Karma has always been one of my favorite champions. Ever since the buff spam riot has been giving her since her rework she has had a huge power spike as a top laner and has become one of my go to top lane champions. I have been thinking of making a top lane karma guide but for now just decided I should get done her TOP FACTS.


Champion Overview:


Karma is a Support-Mage. She starts the game with very high damage numbers which allows her to be an aggressive bully (especially against champions with no range). Karma is a very strong duelist due to her amazing kiting abilities. When you factor in mantra to the karma equation Karma's kit becomes really strong. Karma will scale well into the late game due to her support style abilities.

Skills Overview:


Gathering Fire(passive)- Damaging enemy champions with abilities refreshes 2 seconds of Mantra's cooldown, and half that amount on basic attacks against enemy champions.

Karma's passive reduces the CD on her mantra by a few seconds whenever she hits the enemy with a spell or auto. If you mantra at the start of a duel with someone and hit all of your spells (with autos in between) for harass. Your mantra will pretty much be off CD. This passive makes mantra an insanely cooldown when you have some CDR allowing you to use 2-3 mantras per fight.

Inner Flame- Fires a blast of energy that explodes on enemy contact dealing 80 / 125 / 170 / 215 / 260 (+60% of ability power) magic damage to enemies in the area and slowing them by 25% for 1.25 seconds. Mantra Bonus - Soulflare: Inner Flame deals 25 / 75 / 125 / 175 (+30% of ability power) extra magic damage and leaves a circle of flame at the impact area or upon reaching maximum range, slowing enemies for 50%. After 1.5 seconds, the circle erupts, dealing 50 / 150 / 250 / 350 (+60% of ability power) magic damage to enemies in the area.

Karma's first skill is a linear skillshot ability. Think Jayce's shock blast (unempowered) ability, but throw in a slow. This skill is really useful in lane as it will give you a consistent low CD stream of harass. This ability is you main source of damage as well as the only skillshot you need to hit. Make sure you are able to hit it!

Mantra: The mantra effect on Karma's Q is a damage boost, hitbox boost, and an after effect damage/slow field. The damage on this thing is pretty high. If an enemy takes both procs of this move after I am level 9 it is pretty much half their hp down the drain. The range increase on this spell will take some getting used to , but you NEED to make sure you can hit these. This mantra ability is one of the reasons no one can duel Karma. In an even hp fight this skill will outtrade most champions and leave you with a safety window to disengage from the trade you just won.

Focused Resolve- Karma forms a tether to target enemy champion, revealing and damaging the target for 60 / 110 / 160 / 210 / 260 (+60% of ability power) magic damage over 2 seconds, dealing 10 / 18.33 / 26.67 / 35 / 43.33 (+10% of ability power) magic damage at 0.66-second intervals. Gathering Fire is applied every time this ability damages. If the tether is not broken after the 2 seconds, the target is rooted for 1 / 1.25 / 1.5 / 1.75 / 2 seconds. Mantra Bonus - Renewal: Focused Resolve deals 75/150/225/300 (+60% of ability power) bonus magic damage and heals Karma for 20% (+1% per 100 ability power) of her missing health immediately, and heals Karma for 20% (+1% per 100 ability power) of her missing health if the leash remains unbroken.

Karma's second ability is her tether. This move attaches a tether to an enemy for a few seconds dealing damage to them. If they do not break the tether they will be rooted for a short amount of time. This move will refresh your mantra REALLY fast if you are allowed to hold the tether on them the whole time as each damage proc off the tether is -2 secs CD on your mantra. Note that while the tether is on a unit (Not the root, the damaging tether) you have true sight on that unit and even if they stealth you will still see them.

Mantra: The mantra ability of this spell is incredibly strong for dueling. It will heal you a huge percentage of your missing health when you lay it AND again if the tether gets its root off. This ability will only be used in situations where they have a SEVERE health advantage in the fight and they can potentially kill you with their damage. It is really effective for baiting enemies on you in teamfights if used right, as it will put an enemy in a bad position for a kill AND they will get CCed there.

Inspire- Karma shields target ally, which absorbs 80 / 120 / 160 / 200 / 240 (+50% of ability power) damage for 4 seconds and grants the target 40 / 45 / 50 / 55 / 60 % bonus movement speed for 1.5 seconds. Mantra Bonus - Defiance: The shield overflows with energy, dealing 60/140/220/300 (+60% of ability power) magic damage to enemy units around her target. Allied champions also gain half that amount as a shield, and are also hasted by 60%.

Karma's third ability is her shield. This spell not only will give a pretty big shield to the target it will also give a strong MS boost as well. In lane this ability will allow you to position yourself for Qs, Have strong trades, and keep up with enemies to make sure your tether goes off. This ability is really strong and proper use of it will be a core factor in determining the pressure you apply in lane. This shield can be used on creeps meaning you can deny enemy CS by throwing it on creeps under tower to mess up their last hits.

Mantra: The mantra bonus on your shield is good, but it is VERY situational. This mantra will almost never be used in lane. In 99% of lane scenarios Q or W would help you more being empowered. In team fights use this empower if your team needs to disengage/engage and you don't have a shurelyas.

Mantra(Ultimate)- Karma empowers her next ability within 8 seconds for an additional effect. Mantra is available from level 1 and can gain a maximum of 4 ranks.

Karma's ultimate is her mantra ability. Read each individual skill to find out what they do. Note that with this skill the mantra CD starts once you USE THE MANTRA NOT THE SKILL. Meaning if you know you are going to use mantra within the next few seconds activate it and lower the CD for once you actually use it.

Combos/Skillorder:


Skill Order:
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Combos:

Q to harass

All in combo: Q-W-E-R(Q) when the root lands.

Matchups:

Easy

Karma will have an easy time in lanes in which the enemy does not have much mobility nor do they have burst. Karma is also strong against enemies who have sustained damage outputs as with the combination of her skills she can safely out-trade most champs.
Hard

Karma has a difficult time of high mobility champions with a good amount of burst. Champions such as Zed do really well against her pressure with their kill potential.

Playing AS/VS:

As:
  • Watch for times when an enemy goes to last hit so you can hit them with a mantra Q
  • Use your W whenever possible to guarentee a Q hit.
  • In teamfights your job is to poke the enemies lines while you peel for your carry.
Vs:
  • If karma misses a mantra ability do not be afraid to duel her.
  • Call a gank to kill karma easily.
  • If you are going to try and fight karma make sure you don't trade force a full out fight, BUT DO NOT let her kite you.

Big Item Choices::


Abyssal Mask- This item is a good choice as a pen item if you are fighting an enemy team with a strong AP/ 2 APs.

Athene's Unholy Grail- This item is a good choice to buy in a lane vs an AP enemy champion. This item allows you to spam spells to continuously harass your enemy, as well as giving you CDR, and some more damage.

Liandry's Torment- This item is pretty beat on karma. It synergizes really well with her poking style and the burn is doubled on most of her skills (2/3 of her abilities are movement impairing).

Morellonomicon- This item is good as it will give you a good amount of CDR and damage. With Athene's as well you will be capped and a very strong champion.

Rabadon's Deathcap- This item is a big DPS increase. Buy either this or Zhonya's at some point in the game.

Spirit Visage- CDR is nice, the health is nice, and it increases your burst heal abilities by a decent amount. This item is situationally useful if you need to be tankier

Void Staff-The pen helps your Q poke ALOT

Warmog's Armor-The amount of hp this item gives is insane when it comes to how much it will increase your W heal. If the enemies are trying to focus you down first this item may be a good choice.

Zhonya's Hourglass- This item is a good choice instead of a deathcap if you are fighting a top laner who does alot of physical damage.

Gametypes:

SoloQ:

Karma's main use in soloQ is pressuring the early game. She is very strong at this since most people do not expect the kind of damage Karma is able to put out.
Ranked 5s:

In 5s Karma fits into many different types of comps. She is capable of supporting the carry late game, disengaging and poking, and catching enemies out of position.

Pros and Cons:


Pros:

-Fun
-Strong all game
-Underrated
-AP top
-Range
-Low CDs
-Kiting
-Duelng
-Scales regardless.

Cons:

-Can't handle most assassins.
-Can't carry as hard as other champions.
-Weak to ganks.

Conclusion:


Karma is a strong champion when it comes to pressure and poking. She is a very fun and underrated champion that I think everyone should try out top. She has recently been starting to get some some of the popularity she deserves. I plan on adding her as one of the main champions on my roster for the rest of this season on my quest to diamond =D As always summoners I hope you have a good day and good luck on the fields of justice!