Karma Rework / Took her kit and modified it to be more retaliatory

AHarmlessTaco··3 votes·613 views

Hello!

So, I don't really mind Karma's kit, but at the same time it does leave a bit to be desired if you ask me. I went for a bit of a retaliation, unbridled aggression/vengeance theme. Not totally sure if it is appropriate, but read for yourself and let me know what you think. :)

P - Gathering Fire

Karma reduces Mantra's cooldown by 2 / 2.5 / 3 seconds every time she damages an enemy champion with an ability, halved to 1 / 1.25 / 1.5 seconds when using basic attacks. After casting an empowered ability, Karma’s next basic attack against an enemy champion reduces Mantra’s cooldown by 4 / 5 / 6 seconds instead.

Q - Inner Flame

ACTIVE: Karma fires a burst of energy that detonates upon hitting an enemy, dealing magic damage to all nearby enemies and leaving an area of effect that lasts 2.5 seconds, causing enemies who stand on the location to take magic damage every half second.

If Inner Flame hits a stealthed enemy, the detonation effect still remains visible. If Inner Flame does not hit a target, the area is created at maximum range.

MANTRA - SOULFLARE:

Inner Flame becomes empowered against enemy champions that have recently damaged Karma or one of her allies, dealing bonus magic damage and slowing by 55% for 1.5 seconds on detonation.

W - Focused Resolve

ACTIVE: Karma forms a tether between herself and the target champion for 5 seconds. A portion of damage dealt to tethered allied champions is redirected to Karma, while a portion of damage dealt to Karma is dealt to tethered enemy champions. Focused Resolve may be re-cast for 3 seconds at no cost.

MANTRA - RENEWAL:

If an ally does not break Focused Resolve’s tether within 3 seconds by moving out of range, Karma heals them for a portion of their health lost in the past 3 seconds. If an enemy does not break the tether, they are rooted for 1.5 seconds.

E - Inspire

ACTIVE: Karma shields the target allied champion for 4 seconds and causes their basic attacks to deal bonus on-hit magic damage to enemy champions for the same duration.

MANTRA - DEFIANCE:

Inspire further empowers her target’s basic attacks, causing them to steal health on-hit and grant bonus movement speed for 1 second when attacking enemy champions.

R - Mantra

ACTIVE: Karma empowers her next basic ability within 8 seconds, placing it on the same cooldown as its basic form upon cast.

Karma begins the game with Mantra but cannot increase its rank. Instead, her basic abilities each have 6 ranks.

7 Comments

IxtaliKing3 votes

Passive:

Karma’s next basic attack against an enemy champion reduces Mantra’s cooldown by 4 / 5 / 6 seconds instead.

This looks like a huge buff, not something Karma really needs. But I'm guessing it might be necessary in the context of this rework?

Q:

ACTIVE: Karma fires a burst of energy that detonates upon hitting an enemy, dealing magic damage to all nearby enemies and leaving an area of effect that lasts 2.5 seconds, causing enemies who stand on the location to take magic damage every half second.

While this would be a cool ability, it makes her Q too similar to her RQ. One of the cool things about Karma was the way Mantras seemed to introduce variety to her kit, as opposed to just more of the same like we have now.

If Inner Flame does not hit a target, the area is created at maximum range.

This would encourage Karma to play at max range, which is more of an artillery type of thing. Don't think a lot of Karma mains would like that, given that most of us see her more as battlemage.

RQ:

Inner Flame becomes empowered against enemy champions that have recently damaged Karma or one of her allies, dealing bonus magic damage and slowing by 55% for 1.5 seconds on detonation.

Very Karmic, but I can imagine Riot saying something like this would be unfair to play against.

W:

ACTIVE: Karma forms a tether between herself and the target champion for 5 seconds. A portion of damage dealt to tethered allied champions is redirected to Karma, while a portion of damage dealt to Karma is dealt to tethered enemy champions. Focused Resolve may be re-cast for 3 seconds at no cost.

This is an interesting idea, seems very thematic. Would the enemy tether still deal damage on it's own, or would it only deal damage to them if they attack?

RW:

If an ally does not break Focused Resolve’s tether within 3 seconds by moving out of range, Karma heals them for a portion of their health lost in the past 3 seconds. If an enemy does not break the tether, they are rooted for 1.5 seconds.

Nice, an RW that isn't completely selfish. I see you've removed the root from W entirely and kept it only for RW, not sure how I feel about that. Based on this rework her combo would become E-RW-Q, and if RW still heals her in the same way as it does currently, there would be no real reason to use any other combo.

E:

ACTIVE: Karma shields the target allied champion for 4 seconds and causes their basic attacks to deal bonus on-hit magic damage to enemy champions for the same duration.

This is literally Lulu's E. Every enchanter shield ability in the game has a secondary effect, for example: Karma Shield/MS, Janna Shield/AD, Lulu Shield/On-hit, Rakan Shield/Dash/Re-castable, Taric Shield/Armor.

RE:

Inspire further empowers her target’s basic attacks, causing them to steal health on-hit and grant bonus movement speed for 1 second when attacking enemy champions.

Depending on how good the on-hit is, this would just encourage building attack speed and other on-hit items. She would be become monstrous at kiting and her Mantra would be up way more frequently, especially with that buff on her passive. Would rather have her shieldbomb back.

R:

Karma begins the game with Mantra but cannot increase its rank. Instead, her basic abilities each have 6 ranks.

I like the idea of a 1 point Mantra. Her Mantra doesn't need point to have incremental power, it can do that passively throughout the game at levels 6/11/16.

Karma definitely needs work, but the focus of that work must be the reconciliation of her old fans and new.

Muzét1 votes

Heya,

The Q change I find it where. Like you can't use your RQ efficiently if you haven't been receive damage first? That seems definitely weird to me.

I like your idea, specially with the Basic Attack after an ability and the R which is now free of points.

But I do like Karma mid potential and the fact that her W doesn't restore health nor root out of R kinda bothered me. Even if the number is lower than the empower one (obviously) it should stay somehow. Oh and I hope it still reveals enemy who goes Invisible. (since Camouflage one are visible within W range anyway)

The defiance tweak would make Karma an even greater asset in a heavy auto attack reliant team comps. I like that

AHarmlessTaco1 votes

Hello!

I was shooting for a sort of mix between release karma and current karma in trying to have a healthy kit revolved around sort of punishing enemies for fighting you and still trying to be a general enchanter / boon to your team. Not saying anything here is good or better or anything, just playing around!

Q is weird but definitely going for the retaliation shot over the free huge poke bomb that karma is known for.

In that same light, I figure rewarding Karma for autos after casting abilities should help get her into the fray more often as a sort of battle mage enchanter hybrid.

This was a goofy one, but I thought it really fit the core theme I was going for. Definitely a loss on the reliable CC and sustain, so maybe it wouldnt be a great idea, but I was trying to find something to really tie her theme together. In mid, it would AT LEAST function as a sort of anti burst thing where if they try to burst her she would reflect a lot of it to them, but not sure yet 100%.

The only non super retaliation thing here was the E, but I figured it synergized well with her kit and ardent censor and theme well enough. I also thought about making it scale off her targets AD and AP so that even mages would want to AA!

Thanks for the read. :)

yoshi27901 votes

This wouldn't change a lot, and I think it would make Karma worse.

I do like the idea of not leveling up R and getting 6 level up point in other abilities.

SilverSquid2 votes

I do like the idea of not leveling up R and getting 6 level up point in other abilities.

It is weird, because she used to have that.

REDREX71 votes

Passive- Interesting to say the least. But I prefer routes that give Karma one more damage ability either via Passive or Shield damage somehow. Q- So she basically has the secondary effect of Mantra Q all the time. hhhmmm I think its ok. But may come into conflict with her Passive and the magic damage every second. No doubt that you would have to increase the cooldown of her Q and Mantra cooldown. Mantra Q- Weird but solo lane Karma would have to land W somehow and then open up with Mantra Q to get the full effect of it. You can never open up with Mantra Q now with your design which is a huge nerf to solo lane Karma. W- Karma is not durable enough to have damage redirected to her when she Ws an ally. I wish people would stop suggesting this. Karma is not a tank. This would work well with a tank support design but Karma is not that. She is a battlemage enchanter. Ws that buff target allies is cool but riot would have to power budget karma and buffing her support capabilities often nerf her solo lane capabilities. I dont even think Karma is that durable in my opinion. Tank Karma is literally countered by one item in the game. In my eyes she is artillery kite mage. Kiting enemies by slowing them, rooting them, and speeding up herself to land her decent range attacks. This is why Karma top is so good. Kiting melees for days. E- Too Similar to Lulu.

jocomotion1 votes

OOOOOOOH I LOVE SOME OF THESE IDEAS

1: I like the idea of having her passive buffed whenever she uses mantra, but I feel like this may be a bit too powerful, how about instead whenever she kills an enemy with an AA or ability the cooldown return is doubled rather than on every ult? I just feel like this is giving a reward for just ulting, and nothing else, (Still love the idea though)

2: I do like the idea of having her Q deal more damage to enemies who attacked karma's allies, but I feel like that dot damage on her base Q should move over to her ultimate instead, I just feel this version of the base Q would be too overloaded with an AOE slow on every shot.

3: ABSOLUTELY LOVE THESE CHANGES, NO COMPLAINTS. I have actually thought of the same thing when it comes to W potentially targeting allies

4: honestly the E changes are the only thing I 100% disagree with. Karma's shields do need a little extra something, but I don't believe an extra effect is the way to go, especially one so similar to ardent. Plus by removing the movespeed you remove karma's ability to kite/help carries kite/engage/disengage, ect. Compare karma and lulu shields, both shield, one gives movespeed, and the other gives on hit magic damage, BUT lulu can also use her E to damage people and gain true sight, karma has no other interactions with her E, and that's the problem, not enough utility.

5: https://boards.na.leagueoflegends.com/en/c/gameplay-balance/p3XmvjE4-karmas-balancing I actually made my own version with my own thoughts, I'd appreciate it if you'd take a look. :D

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