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Karma · Guide




Power Spike (Early, Mid, Late)


Damage Type

100% AP

0% AD

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Karma Strengths & Weaknesses

Karma can deal a lot of damage in the early game with her empowered MantraR Inner FlameQ. This will help to get the enemy low for an all-in.

Thanks to her Ultimate MantraR, she can give her allies a huge shield InspireE buff that will protect them from incoming damage. It also gives a lot of movement speed which will help her team disengage if needed.

Karma basically has 6 abilities which offer her a ton of different counterplay. Depending on what she needs, she can use either one of her empowered MantraR abilities.


Whenever Karma’s InspireE is down, she is vulnerable to attack and will need to play safely while it’s on cooldown. Karma is squishy, and if she looks to fight when it’s down, she is going to come worse off than the enemy.

Unlike most champions, Karma unlocks her Ultimate MantraR at level 1. This means that at level 6, she doesn’t have as much pressure in comparison to a lot of other Supports. Pre-6, this isn’t a problem though.

In team fights you need to ensure that you use your empowered InspireE on your allies and avoid using your Inner FlameQ. Using the wrong empowerment can cost you the team fight.

Game plan
Early game
0 - 15 min
Karma is Strong

Poke the enemy as much as possible with your Inner FlameQ to get them low. Use your early lane dominance to gain a health advantage over the enemy.

Watch your positioning at all times. Karma is super squishy and will easily die if she walks too far forward.

Make sure you place vision around your lane to keep you and your ADC safe. Staying alive is key to winning in the later parts of the game.

Mid game
15 - 25 min
Karma is Average

Go to the mid lane after destroying or losing the bottom lane tower. Rotate with your ADC or hold hands with your Mid laner to prevent the enemy from taking the mid lane tower.

In team fights, use your empowered InspireE to provide a large shield to your allies. Unless you need to use your Inner FlameQor Focused ResolveW, you should try to use your InspireE to help them survive.

Stay with your allies in the mid-game. Do not move too far away from them at any given time as you’ll be an easy target for the enemy. Similarly, do not go to ward unless your allies are nearby and able to help you.

Late game
25+ min
Karma is Weak

Stay with your team in the late game. Getting caught out will result in the enemy forcing a fight or taking the Baron. Avoid straying too far away from them.

Protect your allies as much as possible in team fights. Keeping them alive for as long as possible while dealing damage will increase your chances of winning the game.

In team fights, use your empowered InspireE to provide a large shield to your allies. Unless you need to use your Inner FlameQ or Focused ResolveW, you should try to use your InspireE to help them survive.

Power Spikes
Early game0 - 15 min

Her Ultimate MantraR empowered Inner FlameQ can enable her to deal a lot of damage right at the beginning of the game. One good trade can make her level two all-in a guaranteed kill as her Inner FlameQ is really powerful.

Once she gets all her abilities, it becomes very easy to kill her or anyone she is defending using her InspireE. The movement speed on the InspireE is very handy when combined with the Inner FlameQ slow.

Due to her kit, she will almost always have lane priority. This can be used by her team to take Dragons before the enemy Jungler is ready to do so. She will also have a lot of lane control if she takes control of the lane brushes.

Mid game15 - 25 min

As Support, getting her core items will help her peel her carry more efficiently while dealing substantial amounts of damage to the enemy team. This will empower her and let her team make more plays.

Her Focused ResolveW and Inner FlameQ can help her secure multiple picks during this phase of the game. The Inner FlameQ splash damage will ensure that she almost always ends up being victorious while fighting in closed spaces.

Her Ultimate MantraR empowered InspireE should help her both engage and disengage along with her entire team. This makes her very powerful, especially if the enemy team is reliant on all-ins to initiate plays.

Late game25+ min

Her abilities should deal a lot of damage as well as peel much more efficiently than in the mid-game. Her main power lies in sticking with her team and helping them make plays when possible during this phase.

With her short Inner FlameQ cooldown, she can easily help her team wave clear and get priority in the middle and the side lanes when necessary. This can translate into free and uncontested neutral objectives like the Baron.

She should excel at setting death brushes as her Inner FlameQ slow, combined with her Focused ResolveW CC should make it impossible for a Flash-less person to get away from her.

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