@Karma Mains, Is There Any Merit to This Kit Idea?
I've been reading a lot of posts on Karma lately, and the consensus seems to be on having Karma maintain an Enchanter/Battlemage identity in any theoretical rework. I tried my hand at building a kit around that idea, and I wanted to see if anybody thought it was cool or anything.
The idea behind it is sort of a hybrid of Old Karma and New Karma, with a couple new ideas thrown in to bring her in line with some of the more overpowered modern champs.
Passive - Balance: When Karma deals damage to an enemy champion or kills anything with a Mantra ability, she heals herself and the two nearest lowest health allies for 2(+2% AP)% of her missing health.
Q - Dissuasion: Karma releases a blast of spiritual energy from her fan. It explodes when it hits an enemy, dealing 70/115/160/205/250 (+50% AP) magic damage to that enemy and all enemies behind it in a cone, slowing them for 30% for 1.5 seconds. Cooldown: 6.5 seconds Cost: 55/60/65/70/75 Mana
Mantra Q - Punishment: Karma increases the power behind the spirit blast, and after a short delay deals the same damage in a circular area behind the initial blast, and increasing the slow to 60%.
W - Reprisal: Karma links her soul to a target enemy or allied champion, or monster for 6 seconds. If she tethers an enemy or monster, she reveals them and deals 8/16/24/32/40 (+3% AP)% of the damage she takes from the tethered enemy back to them as magic damage. If she tethers an ally, she redirects 8/16/24/32/40 (+3% AP)% of the damage they take to herself instead. Cooldown: 12 seconds Cost: 70/75/80/85/90 Mana
Mantra W - Forbearance: While tethered to an enemy, Karma grants herself 16/22/28/34/40 (+3% AP)% increased movement speed, and roots them for 3 seconds if the tether remains for the entire duration. Tethered allies gain the same increased movement speed, and untethered allies who touch the tether gain the buff for 1 second.
E - Reflection: Karma throws a bolt of spiritual fire at a target area, creating a barrier on impact. The barrier lasts 4/5/6/7/8 seconds, making allies inside untargetable.* The barrier has 70/110/150/190/230 (+60% AP) health, and can take damage from enemy attacks. The barrier shatters when it expires or is destroyed, dealing 35/55/75/95/115 (+30% AP) magic damage to nearby enemies, as well as an additional 10/20/30/40/50 (+5% AP)% of the damage it took as bonus magic damage. Cooldown: 10/9.5/9/8.5/8 seconds Cost: 60/65/70/75/80 Mana
*(The barrier's hitbox covers those of whatever is inside it, meaning that enemies have to damage it before they can damage what it's protecting. This will also protect against tower shots like any other shield, but it won't reset tower aggro, meaning that when the barrier does break the tower shot will hurt.)
Mantra E - Inspiration: The barrier's size increases, and allies that pass through it gain a personal version of Reflection that attaches to and follows them for the remaining duration of Inspiration, plus 1/2/3/4 seconds (per rank of Mantra).
R - Mantra Passive: Karma begins the game with one rank in Mantra, and decreases its cooldown by 0.5/1/1.5/2 seconds when she basic attacks an enemy champion, and by 1/2/3/4 seconds when she damages them with an ability.
Active: For the next 10 seconds, Karma may cast an empowered version** of one of her other abilities. Cooldown: 45 seconds
**(As a QoL change, Mantra will be a replacement effect a la Rengar's filled Savagery bar, instead of the current model where she can't cast spells that are currently on cooldown.)
If there's anything missing from this kit, or if there are clarity issues or just plain problems with it, let me know! I'm interested to see what other Karma mains think of it.