I reworked Karma for FUN
This is all in good fun by no means am i suggesting that this is better than Riot or anything it was just something I wanted to do for fun and feedback would be cool! I'm not the best with numbers :))
Passive: Gathering Fire
Every time Karma deals 1000 damage or gathers 1000 points of shielding she will gain a permanent bonus:
Per 1000 damage: she will deal an additional 1.5% damage on all damaging abilities (This is applied to unenhanced damage).
Per 1000 shielding: Karma gains 100 Health.
Q: Inner Flame
Karma fires a burst of spiritual energy in the target direction, detonating with the first enemy hit, dealing (80/125/170/200/230)(+40% Ability Power).
Changes: Slow Removed, Lower Damage, Missile Speed Increase Slightly.
W: Focused Resolve (I feel like the name would need to be changed?)
On Cast, Karma selects a target area dealing (30/55/80/105/130)(+35% Ability Power) in magic damage, and placing her mark (Twin Dragons) on the selected area that persist for 2 seconds while the area persists, enemies inside are slowed for (25/30/35/40/45)%. After two seconds a spectral dragon will strike the area dealing (60/90/120/150/180)(+50% Ability Power) damage a second time in the area and rooting the enemy for (1.4/1.55/1.7/1.85/2) seconds.
Changes: I mean everything? I tried to keep the slow, have it make sense, but also make the root more rewarding if it successfully hits....the wind up time may need to be shortened unless the area is BIG or have the slow made more potent.
E: Inspire
Karma shields (70/95/120/145/170)(+50% Ability Power) the target allied champion or herself for 2.5 seconds granting them (40/45/50/55/60)% bonus movement speed for 1.5 seconds.
R: Mantra
Passive: This skill's cooldown is reduced by (2/3/4) seconds every time she damages an enemy champion with an ability. This is halved to (1/1.5/2) seconds on her basic attacks.
- Since this is part of her ult now it may need to just be (1/1.5/2) for all forms of damage.
Active: Karma resets all basic ability cooldowns and Empowers her next basic ability within 8 seconds for an additional effect. Kamra begins the game with one rank in Mantra. After the enhanced ability is cast it will go on its normal cooldown, all other basic abilities will go on half of their normal cooldown amount. If no ability is cast all abilities go on half their normal Cooldown amount.
Q: Soul Flare
The projectile width is increased by 30% and deals (25/55/85/115/145)(+30% Ability Power) bonus magic damage. Karma will also heal herself for (5/7.5/10/12.5/15)% of her Maximum (Or missing HP haven't fully decided) if the skill connects.
W: Absolution
On the Enhanced Version the slow potency is increased by 20% at all ranks. The wind up time is reduced by (50/55/60/65/70)% and the root duration is increased by (0.5/0.75/1/1.25) seconds.
E: On Cast, Karma's shield gains a bonus (25/80/135/190)(+50% Ability Power). However, from the target ally or Karma herself, energy will flow out from them, the energy cleanses all negative CC effects and reduces incoming potency of crowd control by a (15/20/25/30)% for 3 seconds after.
(I feel like this would need a higher cooldown than what it is now with how the ult works now....?)
Again this is all in good fun!