Statistics Lvl 1
Lvl 15
Hide Champ Stats

Level 1 Karma Stats

Health 630
Health Reg. (5s) 9
Mana 390
Mana Reg. (5s) 21
Armor 37
Magic Res. 36
Move Speed 360
Attack Dmg. 58
Attack Spd. 0.75

Karma's Abilities

PMantra
Every ability cast grants Karma a stack of Mantra. At 3 stacks, she enters a Mantra State, enchancing her next basic ability.
1Inner Flame
Cooldown: 9 / 8 / 7 / 6
Cost: 60 / 60 / 60 / 60

Fires a blast of energy, dealing 60 / 100 / 140 / 180 (+40% AP) magic damage to the first target hit and surrounding enemies, and slowing them by 35% for 1.5 seconds.

Mantra: Increases the destructive power of the blast, dealing 65 / 140 / 215 / 290 (+50% AP) magic damage to the first target hit and surrounding enemies. The blast leaves a field for 1.5 seconds, slowing targets by 42.5% / 45% / 47.5% / 50%, after which it explodes and deals 40 / 80 / 120 / 160 (+50% AP) magic damage.

2Focused Resolve
Cooldown: 15 / 15 / 15 / 15
Cost: 55 / 60 / 65 / 70

Tethers up to two nearby enemy champions, dealing 35 / 60 / 85 / 110 (+40% AP) magic damage and revealing them for 1.75 seconds. If targets fail to break the tether, they take 40 / 70 / 100 / 130 (+45% AP) magic damage and are rooted for 1 / 1.25 / 1.5 / 1.75 seconds.

Mantra: A new tether will be fromed between tethered targets. If there is only one tethered target, the new tether will spread toward an additional nearby enemy champion. If targets fail to break all the tethers, they take 40 / 70 / 100 /130 (+45% AP) magic damage and are rooted for an improved 1.5 / 1.75 / 2 / 2.25 seconds.

3Inspire
Cooldown: 10 / 9 / 8 / 7
Cost: 70 / 70 / 70 / 70

Grants an allied champion 60 / 90 / 120 / 150 (+ 65% AP) shield for 3 seconds and 30% movement speed for 1.5 seconds.

Mantra: Karma focuses her power, granting a 120 / 180 / 240 / 300 (+65% AP) shield that decays over 4 seconds and 60% movement speed that decays to 20% over the same duration.

An additional ring is generated around the shielded target, and the first ally champion who enters the ring will be granted the same shield and movement speed. 

4Transcendent Embrace
Cooldown: 70 / 65 / 60
Cost: 100 / 100 / 100

Immediately enters Mantra state.

Forms a ring of spirit energy at the taget location. After 1 second, it detonates, dealing 170 / 280 / 390 (+80% AP) magic damage to all enemies inside the circle and slowing them by 35% for 1 second. If enemies are hit by the outer ring, they will be knocked back toward the center.

Karma Build Guide for Wild Rift

Build Karma with confidence with the help of WildRiftFire's build guides. Whether you are completely new to Karma or looking to refine your playstyle, we will help you take your Wild Rift game to the next level. Learn Karma's abilities in detail, the best items to build, which skills to level first, and more. Karma is ranked Tier A (Support Lane) in our Champion Tier List
Karma
Karma Support
The Enlightened One
Show Champ Stats
Patch 7.2c
Recommended Role Support Lane

Karma's Item Build

Starting Item
Spectral Sickle
Spectral Sickle
Core Items
Imperial Mandate
Imperial Mandate
Ardent Censer
Ardent Censer
Redemption
Redemption
Boots
Ionian Boots of Lucidity
Ionian Boots of Lucidity
Final Build
Black Mist Scythe
Black Mist Scythe
Ionian Boots of Lucidity
Ionian Boots of Lucidity
Imperial Mandate
Imperial Mandate
Ardent Censer
Ardent Censer
Redemption
Redemption
Harmonic Echo
Harmonic Echo

Karma's Spells & Runes

Summoner Spells
Flash
Flash
Heal
Heal
Runes
Arcane Comet
Arcane Comet
Manaflow Band
Manaflow Band
Transcendence
Transcendence
Scorch
Scorch
Bone Plating
Bone Plating

Karma's Situational Items

vs Crowd Control
Redemption
Mikael's Blessing
vs Shielding
Redemption
Oceanid's Trident
vs Healing
Redemption
Morellonomicon

Karma's Skill Order

Mantra Mantra (Passive)
Quick Skill Order
Inner Flame
Inspire
Focused Resolve
Inner Flame
  • Inner Flame
Focused Resolve
  • Focused Resolve
Inspire
  • Inspire
Transcendent Embrace
  • Transcendent Embrace
Quick Skill Order
Inner Flame
Inspire
Focused Resolve

Karma is Countered By

Support
Pyke Pyke
Support
Nami Nami
Support
Bard Bard

Karma Synergizes With

Lucian Lucian
Ezreal Ezreal
Draven Draven

How to play Karma


Karma is a Mage who can play in the Duo Lane as a Support or in the Mid Lane. Karma is a very versatile champion that can be played in multiple roles. Karma has a lot of build and playstyle diversity. She has fantastic poke and damage to dominate the laning phase, and she also has great shielding and utility to help protect her team in teamfights. However you play Karma, you will always find yourself to be helpful throughout the game when you find the right opportunities.


Make sure to check the alternative build at the top of the page for playing Karma in the Mid Lane.


4
1
3
2

Karma's Abilities


Mantra
(Passive)

Every ability Karma casts grants her a stack of Mantra. At 3 stacks, she enters a Mantra State, enhancing her next basic ability.

You can see how many stacks of Mantra you have by the marks underneath Karma's mana bar. When the 3rd mark turns purple and the abilities start to glow, you know you are in Mantra State. When running out from base (whether you just died or recalled), it's always worth it to use abilities to get 3 stacks so when you get to the next fight, you will be in Mantra State straight away.

Inner Flame
(1)

Karma fires a blast of energy, dealing magic damage to the first target hit and surrounding enemies, and slowing them for just over a second.

Mantra Version - Increases the destructive power of Inner Flame's blast, dealing more magic damage to the first target hit and surrounding enemies. The blast then leaves a field for just over a second, slowing targets after which it explodes and deals more magic damage.

Inner Flame is one of Karma's core abilities to help her deal damage. It's incredibly strong for poke and clearing minion waves during the laning phase, and with its low cooldown later on, it can be used to stack Mantra.

Focused Resolve
(2)

Karma tethers up to two nearby enemy champions, dealing magic damage and revealing them for over a second. If the targets fail to break the tether (by walking away from Karma), they take magic damage and are rooted for a second.

Mantra Version - A new tether will be formed between the tethered targets. If there is only one tethered target, the new tether will spread toward an additional nearby enemy champion. If targets fail to break all the tethers, they take magic damage and are rooted for a longer time.

Focused Resolve is Karma's primary Crowd Control ability and is great for setting up ganks and rooting enemies in teamfights. Focused Resolve also has great synergy with Karma's other abilities. Inspire's movement speed helps you stay in range to guarantee the root, and when an enemy is rooted, you can guarantee damage from Inner Flame and Transcendent Embrace.

Inspire
(3)

Karma grants an allied champion or herself a shield and movement speed for a few seconds.

Mantra Version - Karma grants a stronger shield and more movement speed that decays over time for a few seconds. An additional ring is generated around the shielded target, and the first ally champion who enters the ring will be granted the same shield.

Inspire enables you to absorb poke damage from enemies, disengage and engage during teamfights. The movement speed from the Mantra Inspire is powerful during teamfights when you group with your team.

Transcendent Embrace
(Ultimate)

When Karma uses Transcendent Embrace, she will immediately enter Mantra state, making her next ability enhanced.

Karma's ultimate forms a ring of spirit energy at the target location. After a second, it detonates, dealing magic damage to all enemies within the circle and slowing them for a brief moment. If enemies are hit by the outer ring, they will be knocked toward the centre.

Most of the time, before using your ultimate, you want to make sure you use one of the Mantra-enhanced abilities so you can use 2 enhanced abilities in a short period of time.

Karma Build Breakdown


Black Mist Scythe
Ionian Boots of Lucidity
Imperial Mandate
Ardent Censer
Redemption
Harmonic Echo

Imperial Mandate increases Karma's poke damage. She can easily proc Mandate's passive with her Inner Flame and Focused Resolve, marking enemies, allowing your team to follow up and deal bonus damage.


Ardent Censer gives Karma's allies attack speed and bonus magic damage on auto attacks when she heals or shields them. This is especially good on Marksman to help them deal more damage.


Redemption active heals allies in a large area while also damaging enemies. It's a great tool for keeping allies alive on top of Karma's shielding and movement speed from her abilities.


With runes, we have the following:

Arcane Comet

Arcane Comet strengthens Karma's poke and lane pressure. This synergises well with Inner Flame since it'll naturally slow enemies, making it easier for Arcane Comet to hit.

Manaflow Band

Manaflow Band helps with Karma's mana since you'll be consistently using your abilities to poke, crowd control and protect your allies.

Transcendence

Transcendence gives Karma more Ability Haste so you can use her abilities more often throughout the game to make an impact.

Scorch

Scorch enhances Karma's lane power, giving you more damage when you poke with your abilities.

Bone Plating

Bone Plating will help protect Karma against burst damage. Very powerful when fighting 2 vs 2 in the Duo Lane.

Flash
Heal

Flash is a must on Karma. It's a great spell to get you out of bad situations, or can help you save allies with your heals and shields. It can also be used to help you stay in range with Focused Resolve to guarantee the root on enemy champions.

Heal is amazing on Karma and works very well with her kit. As an enchanter, your main goal is to help keep your team alive.

Early Game


Karma can make a massive difference in the early game. Karma has great poke damage with Inner Flame and can catch enemies off guard with Focused Resolve. If you can time your Inspire's shield, you can win trades vs the enemy bot lane. When looking to engage, start with Inspire for the movement speed, then use Focused Resolve on the enemy, and when the enemy is rooted, you deal free damage with Inner Flame.

Late Game


Karma's late-game revolves around her utility, crowd control, and the shields she can offer to her team every few seconds. Be sure to use your abilities outside of combat to stack Mantra so your next ability in a teamfight will be enhanced. It is vital that you stay with your team and support them during team fights. Prioritize staying back and keeping your carries alive, protecting them against the enemy team, using everything possible to keep them alive. Most of the time, your Marksman will be the primary carry, so protecting them will be a priority; however, you can also deal a lot of damage, so bear that in mind and make sure you keep yourself alive.

Conclusion


Karma is an all-around great champion to pick up. She is a versatile champion who consistently delivers in every game. She has damage with Inner Fire, great crowd control with her Ultimate and Focused Resolve and great utility and shielding with Inspire to help protect her team.


Thank you for reading this guide! Feel free to follow me and ask any questions on:

Good luck on the rift summoners!

iTzSTU4RT

KARMA PATCH HISTORY

FULL PATCH NOTES

Patch 6.2e

Inspire Inspire
  • Base Shield Value: 70/100/130/160 → 60/90/120/150
  • Mantra Base Shield Value: 140/200/260/320 → 120/180/240/300

Patch 5.0b

INNER FLAME INNER FLAME
  • Damage: 70/110/150/190 + 40% Ability Power → 60/100/140/180 + 40% Ability Power
  • Empowered damage: 70/150/230/310 + 50% Ability Power → 65/140/215/290 + 50% Ability Power
  • Empowered slow down: full level 50% → 42.5/45/47.5/50%
INSPIRE INSPIRE
  • Cooldown: 10/9.5/9/8.5s → 10/9/8/7s

Patch 4.4b

INNER FLAME INNER FLAME
  • Cooldown: 10/9/8/7s → 9/8/7/6s
TRANSCENDENT EMBRACE TRANSCENDENT EMBRACE
  • Damage: 150/250/350 + 60% Ability Power → 170/280/390 + 80% Ability Power

Patch 4.3b

INNER FLAME INNER FLAME
  • Base damage: 60/100/140/180 → 70/110/150/190
  • Mantra bonus damage: 60/140/220/300 → 70/150/230/310
INSPIRE INSPIRE
  • Shield value: 60/90/120/150 + 50% Ability Power → 70/100/130/160 + 65% Ability Power
  • Mantra bonus shield: 120/180/240/300 + 50% Ability Power → 140/200/260/320 + 65% Ability Power

Patch 3.4a

FOCUSED RESOLVE FOCUSED RESOLVE
  • Cooldown: 13s → 15s
INSPIRE INSPIRE
  • Non-Mantra Movement Speed: 45% → 30%

Patch 3.3

INNER FLAME INNER FLAME
  • Mana cost: 50 → 60
INSPIRE INSPIRE
  • Base shield: 60/100/140/180 → 60/90/120/150
  • Mantra base Enhanced Shield: 150/210/270/330 → 120/180/240/300

Patch 3.2

INNER FLAME INNER FLAME
  • Base damage: 60/110/160/210 → 60/100/140/180
TRANSCENDENT EMBRACE TRANSCENDENT EMBRACE
  • Slow: 50% → 35%

Patch 3.1a

INNER FLAME INNER FLAME
  • Mantra bonus base damage: 70/160/250/340 → 70/150/230/310

Copyright © 2025 WildRiftFire | All Rights Reserved