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Build Guide by Purplefruitloop

-In the eleventh hour

By Purplefruitloop | Updated on February 2, 2011

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Array ( [display_name] => [champion_id] => 69 [skin_id] => 0 [summoner_spell_builds] => Array ( [0] => Array ( [display_name] => [summoner_spell_ids] => Array ( [0] => 14 [1] => 2 ) [description] => [display_order] => 1 [summoner_spells] => Array ( [0] => Array ( [summoner_spell_id] => 14 [client_id] => 4 [display_name] => Flash [url] => flash [description] => Teleports your champion toward your cursor's location. [icon] => Spell_SummonerFlash.png [level] => 8 [cooldown] => 300 [range] => 425 [is_classic] => 1 [is_dominion] => 1 [is_deprecated] => 0 [is_deleted] => 0 [comment_count] => 36 [last_comment_ts] => 2018-09-12 12:27:03 ) [1] => Array ( [summoner_spell_id] => 2 [client_id] => 6 [display_name] => Ghost [url] => ghost [description] => Your champion ignores unit collision and has 27% (+1% per champion level) increased Movement Speed for 10 seconds. The movement speed bonus ramps up over the first two seconds. [icon] => Spell_SummonerGhost.png [level] => 1 [cooldown] => 180 [range] => 0 [is_classic] => 1 [is_dominion] => 1 [is_deprecated] => 0 [is_deleted] => 0 [comment_count] => 12 [last_comment_ts] => 2016-07-30 04:25:56 ) ) ) ) [item_builds] => Array ( ) [ability_builds] => Array ( [0] => Array ( [display_name] => [ability_ranks] => Array ( [0] => 1 [1] => 3 [2] => 1 [3] => 2 [4] => 3 [5] => 1 [6] => 3 [7] => 1 [8] => 3 [9] => 1 [10] => 3 [11] => 1 [12] => 3 [13] => 2 [14] => 2 [15] => 2 [16] => 2 [17] => 2 ) [description] => [display_order] => 1 ) ) [threats] => Array ( ) [champion] => Array ( [champion_id] => 69 [display_name] => Karma [url_str] => karma [title] => The Enlightened One [key] => [description] => Even in her youth, Karma exhibited almost superhuman composure. While her peers explored the torrent of emotions that came with adolescence, Karma meditated in the Lotus Gardens. She was convinced that the true path to enlightenment was a journey inward, to a place within the self, overlooked by most. She exuded such inner contentment that she quickly became a go-to mediator and confidante in her village. Her instructors used to say: ''That girl can not only weather a storm, but calm it.'' Karma did not live extravagantly; her parents owned a local business selling antiques in the Navori province and they often struggled to provide for themselves, though they did so with cheery optimism. Her most prized possessions were two exquisite fans taken from her family's shop. When Noxian troops invaded southern Ionia, her village was one of the first to fall. The villages who survived the assault were captured by Noxian forces. It was then that Karma found her calling. By exploiting the insecurities of the Noxian commander, she negotiated the safe release of the villages to the northern lands. She was present at the Placidium, where the Elders had considered surrender until Irelia's impassioned last stand renewed the Ionian's hope. Karma used this hope to solidify the Elders' commitment to remain defiant against the Noxian onslaught. For her devotion and charisma, Karma was made the figurehead of the Ionian resistance. She never compromised, and she shared every hardship with her people, even when it came to combat. By tapping into her inner resilience, she discovered that she could bring great force to bear against her foes on the battlefield. She modified her fans into lethal implements, and was tutored by Janna to enhance their effects. The Noxians called her, ''The Enlightened One,'' a nickname she embraced, and one which they would come to dread. She joined the League to represent Ionia in the ultimate political arena. "Her fan technique is a deadly art of grace and poise, but her truest strength lies in the hearts of those willing to die alongside her." -Irelia [spotlight_embed_url] => [role] => Mage [defense_rating] => 7 [magic_rating] => 8 [attack_rating] => 1 [difficulty_rating] => 5 [damage_rating] => 2 [mobility_rating] => 1 [cc_rating] => 2 [toughness_rating] => 1 [utility_rating] => 2 [health] => 522 [health_increase] => 0 [mana] => 374 [mana_increase] => 0 [movement_speed] => 335 [armor] => 20.4 [armor_increase] => 0 [magic_resistance] => 30 [magic_resistance_increase] => 0 [attack_damage] => 53.5 [attack_damage_increase] => 0 [critical_strike] => 0 [critical_strike_increase] => 0 [health_regeneration] => 5.6 [health_regeneration_increase] => 0 [mana_regeneration] => 8.5 [mana_regeneration_increase] => 0 [attack_range] => 525 [attack_speed] => 0.625 [ability_power] => 0 [ability_power_18] => 0 [attack_speed_18] => 0.869 [health_18] => 1933 [mana_18] => 1224 [movement_speed_18] => 335 [armor_18] => 85 [magic_resistance_18] => 38.5 [attack_damage_18] => 109.6 [critical_strike_18] => 0 [health_regeneration_18] => 15 [mana_regeneration_18] => 22.1 [attack_range_18] => 525 [tip_playing_as] => *Gathering Fire rewards aggressive play. Look to land abilities and basic attacks on your opponents to lower Mantra's cooldown and stay on the offensive. *When using Focused Resolve, slow your opponents with Inner Flame or speed yourself up with Inspire if you're having trouble sticking to a target. *Don't be too conservative with Mantra. Gathering Fire is strongest in teamfights, making it easy to recharge Mantra multiple times. [tip_playing_against] => *Karma's passive lowers her Mantra cooldown when she hits enemy champions with abilities and basic attacks. Deny her from getting free hits on you. *Karma's Soulflare erupts for bonus damage in the area in which it's placed. React quickly and escape the circle to avoid taking heavy damage. *Focused Resolve is a strong disengage tool. Create distance to avoid being rooted and seek to engage afterwards. [client_id] => 43 [riot_points] => 790 [influence_points] => 3150 [icon] => [is_published] => 1 [is_deprecated] => 0 [is_deleted] => 0 [is_buildable] => 1 [is_free] => 0 [views] => 0 [view_count] => 3220768 [comments] => 0 [comment_count] => 8 [votes] => 0 [vote_count] => 0 [community_tier_list_vote_count] => 472 [community_tier_list_score] => 0.466949 [community_tier_list_rank] => 2 [score] => 0 [lastpost_ts] => 2011-03-07 23:29:22 [last_comment_ts] => 2016-08-22 15:21:50 [critical_strike_chance] => 0 [critical_strike_chance_18] => 0 [preferred_skin] => 899 [create_ts] => 2011-02-01 00:00:00 ) [skin] => [abilities] => Array ( [0] => Array ( [ability_id] => 599 [champion_id] => 69 [display_name] => Gathering Fire [unranked_description] => Damaging enemy champions with abilities refreshes a few seconds of Mantra's cooldown, and half that amount on basic attacks against enemy champions. The amount increases every 6 levels. [ranked_description] => Damaging enemy champions with abilities refreshes {2/3/4} seconds of Mantra's cooldown, and half that amount on basic attacks against enemy champions. The amount increases every 6 levels. [description] => [icon] => [cooldown_rank_1] => 0 [cooldown_rank_2] => 0 [cooldown_rank_3] => 0 [cooldown_rank_4] => 0 [cooldown_rank_5] => 0 [cooldown] => 0 [cost_rank_1] => 0 [cost_rank_2] => 0 [cost_rank_3] => 0 [cost_rank_4] => 0 [cost_rank_5] => 0 [cost_type] => mana [attack_range] => 0 [range_rank_1] => 0 [range_rank_2] => 0 [range_rank_3] => 0 [range_rank_4] => 0 [range_rank_5] => 0 [keybind] => Passive [video_url] => [display_order] => 0 [range_type] => self [target_type] => passive [comment_count] => 0 [is_deleted] => 0 [is_deprecated] => 0 [last_comment_ts] => 0000-00-00 00:00:00 ) [1] => Array ( [ability_id] => 349 [champion_id] => 69 [display_name] => Inner Flame [unranked_description] => Karma sends for a ball of energy that explodes and deals damage upon hitting an enemy unit. Mantra Bonus: In addition to the explosion, Mantra increases the power of Inner Flame, creating a cataclysm which deals damage after a short delay. [ranked_description] => Fires a blast of energy that explodes on enemy contact dealing {80/125/170/215/260} {.6} 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} {0.3} 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} {0.6} magic damage to enemies in the area. [description] => [icon] => [cooldown_rank_1] => 7 [cooldown_rank_2] => 6.5 [cooldown_rank_3] => 6 [cooldown_rank_4] => 5.5 [cooldown_rank_5] => 5 [cooldown] => 0 [cost_rank_1] => 50 [cost_rank_2] => 55 [cost_rank_3] => 60 [cost_rank_4] => 65 [cost_rank_5] => 70 [cost_type] => mana [attack_range] => 0 [range_rank_1] => 950 [range_rank_2] => 950 [range_rank_3] => 950 [range_rank_4] => 950 [range_rank_5] => 950 [keybind] => Q [video_url] => [display_order] => 1 [range_type] => self [target_type] => passive [comment_count] => 3 [is_deleted] => 0 [is_deprecated] => 0 [last_comment_ts] => 2013-03-30 07:57:33 ) [2] => Array ( [ability_id] => 601 [champion_id] => 69 [display_name] => Focused Resolve [unranked_description] => Karma forms a tether to target enemy champion, revealing and damaging the target over 2 seconds. If the tether is not broken after the 2 seconds, the target is rooted. [ranked_description] => Karma forms a tether to target enemy champion, revealing and damaging the target for {60/110/160/210/260} {.9} magic damage over 2 seconds (one tick at the start of the cast and one at the end). Gathering Fire is applied every time this ability damages. If the tether is not broken after the 2 seconds, the target is rooted for {1.4/1.55/1.7/1.85/2} seconds. Mantra Bonus - Renewal: Focused Resolve increases the duration of the root by {0.5/0.75/1/1.25} seconds and heals Karma for 20% (+1% per 100 ability power) of her missing health immediately plus another 20% (+1% per 100 ability power) of her missing health if the tether remains unbroken. [description] => [icon] => [cooldown_rank_1] => 12 [cooldown_rank_2] => 12 [cooldown_rank_3] => 12 [cooldown_rank_4] => 12 [cooldown_rank_5] => 12 [cooldown] => 0 [cost_rank_1] => 50 [cost_rank_2] => 55 [cost_rank_3] => 60 [cost_rank_4] => 65 [cost_rank_5] => 70 [cost_type] => mana [attack_range] => 0 [range_rank_1] => 650 [range_rank_2] => 650 [range_rank_3] => 650 [range_rank_4] => 650 [range_rank_5] => 650 [keybind] => W [video_url] => [display_order] => 2 [range_type] => self [target_type] => passive [comment_count] => 2 [is_deleted] => 0 [is_deprecated] => 0 [last_comment_ts] => 2013-08-21 11:09:23 ) [3] => Array ( [ability_id] => 603 [champion_id] => 69 [display_name] => Inspire [unranked_description] => Karma shields target allied champion for 2.5 seconds and grants the target bonus movement speed for 1.5 seconds. [ranked_description] => Karma shields target ally, which absorbs {70/95/120/145/170} {0.5} damage for 2.5 seconds and grants the target {40/45/50/55/60}% bonus movement speed for 1.5 seconds. Mantra Bonus - Defiance: Inspire's shield overflows with energy, increasing the target's shield amount by {30/100/170/240} {0.6}. Allied champions gain 30% of that amount as a shield, and are also hasted by {40/45/50/55/60}%. [description] => [icon] => [cooldown_rank_1] => 10 [cooldown_rank_2] => 9.5 [cooldown_rank_3] => 9 [cooldown_rank_4] => 8.5 [cooldown_rank_5] => 8 [cooldown] => 0 [cost_rank_1] => 60 [cost_rank_2] => 65 [cost_rank_3] => 70 [cost_rank_4] => 75 [cost_rank_5] => 80 [cost_type] => mana [attack_range] => 0 [range_rank_1] => 800 [range_rank_2] => 800 [range_rank_3] => 800 [range_rank_4] => 800 [range_rank_5] => 800 [keybind] => E [video_url] => [display_order] => 3 [range_type] => self [target_type] => passive [comment_count] => 1 [is_deleted] => 0 [is_deprecated] => 0 [last_comment_ts] => 2013-03-29 02:54:24 ) [4] => Array ( [ability_id] => 353 [champion_id] => 69 [display_name] => Mantra [unranked_description] => Karma empowers her next ability cast within the next 8 seconds, adding an additional effect. Empowered abilities share the same cooldown as their basic form. Karma begins with one rank in Mantra and can increase it at levels 6, 11, and 16. Ranks in Mantra improve the additional effects of empowered abilities. [ranked_description] => Karma empowers her next ability cast within the next 8 seconds, adding an additional effect. Empowered abilities share the same cooldown as their basic form. Karma begins with one rank in Mantra and can increase it at levels 6, 11, and 16. Ranks in Mantra improve the additional effects of empowered abilities. [description] => [icon] => [cooldown_rank_1] => 45 [cooldown_rank_2] => 42 [cooldown_rank_3] => 39 [cooldown_rank_4] => 36 [cooldown_rank_5] => 36 [cooldown] => 0 [cost_rank_1] => 0 [cost_rank_2] => 0 [cost_rank_3] => 0 [cost_rank_4] => 0 [cost_rank_5] => 0 [cost_type] => mana [attack_range] => 0 [range_rank_1] => 0 [range_rank_2] => 0 [range_rank_3] => 0 [range_rank_4] => 0 [range_rank_5] => 0 [keybind] => R [video_url] => [display_order] => 4 [range_type] => self [target_type] => passive [comment_count] => 2 [is_deleted] => 0 [is_deprecated] => 0 [last_comment_ts] => 2013-06-17 10:28:43 ) ) [threat_counts] => Array ( [0] => 0 [1] => 0 [2] => 0 [3] => 0 [4] => 0 [5] => 0 ) [leaguespyStats] => Array ( [status] => 1 [data] => Array ( [champion] => Array ( [id] => 43 [mobafire_id] => 69 [name] => Karma [url] => karma [free_to_play] => 0 ) [lane] => Support [laneAlt] => Support Role [rank] => 39 [rankings] => 5 [rankingsCount] => 41 [winRate] => 50 ) ) ) 1


LoL Summoner Spell: Flash


LoL Summoner Spell: Ghost


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Support Role
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Karma is a great support that can also put out a pretty decent amount of damage, while also maintaining a pretty high health pool. I like to think of her as a sort of combination of Janna and Taric in terms of support ability and survivability, and then add some damage on top of that. Think somewhere along the lines of Lux damage wise.


-Good health pool (though NOT a tank or initiator)
-Great support abilities
-Great damage for a support
-Can save teammates from certain death while putting a lot of hurt on the person chasing them
-Her passive allows her to go a little bit longer without buying an AP item, and makes a big difference mid-late game when it gets into the 100+ AP range.
- Pretty good laning and even soloing. Heal and shield are your friends
-Good farmer with Q and Mantra E


- She suffers from support-itis: If you're team doesn't know how she works or in general is not the best, you will have a hard time.
-Doesn't put out as much damage as a pure AP Caster/Carry, but makes up for it with support abilities.

When I use this build, I usually end up with around 3k health, and about 400 AP average, not including her passive. Good resistances also.
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So my runes, I went with CDR blue, Mana Regen per lvl Yellow, Magic pen Red, and Health on quints.

CDR is very powerful on Karma, and the added Magic pen and mana regen give her the ability to spam a little and put out some more damage earlier. The health is just for the staying power in the lane early game.
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I like to run 9-0-21. Pretty standard. Mana regen and CDR in Utility and magic pen in offense. you could also put some points into the defense for a little more hp regen and early durability, but with your heal and shield, I don't ever really find myself needing it.
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Skill Sequence

There are a few ways that you can skill Karma, same with the way you build her, but we'll get into that later. I usually take my first point in either Q or E. If you're planning on some early fights (like before the minion wave), I would take E first. You do this because it allows you to sheild whoever is taking the damage, and gets some great early game aoe. If you're feeling daring, you can always wait for just a little bit before using Mantra+ E for extra damage through her passive, tho I wouldn't recommend it until you've had some practice and you see who you're up against.

IMPORTANT: If you're laning with someone like Garen who thrives on that Spin to win and movement speed, and you can take W (kinda like in the Spotlight). You have to coordinate tho. Xin is another good example. You can speed him up while "clotheslining" the enemy. Laning with a friend is also recommended for this. In most cases, I would say just take E first, or Q even.

I usually max E and Q equally, maybe favoring E a little as I get more into the late game. The chart above is just how I usualy do it, but i've also seen people max E and W and save Q for last, but i've never had much success with that. But who knows... If you're duo queing, then maybe that's the way you want to go. More often then not, you probably won't save many people with W unless you already have a small lead on the enemy and lots of room to run. I find the shield to be more useful if my ally is getting focused and I need to save him.
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Summoner Spells

You can also put alot of different summoner spells on Karma (she just can be used so many ways!) but I put flash ghost on her just because it's a good escape for her. You're pretty much always in the back, so it's more of a last resort. Clarity also works, though with the mana regen you wont need it too much if you are somewhat conservative. Idk, someone will probably find a better skill combination with her, but I really like being able to get out of a sticky situation with flash + ghost + W + E.
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Item Build

Lots of way to build Karma (I think i've said that at the begging of every section....)

I like CDR/HP/AP build however. My 4 main items are CDR boots, Soul Shroud, Deathcap, and BV.
Her passive lets her go a little longer without an ap item than most casters, especially once you give her some health, so I usually go lvl 1 boots straight into Soul Shroud, Then I finish Boots and start on Deathcap.

Soul Shroud gives you HP, CDR, and Mana regen. And even gives an aura. Pretty much everything you need to play this champ.
BV is a great buy for just about any champ.

Deathcap is a must. Most casters should get it, but Karma NEEDS it. Deathcap passive + Karma passive = win. There's not alot to explain here. You can almost go no other AP item on Karma and she will still have a rediculous amount of AP. That's why there are so many builds for her. You can go more support or tanky with items like Aegis if you need to, but as long as you have deathcap, your damage with be fine.

As for the last few items, I put hour glass and abysal just because it gives AP while giving you some durability. The active on Zhoyna's is also nice if you're getting focused (which will happen) and the passive on Abysal is great also for more damage. If you wanna get Aegis instead, that works fine. You can also go Rylai's, but i usually choose not to just because her damage is all AOE, so the slow isnt' at full potency. I find much more use with other items, but if you find your team needing more CC then go for it. Frozen heart isn't a bad choice either if you find your self facing a very physically heavy team.

Also, if you're facing a heavy tank team, you can always go Sorc Boots and get DFG to cap the cooldown. Just an added thought.

I tried going for Spirit Visage, and it works alright on her, but I liked Soul Shroud more for Mana Regen, aura, and more health. Her heal isn't super, so the Visage isn't ideal, but it works. The magic Resist is always nice.
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Lanning and You

Early game:

I just harras mostly, shield where needed. With you mana regen and Magic Pen, you should be doing some nice damage. And with the recent changes, it's much easier to poke because of the lack of health pots. Dont' forget to use your mantra to heal whenever you think it's safe, but always try to have 1 just in case. If it comes down to it, I would recommend you use your mantra on E and not Q because the heal isn't enough to really save someone, while the shield is, and you can put more damage out.

One of the things I love most about Karma is when you Mantra + shield a friendly minion that is about to get last time by an emeny. Not only does it not give them the gold, it damages them =P You can also use it on just any friendly minion that your enemy is standing next to tho. Also fun =]

Mid Game:

Should have Deathcap by now and starting to come alive as a support/ damage dealer. Pretty much the same thing as early game, only now you need to watch for team fights. You can shield whoever is in the most trouble, but I like the use W on the tank when they initiate, and then use Mantra + E for super damage and shield. Spam Q for extra damage, but save Mantra for E.

Shen is probably one of the best to use in combination with Karma. He can dash across the enemies, which is great for damage from W. And once he's in there soaking damage from the taunts, you can Mantra E him for alot of damage while saving him some health.

Late game:

Esentially the same as Mid game. Shield whoever needs help.Speed up people being chased. Heal after teams fights if needed. Rape Face.
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I will be updating and polishing the build as I go along, but I really wanted to get some of the info out there. Karma is a great champ and I figure I could give some guidance to the players on how I play her sucessfully.

If you have any questions let me know, and i'll try to answer them.

CONSTRUCTIVE critisism is always welcome. It may not be the best way to play her, but for the early stages of her existence, I think it's alright. So far i've had a good time playing her with this build.

Also feel free to point out spelling mistakes and whatnot. I'll go back and fix it when I add and polish.
League of Legends Build Guide Author Purplefruitloop
Purplefruitloop Guide

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-In the eleventh hour