Karma·Mid Guide

Power Spike

Gathering FireP
Inner FlameQ
Focused ResolveW
Get everything you need for Karma Mid build! The highest win rate Karma runes, items, skill order and summoner spells in patch 13.1.
Win rate52.0%-
Pick rate0.8%-
Ban rate3.0%-
Matches31 385-
Karma Top
Karma Jungle
Karma Mid
Karma Bot
Karma Support
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Karma Strengths & Weaknesses

She has excellent waveclear and splash damage with her Inner FlameQ. This allows her to get lane priority and help her other laners/Jungler when they are contesting objectives.

Her InspireE allows her to shield everyone in her team. It also allows her to increase the movement speed of the allied team, which can help them catch out an over extended enemy.

When fighting 1 v 1 she practically doesn’t have a weakness when all of her spells are up. If someone tries to come close to her, she can just Inner FlameQ them and run away, If she is getting engaged upon, she can use her InspireE and Ultimate MantraR empowered Focused ResolveW to both disengage and get back a lot of health. Her Ultimate MantraR is the backbone of her strength in the lane and proper usage will let her get ahead.


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 champions especially if they’re level 6 power spike is very strong.

Whenever Karma’s InspireE is down, she is vulnerable to attack and will need to play safely while it’s on cooldown.

Her Inner FlameQ can easily be avoided if the enemy builds up a huge wave or positions correctly. Even the splash damage won’t be enough to get past a huge minion wave.

Game plan
Early game
0 - 15 min
Karma is Average

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.

Focus on farming and poking during the laning phase. You shouldn’t really commit to fighting the enemy.

At level 6, Karma doesn’t gain access to an Ultimate MantraR like most champions. If you’re playing against someone with a strong all-in, play safe whenever their Ultimate MantraR is up.

Mid game
15 - 25 min
Karma is Average

Once your bottom lane rotates to the mid lane, go to a side lane and start to farm. Try not to fall behind in gold and XP by sharing it with your ADC and Support.

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

Delay team fights for as long as possible in the mid game while you poke and harass the enemy with your Inner FlameQ.

Late game
25+ min
Karma is Average

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

Karma early game poke is really obnoxious, especially for laners who are melee in nature. She can use her Inner FlameQ to both poke and wave clear simultaneously, which allows her to get lane priority, and her Jungler can safely invade the enemy as a result.

The first component offers a lot of poke from Karma's end as it increases the damage of her Inner FlameQ and allows her to use it frequently as she will have more mana to use.

Level 6 isn't a huge spike, but it definitely increases the amount of poke damage she can deal with her abilities. Her empowered Inner FlameQ is a force to reckon with once she hits level 6.

Mid game15 - 25 min

Karma's poke is really obnoxious for the enemy team during the mid-game. She also provides a lot of utility due to her Focused ResolveW and InspireE. This simply means that a good Karma will make her team invincible.

At level nine, Karma will have her Inner FlameQ maxed out. This increases her overall poke damage and will let her chunk out enemies before significant fights.

Level eleven will be a decent power spike due to her ability empowerment potential. This will come in really handy during significant fights in the objective pits.

Late game25+ min

Karma's InspireE will be maxed out at level 13. This means that she will be able to peel her teammates with ease and keep them out of troubles way.

Karma will have multiple items completed during this stage of the game. This will allow her to dish out a lot of damage while peeling for her carries at the same time.

Her damage output will be really high during the late game, which will allow her to poke enemies out relentlessly. She will make team fights really unfair for the enemy, especially around choke points.

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