Updated patch 26.18 · 1.5M high-elo games
NeverFF
Karma

Karma

Enchanter · magic (AP) damage

49.2%Win rate
4.1%Pick rate
12KGames
BTier · Support

Karma is a Enchanter that deals magic (AP) damage and brings root, slow. Their hard CC is tenacity-reducible, so Mercury's Treads and tenacity items shorten their lockdown. Below is Karma's highest-win-rate build from high-elo games; open the counter-build tool to tune it against your specific enemy team.

ABILITIES

Gathering Fire
PassiveGathering Fire

Karma's damaging abilities will reduce the cooldown of Mantra.

Inner Flame
QInner Flame

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.

Focused Resolve
WFocused Resolve

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.

Inspire
EInspire

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.

Mantra
RMantra

Karma empowers her next ability to do an additional effect. Mantra is available at level 1 and does not require a skill point.

COMBAT PROFILE

Attack1
Defense7
Magic8
Difficulty5
PLAYING ASKarma
  • Gathering Fire rewards aggressive play. Look to land abilities and basic attacks on your opponent to lower Mantra's cooldown and stay on the offensive.
  • When using Focused Resolve, slow your opponents with Inner Flame or speed yourself up with Inspire if you're having trouble sticking to a target.
  • Don't be too conservative with Mantra. Gathering Fire is strongest in teamfights, making it easy to recharge Mantra multiple times.
PLAYING AGAINSTKarma
  • Karma's passive lowers her Mantra cooldown when she hits enemy champions with abilities and basic attacks. Deny her from getting free hits on you.
  • Karma's Soulflare erupts for bonus damage in the area in which it's placed. React quickly and escape the circle to avoid taking heavy damage.
  • Focused Resolve is a strong disengage tool. Create distance to avoid being rooted and seek to engage afterwards.

CROWD CONTROL

Roottenacity helpsFROMW Focused ResolveR MantraSlowignores tenacityFROMQ Inner FlameR Mantra

Hover a crowd-control type to see which ability it comes from.

HIGHEST WIN-RATE BUILD
SKILL PRIORITY
Inner Flame (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.Q→Inspire (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.E
49.2% WR3,206 matches
SKILL PATH leveling order
Inner Flame (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.QInner Flame
1
4
5
13
Focused Resolve (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.WFocused Resolve
3
14
15
17
18
Inspire (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.EInspire
2
7
8
9
10
12
Mantra (R)Karma empowers her next ability to do an additional effect. Mantra is available at level 1 and does not require a skill point.RMantra
6
11
16
Summon Aery keystone
Sorcery
Summon AerySummon Aery
Arcane CometArcane Comet
Stormraider's SurgeStormraider's Surge
Deathfire TouchDeathfire Touch
Axiom ArcanistAxiom Arcanist
Manaflow BandManaflow Band
Nimbus CloakNimbus Cloak
TranscendenceTranscendence
CelerityCelerity
Absolute FocusAbsolute Focus
ScorchScorch
WaterwalkingWaterwalking
Gathering StormGathering Storm
Resolve
Grasp of the UndyingGrasp of the Undying
AftershockAftershock
GuardianGuardian
DemolishDemolish
Font of LifeFont of Life
Shield BashShield Bash
ConditioningConditioning
Second WindSecond Wind
Bone PlatingBone Plating
OvergrowthOvergrowth
RevitalizeRevitalize
UnflinchingUnflinching
SUMMONER SPELLS
BUILD PATH · win rate by item
STARTING
World AtlasCost: 400Health PotionConsume Restores 120 Health over 15 seconds.Cost: 50
Best opening
BOOTS
Ionian Boots of Lucidity10 Ability Haste 45 Move Speed Ionian Insight Gain 10 Summoner Spell Haste.Cost: 900 · 350 to build
Most common
CORE
Dream Maker200 Health 75% Base Health Regen 75% Base Mana Regen 9 Gold Per 10 Seconds Dream Maker Healing or Shielding another ally blows Dream Bubbles to them for 3 seconds. Their next Attack deals bonus magic damage On-Hit and the next damage they take is reduced.Active (4 charges) Places an Invisible Stealth Ward that grants vision.Cost: 400→Echoes of Helia35 Ability Power 200 Health 20 Ability Haste 125% Base Mana Regen Soul Siphon Gain 30% of pre-mitigation damage dealt to champions as Soul Charges. Healing or Shielding an ally consumes all Soul Charges to restore Health.Cost: 2200 · 500 to build
Build every game
2ND ITEM
Moonstone Renewer25 Ability Power 200 Health 20 Ability Haste 125% Base Mana Regen Starlit Grace Healing or shielding an ally chains the effect to another ally (excluding yourself), healing 30% or shielding 35% of the original amount.Cost: 2200 · 500 to build50.8% WR2463 games
What players go
3RD ITEM
Moonstone Renewer25 Ability Power 200 Health 20 Ability Haste 125% Base Mana Regen Starlit Grace Healing or shielding an ally chains the effect to another ally (excluding yourself), healing 30% or shielding 35% of the original amount.Cost: 2200 · 500 to build50% WR2843 games
Redemption30 Ability Power 15 Ability Haste 100% Base Mana Regen 10% Heal and Shield Power Intervention Restore 150 - 350 Health to allied units and deal 10% max Health true damage to enemy champions after 2.5 seconds.Cost: 2300 · 850 to build53.9% WR2060 games
Mikael's Blessing250 Health 100% Base Mana Regen 12% Heal and Shield Power 15 Ability Haste Purify Remove all crowd control debuffs (excluding Airborne and Suppression) from an ally champion and restore 100 - 250 Health.Cost: 2300 · 900 to build59.6% WR198 games
What players go
4TH ITEM
Redemption30 Ability Power 15 Ability Haste 100% Base Mana Regen 10% Heal and Shield Power Intervention Restore 150 - 350 Health to allied units and deal 10% max Health true damage to enemy champions after 2.5 seconds.Cost: 2300 · 850 to build53.8% WR1247 games
Moonstone Renewer25 Ability Power 200 Health 20 Ability Haste 125% Base Mana Regen Starlit Grace Healing or shielding an ally chains the effect to another ally (excluding yourself), healing 30% or shielding 35% of the original amount.Cost: 2200 · 500 to build52.9% WR552 games
Mikael's Blessing250 Health 100% Base Mana Regen 12% Heal and Shield Power 15 Ability Haste Purify Remove all crowd control debuffs (excluding Airborne and Suppression) from an ally champion and restore 100 - 250 Health.Cost: 2300 · 900 to build57.5% WR273 games
What players go

Based on 11981 games · 49.2% win rate · challenger+grandmaster+master+emerald-diamond+platinum-emerald · patch 16.18.1.

MORE MAGE CHAMPIONS

Karma Build & Counters | NeverFF