[Tutorial] Karma Mid, Recommended Items | Masteries | Runes | Summoner Spells | Ability - (Mode 5V5)
Champion Info (Karma mid 5v5 )

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
Karma
the Enlightened One
Mage
Support
Karma 5v5 support
Karma 5v5 jungle
Karma 5v5 mid
Karma 5v5 top
Karma 5v5 adc
MID
- Tier: S
- Win: 50.40%
- Role: 28.13%
- Pick: 4.20%
- Ban: 9.95%
- Games: 33473
- KDA: 2.75
- Score: 62.13
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: 360 Range: 25000 After channeling for 4 seconds, teleports your champion to target allied structure. Upgrades to Unleashed Teleport at 10 minutes, which teleports your champion to target allied structure, minion, or ward. |
Karma Masteries
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![]() Damaging a champion with an ability hurls a comet at their location, or, if Arcane Comet is on cooldown, reduces its remaining cooldown. Cooldown: 20 - 8s Cooldown Reduction: Single Target: 20%. Area of Effect: 10%. Damage over Time: 5%. |
![]() Hitting an enemy champion with an ability permanently increases your maximum mana by 25, up to 250 mana. After reaching 250 bonus mana, restore 1% of your missing mana every 5 seconds. Cooldown: 15 seconds |
![]() Gain bonuses upon reaching the following levels: Level 5: +5 Level 8: +5 Level 11: On Champion takedown, reduce the remaining cooldown of basic abilities by 20%. |
![]() Every 10 min gain AP or AD, 10 min: + 8 AP or 5 AD 20 min: + 24 AP or 14 AD 30 min: + 48 AP or 29 AD 40 min: + 80 AP or 48 AD 50 min: + 120 AP or 72 AD 60 min: + 168 AP or 101 AD etc... |
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![]() Damaging champions with impaired movement or actions deals 10 - 45 bonus true damage (based on level). Cooldown: 4s |
![]() Your ultimate gains Bounty Hunter stacks are earned the first time you get a takedown on each enemy champion. |
![]() +9 |
![]() +9 |
![]() +10-180 Health (based on level) |
Karma Starting Items (PROBUILD)
![]() BUY: 400 SELL: 160 |
![]() BUY: 50 SELL: 20 |
![]() BUY: 0 SELL: 0 |
Karma Recommended Items (PROBUILD)
![]() BUY: 900 SELL: 630 Gain 12 Summoner Spell Haste. |
![]() 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: 3000 SELL: 2100 Damaging an enemy champion with an Ability grants |
![]() BUY: 2700 SELL: 1890 |
![]() 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: 2850 SELL: 1995 Whenever you get a takedown on an enemy champion, create a nova on their location that heals allies. |
![]() BUY: 0 SELL: 0 |
![]() 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













