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Recommended Items
Runes:
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health
Spells:
Flash
Teleport
Items
Ability Order

Gathering Fire (PASSIVE)
Karma Passive Ability
Threats & Synergies
Threats
Synergies
Show All
Extreme Threats

Karma
Karma generally struggles against the following traits:
Champions that can utilise
Serpent's Fang such as
Talon.
Overly strong laners, primarily marksmen midlaners like
Akshan and
Tristana.
Champions that can either ignore or easily escape
Focused Resolve, like
Aurelion Sol or
Zed.
Teams with multiple tanks and juggernauts, featuring champions, like
Dr. Mundo.
Effective appliers of anti-heal can that negate
Renewal like
Katarina.

Karma
Karma works well with nearly anything, including:
Champions that love
Inspire's movement speed boost, like
Darius or
Pyke.
Fellow enchanters, with a preference for healers, like
Soraka, so as to not double down into
Serpent's Fang.
Immobilising supports like
Leona that can play off of
Focused Resolve's root.
Aggressive junglers like
Talon that she can complement in the jungle or while roaming.
Enchanter-reliant teammates like
Xin Zhao and marksmen she can guard in teamfights.
Synergies

Karma
[[Karma]] works well with nearly anything, including: Champions that love [[Inspire]]'s movement speed boost, like [[Darius]] or [[Pyke]]. Fellow enchanters, with a preference for healers, like [[Soraka]], so as to not double down into [[Serpent's Fang]]. Immobilising supports like [[Leona]] that can play off of [[Focused Resolve]]'s root. Aggressive junglers like [[Talon]] that she can complement in the jungle or while roaming. Enchanter-reliant teammates like [[Xin Zhao]] and marksmen she can guard in teamfights.
Champion Build Guide
Hello! I am Raganacs, a Master-tier midlaner that started maining

My Karma performance, showing 20 ranked games played from 13/10/2025 to 22/10/2025.
I love playing Karma, so it's felt somewhat disheartening to see so little coverage of her as a midlaner. With scarcely any educational resources, I'm writing this guide in hopes of remedying that issue at least a little bit.
If you have any questions for me or feedback pertaining to this guide, feel free to comment in the discussion tab.

|
|
In this clip,
ends up getting killed before unlocking his own ultimate,
During the later stages of the game,
The power of
Such factors, alongside others I've omitted, make it so that amplifying your teammates with Inspire, using
For the purpose of this spell overview, I've reordered

Karma empowers her next basic ability with an additional effect for 8 seconds.
Karma begins the game with one point in Mantra. Her empowered abilities scale based on Mantra's rank.
Mantra can be used while affected by cast-inhibiting crowd control.
This is effectively

Mantra's current cooldown is reduced by 4 seconds each time an enemy champion is damaged by Karma's abilities.

Karma fires a blast of energy, dealing 60 - 260 (+70% AP) magic damage to the first target hit and surrounding enemies, slowing them by 40% for 1.5 seconds
Mantra
Karma unleashes a devastating blast, dealing 100 - 480 (+100% AP) magic damage to the first target hit and surrounding enemies.
The blast leaves a field for 1.5 seconds, slowing by 50%, after which it explodes, dealing 40 - 310 (+50% AP) magic damage.
Once you reach Level 6 and manage to place a second point into
Remember to aim your

Karma tethers herself to a champion, monster, or pet, dealing 40 - 140 (+45% AP) magic damage and revealing them.
If the tether remains unbroken for 2 seconds, Karma roots the target for 1.6 - 2 seconds and deals 40 - 140 (+45% AP) magic damage again.
Mantra
Karma creates a tether, restoring 17% (+1% per 100 AP) missing health, dealing 40 - 140 (+45% AP) magic damage and revealing them.
If the tether remains unbroken for 2 seconds, Karma restores 17% (+1% per 100 AP) missing health, roots the target for 2.1 - 3.25 seconds, and deals 40 - 140 (+ 45% AP) magic damage again.
This is your set-up tool, great at locking people down for jungle and support ganks, or for trading with
Focused Resolves empowered form,
In this clip, I bait
before casting

Karma grants an allied champion 80 - 280 (+60% AP) shield for 2.5 seconds, and 40% additional movement speed for 2 seconds.
Mantra
Karma grants an allied champion 130 - 480 (+105% AP) shield for 2.5 seconds, and 40% additional movement speed for 2 seconds.
The shield's power spills over, granting 50 - 200 (+45% AP) shield and 15% movement speed to nearby allied champions.

Having read through
For example, you don't have to wait for
In this clip, I cast
letting me immediately use
Should you have access to Mantra, you can activate it pre-emptively to let its cooldown start ticking down earlier for future trades. The most common use-case you'll find for this is using
While
Below I've outlined what each path can provide for Karma. Feel free to skip to any specific section by clicking on the following buttons.
Keystone wise,
On the other hand, the lesser runes are a bit more promising.
For
The lesser runes are okay too, with
If you do end up taking Domination as your primary path, the only lesser rune you can really opt into from the second row is
It's very likely that
The second row of lesser runes is an all-you-can-eat buffet, with each option being great on Karma.
The last row offers a decision between
Any of the options in the second row are fine.
The last row only really matters if you choose to play Grasp, as you'd much rather use Shield Bash in conjunction with Second Wind or Bone Plating for your secondary path over
Keystone-wise, you could play
Using Inspiration as your secondary path, your main options are likely to be
Generally, I would advise you to just skip over this path, since I believe it doesn't offer much for
While
Feel free to skip to any particular item by pressing on its respective icon.

Despite this, it's not necessarily a must-buy as your first item. For mage-oriented builds it is too great to pass up, sure, but a tank-like build may forego it until 3rd item, and an enchantress variant might pass it up entirely in favour of maximising
Regardless, in this guide that highlights mage Karma specifically, I recommend buying it first. Keep in mind that even if you can afford


You could buy it into certain magic damage assassins such as
I would only consider suggesting it if you're new to

I'll start by saying that I was very pleasantly surprised by
Personally, I think this may be one of Karma's best second item options, and I would strongly recommend giving it a try, even if it may seem dubious at first. If you don't end up liking it afterwards, that's perfectly fine too. Karma has access to a lot of options other champions don't.

This is
If you aren't intending to burst people down with buffed up

The item isn't flawless, needing to concede sustained damage by building little Ability Haste in exchange for its higher damage, but it's great into teams with weak frontline as well as situations where your win condition is assassinating an opposing hypercarry like

Your main answer to physical damage assassins like
Since
You should typically aim to get Zhonya's Hourglass as your third item.

Providing 20 Ability Haste,
It may also be good to keep in mind that Cryptbloom has a cute synergy with supportive items like
You should typically aim to get Cryptbloom fourth or last.

Providing significantly more Ability Power and Percentual
While Ability Haste may be generally more useful for Karma, I would strongly recommend buying Void Staff over Cryptbloom in the much less utility-focused
You should typically aim to get Void Staff fourth or last.

You should consider buying Morellonomicon into more than 2 healing threats, and only if your team doesn't have anyone that's better at applying it, like a

Liandry's Torment is your only true answer to multiple health-stacking threats like
Should this happen, you should aim to buy Liandry's Torment as your third item. Note that both

The remaining half of the
If you're opting into a burst damage oriented build, you should buy Shadowflame third.

You love it, you hate it,
Buy Rabadon's fourth, though you can delay it if magic penetration becomes a higher priority.

Besides that, though, the stats it provides are also kind of underwhelming. Sure, 125 AP and 25 AH for 2750 gold looks pretty good, but adjusting Ability Haste's value to match
On top of not being very strong on the stat efficiency side, it's also an inferior damage tool to items like

The default
Purchasing Ability Haste is always going to be great on Karma.

Being the most damage-oriented boots,
Should you win Feats of Strength, you should upgrade them into

Being a source of armor with an anti-attack passive,
Prioritise these boots if you're facing off fighter midlaners like
Should you win Feats of Strength, upgrade them into

Being the only source of
Prioritise these boots if you're playing into AP assassins like
Should you win Feats of Strength, upgrade them into

I've outlined the most common ward spots I personally use, with the wards highlit in green representing the most viable locations for your first wards, which you should place within the first 2 minutes of the game. Remember that once you place a ward down, you should lean towards that side of the lane to avoid being jumped by an opposing jungler or support from angles you don't have vision of.
Keep in mind that even if you reach Level 9, you shouldn't immediately exchange your




You may find
Remember that the shield from
Once you hit Level 5 to 7, your




You should mostly play out the midgame by supporting your botlane once they've moved to mid. Make sure that they can get push in midlane safely, and if they can't, assist them! Once you do that, you can look towards sidelanes and respond to any waves that have been pushed in with a quick




Her
Despite how well she operates against opposing champions,
Thanks for reading this far! That's all I've got for now.
I'd like to extend my thanks to Fang, Noodle, Webby and Wonka for helping me figure out the visuals for this guide, as well as Benji (check out his Hwei guide!) for helping out with editing.
Should you have any concerns about something I missed, please inform me in the discussion tab.
See you on the rift!

24/10/2025 - Finished the gameplay section, added notes to the cheat sheet.
23/10/2025 - Finished the spell and item overviews, added rudimentary threats and synergies.
22/10/2025 - Finished rune overview.
08/10/2025 - Released prematurely.




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