A Modern Karma with two Mantra Charges?
Heads Up - Before We Do This
CAN YOU STOP TRYING TO REWORK KARMA? No. While I do agree, that Karma is balanced in terms of power, her thematics, depth and distinctiveness are horrible. This wouldn't be nearly as bad, if she hadn't originally performed well on these. If Riot doesn't adress her, it means they either see no reason for it or have no idea what to do with her. Instead of complaining I am trying to contribute constructively. Don't like it? Please move along!
CURRENT KARMA IS FINE Again: she is balanced, but lacks purpose. She is not a good champion for beginners. She is not a good champion for pros. She is not a good support, she is not a good midlaners. She is not good for Karma mains, because of her low skillceiling (when was the last time you saw a Karma, that showed outstanding skill? Did you ever?). She is exactly lacking what Riot tries to implement with every champion release/rework; thematics, character, depth and unique reasons to pick champions. She is arguably the only champion in the league, that even LOST some over the years.
WHY TWO CHARGES? It was unique to her and made her ultimate more distinct. Currently it feels too close to Rengar's, LeBlanc's and Heimerdinger's ultimates (you gain more of X) instead of a secondary resource or something that makes her kit rich in decision making. The two mantra charges of Karma had other problems, but I think it's worth trying to tackle these issues, instead of taking the lazy route and just removing&forgetting about them.
TL;DR - Because You Guys Are a Busy Folk
- P - Karma gains bonus AP based on the %hp she (and her allies) lost in the last 5s.
- R - Karma stores up to 1/2/2/3 stacks of Mantra. Using one charge adds another aspect to the spell. Two charges create an ultimate level of the spell.
- Q - Skillshot that damages and slows on impact (=same as life)
- RQ - Targeted AoE that also heals allies in the area.
- RRQ - Increases size and applies the same effect again after a short delay.
- W - Links a target to someone of the same team (champions have priority). Enemies receive damage over time and are rooted if they stay in range. They also receive a part of the damage and all the slows their partner suffers. Allies gain resistances as long as the bond persists. They also receive half of the speeds, heals and shields their parnter receives.
- RW - Enemies: shorter tether range. Breaking the tether stuns both targets. Allies: Increases tether range and duration. Fully transfers all shields/heals/movespeed.
- RRW - Links all possible targets to the main target.
- E - Shields and speeds target ally. If the target is tethered, the buffs last until the tether breaks
- RE - Increases the shield value and damages enemies around the target.
- RRE - The range of the explosion is increased. If the target was a champion, shielding and damage is increased if it is low health.
Full Values - Double Charge Karma
Passive - Resolve
Enduring pain or seeing her allies suffer strengthens Karma's resolve. She gains 1AP for every 1%hp she has lost over the last 5s. Additionally, she gains half this value for the damage her allies within 1250 units suffer . This bonus is capped at 50/100/150 (level 1/7/13). Champion damage refreshes this timer. The additional power is indicated by three filling bars below Karma's mana.
R - Mantra
Karma can focus her will to change what her spells do. Using mantra enhances the next spell she uses within 8 seconds. Using mantra twice unlocks Karma's full potential for devastating effects. Mantra is learned automatically at lvl1 and can be leveled like other ultimates. Karma gains 1 charge of Mantra every 45/42/39/36 seconds, which is affected by cooldownreduction. She can store up to 1/2/2/3 Mantras at once.
Q - Soulflare
Karma fires a burst of energy that detonates upon hitting an enemy, dealing 80/125/170/215/260(+0.60AP) magic damage to all nearby enemies, slowing them by 25% for 1.5 seconds. Mantra Bonus: Karma unleashes her twindragons, who travel through enemies to target location, where they explode in a 250 unit area, damaging affected enemies as usual, but also healing affected allies for 40/80/120/160 plus 8% (+1% every 50AP) of their missing hp. Double Mantra: Karma empowers her twindragons, to unlock their true power. This increases the size to 250/400/550/700. The whole area explodes after 1.5s, applying the same effect again.
W - Spirit Bond
Karma teaches hardship and compassion, even to the unwilling. A chosen target tethers to a nearby (500) member of the same team, prioritizing champions. Enemy targets suffer 45/90/135/180/225(+0.75AP) over 2s (5 ticks). If they do not leave a range of 900, they are rooted in place for 1s. For the duration of tether and root, enemies suffer all the slows and 10/12.5/15/17.5/20% (+1% every 50 AP) of the damage their partner must endure. Tethered allies gain 10/15/20/25/30 bonus resistances for the duration and also receive 50% of all the shields, heals and movementspeed buffs their partner receives. Mantra Bonus: Channeling her Mantra allows the effects of her Spirit Bonds to be become unavoidable. The maximum range of enemy tethers decrease to 800/700/600/500. However, if the enemies leave the tether range, they are stunned for 1s. The tether range for allies is increased to 1100/1300/1500/1700 and the duration increased by 1s. They also share heals, shields and movementspeed buffs at full value. Double Mantra: Karma ensures that every creature learns about hardship. The tether will form with all possible targets instead (enemies can only be stunned once, heals and shields are shared as if they affect only 1 target -> Soraka will not heal a fully tethered team x5/).
E - Inspire
Karma inspires a nearby ally, shielding them from 80/110/140/170/200(+0.50AP) damage for 4s and grants 60% bonus movementspeed for 1.5s. If the target is tethered, the buffs instead lasts for the duration of the tether. Mantra Bonus: Karma rewards hardship and challenges those preying on the weak. The shield value is increased by ** 30/60/105/150(+0.3AP)**. After a short delay, the shield errupts, dealing 60/120/210/300 (+0.6AP) magic damage in 450 units around the target. Double Mantra: Karma focuses even more on driving away those who hurt others. If the target was a champion, the damage and shield increases by 1% for every 2%hp the shielded target is missing. Additionally the erruption size is increased to 450/550/650/750 units.
Skill Discussion
P - New Old Passive?
Karma's current passive doesn't reward Karma propperly for assisting allies (RE does not interact with it). Thematically it also doesn't make sense, that Karma profits from hurting others. The old passive made more sense and had a karmatic spin to it. This version should bring back the old feeling, be more interactive and work better with her team and still make sense in duo lanes. Additionally, with a visual indicator below Karma's mana, both Karma and her enemies should have a better time playing around Karma's power.
R - Going back to 2 Mantra charges.
The old double Mantra had problems of appearing weaker than it was. It didn't give Karma a "game changing" feeling. The current version solved this, but didn't feel like an intricate "secondary resource system" anymore, that needed wise decision making or saving up. This can easily be solved by EDYinnits idea of letting abilities be "double charged", which restores Karma's uniqueness and still keeps her power in check and obtainable. Especially since her second charge only unlocks at lvl6; this makes Karma's power curve more in line with other champions, while still giving her laning experience a unique spin.
Q - What was that about twin dragons?
This actually uses the "twin dragons" from her lore now - twice (duality effect and double proc)! With granting Karma a tool to hit enemies behind minions/champions, she should also become more consistent in power, even if it comes at a cost. A heal that you can wiff or become double effective if it hits as many allies/enemies as possible is also unique in LoL.
W - Tethering for reals now
Currently, her tether feels thematically boring. If this is supposed to link people spiritually, it utterly fails in conveying that. I tried reintroducing this feeling, while making it a good tool for Karma. Poking enemies via the minion wave might proof annoying, but the damage is nerfed and it's easier to avoid than current W (there is no speedy Karmzales chasing you). The mantra'd version also has the thematic element of "Karma always catches up to you". If you run from your destiny, it will only hit you harder (stun instead of root). In terms of skillchecks, this can be used as a damage amp, when hitting two tethered enemies with her Q. For support Karma, this doubles as a tool to heal allies that do not position propperly, and a way of shielding two allies at once. This, however comes at the cost of a shorter shield duration, but possible increased speed duration. The ultimate version replaces current RE as a catch tool, with more team interaction though (Poppy ulting the initial target? Alistar headbutting it? Many lols will be had!).
E - Gimme dat shieldbomb, dammit
Basic E is mainly the same. Just some more interactions with W. The single-mantra version is mainly the old shieldbomb, with a delay, in a smaller radius. The old RE AoE shield and speed is moved to RRW+E, which grants the same movementspeed for longer and also more shield, but it takes twice the spells and can fail on a sloppy engage (people have to walk as a unit). RRE and her passive will make Karma a horror for assasins, at least in terms of damage. Her CC is still abysmal, so at least she cant lock them down, like other supports would. Truly, in mage fashion, she just packs a punch, but even more so, when supporting injured allies.
FANtasies fullfilled?
I have tried to integrate everything old Karma was loved for (ally tether, team heals, bait passive, mantra charges) into what most people love of her current kit (team spedup, pokemage, shiny animations). Noteable exceptions: Karma's fans, her lvl6 abilities, tether touching damage and her long-range-poke-burst-damage spell (RQ). Short note on those: I love her fans, but they just won't fit in her kit in any way, no matter what I do. Her lvl6 abilities were good at conveying her enlightenment, but giving her lvl6 abilities and my double mantra version would mean she gets mantra for free, which is too much power. Tether touching damage was really unique, but just won't work on a squishy mage, without forcing the rest of her kit to make up for it. And whoever enjoys shooting RQ all day long.... go tongue-punch a cactus, you buffoon! This playstyle is one dimensional and cripples the rest of her kit. It's just damage that goes nowhere. If you like dealing 80% of a squishies hp from 2 miles away, go play Lux, she does it better (AND has better counterplay patterns).
Comments, criticism and suggestions appreciated. Rioters who tell me what's wrong with this approach are appreciated the most. And witty jerks always have a place in my heart.
Thanks for reading :)!
PS: Feel free to brainstorm on what a Karma with two charges could look like instead.
PPS: FOR ALL PEOPLE WHO THINK KARMA IS BETTER OFF WITHOUT 2 CHARGES... could you explain why? Because I've never seen a good argument for it, but there seem to be enough people believing this, so there must be one? I am curious!