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The Enlightened One
Release Date: February 1st, 2011
Cost: 3150 BE 790 RP
Primary Attribute: Mage
Secondary Attribute: Support
Resource: Mana
Health Mini Icon.png Health: 534 (+ 95)
HealthRegen Mini Icon.png Health Regen: 5.62 (+ 0.55)
Mana Mini Icon.png Mana: 374 (+ 50)
ManaRegen Mini Icon.png Mana Regen: 8.5 (+ 0.8)
MovementSpeed Mini Icon.png Movespeed: 335
AttackDamage Mini Icon.png Attack Damage: 53.544 (+ 3.3)
AttackSpeed Mini Icon.png Attack Speed: 0.625 (+ 2.3%)
Range Mini Icon.png Range: 525
Armor Mini Icon.png Armor: 20.384 (+ 3.8)
MagicResist Mini Icon.png Magic Resist: 30 (+ 0)
Sun Goddess Karma Released: 2011-02-01 / 750 RP
Sakura Karma Released: 2011-02-01 / 520 RP
Traditional Karma Released: 2013-03-29 / 975 RP
Order of the Lotus Karma Released: 2014-10-02 / 975 RP
Warden Karma Released: 2015-10-01 / 750 RP
Winter Wonder Karma Released: 2016-12-14 / 1350 RP
Conqueror Karma Released: 2017-04-24 / 975 RP


  • Biography
  • 2nd bio
  • 1st bio
  • League Judgement
No champion exemplifies the spiritual traditions of Ionia more than Karma. She is the living embodiment of an ancient soul reincarnated countless times, carrying all her accumulated memories into each new life. With this insight, she serves as a spiritual beacon to her people, bestowing boundless wisdom and healing in times of crisis. Despite being blessed with power that few could comprehend, she rarely uses her magic for destruction, as it always comes at a considerable cost—both to her, and to the land she holds most dear.

Karma is the living embodiment of an ancient Ionian soul, who serves as a spiritual beacon to each generation of her people. Her most recent incarnation came in the form of a 12-year-old girl named Darha. Raised in the northern highlands, she was headstrong and independent, always dreaming of a life beyond her provincial village.

But Darha began to suffer strange, fitful visions. The images were curious—they felt like memories, yet the girl was certain they had not happened to her. At first, the problem was easy enough to conceal, but the visions grew in intensity until Darha was convinced she was descending into madness.

Just when it seemed she would be confined to the healing huts forever, a group of monks visited her village. They had come from a place known as the Lasting Altar, where the divine leader Karma had passed away some months earlier. The monks were in search of the old man’s next incarnation, believing him to be among the villagers. They applied a series of tests to everyone they met, but eventually prepared to leave empty handed.

As they passed the healing huts, Darha threw herself out of her cot and ran to stop them. She wept, telling them of her visions, and that she had known the monks’ voices from the babble in her head.

They recognized the signs immediately. This was their Karma. The visions were past lives rushing to fill a new vessel.

In that moment, Darha’s life changed forever. She bid farewell to all she’d ever known, and journeyed to the Lasting Altar to learn from the monks. Over the years, they taught her to connect with her ancient soul, and the girl found her own voice drowned out by thousands of others, each espousing the wisdom of ages past. Karma had always advocated peace and harmony, teaching that any act of evil would bring about its own repercussions, and so required no response. But even as she became Karma, Darha struggled to understand this simple truth.

Indeed, these philosophies were truly tested when Noxus invaded Ionia. Many thousands were killed as the enemy warbands advanced inland, and Karma was forced to face the harsh realities of war. She could feel the immense destructive potential that swelled in her soul, and with it, the impetuous voice of young Darha screaming: What is the point of this power, if not to use it?

Karma agonized over this. Eventually she compromised, deciding to kill just one person, but that it had to be the right person to kill. She confronted a Noxian commander on the deck of his own war frigate, and unleashed her divine fury. But instead of a single, measured attack, she obliterated the entire vessel and its crew in a heartbeat.

Though the Ionians rejoiced at this apparent victory, Karma was left strangely empty. The voices that had spoken so clearly in her mind now fell silent, and she felt Darha returning to prominence—this brought little comfort, however, as she realized she had made a huge mistake. She returned to the Lasting Altar to meditate and perform penance for upsetting the spiritual harmony of her homeland. Killing would always be easy, but came at the cost of true enlightenment. She had already tarnished her own undying soul along with those of her followers, and she would try her utmost to do no further injury.

Though the war with Noxus is now long over, there are still many in Ionia who have become only too glad to meet violence with violence, even against their own neighbors. Karma has pledged to guide as many of them as she can to more peaceful means.

And with every conflict she averts, more of the lost voices return to offer their eternal wisdom.

“Leave it with the Spirit. There is no justice more exact, no reward more fair.”

- KarmaSquare.png Karma

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.

Her inner peace was tested when the armies of Noxus invaded Ionia. While the village's elder monks insisted their peaceful ways would spare them from violence, Karma had heard enough tales of Noxian cruelty to openly question the elders' wisdom. Stern and unmoving, they told her to trust in tradition. When the invaders marched on the village, the elder monks rode out to negotiate a bloodless end to the battle. The Noxian general was offended by their show of weakness and slaughtered the monks himself as he ordered his soldiers to strike the village.

As the Noxians advanced, the villagers prepared to accept death, bound to their peaceful vows. But Karma would not accept death and instead saw another way: sacrificing a single life to spare many others. To save her people, she drew upon the power within and summoned the full force of her will. A burst of spirit fire emerged from her body and spiraled towards the Noxian general. The flame took the form of twin dragons, the symbol of Ionia itself. It was the first time Karma had ever used her powers to harm instead of protect, and neither she nor the villagers had ever seen anything like it. When the magic subsided, the general had fallen before her and his soldiers had scattered. The opposing forces surrendered to Karma's strength leaving her people, and their traditions, untouched.

While the war raged on, Karma became a formidable leader of the Ionian resistance, but the conflict did not end when Noxus's armies fled the Ionian shores. Ionia became divided between the resistance fighters who craved vengeance and the monks who demanded a return to spiritual tradition. Karma saw a third path, one that combined the strength Ionia found in war with the peaceful traditions the nation still held dear. She now seeks to return her ravaged land to an enduring peace.

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

- KarmaSquare.png Karma

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 IreliaSquare.png Irelia's impassioned last stand renewed the Ionians' 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 JannaSquare.png 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."

- IreliaSquare.png Irelia

Candidate: Karma

Date: January 28th, 21 CLE


Karma emerges into sight on the wings of prestige. From the topmost tip of her mantle to the lowest hem of her gown, she is the perfect picture of Ionian class. She pauses, poised at the threshold, admiring the delicate ornamentation that League artisans crafted into the Great Hall. Karma has seen the Great Hall on numerous occasions, but her eyes Manage to well with appreciation in every instance. As she crosses the hall, grace drips from every movement, and she wades in an air of distinction.

At the marble doors, she touches the frame delicately. They part gently for her, as if they were trying to match the elegance of her motion. She vanishes through the archway, and the room left behind feels emptier than it had before she entered.


The meticulous artistry of the Institute always reminded Karma, by curious contrast, of the chaos of open war. Every inset groove was, to her, the face of a lost friend. She imagined what her fallen comrades might have thought of this comparison when a horribly familiar, acrid stench stung her nose. She turned in time for a brilliant green explosion to fill her view. She swept her steel fans against the blast, piercing a hole in its expanding wave. Her reaction, though immediate, only diminished the force. She focused her senses inward as air whipped past. Her form was steel while her hair and clothes swirled in the chaos. When the blast subsided, her once-immaculate locks hung in limp disarray and her dress was torn and caked with soil.

There was something unusual about the soil – a pungent smell. Blood. She looked up, bracing for the worst. Nonetheless, she was unprepared for what she saw. No, no...not again. In front of her, as far as she could see, lay the strewn bodies of Ionian villagers. Another green explosion in the distance sent cadavers arcing through the air. The taste of salt stung her lips. She didn't even notice the tears tracing down her cheeks. She saw a shoe, much too small for any adult, raised from the ground ahead of her. A small leg extended beneath it, disappearing into the soil.

Karma snapped upright, raking the air around her with both fans. Tears and soil matted with blood flew away from her. When all settled she was transformed, emotions absent, eyes dark but calm. She was powerful, noble, the picture of dignity against a backdrop of unimaginable horror.

She strode with purpose towards a cackling figure in the distance. Its silhouette was one she could not forget: Zaun's insane chemist, Warwick. He stood behind a glowing control panel atop an armored, beetle-shaped vehicle. He gesticulated with zeal as each explosion bit the Ionian landscape. He was human, although the lacking lycanthropy did not register with Karma. She was beyond thought, beyond emotion; ready to do what she must to stop what was happening in front of her.

Zaunite shock troops assembled before her, blocking her path. A wave of her fan and they were gone, their cries muted by the roaring gust. Warwick noticed her with glee. His fingers danced across the controls and a cannon extended from the transport beneath him. It fired a sickly green stream of liquid into the air above her, where it burst like a liquid firecracker. She thrust one fan into the air above her head, blowing back a portion of the falling ooze, though far less than she'd expected. Drops rained down around her. Where the drops touched her skin, they sizzled and burned through it. Karma cried out in agony.

"Delicious isn't it, Duchess?" Warwick exclaimed. "I call it an Aerial Corrosive Mine. The acid is several times heavier than mercury, so your wind techniques won't protect you."

Karma crumpled to the ground, the acid boring into her flesh. She pushed herself up to a cross-legged meditative pose, blinked back the searing pain, and uttered a healing mantra. The pain lessened, although it still consumed her.

"It's not meant to be fired into the air that way. I just wanted you to savor the taste. I'm afraid when I fire it directly at you, your delicate ‘weapons' will be useless."

A tinny voice chirped something indiscernible from the control panel. Warwick listened for a moment, and then nodded his head. "I would truly love to play with you some more, Duchess, but there are more Ionians in need of my services." Warwick fiddled with the controls and the cannon lowered, aimed squarely at her. "This ends now."

Karma blinked. Her mind was sluggish, flooded with frantic damage reports from nerves all over her body. A single thought floated to the surface of her awareness.

I've failed.

Just as she consigned herself to join those scattered around her, a blinding ray of light descended from the heavens, landing squarely on Warwick. He screamed as his skin melted away. His body contorted, muscles bursting outward. His head and limbs stretched, yanking joints apart and forming new ones. Long claws cut through the tips of his fingers and toes. He wrenched forward, then back, and when the spasms ceased his spine was long and hunched. His high-pitched wail suddenly turned to gravel, and blue hair stabbed out from every pore of his body. He fell to the ground in a heap. The light subsided.

Not far from him, a new form lay in the mud. Karma fought her way to her feet, acid still eating into her, and stumbled to the form. There in front of her laid Soraka, the spiritual icon of her people. The Starchild had lost the celestial radiance which characterized her transcendence. She lay staring upward, her expression vacant.

Reason overpowered remorse, and suddenly Karma knew she was seeing an illusion.

Soraka's gaze turned to Karma, her eyes piercing her soul for answers. "Why do you want to join the League, Karma?" The voice was sad, resigned.

"Is this vision not enough?" Karma gestured all around them. The pain was suddenly gone. "This isn't really over. These things never really end. All we can do is remain vigilant and try to protect those we love."

"Always one for a speech." Soraka smirked. "How does it feel, exposing your mind?"

"There is nothing on my mind that I wouldn't happily share with you. How does it feel, knowing what we suffered, what you chose to ignore?"

Karma was suddenly alone in the antechamber of the Institute, the doors ahead opened to the League. She appraised her clothes, which were as pristine and spotless as when she entered. With an imperceptible shift, Karma summoned her composure and marched onward.


Gathering Fire.png Gathering Fire [Passive]

Innate: Mantra.png Mantra's cooldown is reduced every time Karma damages an enemy Champion with one of her abilities (Half-effect for Karma's basic attacks).
Cooldown Refund: 2 / 3 / 4 seconds
Inner Flame.png Inner Flame [Q]
Cost: 50 / 55 / 60 / 65 / 70 Mana Cooldown: 7 / 6.5 / 6 / 5.5 / 5 seconds Range: 950 Area of Effect: 250

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.

Damage: 80 / 125 / 170 / 215 / 260 (+60%)
Bonus Damage: 25 / 75 / 125 / 175 (+30%)
Eruption Damage: 50 / 150 / 250 / 350 (+60%)
Focused Resolve.png Focused Resolve [W]
Cost: 50 / 55 / 60 / 65 / 70 Mana Cooldown: 12 seconds

Active: Links Karma to an enemy champion or monster, dealing magic damage. If the link is unbroken for 2 seconds, the target is rooted and takes additional magic damage.

Mantra Bonus - Renewal: Karma is healed for 20% [ (+1%)% her missing]. If the link is not broken or the target dies, the root duration is increased and Karma is healed for 20% [ (+1%)% her missing].

Damage: 60 / 110 / 160 / 210 / 260 (+90%)
Root Duration: 1 / 1.25 / 1.5 / 1.75 / 2 seconds
Bonus Root Duration: 0.5 / 0.75 / 1 / 1.25 seconds
Inspire.png Inspire [E]
Cost: 60 / 70 / 80 / 90 / 100 Mana Cooldown: 10 seconds

Active: Target ally gains a shield, granting Movement Speed for 1.5 seconds and absorbing damage for 2.5 seconds.

Mantra Bonus - Defiance: The shield overflows with energy, absorbing additional damage. Nearby allied champions gain shields that absorb 30% as much as the initial target's shield. All champions shielded gain Movement Speed for 1.5 seconds.

Shield: 70 / 95 / 120 / 145 / 170 (+50%)
Movement Speed: 40 / 45 / 50 / 55 / 60%
Bonus Shield: 30 / 90 / 150 / 210 (+25%)
Mantra.png Mantra [R]
Cost: No Cost Cooldown: 45 / 42 / 39 / 36 seconds

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.

Patch History


Shield duration decreased.

Inspire.png E - Inspire

SHIELD DURATION : [4] 2.5 seconds (also applies to Mantra'd Defiance)


BASE HEALTH : [522.44] 534

Mantra cooldown refund on hitting enemies increased.

One of the keys to mastering Karma is optimising Mantra usage for every situation, and with these changes she’ll be able to do that more often. As long as she’s beating on enemy champions, Karma will have more access to Mantra in the late game.

Gathering Fire.png Passive - Gathering Fire

MANTRA COOLDOWN REDUCTION : [2/2.5/3 seconds per enemy champion hit (1/1.25/1.5 for basic attacks)]
2/3/4 seconds per enemy champion hit (1/1.5/2 for basic attacks)

E shield decreased. Mantra’d E shield on secondary targets decreased.

Karma is already pretty strong, and with the incoming changes to Athene’s Unholy Grail (see below), we only foresee her getting stronger. As a result, we’re pre-emptively taking some power out of Inspire’s ability to nullify so much damage.

Inspire.png E - Inspire

SHIELD : [70/100/130/160/190] 70/95/120/145/170

Defiance.png E - Defiance

SHIELD ON SECONDARY TARGETS : [50%] 30% primary target’s shield

Mantra’d W damage only ticks twice. Mantra’d E shield lowered.

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.

Focused Resolve.png 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.png E - Defiance

BONUS SHIELD : [30/100/170/240] 30/90/150/210

E shields less, and no longer shields minions. Mantra E's speed scales with E's rank.

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.

Inspire.png E - Inspire

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

Defiance.png E - Defiance

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

Mantra shield's base and ratio increased.

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).

Defiance.png E - Defiance

SHIELD AMOUNT : [30/90/150/210] 30/100/170/240
RATIO : [0.3 ability power] 0.6 ability power

W costs less Mana at all ranks.

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.

Focused Resolve.png W - Focused Resolve

COST : [70/75/80/85/90 Mana] 50/55/60/65/70 Mana


In a world without Mana potions (and generally less early Mana regeneration), we've identified a few champions for some emergency rations, giving early Mana boosts until they can get their footing and purchase items to make up the deficit. This also means we can really understand which champions relied on Mana potions as a crutch to limp through the early to mid game, and we can give additional love if necessary. Mana Regen

The following champs have +2.5 base Mana regen per 5 seconds:

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.

Focused Resolve.png W - Focused Resolve

COOLDOWN : [16/15/14/13/12 seconds] 12 seconds at all ranks

'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."
  • Gathering Fire.png 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
  • Focused Resolve.png 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.png W - Renewal (Mantra'd Focused Resolve)
    • [NEW] PUT A LEASH 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.png 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.png E - Defiance (Mantra'd Inspire)
    • [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


  • Defiance.png 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


"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

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


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

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

v3.05 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


  • 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.


  • Base Movement Speed increased by 25.


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


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


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


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


  • 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


  • 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.


  • 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


  • 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

KarmaSquare.png Karma released

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