Normal Skill Order

R > Q > E > W

Start Q for level 1 poke. Max Q first for damage and zone control. Take E second for the movement speed burst and shield, then W last. Karma’s R is available at level 1, so you choose which Mantra effect to empower based on the situation, but the skill priority itself follows the standard R > Q > E > W path.

Main Max: Q (Inner Flame)

Q is your primary damage tool in Mayhem. The mode amplifies poke damage, and a maxed Q lands hard. You use it to check bushes, force enemies off the wave, and set up kills when they walk up to farm. The cooldown drops as you level it, letting you spam more often. In a mode where fights are constant, having your main nuke available more often matters more than a slightly stronger shield.

Mantra Q (Soulflare) creates a zone that slows and detonates for extra damage. You use this to zone enemies off their tower, force a recall, or finish a low-HP target running to their health relic. The explosion radius matters in the tight ARAM lane, often clipping enemies who think they dodged the initial impact.

Second Max: E (Inspire)

E gives a shield and movement speed. You max it second because the base shield value increases, and the cooldown decreases. In Mayhem, where burst damage flies constantly, a faster shield lets you react to incoming poke and help teammates escape dives. The speed boost also helps your team engage or disengage, especially when paired with Snowball.

Mantra E (Defiance) shields nearby allies in addition to the main target. This turns Karma into a team-wide support during big fights. You use it when the enemy commits with AOE, or when your team dives in together. The speed burst helps everyone reposition.

W Last

W (Focused Resolve) is a root and heal. You take one point early for the root and the Mantra W heal, but max it last. The root duration only increases with levels at later ranks, and the heal scales with missing health, not ability level. The cooldown is long compared to Q and E, so maxing it first or second leaves you with less poke and weaker shields during the mid-game.

Augment-Influenced Skill Order

R > Q > W > E (specific augment triggers)

Augments can shift your priority. If you pick an augment that significantly buffs W—such as adding damage, reducing cooldown, or increasing root duration—you may max W second instead of E. This turns Karma into a drain-tank hybrid. You Mantra W to heal, root longer, and survive extended trades while Q handles the poke.

If an augment transforms E into a strong offensive tool—like adding damage to the shield or causing it to explode on break—you still usually max Q first, but E becomes a higher-value second max. You weigh the extra damage or utility against the sustain and control W offers.

Some augments enhance R directly, such as adding extra Mantra charges or reducing Mantra cooldown. In those cases, you still follow R > Q > E > W, but you use Mantra more aggressively. You might Mantra Q more often for damage, or Mantra E more often for team speed-ups, since the resource comes back faster.

Adjustment Triggers

  • Heavy W augment: Switch to R > Q > W > E. Look for augments that give W bonus damage, cooldown reduction, or root extension. You play closer, using Mantra W to sustain through trades.
  • Offensive E augment: Consider R > Q > E > W, same as normal, but value E even more. If the augment adds meaningful damage, you might shield offensively to proc effects.
  • Mantra charge augment: No order change, but playstyle shifts. You can afford to Mantra Q for poke more often, or hold two Mantra charges for a burst sequence.
  • Team needs sustain: Even without a W augment, if your team lacks healing and you have a Mantra cooldown augment, you might use Mantra W more often, but you still max Q first and E second for shield uptime.

Cost of Choosing the Wrong Order

Maxing W first or second without an augment to support it leaves you with weak poke and a long cooldown on your main shield. You become a niche disengage tool instead of a lane-control mage. Enemies can walk past your root and force fights where your damage is too low to threaten them.

Maxing E first sounds logical for support, but Q damage falls off. You lose the ability to force enemies off the wave or contest health relics. In Mayhem, where poke decides tempo, a weak Q means your team plays under tower. The shield strength helps, but it does not replace the pressure of a maxed Q.

Delaying E too long when the enemy has heavy dive or burst leaves your team vulnerable. You have a strong Q, but no quick answer when an assassin or bruiser jumps in. You want E at a decent level by mid-game to shield and speed your carries out of danger.

Ignoring R empowerment choices also hurts. If you always Mantra Q and never Mantra E or W, you miss tools that could save teammates or turn a fight. If you always Mantra E and never Q, you give up lane pressure. The right skill order supports the right empowerment usage.

Summary

Default to R > Q > E > W. Max Q for poke, E for shields and speed, W last for utility. Adjust to R > Q > W > E only when an augment clearly buffs W enough to justify the sustain and control over the team-wide shield. Watch for Mantra augments that change how often you can empower abilities, but keep the core order the same. Wrong orders cost you lane control, team protection, or both, depending on what you sacrifice.