[Tutorial] Karma Aram, Recommended Items | Masteries | Runes | Summoner Spells | Ability - (Mode Aram)
Champion Info (Karma lane aram )

Attack: 51
Defense: 7
Magic: 8
Difficulty: 5
Health: 630
Move Speed: 335
Armor: 28
Range: 525
Health Regen: 5.5
Critical Strike: 0
Attack Speed: 0.625
LANE
- Tier: S+
- Win: 51.68%
- Pick: 10.25%
- Games: 57404
- KDA: 4.65
- Score: 77.26
No mortal 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, and blessed with power that few can comprehend. She has done her best to guide her people in recent times of crisis, though she knows that peace and harmony may come only at a considerable cost—both to her, and to the land she holds most dear.
Karma Tips (Ally)
- Gathering Fire rewards aggressive play. Look to land abilities and basic attacks on your opponent 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.
Karma Tips (Enemy)
- 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.
Summoner Spells
![]() Consumable: 0 Cooldown: 300 Range: 425 Teleports your champion a short distance toward your cursor's location. |
![]() Consumable: 0 Cooldown: 210 Range: 650 Exhausts target enemy champion, reducing their Move Speed by 30%, and their damage dealt by 35% for 3 seconds. |
Karma Masteries
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![]() Damaging a Champion below 50% health deals Dark Harvest damage: 20-80 (based on level) (+5 damage per soul) (+0.1 bonus AD) (+0.05 AP) Cooldown: 45s (resets to 1.5s on takedown) |
![]() Damaging champions with impaired movement or actions deals 10 - 45 bonus true damage (based on level). Cooldown: 4s |
![]() Collect eyeballs for champion takedowns. Gain an Upon completing your collection at 10 eyeballs, additionally gain an Collect 1 eyeball per champion takedown. |
![]() Your ultimate gains Bounty Hunter stacks are earned the first time you get a takedown on each enemy champion. |
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![]() Deal 8% more damage to champions who have less than 40% health. |
![]() Damaging an enemy champion increases your mana regeneration by @RegenAmount@ (80% for ranged) mana per second for 4 seconds. All energy users gain 1.5 energy per second, instead. Takedowns restore 15% of your maximum mana or energy. |
![]() +9 |
![]() +9 |
![]() +10-180 Health (based on level) |
Karma Starting Items (PROBUILD)
![]() BUY: 1200 SELL: 840 Upon levelling up, restores |
![]() BUY: 150 SELL: 60 |
Karma Recommended Items (PROBUILD)
![]() BUY: 2700 SELL: 1890 Your Ultimate spells gain Ability Haste. Damaging a champion with your Ultimate burns the ground beneath them, dealing damage and reducing their Magic Resist. |
![]() BUY: 1100 SELL: 770 |
![]() BUY: 2900 SELL: 2030 Gain a Shot Charge every few seconds. Damaging Abilities consume all Shot Charges to deal an additional magic damage to the target and one additional nearby target per charge. If there are insufficient targets in range, for each remaining shot, repeat the damage on the primary target. |
![]() BUY: 2900 SELL: 2030 Dealing 35% of a champion's maximum Health within a short duration applies After a few seconds, strike the target, dealing magic damage. If the target dies before the strike, it detonates immediately, dealing damage in a large area and grants bonus gold. |
![]() BUY: 3200 SELL: 2240 |
![]() BUY: 3600 SELL: 2520 Increases your total |
![]() BUY: 500 SELL: 200 |
Karma Active Abilities
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | |
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Q | Q | Q | Q | Q | ||||||||||||||
W | W | W | W | W | ||||||||||||||
E | E | E | E | E | ||||||||||||||
R | R | R |
Passive | Q | W | E | R |
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![]() Karma's damaging abilities will reduce the cooldown of Mantra. |
![]() Cooldown: 9/8/7/6/5 Consumable: 45 Range: 950 Karma sends forth a ball of spirit energy that explodes and deals damage upon hitting an enemy unit. |
![]() Cooldown: 12 Consumable: 50/55/60/65/70 Range: 675 Karma creates a tether between herself and a targeted enemy, dealing damage and revealing them. If the tether is not broken, the enemy will be rooted and damaged again. |
![]() Cooldown: 10/9.5/9/8.5/8 Consumable: 50/55/60/65/70 Range: 800 Karma summons a protective shield that absorbs incoming damage and increases the Move Speed of the protected ally. |
![]() Cooldown: 40/37/34/31 Consumable: 0 Range: 1100 Karma empowers her next ability to do an additional effect. Mantra is available at level 1 and does not require a skill point. |
Karma SKINS













