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By GamGem ResearchLast updated 20 Aug 2026 · 00:00

Karma

the Enlightened One

MageSupport

League of LegendsPatch 26.16SupportRanked Solo/DuoEmerald+NA13,321 gamesSample data

Role snapshot (Support)

CTier
48.9%
Win Rate
2.6%
Pick Rate
6.3%
Ban Rate

13,321

Games

Moderate

Confidence

Matchup map (Support) — level 1–18

40%60%
≥ 60%
Nobody in this lane sits here.
55 – 60%
50 – 55%
45 – 50%
40 – 45%
< 40%

Conditional build matrix

vs AP Burstvs AD Assassinsvs Tanksvs Sustain
Mythic / Core
Core 2
Core 3
Boots
Situational

Popular build

6,128 games

49.3%Win Rate

FlashIgnite

Reliable build

4,396 games

48.0%Win Rate

FlashTeleport

High observed win rate

1,599 games

51.4%Win Rate

FlashExhaust

Runes

Primary: Resolve

  • Guardian
  • Font of Life
  • Second Wind
  • Unflinching

Secondary: Domination

  • Sudden Impact
  • Grisly Mementos

Shards

+9 Adaptive Force

+9 Adaptive Force

+10-180 Health (based on level)

Skill order

Skill order
Q123456789101112131415161718
W123456789101112131415161718
E123456789101112131415161718
R123456789101112131415161718

Ability details

  • Gathering Fire

    Karma's damaging abilities will reduce the cooldown of Mantra.

    Passive — never cast

  • 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.

    Cost 40/50/60/70/80 ManaCooldown 9/8/7/6/5sRange 950

  • 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.

    Cost 50/55/60/65/70 ManaCooldown 12sRange 675

  • Inspire

    Karma summons a protective shield that absorbs incoming damage and increases the Move Speed of the protected ally.Mantra Bonus: Energy radiates out from her target, strengthening the initial shield and applying Inspire to nearby allied champions.

    Cost 60/65/70/75/80 ManaCooldown 10/9.5/9/8.5/8sRange 800

  • Mantra

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

    Cost 0 ManaCooldown 40/38/36/34sRange 1100

Scaling — level 1–18

KarmaSupport average

Win Rate

1918

Damage / Min

1918

Gold / Min

1918

Counter plan — how to beat Karma

  • Dodge the primaryits rotation is one skillshot; sidestep it and the rest is chip

  • Track the roamit is strongest where the enemy jungler already is

  • Punish the cooldownKarma is exposed while its rotation is down

  • Ward the flankvision is what turns its best opening into a worse one

  • Respect the spikeRiot rates the kit 5/10, so a practised player gets more out of it than the average

ARAM performance

B
50.4%
Win Rate
1.2%
5.7%
Pick Rate
2.6%
3.8%
Ban Rate
2.1%
Damage dealt
104.1%
Damage taken
101.4%
Healing
102.3%
Shielding
96.8%
Ability Haste
+22

Best ARAM build

Patch timeline

We hold the rates, not the balance log. What actually changed each patch is in Riot’s own notes.

  1. 26.16Live now-0.5
  2. 26.14Sample win rate across this patch+0.9
  3. 26.11Sample win rate across this patch+0.8
  4. 26.08Sample win rate across this patch+0.9
  5. 26.05Sample win rate across this patch+0.7

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Methodology

Data window
512,340 games on patch 26.16, Ranked Solo/Duo, NA. Last refreshed 20 Aug 2026.
Rank aggregation
Emerald+ and above, pooled. Splitting further leaves samples too small to separate a real effect from noise.
Role assignment
A champion is filed under the lanes it actually plays, not the one class it belongs to — which is why several appear in two.
Counters
A matchup, not a tier gap: how this champion does into that one specifically, over that pairing’s own games.
Minimum sample
The confidence indicator beside every rate is driven by how much of the window this champion appears in. A low reading means read the figure loosely, not that it is wrong.
Why a build is not a cause
The best-scoring build is the one the best-placed players happened to take. Correlation is what a rate can show; it is not evidence that buying those items caused the wins.
Where the numbers come from
Names, classes, lanes, abilities, items and runes are Riot Data Dragon. Win, pick and ban rates are derived samples — Riot publishes none of them, and nothing on this page presents one as measured.