Karma Rework (Lets bring back her old identity while keeping her "Viability")

TNHA Baritone··13 votes·4,422 views
http://vignette4.wikia.nocookie.net/leagueoflegends/images/c/c8/Karma_render.jpg/revision/latest/zoom-crop/width/640/height/480?cb=20110126094345

Gathering Fire - Karma reduces Mantra's cooldown by 2 / 2.5 / 3 (@ levels 1 / 7 / 13) seconds every time she damages an enemy champion with an ability, and half of that on basic attacks. This effect cannot occur on the same target for 5 seconds. This applies to both monsters and enemy champions.

Karma has no due dates.

Heavenly Wave (Active) (Mana Cost: 50 / 70 / 100 / 110 / 130) [Cooldown: 10 / 9 / 8 / 7 / 6] [Range: 550; 65°]: Karma sends forth hidden blades from her fans slowing enemies for 25% for 1 second and dealing [80 / 150 / 190 / 215 / 240 (+ 60% AP)] magic damage to units in a cone in front of her. Mantra Bonus: In addition to dealing damage to enemies, Heavenly Wave will also heal Karma and her Karma's allies that are in a 600 range of Karma for 70 / 115 / 150 / 180 / 230 (+2% per 100 AP) of missing health.

If you are good to Karma, she will be good to you


Focused Resolve (Active) (Mana Cost: 70 / 110 / 125 / 140) [Range: 550 - 1000]: Karma creates a soul bond between an ally or enemy lasting 2 seconds. When Karma binds to an ally, anytime her bonded ally receives damage, she absorbs 5 / 10 / 15 / 20 / 25 % of the damage taken by them. However, if Karma or her ally get too far away from each other the bond will fizzle and her ally will take the unmodified damage. Enemies that are anchored or pass through the beams are dealt [60 / 110 / 160 / 210 / 260 (+ 90% AP)] magic damage over .66 second intervals.

Mantra Bonus: If Karma anchors an enemy for the full duration, she roots them for 1.5 / 2 / 2.5 / 3 seconds. Enemies cannot be rooted more than once every 10 seconds.

Don't get on Karma's bad side for too long...or else you'll stay there


Soul Shield (Active) [Range: 600]: Soul Shield : Karma summons a protective shield that absorbs incoming damage for [80 / 110 / 140 / 170 / 200 (+ 50% AP)] and speeds her allies for 40 / 45 / 50 / 55 / 60%

Mantra Bonus: If an ally is targeted, excess energy radiates out from the shield, shielding surrounding allies for [80 / 110 / 140 / 170 / 200 (+ 60% AP)] and bombards enemies, dealing [80 / 150 / 190 / 215 / 220 (+ 50% AP)] magic damage to enemy units around Karma's target.

Karma affects all, not just one.


Mantra (Active) [Mana Cost: 100 / 75 / 50 / 25]: Cooldown - 50 / 45 / 40 / 35 : Karma empowers her next basic ability within 8 seconds, placing it on the same cooldown as its basic form upon cast.

(Innate): Because of her indomitable will, Karma can store 1 / 2 / 3 (@ levels 6 / 11 / 16) charges of Mantra, each consecutive use (within 10 seconds) doubles its mana cost.

Karma always catches up


Thank you for all the upvotes and downvotes <3 and criticism. Without Summoner SilverSquid (EUW) this rework proposal would probably go down as the worst in history

[EDITED AS OF] 9:46 pm 2/9/16

36 Comments

Sugar Momma3 votes

I think that maybe at this point they could re-release her as a new champion, maybe Karma's twin sister? :o

I'm torn because I love Karma now, but her old kit looks fun as hell.

Doctor Horse2 votes

Trust me, as someone that's played the old kit the new one feels TERRIBLE in comparison.

IxtaliKing3 votes

To be fair though, it only became "TERRIBLE" after 5.10. All they needed to do was add back some of the elements of her old kit to the rework and she would have been fine.

Doctor Horse3 votes

I never liked the rework personally, as soon as they took away her fans from her I was disappointed. You're right though, it wasn't released at a point that was beyond redemption.

IxtaliKing1 votes

Yeah, they didn't have to take away her fans.

Doctor Horse3 votes

I would LOVE to see old Karma come back!

I remember people joking about how nobody played her back in the day but she was so much FUN! Her kit was rewarding and there was so much potential to change the momentum of games just through a good Mantra cast. I HATE how she is now because she doesn't have any of the potential she had back then.

AT THE VERY LEAST they should reintegrate her identity... she used to have the most fans in the League!

TNHA Baritone4 votes

:))) I feel THE SAME.

HigeR2 votes

I think her old kit would be really viable nowadays, specially since Riot seems to have forgotten about Burden of knowledge and have been enforcing it lately.

With that said it's sad but current Karma has gathered a lot of people, me included and I'd pierce the skies in a scream if they touched her... it would be cool though if they could make some other mantra champion.

TNHA Baritone2 votes

Most Karma players pref old Karma...or at least that's what I thought...

HigeR1 votes

I honestly doubt it, considering the growing rate of the game, I think a LOT more people have played current Karma than old, it's a shame but current Karma has a lot of people invested on her.

TNHA Baritone1 votes

The whole reason why I picked Karma up is because she was unusual and her whole identity was very very very cool and I thought Riot was very smart for bringing that sort of champion into the game but it seems like they took out her core "soul" if you will and replaced it with the blue-green "energy" and gave her basic abilities. There's nothing special about Karma, not even the level 1 ult. Lol They removed the last special thing about Karma, the shield bomb.

HigeR1 votes

ok, I think I'm not really getting my point across here, YOU experienced old Karma, and I did too, but a lot of people have no idea who old Karma is because current Karma has been out for longer than old Karma since her release date.

This is the sole reason why current Karma has a bigger audience than old Karma. Asking the community if they want old Karma back will only gather people who knew how she was in the past, newer players and even players who like her as she is currently wouldn't want the change.

When you say there's nothing special about her, I have to say that your bases are purely subjective and I'll add my own counterpoint, I find her extremely enjoyable to play :/ I love her hadouken Q, her green particles, her haste and how awesome it is to chunk someone from range, she has a lot of decision paths to take with her ult and people who play her as a Q bot are missing the greatness of her kit. She definitely doesn't feel soul-less to me and I, once again, rather this iteration than the old one, which I played quite a lot and never felt like it was working properly.

Like No Other2 votes

CAKE! First and foremost I would just like to say I love this idea! You managed to keep the strengths of her new kit in tact while bring her back to her original roots. I think that is the biggest problem myself and a lot of others have with the new Karma. Secondly, the post itself looks great! The format is clear, and easily legible as if it was a post from Riot itself. Without further ado, my thoughts.

  • Passive: I believe its the same of her current passive with the added ability to hold additional charges of her mantra just like her traditional self. The only question I have is what levels does it scale up? I'm guessing 6/11/16. Another thing I would love to see in another Karma Rework is her old passive in which she gains increased Ability Power corresponding to her % of missing Health. This bonus scaled with level & had a maximum potential of about 130 Ability power at level 16. To some people, this may have seemed a bit too strong, but I think it truly represented her name. Karma: What goes around comes around, you deal damage to her, shes gonna dish it right back out at you. Now Karma is a peaceful women, but she knows she will fight if she must. I love this whole concept of her, and I feel like taking it away in the first place kind of stripped some identity from her.

  • Q: I love her fans, its a unique concept they haven't done before, and I love Kitana from MK :P but that is beside the point. I love that you implemented her heal back as I think it gives her another option, as shes supposed to be a very versatile character but still seems to have a very one dimensional style of play. Giving her heal back allows her to cover more options and be more of a jack of all trades style of support closer to Sona/Nami instead of primarily a poke heavy support. One thing I will say is her old range on this ability was 700. Now that it would have significant more range than all marksmen, and many midlaners (Farther than Ori's ball with 825) it would have to be finely tuned in numbers/utility/cooldown.

  • W: Not much to say here. You implemented shades of old Karma while keeping its ease of use like the new Karma. Only thing I would say is a 3 second point and click root is pretty long - YES I know about morgana lol - but now that she has a bit more utility in her kit and an additional slow on the root- I don't think it needs to be 3 seconds. Maybe 2-2.5 at max rank since its a point and click. I'd like to add you also forget to list a duration for one of the ranks.

  • E: Weaker than her original shield in terms of base value & Scaling. Traditional Karma had a shield rivaling Janna's with a base value of 280 & .8 AP Ratio. This is also true for the damage of the mantra empowered shield. However, Since this karma has more Utility & Range then the traditional, I imagine you did this on purpose to keep her power levels in order, especially since now that it has a **stun **attached. Imo, Karma having a stun with the amount of damage and utility that she packs in this kit may be a little too much. I would love for Karma to be strong, but I think this could possibly send her over the top from the sheer amount of crowd control she would contain. A 25% AOE Slow, a point & click slow (potential aoe slow for anyone who walks through it) on her Focused Resolve, a point & click 3 sec Snare, and an 2 sec AOE Stun. Granted, I know she has no "True Ultimate" but she doesn't need one if shes able to slow a team down, snare a primary target, and then stun them all if she happens to have 3 full charges on her ultimate when she engages while simultaneously dealing damage. The only way I could see it being reasonable if there was some static cooldown between Mantra uses- so even though she had 3 charges she would have to wait at least 3 seconds before casting another Mantra, but the cooldown for gaining charges would remain unchanged. Either that or adjusting her Focused Resolve a bit more. Since she would similar to other supports like her new self (Nami & Sona & Janna) she should be more in line with them. Looking at their potential crowd control & utility.

  1. Janna has a shield, aoe knock up, slow, knock back, speed boost, and aoe heal with mediocre damage output.
  2. Nami has an aoe stun, single target heal (that can potentially heal 2 targets), slow, speed boost, and aoe Knockup slow with decent (But not great) damage output.
  3. Sona has a slow, damage debuff, single target (and herself) heal, aoe shield, and aoe stun with ridiculous damage output.
  4. Karma would have an aoe heal, 1 aoe slow, a slow (with another potential aoe slow), a snare, a shield with a speed boost (with potential AOE sheild/speed boost), an AOE stun, and very good damage output comparable to other mages. All of this at level 3. You can imagine why this might be a bit too much (Though I hate to say it because I love and want karma to be strong) but it would just be strange for a support that has the crowd control of like a thresh/leona/braum, the utility of Janna, but the damage output of a mage rivaling Morgana's.
  • R: Not much to say here, This is the one thing that remained in tact from her original kit, besides the inability to hold charges that is now available again.

Overall it's a beautiful iteration of the old Karma we know and love, but I do think with the sheer amount of damage, crowd control, and utility she would pack would be a bit unbalanced. Her numbers would have to be finely tuned when it came to cooldowns of her abilities and the duration of her crowd control. ^^ Sorry for the wall of text but I wanted to be clear and thorough on what I feel (since we both love Karma so much).

SilverSquid2 votes

Hi there. I see a few problems with your changes. The biggest problem is, that you do not factor in any counterplay. No damage in this kit can be dodged or avoided. This goes straight against Riot's design philosophy.

I commend you for putting in the effort of trying to do something with our current Karma. Personally, I don't think her old kit was better than the new one, but there lies unfullfilled potential and unsolved problems in both. You solve some, but introduce others. But one after the other!

Gathering Fire - Karma reduces Mantra's cooldown by 1 / 1.5 / 2 seconds every time she damages an enemy champion with an ability, halved to 1 / 1.25 / 1.5 seconds on every basic attack.

Do you really mean "halved"?

Heavenly Wave (Active) [Range: 825; 80°]:

This would be a point-and-click damage spell with considerable damage, that outranges most ADCs. Since there is less effort in hitting it, it should deal less damage than the current one. And depending on the manacost and cooldown, the applied slow might be too oppressive.

Mantra Bonus: In addition to dealing damage to enemies, Heavenly Wave will also heal Karma for 40% (+ 1% per 100 AP) missing HP

Way too much! I also recommend a flat heal to be included here, in exchange for a reduced % value. Old RQ healed by 35-135 + 5%. I know, you have a mana cost on the mantra and an increased cooldown, but still. Current RW at least asks you to be in range of an enemy and STAY in range for 2.5s, which your heal doesn't require you to. Maybe a flat value +10%hp might be reasonable? It also makes it more balanced when used on allied tanks. Remember, you can cast this 3 times lategame in a teamfight....

Heavenly Wave will also heal Karma (...) and her surrounding allies for half in the cone based on a % of their missing health.

So surrounding allies or allies in the cone? Half the value or a different value?

Focused Resolve (Active) [Range: 550]:

Is there a max range?

Enemies that are anchored or pass through the beams are slowed

By how much? Also I am very sceptical of having two slows in a kit.

are dealt [60 / 110 / 160 / 210 / 260 (+ 90% AP)] magic damage over .66 second intervals.

I like the idea of making the damage apply on the tether as a dot as well. It makes sense. But first of all you don't get to 5s with 0.66s intervals (either 4.66 or 5.33). Second, the DPS is really low. Assuming it applies in 0.5s intervals, this is 13+4.5% AP per tick or for touching the tether... at MAX level!

Mantra Bonus: If Karma anchors an enemy for 2 seconds, she roots them for 1.5 / 2 / 2.5 / 3 seconds.

This seems very problematic. On its own, this is very underwhelming. But it's on a point-and-click ability, that slows. If she keeps ability cooldowns close to life, she can cast this every 6,6 seconds. Is there a timer for how often someone can be rooted? Can enemies be rooted by the same ability more than once? Like slow-root(1.5s)-slow-root(1.5s)? Or is it enough that you can slow-root-slow and 1.6s later you can do it again? Either way this seems really frustrating to play against.

Soul Flare : Karma bombards an enemy with soul energy dealing [80 / 150 / 190 / 215 / 220 (+ 50% AP)] magic damage

Is that just a point and click damage? Like Lulu's E? If so, the value ought to be lower than the shield value, not higher.

protecting surrounding allies (for the regular amount)

What does that mean? Like... shielding them? For how much?

and stunning nearby enemies for 1.5 - 2 seconds, the longer the stun if they are closer

Hell no! Currently Zilean has the best non-ultimate AoE stun and it takes a LOT of skill of propperly hitting it. And it's 1.1-1.5s. This would be so easy to hit and stuns for AT LEAST that long. With her current cooldowns and 3 charges she could cast this 3 times within 9 seconds.

If an enemy is targeted they are dealt [80 / 150 / 190 / 215 / 260 (+ 70% AP)] magic damage and to enemy units around Karma's target.

So the initial target is dealt 160-480 (+120%) magic damage? With a point and click ability? That has an AoE? And is essentially on a 35s cooldown in lategame? That's like having a Veigar R (250-500 + 100%AP), without the enemy-ap scaling, but also with no travel time and nearly THREE TIMES as often.

Once again, I can see that you've put a lot of effort into this, and I don't want you to stop thinking this up. On the contrary, I want to encourage you to keep fighting the good fight. But even if you adapted the values in this kit, I don't think you can get around not having any counterplay patterns :(.

TNHA Baritone1 votes

Thank you for the constructive criticism. I'm wasn't really too sure on certain range values and math equations (Although I was aware of AP Ratios and Base Damages)

I will fix everything that you have pointed out and look for windows to include counterplay<3

SilverSquid2 votes

I usually look up the wiki to get a feeling for the rough numbers. It takes some time, but it's really helpful.

Looking forward to your changes!

TNHA Baritone1 votes

made the changes.

SilverSquid2 votes

Gathering Fire - Karma reduces Mantra's cooldown by 2 / 2.5 / 3 (@ levels 6 / 11 / 16)

Karmas current passive changes at 1/7/13. If you write it like you do, the passive has no effect from lvl 1-5

Mantra Bonus: In addition to dealing damage to enemies, Heavenly Wave will also heal Karma's allies for 50 / 100 / 125 / 150 / 175 (+ 30% AP Ratio). If you are good to Karma, she will be good to you

I like the new quotes. But did you completely remove missing%hp? You also might want to mention that Karma gets healed as well.

[Range: 500 - 575]

See, look: Karma's current tether can be cast within 675 units and breaks at 1000units. If you keep the current cast time (0.5s) an enemy can walk out of range too easily. Even now people can walk the 325 while Karma casts W and Q (0.5s+0.25s). Which is four times your proposed distance.

However, if Karma or her ally get too far away from each other the bond will fizzle and they both will take the unmodified damage

When? If the tether breaks, there is no damage to be shared. If they are still bonded, the damage is transferred as usual. Does it take some time for the damage to.... travel through? Isn't that a bit too much? Let Karma take the full transferred damage, force allies to be VERY close, delay the received damage AND risk both getting the damage? So many drawbacks for just damage sharing? Not that I dislike the concept of being risky, but she can die from it already by taking all the transferred damge, lol. Either the basic ability is better or this snap-back is not needed.

(Innate): Because of her indomitable will, Karma can store 1 / 2 / 3 (@ levels 6 / 11 / 16) extra charges of Mantra, each consecutive use doubles its mana cost.

Extra charges? So... up to 4? Also, consecutive charges within what time period?

Overall, the values seem fairer now. And Karma seems to need more skill to apply the abilities, but I still don't see counterplay. Something else worth pointing out: Riot dislikes burdening other players with your champion mechanic. This is why they disliked old W so much, because it asked your allies to be involved. I expect similar things to be true for your W (or half of my Ws in all my rework suggestions, lol).

TNHA Baritone1 votes

Every single time I mis-reword, delete a value, or just fck up XD

Anyways any ideas on how one could add counterplay?

Tommorow I will fix the next batch of changes and when i get it approved by you (hopefully then it wont have too much flaws, I NEED TO ADD THAT COUNTER PLAY) I shall re-write it in a new post and make it all pretty.

Do you have a skype so I could communicate with you ...some other way. If so mines is: princetedz_4

SilverSquid2 votes

Every single time I mis-reword, delete a value, or just fck up XD

I usually spend roughly a week working on my posts and even then they have misspellings, formatting errors or weirdly phrased sentences. Just... never stop trying!

Anyways any ideas on how one could add counterplay?

Let's put it this way: if I had found a way to propperly make a fan wielding Karma with counterplay, I would have already included it in one of my countless reworks. The real problem is, that any cone-type ability will make her shortranged, which needs the rest of her kit to make up for it. This might be fine, but eliminates any possibility of keeping her similar to New Karma. And I always try to get both fanbases together, not seperate them further.

If you wanna go the "close combat mage" path, there are a lot of ways of doing it tho. By changing how the cone effect applies, for example. It could be blocked by minions, or you could have a thrown projectile, that explodes into a fan. Alternatively, you could use a swiping motion, that alternates with every other cast (left->right or right-left), to make using it a bit harder, but give also room for counterplay.

You could also add a second effect to it, that needs propper placement, so that Karma can't realisticly always get 100% out of the spell. Like, it leaves a zone that reduces the damage of enemy projectiles passing through (this feels like a protective fan, right?). Maybe its base ability already heals hit allies and the mantra does something else? You can play around with some ideas, maybe you can come up with something you like and that works.

For the shieldbomb I currently tend to use a 0.5s delay between shielding (which is instant) and the followup explosion, to give the enemy at least some time to react. I don't know if this suffices, but it's something.

Do you have a skype so I could communicate with you ...some other way. If so mines is: princetedz_4

Don't get me wrong, but I'd rather not. I prefer to keep my online activities and my real life seperated, as best as I can. Skype is one of the things that crosses a line for me.

TNHA Baritone1 votes

Thanks, you're really an inspiration <3333

SilverSquid1 votes

So, I've played around this for about two days. Make of it what you want (names are still so bad it hurts).



P - Inner Flame - Karma gains AP based on the hp she and nearby allies lost in the last few seconds. This is displayed by filling bars below Karma's mana. (Same passive as with last rework)-

Q - Heavenly Wave - Damages enemies within a cone and heals allies. If a champion is affected, Karma is healed too. RQ - Divine Deflection - - Deflects any linear skillshot (not "projectiles"!) in the cone, making it behave as if it was cast from Karma. They apply the same CC, but have the damage properties from Q.

W - Spirit Bond - Tether to a target. Karma and tethered allies gain a burst of movementspeed when moving towards enemies or a tethered target (or if they are very close to it). Enemies who pass the tether take damage. **RW - Spirit Merge - ** A percentage of the damage the allied anchors suffer is dealt to Karma. A percentage of the damage Karma suffers is dealt to enemy anchors.

**E - Soul Shield - ** Shields an ally and after a short delay damages enemies around the target RE - Soul Cleansing Increases the shield and damage range. Also pushes enemies back.

R - Mantra - Mantra is automatically learned at lvl1. Karma stores a charge every 30 seconds, affected by CDR. Karma can store 1/2/3 mantras at once. This automatically levels at lvl7 and lvl13.



Q can possibly damage an enemy, heal herself, an ally and deflect a missile. But not realisticly. RQ is a way of combating long range mages, as she is very shortranged now. Note that this can deflect Blitz hooks and Ashe ults, but not Brand ults or Nami's heal. W has no CC anymore. With the movementspeed she should have an equally easy time catching up, but a harder time running away herself. It's a safeline that drags allies out towards her. RW CAN kill her. E is now a shieldbomb all the time, but very shortranged, compared to the old one. Q and E should be enough for waveclear. RE is literally the only CC Karma has in her kit, but should be enough to make at least some plays.

Overall this is very close to Karma's old kit, but with a bit more depth. All her skills have a damaging and a protective component and her mantra gives her "tools". Those should be useable in a lot of ways, but also ask for the appropriate skill to apply them. With Q being rather shortranged, with E having a delay and with W damage only being applyable if the enemy walks between you and an ally, her damage should be avoidable enough.

Something like this is what I would go for, if New Karma had never existed. Personally, I still stick with my double-charge rework, but I thought you and Old Karma fans might like this one.

TNHA Baritone1 votes

I love your names XD

THE MANTRA Q #NOMOREBANNINGBLITZ

I really feel like this would make Karma have a role in bot (inlovewithurpassive, the part with allies to be specific) currently she has to push wave to poke (while stealing minions) vs any good opponent. Currently Her W (UnMantra) is high risk low reward (IMO) but with your W makes it easy to line everything up, while helping your ally.

I'd prob end up going Ryalis on her more if this change went through cause Mantra E, throwback then slow is amazing in fights.

Amazing Job

SilverSquid1 votes

Thank you for the kind feedback!

I already like going FrozenHeartitem 3110 into Rylaisitem 3116 when playing her support. I call it "Frozen Karma". It makes your RW so good and you can AA a lot more, because you can stay close, abusing the passive. You basically give up 50% of your damage potential, to become a shieldthrowing tank support. It's fun for a change. Don't play it against vayne tho.

What I was trying to say: Rylais is good on Karma and will always be. If she wasn't so dependent on mana and CDR I would rush it most of the time.

Either way, I dunno what to do with this rework. I could spend another 3 days adding values, a propper discussion, nice formating and spellchecking, but I think it neglects new Karma fans too much to be pushed through. You might adopt it, if you wish. I will go ranting about Rick now :D

Vistha Kai1 votes

What viability? Karma's a Q bot right now.

There is no reason to pick her for any teamcomp, for any role.

Although her "Winrate by games" played looks like boobies.

TNHA Baritone1 votes

Riot's "Viability" (quotations)

Vistha Kai1 votes

Honestly, I think that if they were to change old Karma now, they'd update the previous kit, instead of mutilating it.

Considering their innate inability to admit a mistake, however, they will let "Karma" rot.

MisterHealYoGirl1 votes

How is this a rework? Isn't this just her old kit?

TNHA Baritone3 votes

It is not exactly her old kit, BUT there's a point. Her old kit > Her new kit

MisterHealYoGirl3 votes

I think her old kit was more unusual, but not necessarily better. It was pretty mechanically gimmicky, and her skills didn't have much synergy with each other. If you look at the RE, for example, the shield is best used on a target that doesn't have many defenses on its own (Janna doesn't need to be peeling and shielding for the tanks), but then the damage portion is wasted; if you use it as a damage nuke, you're using the defensive portion on a target that shouldn't need it. The RQ had the same issues; either the defensive or offensive portion is usually wasted.

I didn't play very much Karma before her rework, but rather than making her feel more versatile, her old kit just always felt like I was missing out a lot of her potential, no matter how successful I was.

Her new kit takes her same potentials that she had but made the ult more about deciding which portion of her power you want to emphasize; straight up damage nuker, drain tank, or fight resetter. It's all the same things that she had before (the heal from RQ was moved to W, the speed from W as moved to E, and other strengths (the longest root, the AoE shield, the zoning with RQ) were added to emphasize the choice she made.

A Miss Fortune1 votes

I've was never able to play the old Karma but just from looking at old videos of her she seems so much more fun than the current one. The old Karma had so much versatility in her kit and her Mantra could be viably used in all of her abilities depending on her playstyle and situation. Now the current Karma just spams R > Q all game.

F Lord Appa1 votes

Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean Zilean

F Lord Appa1 votes

IF ONLY ZILEAN EXISTED BUT WE CAN'T TURN THE CLOCK BACK

F Lord Appa1 votes

LET'S JUST HAVE HER HAVE A GIANT FAN THAT SHE RIDES AND USES TO ATTACK WITH. I KNOW I'M A GENIUS

Spybee1 votes

The old Karma was my most played champion. Very few took the time to learn how to player her, let alone master her. She was so much fun! Her range was amazing with the shield and mantra combo. I love the old clothesline attack plus speed boost. and her heal was awesome. She was such a diverse champion....

Now she has been muffed and is like another lux....

You are missed Karma

Grief Me Please1 votes

I have a few problems with this For one, the W, when you say "However, if Karma or her ally get too far away from each other the bond will fizzle and her ally will take the unmodified damage" what exactly do you mean? can you directly hurt them? or is it just saying the buff (which coincidentally is on knights vow right now) goes away?

Second, this current W idea encourages Tank Karma, which while it's fun, I don't think that's who she should be.

Third, you specify that the E does something if you target an ally, but provide no alternative :P This would probably just be a tooltip error tho

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