
PGathering Fire
Karma's damaging abilities will reduce the cooldown of Mantra.
the Enlightened One
Karma’s whole identity revolves around adaptability. In practice she picks which ability to strengthen on the fly: Mantra, unlocked at level 1 without spending a skill point, adds an extra effect to her next cast, while her passive Gathering Fire returns some of Mantra’s cooldown each time her damaging spells land. That loop rewards a support or mid laner who fights hard, not only to push the lane, but to get her best tool back online sooner.
Her core toolkit handles damage, crowd control, and protection. Inner Flame is a simple exploding poke orb, and Mantra transforms it into a devastating burst that can finish kills. Focused Resolve links an enemy, exposing them and rooting them if the connection stays intact, making it her go-to pick and chase option. Inspire grants a shield and movement speed to an ally, and under Mantra the shield jumps to nearby teammates, turning a single-target save into a team-wide engage or escape button.
In support, Karma acts as a poke and tempo driver: she pressures lanes, shields her carry during all-ins, and hastens the whole squad into or out of fights. Playing mid, she becomes a utility mage that trades raw burst for steady harass and roaming speed. Her sturdy defensive stats let her outlast skirmishes that would wipe out more fragile enchanters.
Karma is a good match for players who like making a choice in every fight, such as whether Mantra should go to damage, the root, or the group shield, and who prefer nonstop involvement over big cooldown-driven moments. Her drawback is commitment: once she has spent everything, she has little to offer until Gathering Fire restores her resources.

PKarma's damaging abilities will reduce the cooldown of Mantra.
QKarma 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.
WKarma 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.
EKarma 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.
RKarma 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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