Karma Statistics in North America

  • Game patch: 9.22
  • Game count: 231,037
  • Average match length: 29:00
  • Game type: RANKED SOLO
  • Map: Summoner's Rift
Karma

Karma

the Enlightened One

  • P Gathering Fire

    Gathering Fire

    Reduces Mantra's cooldown by 2/3/4 (at levels 1/7/13) seconds each time Karma damages an enemy champion with one of her abilities (Half-effect for Karma's basic attacks)

  • Q Inner Flame

    Inner Flame

    Cooldown: 7/6.5/6/5.5/5Cost: 50/55/60/65/70 manaRange: 950

    Fires a blast of energy that explodes upon enemy contact, dealing 80/125/170/215/260 (+60% bonus Ability Power) magic damage and slowing Movement Speed by 32% for 1.5 seconds.

    Mantra Bonus - Soulflare: Deals 25/75/125/175 (+30% bonus Ability Power) additional magic damage and leaves a circle of flame that slows enemies by 50%. After 1.5 seconds the circle erupts, dealing 35/140/245/350 (+60% bonus Ability Power) magic damage to enemies in the area.

  • W Focused Resolve

    Focused Resolve

    Cooldown: 12Cost: 50/55/60/65/70 manaRange: 675

    Links Karma to an enemy champion or monster, granting True Sight and dealing 30/55/80/105/130 (+45% bonus Ability Power) magic damage. If the link is unbroken for 2 seconds, the target is rooted for 1.4/1.55/1.7/1.85/2 second(s) and takes an additional 30/55/80/105/130 (+45% bonus Ability Power) magic damage.

    Mantra Bonus - Renewal: Karma is healed for 20% (+1% per 100 ability power%) of her missing health. If the link is not broken or the target dies, the root duration is increased by 0.5/0.75/1/1.25 second(s) and Karma is healed for 20% (+1% per 100 ability power%) of her missing health.

  • E Inspire

    Inspire

    Cooldown: 10/9.5/9/8.5/8Cost: 50/55/60/65/70 manaRange: 800

    Target ally gains a shield, granting 40/45/50/55/60% Movement Speed for 1.5 seconds and absorbing 70/95/120/145/170 (+50% bonus Ability Power) damage for 2.5 seconds.

    Mantra Bonus - Defiance: The shield overflows with energy, absorbing an additional 25/80/135/190 (+50% bonus Ability Power) damage. Nearby allied champions gain shields that absorb 30% as much as the initial target's shield. All champions shielded gain 40/45/50/55/60% movement speed for 1.5 seconds.

  • R Mantra

    Mantra

    Cooldown: 45/42/39/36Range: 1100

    Karma empowers her next ability within 8 seconds for an additional effect.

    Soulflare: Deals bonus damage and leaves behind a circle of flame, slowing enemies and dealing additional damage.

    Renewal: Karma heals for a portion of her missing health. If the link is unbroken the root is longer and Karma is healed again.

    Defiance: The shield is stronger and allied champions around the target also gain a shield and movement speed.

Statistics by Role

Core Items

Summoner Spells

  • Flash

    Flash

    Cooldown: 300 seconds
    Teleports your champion a short distance toward your cursor's location.
  • Ignite

    Ignite

    Cooldown: 180 seconds
    Ignites target enemy champion, dealing 70-410 true damage (depending on champion level) over 5 seconds, grants you vision of the target, and reduces healing effects on them for the duration.

Frequent Runes

Sorcery

Unleash destruction
Empowered abilites and resources manipulation

Inspiration
Outwit mere mortals
Creative tools and rule bending

Skills Order

Q
Inner Flame

Inner Flame

Karma sends forth a ball of spirit energy that explodes and deals damage upon hitting an enemy unit.

Mantra Bonus: In addition to the explosion, Mantra increases the destructive power of her Inner Flame, creating a cataclysm which deals damage after a short delay.
1
4
5
7
9
W
Focused Resolve

Focused Resolve

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.

Mantra Bonus: Karma strengthens the link, healing herself and extending the root duration.
3
14
15
17
18
E
Inspire

Inspire

Karma summons a protective shield that absorbs incoming damage and increases the Movement Speed of the protected ally.

Mantra Bonus: Energy radiates out from her target, strengthening the initial shield and applying Inspire to nearby allied champions.
2
8
10
12
13
R
Mantra

Mantra

Karma empowers her next ability to do an additional effect. Mantra is available at level 1 and does not require a skill point.
6
11
16
Win Rate:46.87%
Ban Rate:0.35%
Pick Rate:2.67%
Kills: 2.32
Deaths: 5.90
Assists: 11.94
Minions Killed:25
Gold Earned:8,459
Gold Spent:7,602
Double Kills:0.00
Triple Kills:0.00
Quadra Kills:0.00
Penta Kills:0.00
Killing Sprees: 0.17
Largest Killing Spree: 0.82
Largest Multi Kill: 0.82
Wards Killed: 4.06
Wards Placed: 20.12
Vision Wards Bought: 2.68
Tower Kills: 0.00
Win rate by Game Length
This graphic shows you the average Win Rate for Karma based on game duration.

With this information you can get an idea about when this champion performs better during the game.
Damages

This graphic breaks down the different types of damages this champion generally deals.
You have to take into consideration that this doesn't strictly tells you that a champion is purely AD (Attack Damage) or AP (Ability Power). There are hybrid champions with abilities that does AD AND AP damage.
Some champions use items as part of their core builds which makes hybrid damage too, which is included in this graphic.

The Damage Taken information though depends on the enemy team composition and doesn't give you that much information about a champion. It's here just because we have that data.

Minions Per Minutes

This graphic shows you the average amount of minions a champion generally kills per minute at different times.
It's a common pattern that due to the game nature at later phases of the game this statistic tends to decrease.

Minions Difference Per Minutes

This graphic shows you the average difference between the amount of minions a champion generally kills per minute versus the same statistic of the champion's enemy laner.
This can give you an idea wether some matchups are harder for a champion in terms of keeping up with the farming.

A negative value means that the champion tends to have a farming disadvantage against their opponents. This doesn't limit the farming to the original lane.
A positive value means that the champion tends to have a farming advantage against their opponents. This doesn't limit the farming to the original lane.

Damage Taken Diff. Per Minutes

This graphic shows you the average difference between the amount of damage a champion generally takes versus the same statistic of the champion's enemy laner

A negative value means that the champion tends to take less damage than his opponent. This include damage received from all sources.
A positive value means that the champion tends to take more damage than his opponent. This include damage received from all sources.

Damage Taken Per Minutes

This graphic shows you the average amount of damage a champion generally takes at different frame times of the game.

Gold Per Minutes

This graphic shows you the average amount of gold a champion generally earns at different frame times of the game.
This includes minion kills, champion kills, assitances and objectives.

Exp Difference Per Minutes

This graphic shows you the average difference between the amount of experience a champion generally earns versus the same statistic of the champion's enemy laner.

A negative value means that the champion tends to earn less experience than his opponent. This include experience from all sources.
A positive value means that the champion tends to earn more experience than his opponent. This include experience from all sources.

Experience Per Minutes

This graphic shows you the average amount of experience a champion generally earns at different frame times of the game.

Core Items

This statistic shows you a list of a set of three items that are usually bought for this champion and the frequency on which these items are bought.

This usually varies depending on the matchup and enemy team composition.

Pick Rate: 32.92%
Pick Rate: 19.83%
Pick Rate: 13.12%
Pick Rate: 9.69%
Pick Rate: 8.61%

Starting Items List

This statistic shows you a list of starting items that players buy for this champion. This usually varies depending on the matchup and the players play-style.

First back items

This statistic shows you a list of items that players usually buy on their first back to base.

First back items when ahead

This statistic shows you a list of items that players usually buy on their first back to base when they have a gold advantage over their enemy laner.

This includes kills, assistances and objectives.

First back items when behind

This statistic shows you a list of items that players usually buy on their first back to base when they have a gold disadvantage over their enemy laner.

This includes kills, assistances and objectives.

Spells List

This statistics shows you the most frequent Summoners Spells that players use for this champion. It generally depends on matchups and enemy team composition.

  • Flash

    Flash

    Cooldown: 300 seconds
    Teleports your champion a short distance toward your cursor's location.
  • Ignite

    Ignite

    Cooldown: 180 seconds
    Ignites target enemy champion, dealing 70-410 true damage (depending on champion level) over 5 seconds, grants you vision of the target, and reduces healing effects on them for the duration.

Pick Rate

76.73%
  • Exhaust

    Exhaust

    Cooldown: 210 seconds
    Exhausts target enemy champion, reducing their Movement Speed by 30%, and their damage dealt by 40% for 2.5 seconds.
  • Flash

    Flash

    Cooldown: 300 seconds
    Teleports your champion a short distance toward your cursor's location.

Pick Rate

19.49%
  • Flash

    Flash

    Cooldown: 300 seconds
    Teleports your champion a short distance toward your cursor's location.
  • Heal

    Heal

    Cooldown: 240 seconds
    Restores 90-345 Health (depending on champion level) and grants 30% Movement Speed for 1 second to you and target allied champion. This healing is halved for units recently affected by Summoner Heal.

Pick Rate

2.79%
  • Flash

    Flash

    Cooldown: 300 seconds
    Teleports your champion a short distance toward your cursor's location.
  • Teleport

    Teleport

    Cooldown: 360 seconds
    After channeling for 4 seconds, your champion teleports to target allied structure, minion, or ward.

Pick Rate

0.92%
Sorcery

Unleash destruction
Empowered abilites and resources manipulation

Inspiration
Outwit mere mortals
Creative tools and rule bending

Pick Rate

31.70%
Sorcery

Unleash destruction
Empowered abilites and resources manipulation

Inspiration
Outwit mere mortals
Creative tools and rule bending

Pick Rate

28.60%
Sorcery

Unleash destruction
Empowered abilites and resources manipulation

Inspiration
Outwit mere mortals
Creative tools and rule bending

Pick Rate

16.91%
Sorcery

Unleash destruction
Empowered abilites and resources manipulation

Domination
Hunt and eliminate prey
Burst damage and target access

Pick Rate

8.47%
Sorcery

Unleash destruction
Empowered abilites and resources manipulation

Inspiration
Outwit mere mortals
Creative tools and rule bending

Pick Rate

5.22%
Q
Inner Flame

Inner Flame

Karma sends forth a ball of spirit energy that explodes and deals damage upon hitting an enemy unit.

Mantra Bonus: In addition to the explosion, Mantra increases the destructive power of her Inner Flame, creating a cataclysm which deals damage after a short delay.
1
4
5
7
9
W
Focused Resolve

Focused Resolve

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.

Mantra Bonus: Karma strengthens the link, healing herself and extending the root duration.
3
14
15
17
18
E
Inspire

Inspire

Karma summons a protective shield that absorbs incoming damage and increases the Movement Speed of the protected ally.

Mantra Bonus: Energy radiates out from her target, strengthening the initial shield and applying Inspire to nearby allied champions.
2
8
10
12
13
R
Mantra

Mantra

Karma empowers her next ability to do an additional effect. Mantra is available at level 1 and does not require a skill point.
6
11
16

Pick Rate

77.59%
Q
Inner Flame

Inner Flame

Karma sends forth a ball of spirit energy that explodes and deals damage upon hitting an enemy unit.

Mantra Bonus: In addition to the explosion, Mantra increases the destructive power of her Inner Flame, creating a cataclysm which deals damage after a short delay.
1
4
5
7
9
W
Focused Resolve

Focused Resolve

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.

Mantra Bonus: Karma strengthens the link, healing herself and extending the root duration.
2
14
15
17
18
E
Inspire

Inspire

Karma summons a protective shield that absorbs incoming damage and increases the Movement Speed of the protected ally.

Mantra Bonus: Energy radiates out from her target, strengthening the initial shield and applying Inspire to nearby allied champions.
3
8
10
12
13
R
Mantra

Mantra

Karma empowers her next ability to do an additional effect. Mantra is available at level 1 and does not require a skill point.
6
11
16

Pick Rate

7.36%
Q
Inner Flame

Inner Flame

Karma sends forth a ball of spirit energy that explodes and deals damage upon hitting an enemy unit.

Mantra Bonus: In addition to the explosion, Mantra increases the destructive power of her Inner Flame, creating a cataclysm which deals damage after a short delay.
1
3
5
7
9
W
Focused Resolve

Focused Resolve

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.

Mantra Bonus: Karma strengthens the link, healing herself and extending the root duration.
4
14
15
17
18
E
Inspire

Inspire

Karma summons a protective shield that absorbs incoming damage and increases the Movement Speed of the protected ally.

Mantra Bonus: Energy radiates out from her target, strengthening the initial shield and applying Inspire to nearby allied champions.
2
8
10
12
13
R
Mantra

Mantra

Karma empowers her next ability to do an additional effect. Mantra is available at level 1 and does not require a skill point.
6
11
16

Pick Rate

4.56%
Q
Inner Flame

Inner Flame

Karma sends forth a ball of spirit energy that explodes and deals damage upon hitting an enemy unit.

Mantra Bonus: In addition to the explosion, Mantra increases the destructive power of her Inner Flame, creating a cataclysm which deals damage after a short delay.
1
4
5
8
9
W
Focused Resolve

Focused Resolve

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.

Mantra Bonus: Karma strengthens the link, healing herself and extending the root duration.
3
14
15
17
18
E
Inspire

Inspire

Karma summons a protective shield that absorbs incoming damage and increases the Movement Speed of the protected ally.

Mantra Bonus: Energy radiates out from her target, strengthening the initial shield and applying Inspire to nearby allied champions.
2
7
10
12
13
R
Mantra

Mantra

Karma empowers her next ability to do an additional effect. Mantra is available at level 1 and does not require a skill point.
6
11
16

Pick Rate

1.93%
Q
Inner Flame

Inner Flame

Karma sends forth a ball of spirit energy that explodes and deals damage upon hitting an enemy unit.

Mantra Bonus: In addition to the explosion, Mantra increases the destructive power of her Inner Flame, creating a cataclysm which deals damage after a short delay.
1
4
5
7
9
W
Focused Resolve

Focused Resolve

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.

Mantra Bonus: Karma strengthens the link, healing herself and extending the root duration.
2
8
10
12
13
E
Inspire

Inspire

Karma summons a protective shield that absorbs incoming damage and increases the Movement Speed of the protected ally.

Mantra Bonus: Energy radiates out from her target, strengthening the initial shield and applying Inspire to nearby allied champions.
3
14
15
17
18
R
Mantra

Mantra

Karma empowers her next ability to do an additional effect. Mantra is available at level 1 and does not require a skill point.
6
11
16

Pick Rate

1.42%

LoLRift © isn’t endorsed by Riot Games and doesn’t reflect the views or opinions of Riot Games or anyone officially involved in producing or managing League of Legends. League of Legends and Riot Games are trademarks or registered trademarks of Riot Games, Inc. League of Legends © Riot Games, Inc.

This site uses cookies. By continuing to browse the site you are agreeing to our use of cookies. You can find more about this in our Cookies Policies Got it!