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Karma Build Guide by Hanjaro

Support Hanjaro's Karma: Support your way to Challenger!

Support Hanjaro's Karma: Support your way to Challenger!

Updated on September 21, 2021
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League of Legends Build Guide Author Hanjaro Build Guide By Hanjaro 250 20 757,757 Views 8 Comments
250 20 757,757 Views 8 Comments League of Legends Build Guide Author Hanjaro Karma Build Guide By Hanjaro Updated on September 21, 2021
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Runes: Poke

1 2
Arcane Comet
Manaflow Band

Biscuit Delivery
Cosmic Insight

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor


1 2
LoL Summoner Spell: Flash


LoL Summoner Spell: Ignite


Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Ideal Strong Ok Low None

Hey guys! Hanjaro here!
A little bit about me
I started playing League in Season 1, towards the end of the season. Since the beginning I was a support main, I enjoyed the 2v2 dynamics much more than 1v1s so I've stuck with it throughout my league career.
I have achieved the rank of challenger at multiple points during seasons 4, 5, 6, 7, 8 and 9, and continue to push for the highest elo I can get.
I love competitive games and have yet to find anything for me that compares to League.
Aside from League, I am a happily married man, father of 2 kids and I am a beloved pet owner. If you guys have any questions about my guides, champions or really anything in general, feel free to stop by my stream!

Why Karma?

Karma is a mage enchanter, excelling at poking down her enemies with an empowered Inner Flame, protecting multiple allies and increasing their movement speed, and cc'ing enemies while keeping herself safe. She's easy to pick up, difficult to master, and a well-rounded support that can be picked into most match ups.

If you enjoy playing, or want to learn more about Karma, you can read and discuss more over at

Summoner Spells

Flash is taken as your primary escape summoner, and can be used alongside Focused Resolve, flashing alongside or ahead of the enemy you're tethered to, before it breaks, to guarantee the root.

The reasoning behind Ignite is that it gives you a lot of extra pressure in lane, and furthermore adds a 40% healing reduction.

Exhaust is used when there are high damage threats on the enemy team, such as Zed, Kayn, Draven etc
It gives you an extra chance at escaping with the damage reduction, as well as the slow it provides. The damage reduction can be used to negate all in damage, from something like a Zed's Death Mark.

Sorcery + Inspiration

Summon Aery procs when you use Inspire giving you extra utility and shielding, and it's a fantastic way to proc Ardent Censer. It procs with Inner Flame as well, giving you a little bit extra poke in laning phase. Arcane Comet is another great choice if you're against a lane you can poke down easily.

Manaflow Band is the only viable rune in this column as support, it helps with your mana regen - which can quickly ramp up when you're consistently casting spells to poke and peel in lane.

Transcendence is our go to pick, providing us with +5 ability haste on levels 5 and 8, and then at level 11, all champion takedowns reduce the remaining cooldown on basic abilities.

Once again, focusing on an early lead in laning phase, Scorch is your go to rune. It helps give your ADC a wide berth around minions by poking down the opposition. It's one of the best options in this row.
Gathering Storm is a good option as well, but it focuses more on post 20 minutes - if you have carries such as Ryze, Vayne and Kassadin, who scale high into late game, you might want to consider taking this over Scorch.

Biscuit Delivery is a great rune for sustain. It restores 10% of your missing health and mana, and increases your maximum mana by 50 anytime you consume or sell a biscuit. This is a great rune if you are facing a poke heavy opposition, and it also synergizes well with Manaflow Band.

Cosmic Insight grants summoner spell and item haste, reducing their cooldowns. A good choice on any support to bring Redemption, Mikael's Blessing and Flash/ Ignite/ Exhaust up quicker.


Gathering Fire

Gathering Fire (Passive)
INNATE: Karma reduces Mantra's cooldown by 2 / 3 / 4 (based on level) seconds every time she damages an enemy champion with an ability, halved to 1 / 1.5 / 2 (based on level) seconds on her basic attacks.
  • Inner Flame reduces Mantra's cooldown per target hit, for a total of up to 20s at max level, if 5 enemy champions at hit at once.
  • Focused Resolve reduces Mantra's cooldown per tick, for a total of up to 8s at max level, for the entire duration.

Inner Flame / Soulflare

Inner Flame (Q)

RANGE: 950
EFFECT RADIUS: 280 (300)
COST: 50 / 55 / 60 / 65 / 70 mana
COOLDOWN: 7 / 6.5 / 6 / 5.5 / 5
ACTIVE: Karma fires a burst of spiritual energy in the target direction, detonating with the first enemy hit, dealing 90/135/180/225/270 magic damage and slowing all enemies around the target by 35% for 1.5 seconds

Mantra - Soulflare - ACTIVE: Soulflare detonates upon hitting an enemy or reaching maximum range, dealing bonus magic damage in an increased area.

A field lingers around the detonation for 1.5 seconds, slowing enemies by 50%, after which it explodes, dealing magic damage to all enemies inside.
  • Spell Shield will block the initial impact.
  • During laning phase, you want to use Mantra on Inner Flame for more damage and presence. Try to avoid minions as this will push the wave.
  • As of 9.19 Inner Flame has been considerably nerfed, from 60% AP ratio to 40%, removing a lot of her damage potential.

Focused Resolve / Renewal

Focused Resolve (W)

COST: 50 / 55 / 60 / 65 / 70
ACTIVE: Karma exerts her will over a target enemy champion or monster, dealing 40/65/90/115/140 magic damage and forming a tether between them for up to 2 seconds, during which the target is revealed.

If the tether holds for the duration, the target is dealt the same magic damage and is rooted for up to 2s at max rank. NEW AS OF 9.14 Focused Resolve/Renewal now reveals successfully rooted targets for the duration of the root as well.

Mantra - Renewal - ACTIVE: Focused Resolve's root duration is increased, and heals Karma for 20% (+ 1% per 100 AP) of missing health on-cast and once more when the target dies while tethered or is rooted.
  • If you are at risk of dying, and need to save yourself - you can always use your Mantra on Renewal for the large amount of healing it does initially, and when it ends.
  • During lane, you want to Inspire yourself before, or during, Focused Resolve, giving yourself bonus movement speed, so not to break the tether.

Inspire / Defiance

inspire (E)

COST: 50 / 55 / 60 / 65 / 70 mana
COOLDOWN: 10 / 9.5 / 9 / 8.5 / 8
ACTIVE: Karma shields the target allied champion or herself for 1.5 seconds, granting them bonus movement speed for 1.5 seconds. Movement reduced to 1.5s as of 9.13

Mantra - Defiance - ACTIVE: Inspire's shield is increased. Allied champions near the target are also shielded for 30% of the target's shield, and gain the same bonus movement speed, both for their same durations.

  • During teamfights, you're most likely wanting to be casting Mantra on Inspire for the aoe shielding and MS.
  • Try to cast the shield on the highest priority target, as the aoe shields are not as strong as the initial one.
  • Take advantage of the bonus movement speed Inspire provides, to catch a fleeing enemy, or to help escape.
  • You can turn the tides of battle in your favor with Defiance, as well as procing Ardent Censer, Summon Aery and adding a heal with Athene's Unholy Grail.


Mantra (R)

COOLDOWN: 45 / 42 / 39 / 36
ACTIVE: Karma empowers her next basic ability within 8 seconds for an additional effect.

Karma begins the game with one rank in Mantra.
  • Mantra's cooldown begins on-cast, not when its effect is consumed
  • Mantra's bonus effects are added on top of Karma's basic abilities
  • Take advantage of using Mantra when you can, but be aware of which ability you should prioritize using it on at the time.


Early Game

Karma is a very lane orientated support, you want to be poking down the enemies as much as you can with Inner Flame and Soulflare. You want to be exerting the threat of an all-in with Renewal, while being able to shield yourself or your ADC with Inspire.

You can help push the wave with Inner Flame, or poke the enemy behind the minions like this too. Focused Resolve should be used as a disengage, or to root the opposing laner you're chasing down.

If you're not looking to make an engage, you can use Inspire to shield yourself or ally from any incoming damage, you also proc Summon Aery this way, which adds extra sustain.

Mid - Late Game

Outside of laning phase, you're going to want to be setting up a lot of Stealth Ward wards around objectives, such as Baron Nashor and the drakes. If your team is ahead, and it is safe to do so, you can set up deep vision in the enemies jungle, allowing yourself and your team to get important picks, that allow you to take the previously mentioned objectives.

You want to mostly take your focus from aggressive to utility focus during this stage of the game, if behind or even at least. You will want to focus peeling your ADC or main damage threat with Focused Resolve, and shielding your team with a Mantra empowered Inspire, granting everyone Ardent Censers buff (if you have purchased this item).

You can use Soulflare to nuke down the enemies health, only if your team is already ahead and have no risk of being picked off, or having the fight turned around on you.

Late game, you're just focusing on keeping your team alive, and buffed with Defiance, keeping it on a low cooldown with Gathering Fire.

The main thing to be aware of, is making sure your teams threats stay alive, while removing, or zoning, the enemy teams threats.

Control Ward's are a staple part of any support, both to deny your enemies vision, and to provide your team extra vision. You should make sure to buy one at least every time you back, preferably to have 2 on you at all times.
I hope you enjoyed, and learned enough from my Karma guide, to play her as well as the pro's.

If you enjoyed my guide, you can check out my other guides here, in which I've covered more styles of supports, incase you want to branch out on supports such as engagers ( Nautilus, Pyke etc!).

If you're interested in seeing more of me, please follow my stream! I stream every day but Saturday, from 12:00pm - 11:00pm GMT. I play a wide variety of supports, and I am always engaging with my stream chat.
Update Log
  • 06/10/2019 - Published Guide.
  • 06/12/2019 - Cleaned up layout, changed Inner Flame and Inspire on Abilities to reflect buffs.
  • 06/27/2019 - Changed Inspire to reflect 9.13 nerfs.
  • 08/02/2019 - Changed Defiance to reflect 9.15 nerfs.
  • 09/25/2019 - Changed Inner Flame to reflect 9.19 nerfs.
  • 11/20/2019 - Updated for 9.23.
  • 12/12/2019 - Changed Inspire to reflect 9.24 buffs.
  • 01/23/2020 - Changed Inner Flame and Focused Resolve to reflect 10.2 buffs.
  • 11/20/2020 - Updated for preseason.
  • 1/21/2021 - Updated for 11.2.
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Hanjaro Karma Guide
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