Just Another Karma Rework to Show How Much Potential
**Hey guys! It's KarmaCatchesUp2U and first of all, I want to thank you for stopping by the post and I would greatly appreciate it if you could upvote if you like it and leave comments below with constructive feedback. While I have over a thousand games on Karma, I can ensure you that I am not perfect so your feedback is crucial. My goal is to rework Karma and give her more direction rather than general abilities. I want players to pick Karma and have known what they're going to do in game. I think League of Legends already has a much better generalist enchanter, Nami, so I don't think Karma should remain untouched with a much less effective kit. I want to transform her into League’s utility-belt, something for ever situation. You might be asking, “how is that different from a generalist?” This explanation might not make much sense, but, I feel like a generalist, has a bit of everything (Nami has poke, heal, cc, damage amps, hastes, slows, etc) but she isn’t the best in each of those categories. With a…(I love the term) “utility-belt” I feel like you’re a lot more unique in what you do, even if it seems like an all-arounder. I want to keep her able to function as a solo laner (which would be her primary role still) AND as a supportive partner in a duo lane. However, I will have to tinker (NOT REMOVE) with Karma's ability to function as a tank (RIP % missing health heals, but I do introduce something else). I want to make it EVIDENT that in NO WAY am I trying to ignore the Tank Karma fan-base. I will try my best to keep the interests of all Karma players at hand. She (in some way) loses her engage speed boost, but has a much easier time reacting to when an enemy engages upon her team. Once again, constructive and logical feedback will obviously result in improvements. The purpose of this, isn’t for Riot to 100% adapt this or even adapt this in the slightest, it’s just a pointer to what could be done with Karma so while you may not even like this, I’d love it if this could get a Rioter’s attention. PLEASE READ THE COMMENTARY SECTION so you can understand my thought process. Without further ado, I present to you: my Karma rework. **
http://ddragon.leagueoflegends.com/cdn/img/champion/splash/Karma_0.jpg
#Passive - Indomitable Will Karma’s abilities gain up to 10 - 25% increased effectiveness (based on level) when the number of enemies in her vicinity range is greater than the number of allies.
Commentary: I always loved how Karma's old passive was thematically sound but I didn't think it was anything more than a random stat-buff. While Karma benefits from ability power, we all know that ability power without magic penetration isn't a good idea. With this iteration, I hope that this will help promote the risqué poke-style that Karma currently possesses even when she’s outnumbered. As for the exact range, I’m rather unsure about it, so I might have to change that. While you might be saying, "This passive is useless in a 5v5" but if you pick Karma will notable split-pushers like Udyr or Master Yi, she can sorta fill their presence while you stall
#Q - Inner Flame / Soulflare - Range: 975 / 1050 | Cost: 60 / 65 / 70 / 75 / 80 Mana | Cooldown: 10 / 9 / 8 / 7 / 6 ACTIVE: Karma fires a burst of energy that detonates upon hitting an enemy, dealing 70 / 80 / 115 / 160 / 200 / 245 (+ 50% AP) magic damage to all nearby enemies. If Inner Flame (or Soulflare) hits a champion, it grants Karma and any nearby allies, 12 / 14 / 16 / 18 / 20% bonus movement speed for 2 seconds. This bonus is halved if Inner Flame hits a champion within the next 10 / 9 / 8 / 7 / 6 seconds.
MANTRA BONUS: Inner Flame deals 25 / 75 / 125 / 175 (+ 30% AP) bonus magic damage and leaves an area of effect that when detonates after 1.5 seconds, reduces the enemies' magic resist by 10 / 15 / 20 / 25% (at respective Mantra levels) for 5 seconds and deals 16.66 / 50 / 83.33 / 116.66 (+ 21.66% AP) magic damage to all enemies inside every second for 3 seconds. If Soulflare does not strike a target, the area is created at maximum range.
** Commentary: I knew that I wanted to keep the concept of Q pretty much the same, a linear skill-shot that deals damage however, I wanted to add some more utility other than just a slow that rewards Karma for continuously poking. So I thought of the inverse of a slow. Now for the DOT, I think that because it IS a fire, more specifically a flare, there should be a DOT so there’s not too much burst and utility. Now for the DOT, I think that because it IS a fire, more specifically a flare, there should be a DOT so there’s not too much burst and utility.**
#W - Focused Resolve / Renewal - Range: 675 – 1000 (min - max) | Cost: 70 / 75 / 80 / 85 / 90 | Cooldown: 14 / 13.5 / 13 / 12.5 / 12 ACTIVE: Karma forms a tether between an enemy champion, neutral monster for two seconds dealing 60 / 110 / 160 / 230 / 280 (+ 60% AP) magic damage over 2 seconds at .66 second intervals. If the tether is unbroken after 2 seconds, the target is rooted for 1.5 seconds.
MANTRA BONUS: Karma forms a tether between an enemy champion or neutral monster. Karma and any nearby allies are healed for 12 / 13 / 14 / 15 (+ 1% per 100 AP) of the damage dealt to the tethered enemy.
_ Karma’s Mantra’d W will need different particle effects as SilverSquid pointed out to me. _
** Commentary: Going to be honest here, I’m unsure if this was the right direction. I think this might actually need changing but I’m just going to put it out to see if I’m self-doubting myself. I want Karma to be utilitarian, in an offensive and defensive aspect that isn’t necessarily just crowd-controls. The reason why I’m taking out the extended duration CC is because being an enchanter, Karma should focus on more amplifying her allies’ effectiveness by directly augmenting them and defending them from incoming threats. I’m probably going to have to redo this part of her kit so don’t judge my intelligence based on this part of the kit.**
#E - Inspire / Defiance - Range: 650 | Cost: 60 / 70 / 80 / 90 / 100 Mana | Cooldown: 10 / 9.5 / 9 / 8.5 / 8 ACTIVE: Karma shields a target ally or herself from 70 / 90 / 130 / 170 / 250 (+ 15% of the targets missing health; caps at 500) for 3 seconds.
MANTRA BONUS: Karma shields a target ally or herself. The excess energy overflows in an area of effect that bombards all enemies in a 600 range of Karma’s target, dealing 60 / 140 / 250 / 300 (+60% AP) magic damage.
**Commentary: Now I know I got my fellow readers shocked. Don’t dart to the comment section and tell me all about how this is OP/UP because I have done the math in several situations. It reinforces once again, if you mess with Karma or her friends, she will have a response. The shield itself is rather weak if you use it on someone who is not missing a lot of health. Because I know this will be used on tanks to make them super tanks but the ratio-restriction prevents that. However, it does leave wiggle room for those who like Tank Karma. You have to use it wisely for the best effect. For example: if your ADC has 300 / 2000 health, you’ll shield them for a total of 505. However, if your ADC has 1500 / 2000, you will shield them for a rather normal 325. **
#R – Mantra – Range: N/A | Cost: None | Cooldown: 50 / 45 / 40 / 35 PASSIVE: Karma reduces Mantra's cooldown by 2 / 2.5 / 3 seconds every time she damages an enemy champion with a non-damage over time ability, halved to 1 / 1.25 / 1.5 seconds on basic attacks or damage over time spells.
ACTIVE: Karma empowers her next basic ability within 8 seconds, placing it on the same cooldown as its basic form upon cast. Karma begins with one rank in Mantra and can increase it at levels 6, 11, and 16. Ranks in Mantra improve the additional effects of empowered abilities.
Commentary: I moved her current passive to her ultimate because it only affects her ultimate and other champions have passives for their ultimate. I believe that Riot originally planned it to be this way but could not think of a good passive or simply did not want to add one for whatever reason. I did slightly nerf her the Mantra passive because it could be quite overwhelming for the enemy team.
, and i don't want that. i like how she is and enjoy playing her.
Maybe if you are asking for a rework is because you don't enjoy her, which can be solved by using other champion.