Karma - The Enlightened One

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The Enlightened One
Region: Ionia.png Ionia
Role: Mage.png Mage
Release: 02/01/2011
Cost: 3150IP 790RP
Resource: Mana
Health: 522.44 (+83)
HP Regen: 5.62 (+0.55)
Mana: 374 (+50)
Mana Regen: 8.5 (+0.8)
Move Speed: 335

Attack Damage: 53.544 (+3.3)
Attack Speed: 0.625 (+2.3%)
Range: 525
Armor: 20.384 (+3.8)
Magic Resist: 30 (+0)


Karma the Enlightened One is a ranged magic damage support mage. She can use her ultimate, Mantra, to give her other three abilities added power and effects. She is able to expend damage, heal herself, shield, and speed up allied champions as well as slow and snare enemy champions. Karma's passive, Gathering Fire, grants reduced cooldown on Mantra by auto attacking and hitting enemies with abilities.

Champion Spotlight


Lore: Karma is a woman of indomitable will and unbound spiritual power. She is the soul of Ionia made manifest and an inspiring presence on the battlefield, shielding her allies and turning back her foes. A strong leader torn between tradition and revolution, Karma seeks to protect the peace of Ionia - by force if necessary.

Karma once lived a tranquil life in a small Ionian village. Led by elder monks, the villagers practiced a tradition of benevolent magic and pacifism. Known for her powerful connection to the spiritual realm and beloved as a just mediator amongst her people, Karma embraced these traditions as an essential aspect of the enlightenment sought by all Ionians.


"Your spirit is something no one can take from you. Use it wisely."

- Karma, the Enlightened One


PassiveGathering Fire
(Innate) Mantra's cooldown is reduced by 2 / 2.5 / 3 seconds at levels 1 / 7 / 13 every time Karma damages an enemy Champion with one of her abilities (Half-effect for Karma's basic attacks).

QInner FlameBanshee's Veil.pngCleanseQss.png

(Active) Karma fires a blast of energy that explodes upon enemy contact, dealing magic damage and slowing all enemies in the area by 25%.
Mantra Bonus - Soulflare: Deals additional magic damage and leaves a circle of flame at the impact area (or upon reaching maximum range), slowing all enemies inside the circle by 50%. After a brief delay the circle erupts, dealing heavy magic damage to all enemies in the area.
Range: 950
Explosion Radius: 250
Cooldown: 7 / 6.5 / 6 / 5.5 / 5 seconds
Cost: 50 / 55 / 60 / 65 / 70 mana
Magic Damage: 80 / 125 / 170 / 215 / 260
(+0.6 Ability Power)
Bonus Magic Damage: 25 / 75 / 125 / 175
(+0.3 Ability Power)
Detonation Magic Damage: 50 / 150 / 250 / 350
(+0.6 Ability Power)

Additional Information about the Skill:

  • The area of effect slow that Soulflare leaves behind cannot be removed by Cleanse or Quicksilver Sash.

WFocused ResolveBanshee's Veil.pngCleanseQss.png

(Active) 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.
Mantra Bonus - Renewal: Focused Resolve grants a bonus root duration and heals Karma for a percentage of her missing health upon casting, and again if the leash is not broken.
Initial Heal: 20% (+1% 100 Ability Power)
Total Heal: 20% (+2% 100 Ability Power)
Cooldown: 12 seconds
Cost: 50 / 55 / 60 / 65 / 70 mana
Magic Damage: 60 / 110 / 160 / 210 / 260
(+0.9 Ability Power)
Root Duration: 1 / 1.25 / 1.5 / 1.75 / 2 seconds
Bonus Root Duration: 0.5 / 0.75 / 1 / 1.25 seconds

EInspireBanshee's Veil Partly.png

(Active) Karma shields target ally for 4 seconds and grants the target bonus movement speed for 1.5 seconds.
Mantra Bonus - Defiance: Inspire's shield is increased by a bonus amount. Defiance grants this bonus shield and Inspire's bonus movement speed to other allied champions within range of the target. Increases the primary target's shield amount by 30/90/150/210 (+0.3 ability power)
Range: 800
Cooldown: 10 / 9.5 / 9 / 8.5 / 8 seconds
Mantra Bonus Movement Speed: 60%
Ally Shield/Haste Range: 700
Shield: 80 / 110 / 140 / 170 / 200
Cost: 60 / 65 / 70 / 75 / 80 mana
Shield: 80 / 110 / 140 / 170 / 200
(+0.5 Ability Power)
Bonus Shield/Shield Aura: 50% of primary target's shield amount
(+0.3 Ability Power)
Bonus Primary Target's Shield: 30 / 90 / 150 / 210 (+0.3 Ability Power)
Movement Speed Bonus: 40 / 45 / 50 / 55 / 60%

(Active) Karma empowers her next ability cast within the next 8 seconds, adding an additional effect. Empowered abilities use the same cooldown as their basic form.
Karma begins with one rank in Mantra and can increase it at levels 6, 11, and 16.
No Cost
Ranks in Mantra improve the additional effects of empowered abilities
Cooldown: 45 / 42 / 39 / 36 seconds

Competitive Usage

In Premier Tournaments
Event Bans Picks Wins Losses Win % Picked/Banned in % of Games
Esltumbnail.png IEM Season IX - Cologne 0 1 0 1 0 7.1
CS NA logo.png 2014 NA CS Summer Playoffs 0 2 1 1 50 11.1
LNL logo small.png 2014 LNL Summer 0 1 0 1 0 1.8
LPL.png 2014 LPL Summer Regular Season 1 0 0 0 0 0.9
Gpllogo small.png 2014 GPL Summer Playoffs 0 1 0 1 0 3.3
NA LCS.png 2014 NA LCS Summer Regular Season 0 1 0 1 0 0.9

Patch History

Patch Notes 7.7

Quote.png Three of Karma's oldest splashes have been updated! Unquote.png

Patch Notes 7.1

Mantra’d W damage only ticks twice. Mantra’d E shield lowered.
Quote.png For almost a year, Karma’s enjoyed a slow build-up into becoming the go-to generalist support among League’s top players. This stems from a change made all the way back in 6.6, where we aimed to give her scaling a little more ‘oomph’ so Karma could feel appropriately rewarded for a strong performance. We’re happy with her scaling, but amping up Karma’s base shield in the very same patch led to a massive performance bump that few of her peers could step to. In light of her dominant laning strengths, we’re reverting Karma’s base shield to its previous effectiveness while keeping her growth throughout the game intact. Quickly addressing the change to Focused Resolve, Karma’s tether actually ticked for damage more often than similar spells. This meant that your natural counterplay (running away) was less effective than it should have been, since Karma would usually get most of the damage before breaking anyways. It’s important to note that while the overall damage of Focused Resolve is staying the same, losing one tick does interfere with her passive’s interaction with Mantra’s cooldown. We still think it’s an appropriate power-down for the Enlightened One paired with the hit to her shield, but we’ll be watching to make sure she doesn’t drop too far as a result. Unquote.png
  • FocusedResolve.jpg W - Focused Resolve
    • DAMAGE TICKS: Three at 0, 1, and 2 seconds ⇒ Two at 0 and 2 seconds (total damage unchanged)

CONSISTENCY Also applies to Mantra W - Renewal

  • Defiance.jpg Mantra E - Defiance
    • BONUS SHIELD: 30/100/170/240 ⇒ 30/90/150/210
    • Karma's base Mantra W - Renewal tether visuals are no longer a funky color

Patch Notes 6.24

  • Bugfix
    • Fixed a spectator mode bug preventing Order of the Lotus Karma’s Mantra Q - Soulflare explosion circle indicator from displaying

Patch Notes 6.15

E shields less, and no longer shields minions. Mantra E's speed scales with E's rank.
Quote.png Karma’s issue is simple - she’s doing the right things, but she’s just doing them a little too well. Namely, Inspire (and its Mantra’d form, Defiance) are providing too much safety and disengage from the get-go. Taking a swing at their potency should keep the Enlightened One’s supportive qualities from being too overbearing. Unquote.png

Defiance.jpg E - Inspire

  • REMOVED INSPIRED MINIONS: Can no longer target minions
  • SHIELD AMOUNT: 80/110/140/170/200 ⇒ 70/100/130/160/190

Defiance.jpg Mantra E - Defiance

  • BONUS MOVEMENT SPEED: 60% at all ranks ⇒ 40/45/50/55/60% (scaling with rank in E - Inspire)

Patch Notes 6.6

Mantra shield's base and ratio increased.
Quote.png In an ecosystem where scaling supports are all the rage, Karma’s relative underperformance is a worrying trend. While Lulu and Lux transition strong gold leads to significant team utility, Karma’s unable to generate similar value, even when given her whole team’s resources. Her ‘strong early, weak late’ curve indicates Karma’s supportive scaling isn’t where it needs to be to merit consideration, so we’re adding some Sae to really make her Eleisa Tera Vi (yes, that’s a mantra joke). Unquote.png
  • Defiance.jpg E - Defiance (Mantra)
    • SHIELD AMOUNT: 30/90/150/210 ⇒ 30/100/170/240
    • RATIO: 0.3 ability power ⇒ 0.6 ability power

Patch Notes 6.2

W costs less mana at all ranks.
Quote.png Just keeping an eye on the champions who were affected by the mana regen nerf to Frost Queen's Claim in 6.1. Like Karma. Unquote.png
  • FocusedResolve.jpg W - Focused Resolve
    • COST: 70/75/80/85/90 mana ⇒ 50/55/60/65/70 mana

Patch Notes 5.22

  • BASE MANA REGEN: 6 ⇒ 8.5

Patch Notes 5.17
W cooldown flattened. "Focused Resolve is a really powerful ability in the late-game when she has enough points into it (as well as Mantra) to hyper-scale its effectiveness, but often isn’t up enough early on for players to really feel its impact as a potent defense tool. Giving it more availability raises Karma’s stock as a peeling support, and ever so slightly bumps up her strengths as a terror to melee champions everywhere." W - Focused Resolve

  • COOLDOWN: 16/15/14/13/12 seconds ⇒ 12 seconds at all ranks

Patch Notes 5.10

Spell hits and basic attacks on champions reduce Mantra's cooldown by a lot more at later levels. W has a higher AP ratio and can be used on monsters. E has a shorter cooldown, a lower mana cost, and shields for slightly less at later ranks. Instead of bonus damage, Mantra'd W now adds to the root duration and Mantra'd E now increases the base shield by a large amount and gives a greater area-of-effect shield.

"Let's talk Karma.

Right now, while Karma does have a small - but dedicated - player base, she's someone we've put on our radar as an opportunity to improve. Specifically, while Karma does a number of things well (mid-range poke, movement-based team engagement, solo lane dueling), she hasn't really been stand-out in any category for some time and hasn't been able to scale well as the game progresses. Up front: these changes aren't going to "fix" everything (honestly no change does that!) - we just wanted to highlight more of Karma's unique strengths (utility and control) while also giving her that lategame scaling potential (a ramped up cooldown refund on Gathering Fire and much stronger utility potential in R-W / R-E). While these changes do reduce some of Karma's dueling threat, it's important to note that we're not trying to commit her to a duo-support lane or a solo lane specifically - just that we're trying giving her access to an end game fantasy (there's a word we haven't heard in a while) and feel we can do it through her more distinctive powers. Quick note on removing the damage on Mantra'd W / E - a goal here was to differentiate Karma's contextual decision making when selecting an ability to Mantra (super root? mega shield?), so we went down that path. Additionally, removing damage on R-E means we can up the ante on Gathering Fire's cooldown reduction without seeing Karma throw out a Mantra'd E every 6 seconds in clumpy team fights."

  • GatheringFire.jpg Passive - Gathering Fire
    • MANTRA COOLDOWN REFUND - SPELL HIT 2 seconds at all levels ⇒ 2/2.5/3 seconds at levels 1/7/13
    • MANTRA COOLDOWN REFUND - BASIC ATTACK 1 second at all levels ⇒1/1.25/1.5 seconds at levels 1/7/13
  • FocusedResolve.jpg W - Focused Resolve
    • "NEW" PUT A LEASH ON IT Focused Resolve can now target monsters in addition to champions
    • ABILITY POWER RATIO 0.6⇒ 0.9
  • Renewal.jpg W - Renewal
    • "NEW" PUT A ROOT ON IT Using Renewal now increases the duration of Focused Resolve's root - if triggered - by 0.5/0.75/1/1.25 seconds
    • "REMOVED" BONUS DAMAGE 75/150/225/300 (+0.6 ability power) ⇒ No longer adds additional damage
  • Inspire.jpg E - Inspire
    • COOLDOWN 10 seconds at all ranks ⇒ 10/9.5/9/8.5/8 seconds
    • COST 60/70/80/90/100 mana ⇒ 60/65/70/75/80 mana
    • SHIELD 80/120/160/200/240 ⇒ 80/110/140/170/200
  • Defiance.jpg E - Defiance
    • "NEW" YOU MIGHT SAY IT'S DEATH DEFYING Using Defiance now increases the primary target's shield amount by 30/90/150/210 (+0.3 ability power)
    • "REMOVED" DAMAGE 60/140/220/300 (+0.6 ability power) magic damage⇒ No longer damages enemies
    • AREA-OF-EFFECT SHIELD 30/70/110/150 ⇒ 50% of the primary target's shield amount

Patch Notes 5.5

  • Defiance.jpg E - Defiance (Mantra)
    • BUGFIX: Fixed a bug where allied champions were granted the inspire portion of the shield, instead of half of the defiance damage

Patch Notes 4.17

"A player raised the concern that Karma (and Heimerdinger) had to cast two spells when empowering abilities, thus ever-so-slightly delaying her ability to fight back in high-pressure situations. With this change, Karma will be able to preemptively use Mantra while crowd-controlled so she can immediately mash faces when she recovers. This is a repeat of the above context."

  • Soulflare.jpg Q - Soulflare
    • EXPLOSIVE DEPARTURE: Fixed a bug where Soulflare's ground effect would disappear if Karma died
  • Mantra.jpg R - Mantra
    • "NEW" EVERY SECOND COUNTS: Mantra can now be cast while Karma is disabled

Patch Notes 3.08

Focused Resolve was impractical because whenever players wanted to use it, they needed the healing up front, not over time. This change still emphasizes the “leash break” gameplay, but now appropriately rewards Karma for using Mantra on her W and keeping her enemies close.

  • Inner Flame
    • Mana Cost reduced to 50 / 55 / 60 / 65 / 70
    • Explosion radius increased to 250 from 230
  • Focused Resolve
    • Now correctly gives vision of the unit while rooted
    • Mantra Bonus - Renewal
      • No longer heals over time for 25% Missing Health
      • Now heals Karma for 20% (+1% per 100 Ability Power) of missing Health immediately upon casting and another 20% (+1% per 100 Ability Power) of missing Health if the leash is not broken
  • Inspire
    • Mantra Bonus - Defiance
      • Fixed a bug where Defiance's mini-shields weren't applying the Ability Power ratio

Patch Notes 3.07

  • Inner Flame
    • Mantra Bonus - Soulflare
      • Slow area now spawns directly under the primary target

Patch Notes 3.06

With our previous patch changes, we increased Karma's overall usability and Mantra generation. These changes are more focused on smoothing out Karma's early game presence by giving a damage increase to Inner Flame's lower levels and buffing Inspire to make it far more effective at level one.

Additionally, by lowering the cooldowns of three of Karma's abilities - including her Mantra - Karma will synergize better with Gathering Fire, allowing her to scale into late game.

  • Inner Flame
    • Damage increased to 80 / 125 / 170 / 215 / 260 from 60 / 110 / 160 / 210 / 260
  • Focused Resolve
    • Cooldown reduced to 16 / 15 / 14 / 13 / 12 seconds from 16 / 15.5 / 15 / 14.5 / 14
  • Inspire
    • Cooldown reduced to 10 seconds from 12
    • Movement speed bonus increased to 40 / 45 / 50 / 55 / 60% from 20 / 30 / 40 / 50 / 60%
  • Mantra
    • Cooldown reduced to 45 / 42 / 39 / 36 seconds from 45

Patch Notes 3.05

Balance Update
These changes to Karma include several quality of life improvements and enhance her ability to generate multiple Mantras in well-executed fights.

  • Gathering Fire
    • Mantra cooldown reduction increased to 2 seconds at all levels from 1 / 1.5 / 2
  • Inner Flame
    • The detonation area now occurs at the actual point of missile impact instead of at the center of the initial target that is hit
  • Focused Resolve
    • Mana cost reduced to 70 / 75 / 80 / 85 / 90 from 70 / 80 / 90 / 100 / 110
    • Now applies Gathering Fire's effect on each instance of damage dealt instead of only once on initial application, but now deals damage 3 times over the duration instead of 6
  • Inspire
    • Movement Speed duration increased to 1.5 seconds from 1.25
    • Fixed a bug where the tooltip stated the shield was 80 / 115 / 150 / 185 / 220 instead of its actual value of 80 / 120 / 160 / 200 / 240
    • Mantra Bonus - Defiance
      • Movement Speed bonus is now always 60% instead of 20 / 30 / 40 / 50 / 60% (based on Inspire's current rank)
      • Ally shield / haste range increased to 700 from 600

Patch Notes 3.05

  • Gathering Fire (Passive)
    • Reduce's Mantra's cooldown every time Karma damages an enemy with one of her abilities (Half-effect for Karma's basic-attacks).
  • Inner Flame (Q)
    • Fires a blast of energy that explodes upon enemy contact, dealing magic damage and slowing all enemies in the area.
    • Mantra Bonus Soulflare: Deals additional magic damage and leaves a circle of flame at the impact area (or upon reaching maximum range), heavily slowing all enemies inside the circle. After a brief delay the circle erupts, dealing heavy magic damage to all enemies in the area.
  • Focused Resolve (W)
    • Links Karma to target enemy champion, revealing them and dealing magic damage over 2 seconds. If the link is not broken, the enemy is rooted.
    • Mantra Bonus Renewal: Focused Resolve deals bonus magic damage over time and heals Karma for a percent of her missing health while linked to her target.
  • Inspire (E)
    • Target ally gains a shield, granting movement speed for a brief duration and absorbing damage.
    • Mantra Bonus Defiance: The shield overflows with energy, dealing magic damage to all enemies around the shielded unit. Allied champions near the shielded unit gain half of that amount as a shield and are hasted.
  • Mantra (Ultimate)
    • Karma empowers her next ability within 8 seconds for an additional effect.

Patch Notes

  • Base Movement Speed increased by 25.

Patch Notes

  • Fixed a bug where Mantra's recharge time wouldn't update with new ranks or cooldown reduction until reaching full ammo charges (2)

Patch Notes

  • Fixed a bug where using a summoner spell would sometimes consume Karma's mantra charge

Patch Notes

  • The cooldown before Karma's next Mantra charge and her current stacks are now shown in the same buff

Patch Notes

  • Fixed a bug where by casting spells in rapid succession you could charge multiple spells with a single Mantra
  • Chakra now shows a cooldown

Patch Notes

  • Fixed a bug where the visual for Heavenly Wave occasionally wouldn't align with the direction cast
  • Mantra Soul Shield now shows an area of effect indicator when your cursor hovers over an ally

Patch Notes

  • Spirit Bond leash range has been increased by a small amount.
  • Mantra charge reload time now scales with level. It has been changed to a 30 / 25 / 20 cooldown from a 25 cooldown at all levels.
  • Fixed a bug where the Mantra: Heavenly Wave was not granting assists for healing allies.

Patch Notes

  • Heavenly Wave base heal increased to 35 / 55/ 75 / 95 / 115 / 135 from 30 / 45 / 60 / 75 / 90 / 105
  • Spirit Bond cooldown reduced to 15 / 14 / 13 / 12 / 11 / 10 from 20 / 18 / 16 / 14 / 12 / 10
  • Soul Shield increased the shield strength by 10 at all ranks
  • Mantra cooldown reduced to 25 seconds from 30

Patch Notes

  • Spirit Bond
    • Now properly assigns assist markers to allies that receive the haste bonus
    • Fixed a bug where it would break friendly spell shields and not apply the haste bonus
    • Fixed a display bug where it would appear at Karma's feet for enemy players

Other Contents


  • Classic Karma
  • Sun Goddess Karma
  • Sakura Karma
  • Traditional Karma (Special)
  • Order of the Lotus Karma
  • Warden Karma
  • Winter Wonder Karma
  • Conqueror Karma

  • Classic Karma
  • Sun Goddess Karma
  • Sun Goddess Karma
  • Sakura Karma
  • Sakura Karma
  • Traditional Karma

  • Classic Karma
  • Sun Goddess Karma
  • Sakura Karma

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