Karma | |
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General Information | |
Title | The Enlightened One |
Real Name | Darha |
Pronouns | She/Her |
Release Date | February 1st, 2011 |
Cost | 3150 790 |
Primary | Mage |
Secondary | Support |
Statistics | |
HP | 630 (+ 109) |
HPR | 5.5 (+ 0.55) |
MP | 374 (+ 40) |
MPR | 13 (+ 0.8) |
MS | 335 |
AD | 54 (+ 3.3) |
AS | 0.625 (+ 2.3%) |
RNG | 525 |
AR | 28 (+ 5) |
MR | 30 (+ 1.3) |
Developer Info | |
DDragon Key | Karma |
Integer Key | 43 |
External Links | |
Universe | universe.leagueoflegends.com |
Game Info Wiki | wiki.leagueoflegends.com |
Karma is a champion in League of Legends.
Lore[]
- For outdated and now non-canon lore entries, click here.
- Biography
- Story
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 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 of Shon-Xan, 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 to commune with thousands of previous incarnations, 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 Darha questioned these principles, even as she became Karma. Some of her followers were confused. How could she be invested with the Spirit of Ionia, the First Lands’ most sacred manifestation, and yet disagree with their most self-evident philosophies? Indeed, these beliefs 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 wondered what the point of this power could be, if it was not to be used. The voices of the past urged her to remain at the Lasting Altar, to comfort her people and allow this conflict to pass. And yet, a far deeper truth compelled her to act... Karma agonized over this, until she could stand it no longer. She confronted a Noxian commander on the deck of his own war frigate, and unleashed her divine fury. This was no single, measured attack—she obliterated the entire vessel and its crew in a heartbeat. Though many Ionians rejoiced at this apparent victory, the monks believed she had made a huge mistake. She had upset the spiritual harmony of their homeland, disgracing all who had borne the name of Karma before her, and tarnished her own undying soul along with those of her followers. Even if it meant a life of solitary meditation and penance, they implored her to do no further injury. Karma silenced them with a raised hand. Though she could still hear the voices in her head, it was the Spirit of Ionia in her heart that guided her… and the First Lands were stirring to defend themselves. She did not know if she had been chosen for her courage and strength of will, but Karma knew that sometimes harmony came only at a great cost. Their world was changing, and true wisdom lay not in resisting that fact, but accepting it. 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 a more enlightened path—to peace when possible, to action when necessary. | |
“As Ionia changes, so must I.” |
Abilities[]
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Patch History[]
Q cost now flat; cooldown increased.
Karma has continued to be a strong multi-role flex champion who tends to have too much control and safety, so we’re trimming down her solo lane agency by pulling back on a spell that she relies on for waveclear.
Q - Inner Flame
COOLDOWN : | [7/6.5/6/5.5/5] | |
⇒ | 9/8.5/8/7.5/7 |
Patch 10.2
Q and W base damage increased.
Helping out Karma's early ability to scrap against her opponents.
Q - Inner Flame
BASE DAMAGE : | [80/125/170/215/260] | |
⇒ | 90/135/180/225/270 |
W - Focused Resolve
BASE DAMAGE : | [30/55/80/105/130] | |
⇒ | 40/65/90/115/140 |
Patch 9.19
Q1 AP ratio decreased.
Nerfing Karma's non-support damage so she isn't so strong as a blind pick generalist. Teams will now have to consider losing a considerable amount of damage if they want to pick her.
Q - Inner Flame
Patch 9.15
Empowered E shield decreased.
The 9.13 revert on Karma's movement speed wasn't enough to knock her pro presence down to healthy levels so we're giving her another nerf.
E - Defiance
BONUS SHIELD : | [30/90/150/210 (+0.6 AP)] | |
⇒ | 25/80/135/190 (+0.5 AP) |
Patch 9.14
W now provides true sight on rooted targets.
W - Focused Resolve
Patch 9.13
Base E movement speed duration decreased.
Karma definitely had room for some power heading into 9.12, but we went too hard. We're pulling her buffs back a touch.
E - Inspire
Patch 9.12
Q slow increased. E cost decreased; movement speed duration increased to match shield duration.
We're giving Karma more tools to help her survive, especially when she's caught out by herself.
Q - Inner Flame
E - Inspire
COST : | [60/65/70/75/80] | |
⇒ | 50/55/60/65/70 |
v8.21
W root duration increased early.
For how much risk Karma puts herself in to make aggressive early-game plays with Focused Resolve's root, the payoff could be higher.
W - Focused Resolve
ROOT DURATION : | [1/1.25/1.5/1.75/2] | |
⇒ | 1.4/1.55/1.7/1.85/2 | seconds |
v8.14
Base mana regen increased; growth decreased. Base armor increased; Q splash radius increased. Empowered detonation damage decreased at early ranks.
Support Karma is struggling hard at most skill levels, but at this point a straight buff might push her too high up in organized play. We're upping her baseline spellcasting and durability, but pulling back some of her waveclear to keep her from becoming overbearing at the highest levels of play.
Base stats
Q - Inner Flame
SOULFLARE DETONATION DAMAGE : | [50/150/250/350] | |
⇒ | 35/140/245/350 | (at Mantra levels 1/2/3/4) |
v8.12
Shield duration decreased.
E - Inspire
v7.20
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.
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) |
v7.12
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.
E - Inspire
E - Defiance
v7.1
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.
W - Focused Resolve
E - Defiance
v6.15
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.
E - Inspire
E - Defiance
v6.6
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).
E - Defiance
v6.2
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.
W - Focused Resolve
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:
v5.17
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
v5.10
'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."
- 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
- MANTRA COOLDOWN REFUND - SPELL HIT :
- 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
- 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
- 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
- COOLDOWN :
- 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
- 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. "
- Q - Soulflare
- EXPLOSIVE DEPARTURE Fixed a bug where Soulflare's ground effect would disappear if Karma died
- R - Mantra
- NEW EVERY SECOND COUNTS Mantra can now be cast while Karma is disabled
v3.08
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
- Mantra Bonus - Defiance
- Inner Flame
- Mantra Bonus - Soulflare
- Slow area now spawns directly under the primary target
- Mantra Bonus - Soulflare
v3.06
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
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
v1.0.0.110
Karma released
Additional Content[]
Champion Information[]
- Karma's Champion Page
- Universe of League of Legends Page
- Visual Upgrade: Karma, the Enlightened One
- Champion Sneak Peek: Karma, the Enlightened One
Related Lore[]
Journal of Justice
Skin Release[]
Promotional Site
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