Karma - A rework suggestion/ idea sharing with Twin Dragons, Aura-Zones and 2 Mantras
#Hello there,
I havent been active on the boards for some time and admittedly I am probably not aware of Karma's current discussion and overall course ( at least community wise). Nevertheless I wanted to drop a little rework suggestion that might inspire those, who are interested in Karma's development and almost inevitable future rework of her. Therefore this post is not suited for those who are not interested in Karma.
#About this Idea:
This rework captures some of Karma's most important characteristics, which are in my opinion:
- What goes around comes around
- Resilience
- Balance
Of course Enemy interaction/ counterplay and interesting decisions should be meaningfull as well. The tone of the Kit is rather defensivly and zoning: Karma does not want Ionia to suffer and wants enemies to go away rather then to fight them, but will do if needed to. This Karma rework turned out to be very good with and against meeles.
#The actual Idea:
Note: Cooldown, Manacost etc. are similiar to the live values. Values are tbd. Not sure about the Passive though.
-------------------------------------------------------------------------** [Passive]**---------------------------------------------------------------------
When allies or Karma herself is touching one of her Ability effects they are granted a shield of 15% of its Damage, Heal or Shield values. The highest Value is taken.
-----------------------------------------------------------**[Q] Inner Fire/ Soulflare**----------------------------------------------------------
Karma sends out spiritual Energies in a line, stopping at the first enemy hit and deals 80/ 125/ 170/ 215/ 260 (+60% AP) magic Damage within a small radius, summoning the Twin Dragon Boros to apply to the main target. Boros will radiate its Aura within 250 Range and disappears after 1,5 Seconds if not bond with.
Boros: Slows enemies by 20%, half for the primary target. The slow is doubled if the enemy is attacking or using abilities.
** [+Mantra]** Increases Boro’s influence Range to 400. Allies entering Boro’s Aura for the first time are healed for 30/60/90/120 + 6% (+2% AP) of their missing Health.
------------------------------------------------------ [W] Spirit Bond/ Focused Resolve----------------------------------------------
Bounds Karma spiritually to a Twin Dragon for 1,0 Second, making it drop to the ground if attached to a unit, awakening it and preventing it to disappear for the duration of the bond.
The bound breaks if the distance between the two becomes too great and the Twin Dragon disappears after the bond ends in any way.
The awakening will deal 60/ 110/ 160/ 210/ 260 (+70%) magic Damage to enemies inside the area if the bond persists for its duration, dealing 50% more Damage to Enemies currently attacking or using Abilities.
** [+Mantra]** Enemies hit by the awakening are rooted for 0,5/0,6/0,7/0,8 Seconds, while allies having their time being in Crowd Control reduced by 0,2/0,3/0,4/0,5 Seconds within the area.
----------------------------------------------------------------- [E] Inspire/ Defiance ------------------------------------------------------
Karma summons the Twin Dragon Ouro for 4 Seconds to protect the target ally with a Shield, which absorbs 70/ 100/ 130/ 160/ 190 (+50% AP) Damage. Ouro will radiate its Aura within 250 Range and disappears after 1,5 Seconds if not bond with.
Ouro: Speeds up allies to move 40/45/50/55/60% faster and 20%/30/40/50/60% for allies with range. Allies attacking or using Abilities will only benefit from half that amount.
**[+Mantra]**
Increases Ouros influence Range to 400.
Enemies entering Ouro’s Aura for the first time are dealt 60/140/210/300 (+60% AP) magic Damage.
----------------------------------------------------------------------------**[R] Mantra**------------------------------------------------------------
Karma starts the game with 1 Mantra charge, gaining a second Mantra Charge at level 6.
Dealing Damage to an enemy will reduce Mantra's remaining Cooldown by 5% for each enemy Champion hit (half for basic attacks).
Other Notes: Are Enemies who are already inside an Area effected by its Damage? Or only when they (re)enter?
#Counterplay:
Generell: Avoid getting in the Areas. Play around them.
[Q] - like its life version: dodge or block. The Twin Dragon will apply to the main target not to an aoe target. [w] - If you have a Twin Dragon attached to you and Karma bounds to you, it will drop, leaving you a short time to get out of the area. [E] - Allies need to be relative close to each other to get the Speed benefit, making them an easy target for AOE CC/Damage.
#Playing with this Kit:
[Q] - Used to poke and zone - you will leave a slowing zone if you hit an enemy. With Mantra, it encourages allies to step against the enemies as they are healed when they enter the area. [W] - Used to manipulate your zones to deal damage after a short delay. With Mantra you can go for a short AOE root and/or help your allies to shorten their CC time. [E] - Dis/engage and positioning. With Mantra you can protect your Allies with a harming field that damages any enemy who dares to come too close. [R] - Use it at the right time with the right ability. Combine your Mantras.
Thanks for reading :) Hope you liked it and it inspired you. Also you can leave a comment if you like ;)