Karma Concept - Bringing back Shield Bomb and Duality
Brief Summary Duality back. 2 Mantra charges--cast R twice to stack charges for powerful effects. E - Shield bomb back with double Mantra--delayed like Ivern. W - Multiple ally & enemy tether back with double Mantra--check this one out! Q - Heals with double Mantra, fatter projectile. Used Riot NeuroCat's changes to R+E and Passive. Pushing for battle-mage-support identity.
Introduction Hey everyone! I've been playing League since the end of season 1, and have played Karma before her first rework! Fun fact: Back then Karma used to be the only champion who can easily heal and shield allies (This was even before Lulu and Sona's rework...wow!!). She was also the only champion who's spells can affect both enemies and allies. Karma was super unique and I had a lot of fun playing her mid and support (and utterly failing). I was very excited when Riot finally addressed Karma a few months ago and was thrilled to hear that Riot NeuroCat was working on her!! Unfortunately, the rework exploration hasn't quite met the mark... I've been poring through the boards ever since for any discussion and came across many, many player ideas. Now, without further ado, I'd like to try my hand on some rework ideas too :)
Goals of the Concept
- Bring back the SHIELD BOMB!
- Have DUALITY in every spell.
- Integrate her AP carry mid, support bot, and tank top into a cohesive BATTLE-MAGE-SUPPORT fantasy.
R - Mantra: Same function as Live. Additionally, upon rank 2 (lvl 6), can now store up to 2 charges. Cast R twice to consume both charges to further enhance the next spell.
Goals: Having 2 charges opens up for more flexible and diverse usage of Mantra spells. Most importantly, though, is it allows for the return of Karma's iconic spells and theme (shield bomb, "clothesline", and duality!!) without overloading her base spells or making Mantra feel lackluster. Single Mantra spells will be weaker to compensate, but Double Mantra spells will feel like a proper ultimate.
E - Inspire: Same function as Live. R1 - Defiance: Similar function as Live but with Riot NeuroCat's proposed shared shield and movement speed being split among allies. Values toned down vs Live. R2 - Shield Bomb: Shared shield and movement speed is applied in full for all allies. The main target's shield now also detonates at the end of the duration.
Goals: Return of the SHIELD BOMB!!! Riot NeuroCat explained in her proposed changes that having shield bomb in addition to the shared shields and haste is too much power in a single Mantra spell with a decently low cooldown. Now, with single Mantra spells being toned down, there should be enough trade off by using 2 Mantra charges for the shield bomb to return! The delay adds counterplay while enabling the possibility of an explosive engage!!
W - Focused Resolve: Same function as Live. R1 - Renewal: Same function as Live. Values toned down. R2 - Spirit Bond: Enemy champions near the target and allied champions near Karma are also tethered. Tethered enemies are slowed, take damage whenever the main target takes damage, and are stunned at the end of the duration. Tethered allies gain Adaptive stats (AD or AP).
Explanation: The enemy champion portion is like a Morgana ult (the tether originates from the target) that links, slows, and stuns at the end of the duration, plus an Illaoi E that treats the target as the vessel and all tethered enemies take damage. This may seem overloaded, and either the stun or damage share can go, but since the tether originates from the target and everyone can move, it shouldn't be too hard to escape. I think it's better to go big on the "what if" and see what's possible and then trim it back down.
Goals: Karma's Live W already applies her duality theme, but this concept takes it further to benefit allies as well. It also brings her old unique spirit bond clothesline back in some way that is much easier to play with and against. This should also make Mantra W attractive to use in more scenarios and aligns with her battle-mage-support fantasy.
Q - Inner Flame: Same function as Live. R1 - Soul Flare: Same function as Live. Values toned down. R2 - Heavenly Wave: Projectile size further increased to roughly the size of Ezreal's ult. Explosion and detonation area increased. Allies struck by the projectile, explosion, and detonation are healed. Allies can be healed in all 3 instances but with subsequent heals reduced.
Goals: Currently, Karma's damage falls off late game and she transitions more towards a back-line support mage. This concept should help her target access while completing the duality in all her spells and transition her to a more battle-mage-support role.
Passive - Gathering Fire: Same function as Live but with the charge system proposed by Riot NeuroCat. Goals: To paraphrase Riot, reduce the gap between pro and regular play.
Useful Links
- Riot NeuroCat's proposed changes
- Meddler's most recent thoughts on Karma
- Riot NeuroCat's Clothesline exploration
- Karma's initial relaunch and Scarizard's post on specific abilities
- Really really old Karma feedback and engagement thread
Thank you so much for your time. I would love to engage in any feedback and discussion!
