- Tier
- T4
- Peringkat
- #121
- Rasio menang
- 47.27%
- Rasio pilih
- 0.46%
Lulu saat ini masuk kategori T4 dalam data ARAM Mayhem. Lihat panduan champion

Karma saat ini masuk kategori T4 dalam data ARAM Mayhem.
Karma the Enlightened One
She thrives on constant poke and team protection. Mantra lets her adapt on the fly, turning a simple heal into a massive AoE speed boost or a thin shield into a team-wide barrier. In Mayhem's chaotic teamfights, her low cooldowns mean she's always casting something useful.
Don't sit on both charges forever, but don't waste them on minions. Use Mantra Q for damage and waveclear when enemies group up. Save Mantra E for when your team engages or gets engaged on, since the speed burst and shield can turn a bad fight around.
It depends on your team comp and the game state. Mantra Q wins poke battles and chunks squishies who stand in the detonation. Mantra E wins all-ins and disengages, giving your whole team a shield plus a speed boost that makes kiting easy.
It roots the target for longer and heals you for a chunk of missing health. Use it when a diver jumps on you or when you catch someone out of position. The heal makes it a solid panic button, but Q and E usually offer more team value.
Spam Q to poke and clear the wave before it reaches your tower. Tag enemies with the detonation damage whenever they step up for relics. If they hard engage, E yourself and run while your team collapses.
E the ally who's getting focused or the one diving in. In Mayhem's constant fighting, the cooldown is short enough that you can shield multiple people in one skirmish. Mantra E when your whole team needs to rush in or retreat together.
E yourself, W them, and walk toward your tower or team. The root stops their dash follow-up, and the heal keeps you alive through their burst. Save Mantra for E if you need the speed to escape, or W if you're low and need the heal.
Start with ability haste and mana sustain so you never stop casting. Moonstone or Echoes of Helia work well if you're leaning into support, while Luden's or Malignance fit a poke-heavy playstyle. Match your build to whether your team needs damage or protection.
She can, but it's not her best role. Her ratios favor poke and utility over extended brawling. You're better off building support items with haste and letting your actual carries do the sustained damage.
Anything that boosts ability haste, shield power, or poke damage. Augments that add effects to your abilities—like extra slows or on-hit damage—synergize well with her constant casting. Avoid pure attack speed or AD options since they do nothing for her kit.
Keep your distance and save Mantra E for their go-in. Poke them down before they engage so they take damage just for walking up. If they dive anyway, E your team, W the frontline, and let your damage dealers clean up.
You become the disengage tool. Mantra E gives your whole team speed to kite backward, and W stops anyone who gets too close. Play further back than usual and focus on keeping your carries alive rather than fishing for poke.
Use it to close distance for a Mantra Q on a clumped enemy team. You can also Snowball to a safe minion, then E yourself to reposition quickly. Don't Snowball directly into their team unless you have Mantra E and backup ready.
Holding Mantra too long waiting for the "perfect" play. A decent Mantra Q now is better than a perfect one three seconds later after your teammate dies. Use your charges, let them recharge, and keep the pressure on.
Focus on peel and poke rather than trying to burst people down. Mantra E keeps your team alive in bad fights, and Q chips away at enemies who overextend. Let them make mistakes, punish with root and damage, and slowly claw back control.