MANTRA – DEFIANCE: Shield is increased on primary target. Shield spreads to all surrounding allied champions within 700 units, granting them a shield for 2.5 seconds and 15% bonus MS for 2 seconds.
| Parameter | Value |
| Shield Strength | 80/130/180/230/280 (+60% AP) |
| Defiance Bonus Shield | +50/100/150/200 (+45% AP) [Mantra rank] |
| Defiance AoE Shield | 50/100/150/200 (+45% AP) per ally |
| Primary MS Boost | 40% for 2 seconds |
| AoE MS Boost | 15% for 2 seconds |
💡 Pro Tip: Mantra + E (Defiance) is your teamfight game-changer. At Mantra rank 4, the primary target gets 280 base shield + 200 bonus = 480 (+105% AP total), while every nearby ally gets 200 (+45% AP) shields AND 15% MS. With Moonstone Renewer + Redemption amplifying healing/shielding, Defiance covers your entire team with 300–500 HP shields. The rule of thumb: in lane, use R+Q for damage; in teamfights, use R+E for shields. The exception is when you have a clear shot at multiple enemies with R+Q, but 90% of the time in 5v5 fights, Defiance provides more value than Soulflare. The 40% MS boost on the primary target also makes E excellent for helping your ADC kite or chase – shield + 40% MS turns any ADC into an uncatchable carry.
🎯 Strategies and Gameplay Tips
Early Game (Levels 1-6)
- Level 1 R+Q Domination: Karma’s biggest advantage is having Mantra at level 1. Take Q first and immediately look for an R+Q (Soulflare) on the enemy bot lane. If it lands directly, the initial damage + slow + detonation field chunks 40–50% of their HP. No other enchanter can do this level 1. Abuse this power advantage hard – enemies can’t trade back effectively against that burst.
- Against Engage Supports: When facing hook or engage supports (Nautilus, Thresh, Blitzcrank, Alistar), start E instead of Q. The shield + 40% MS lets your ADC dodge hooks and survive engages. Switch to Q poke at level 2 once you have both abilities. If they engage on you, R+W for the heal and root to turn the trade.
- Passive CDR Stacking: Every time you hit a champion with Q, Mantra’s cooldown drops by 4 seconds. If you Q and hit both the ADC and support in the explosion radius, that’s 8 seconds off Mantra’s CD. This means in an aggressive lane where you’re constantly poking, Mantra is available every 15–20 seconds instead of 40. Hit champions with every Q to maximize Mantra uptime.
Mid Game (Levels 7-13)
- Mantra Priority Shift: Mid game, shift from R+Q (damage) to R+E (team shields). As fights become 5v5 around objectives, Defiance’s team-wide shield + MS provides significantly more value than hitting one Q poke. Save Mantra for E when you see the teamfight about to break out. Only use R+Q if you have a guaranteed kill angle or the fight hasn’t started yet and you’re poking from range.
- Roaming with E: Karma is one of the best roaming supports thanks to E’s 40% MS boost. Shield yourself and run to mid lane for a gank – R+W root on the mid laner into your mid’s burst is often a guaranteed kill. The speed boost also lets you ward efficiently, rotating between lanes and objectives faster than other enchanters.
- Dragon/Baron Setup: Before objective fights, use R+Q to poke enemies from 950 range. If it hits multiple champions, you get massive Mantra CD reduction and can have R+E ready for the actual fight 10 seconds later. This two-phase approach (R+Q poke → R+E when fight engages) maximizes your contribution.
Late Game (Level 14+)
- Defiance Spam: Late game with max CDR items (Ionian Boots + ability haste from support items), Mantra’s base 34s CD drops significantly, and Gathering Fire passive reduces it further. In extended fights, you can cast R+E every 15–20 seconds, providing constant team-wide shields that absorb thousands of damage over a fight’s duration. This is what makes Karma scale despite being labeled an “early game” support.
- Moonstone + Redemption Amplification: With Moonstone Renewer and Redemption in your build, every shield and heal is amplified. Defiance’s team shields trigger Moonstone’s passive, and Redemption’s heal/shield power buff makes every E stronger. The combination means your late game R+E can shield each ally for 400–500 HP, which in a 5v5 is 2000–2500 total team shielding from a single button press.
- Shurelya’s Engage/Disengage: Shurelya’s Battlesong active grants bonus MS to nearby allies, stacking with Defiance’s MS boost. The combo R+E + Shurelya’s active gives your entire team a massive speed surge for engaging or disengaging. This is especially powerful for helping immobile ADCs like Jinx or Kog’Maw reposition in late game fights.
❌ Common Mistakes and How to Avoid Them
- Always Using R+Q in Teamfights: The most common Karma mistake. Soulflare deals good damage, but in a 5v5 teamfight, R+E (Defiance) shields your entire team and is almost always more impactful. Only R+Q in teamfights if you can snipe a kill or the fight hasn’t started yet. Once the fight is happening, R+E provides thousands of HP in team shielding.
- Throwing E Forward Instead of Backward: Dropping Chompers… wrong guide. The mistake here: shielding the wrong target. Don’t E yourself to chase – E your ADC so they get the shield AND the 40% MS. Your carries are the ones who need protection and mobility. Only self-E when being directly targeted or when roaming solo.
- Breaking W Tether Yourself: When you W an enemy, you need to stay within 825 units of them for the full 2 seconds to trigger the root. Many Karma players W then immediately back off, breaking the tether. Commit to the tether – the root is 1.6–2.0 seconds (or 2.1–3.25s with Mantra). If you’re afraid of taking damage during the tether, use E on yourself for a shield while maintaining range.
- Forgetting Passive CDR: Gathering Fire is incredibly powerful but only works if you HIT champions. Many Karma players throw Q at minion waves without aiming at champions, getting zero Mantra CDR. Every Q should be aimed to at least clip an enemy champion in the explosion radius – even if the direct hit lands on a minion, the AoE might touch a champion and grant 4 seconds off Mantra.
⚙️ Recommended Build and Itemization
Core Items (Support – 51.0% WR)
- Dream Maker: Popular first item providing healing/shielding power and mana regeneration. Grants bonus magic damage and damage reduction to allies you shield, making your E (and especially R+E) even more impactful in trades.
- Moonstone Renewer: Core enchanter item. Every shield and heal triggers Moonstone’s passive, providing additional healing to nearby allies. With constant E casts and R+E teamfight shields, Moonstone generates massive sustained healing throughout fights. Part of the 62.4% WR core build (Moonstone + Redemption + Dawncore).
- Ionian Boots of Lucidity: Ability haste boots – picked in 88.7% of Karma games. Reduces Mantra’s effective CD significantly and makes Q/E available more frequently. The summoner spell haste is also valuable for Flash plays.
Situational Items
- Redemption: AoE heal active on a moderate CD. Combined with Moonstone, the heal/shield power stat amplifies all of Karma’s shielding. The active is also perfect for late game objective fights – drop Redemption on your team during a Baron fight while also R+E shielding for massive sustain.
- Shurelya’s Battlesong: Team MS active that stacks with Defiance’s MS boost. Choose when your team needs engage/disengage power rather than raw shielding. Excellent with immobile ADCs or when facing teams that kite your frontline.
- Malignance: AP + ability haste item for damage-oriented builds (mainly mid Karma). Provides massive CDR and the Hatefog passive deals bonus damage when you cast R near enemies. Strong when playing Karma mid for the damage-focused R+Q poke playstyle.
🔶 Runes
Primary – Sorcery:
- Summon Aery: THE support Karma keystone. Aery triggers on both Q poke (offensive shield) and E shields (bonus shield on allies). This dual-purpose functionality means Aery procs constantly in lane – every Q poke sends Aery forward for bonus damage, and every E shield sends Aery to an ally for extra shielding. No other keystone offers this versatility for Karma’s playstyle.
- Manaflow Band: Mana sustain in lane. Karma’s Q spam drains mana quickly (40–80 mana per cast on a 5–9s CD). Manaflow Band provides 250 bonus mana and mana regeneration after stacking, keeping you topped up for continued poke.
- Transcendence: Ability haste scaling at levels 5 and 8, plus basic ability CD reduction on takedowns at level 11. Essential for maximizing Q/E uptime in teamfights.
- Gathering Storm: AP scaling every 10 minutes. While Karma is strong early, Gathering Storm ensures her shields and damage remain relevant into late game, preventing the “enchanter falls off” feeling that plagues other supports.
Secondary – Resolve:
- Font of Life: Enemies slowed (Q) or rooted (W) are marked; allies who attack marked enemies heal. Karma applies slows/roots constantly, making Font of Life a significant source of healing in extended trades and teamfights.
- Revitalize: Increases shields and healing by 5% (10% on targets below 40% HP). Amplifies E shields, R+W heals, and Moonstone/Redemption healing. The low-HP amplification synergizes especially well with Renewal’s missing HP% heal.
⚔️ Counter Picks & Matchups
✅ Karma Counters
1. Mel
Why: Karma’s constant Q poke and E shielding completely outclass Mel’s kit in lane. Mel is a newer enchanter without the tools to match Karma’s level 1 R+Q burst. Karma can zone Mel off the wave with Soulflare and outshield any damage Mel attempts to return. The lane is heavily Karma-favored from minute one.
2. Pantheon
Why: While Pantheon support is aggressive, Karma matches his aggression with R+Q burst and outscales. In early trades, Karma’s Soulflare damage rivals Pantheon’s combo, but Karma also has E shield to absorb his Q poke. Post-level 6, Pantheon falls off as a support while Karma’s utility skyrockets with team-wide Defiance shields.
3. Xerath
Why: Karma out-trades Xerath in short trades. Xerath has longer range but no shields, no healing, and squishy base stats. Karma can E to shield Xerath’s poke, then R+Q back for equal or greater damage. Xerath also can’t match Karma’s teamfight utility – Defiance shields the entire team while Xerath only provides damage.
❌ Karma is Countered By
1. Maokai
Why: Maokai support hard-counters Karma with his passive sustain healing through Karma’s poke. Every time Karma Q’s him, Maokai’s Sap Magic passive heals him back. His saplings provide zone control that forces Karma off brush, and his W (Twisted Advance) is a targeted root that Karma can’t dodge. Maokai’s engage at level 6 with R is devastating against Karma’s squishy frame.
2. Blitzcrank
Why: One hook = death for Karma or her ADC. Despite starting E for shield + MS against hook supports, Blitzcrank’s Rocket Grab pull range (1150) exceeds Karma’s Q range (950), meaning he can grab from outside her poke range. Once grabbed, Karma’s squishy base stats (28 armor, 630 HP) mean she’s instantly bursted. The constant hook threat also forces Karma to play passively, negating her early poke advantage.
3. Sona
Why: Sona outscales Karma in every way. While Karma dominates levels 1-5, Sona’s sustained auras, healing, and Crescendo (R) become overwhelmingly powerful mid-to-late game. Sona’s W heal sustains through Karma’s poke, and her passive damage stacks make short trades dangerous. By 20 minutes, Sona’s team-wide utility surpasses Karma’s, and the lane bully advantage evaporates.
FAQ
Q: What skill order should I max?
A: Max Q first for poke damage and lower cooldown (9s → 5s). Then E for stronger shields and lower CD. W is maxed last – the root duration increases are nice, but Q and E provide more consistent value. R is leveled at 6/11/16 (Mantra rank improves empowered ability values).
Q: When should I use each Mantra empowerment?
A: R+Q (Soulflare): Lane poke, picks, pre-fight burst when you can land it on 2+ enemies. R+W (Renewal): When being dove, ganked, or need emergency sustain. The heal is massive at low HP. R+E (Defiance): Teamfights (almost always), objective contests, and team disengages. Default to R+E in any 3v3+ scenario.
Q: Is Karma better as support or mid?
A: Support is significantly stronger. Karma support is S-tier (49.7% WR, 10.1% pick), while mid is D-tier (48.4% WR, 0.3% pick). Her utility scales much better with support items (Moonstone, Redemption) than with pure AP. Mid Karma lacks the burst to match actual mages and falls off harder without support item synergies.
Q: How do I deal with heal-cut (Grievous Wounds) shutting down my shields?
A: Grievous Wounds reduces healing, not shielding. Karma’s E shields are completely unaffected by GW. Only your R+W heal and Moonstone/Redemption healing are reduced. This is actually one of Karma’s advantages over pure healers like Soraka – the majority of your output is shields, which GW can’t touch.