@Karma Mains, Is There Any Merit to This Kit Idea?

Tegash·12/11/2019, 12:00:20 PM·7 votes·4,728 views

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.

11 Comments

SilverSquid12/12/2019, 12:32:32 AM3 votes

You have earned a impressive amount of upvotes there. Even my best posts usually only reach that high after a day... Anyways, to your kit!

Passive - Balance

I'd love to play a champion with an ability like that, but if honestly feels off flavour on Karma. It's a Cho'Gath passive called "Balance"? That's a yikes from me.

Q - Dissuasion

I am an outspoken fan (heh) of Karma's current Q, so I don't get why it has to be a cone, other than nostalgic factors. Which I don't like as main contributor to game design desicions. It's basically Lissandra's Q instead of being its own thing. Especially since you want it oval in the mantra version?

Mantra Q - Punishment

Yeah, the different zone shapes confuse me. I hate current RQ with a passion, but I can't find myself preferring this one.

W - Reprisal

The fact that this does nothing to a tethered enemy by its own is... odd. Sure, the flavour is phenomenal, returning damage is awesome, but in terms of game pacing this will probably itch enemies the wrong way. Being condemned to not attack or take half your own damage for 6s lacks meaningful counterplay, This would also imply her non-mantra damage combo consists of only Q which is not battlemage-like imho.

Mantra W - Forbearance

No idea if that's just oversight, but it doesn't speed up Karma if tethered to an ally? Also, waiting 6seconds for a 3s root is not... good. If you are ahead it means the enemy will most likely die before it happens, if you are behind you probably die during that time. Delayed CC is rather bad, today's 2s are already laughable, trippling that amount seems to not be worth it ever.

E - Reflection

I love the idea of this. Straight up. Current Karma fans will hate it, I suppose, and I would probably not want it on my dream-version of Karma, because it doesn't mesh well with the rest of her kit, but generally, this ability sounds decent AF. Assuming it acts like a circular windwall with health...

Mantra E - Inspiration

Not sure on that one. If the main barrier breakes, you basically counter the group shield for everyone? Having it last for potentially 12s sounds too much as well. I think this should work slightly differently, have to think about how it could be used...

R - Mantra

Moving the (nerfed) passive here and keeping the mantra CD static is something I do like myself. I'd still prefer if the reduction never goes up to 4s ever, not even lategame and instead it's 1&2 seconds all the time, but the mantra cooldown lower (to keep pros and noobs closer together and/or the best case scenario not ridiculous), but generally, I support this idea.

The Rengar idea is neat as well, tbh.

OVERALL

I don't think the kit synergizes well. I see and honor the attempts of meshing old and new Karma, but I don't believe she quite turned into the battlemage you wanted her too. Additionally, it seems to solve problems Karma doesn't have (see Q), doesn't solve some problems Karma has (reliable/consistent damage) and takes away some things that current Karma fans might hard disagree on (taking away the AoE shield/speed). In turn it adds a lot of flavour (karmic W & RE), pleases old Karma fans with nods and nudges (or cones and fans), but doesn't make up for the gameplay part.

As a Karma player for 7 years and compulsory rework suggestion creator, I honor your passion and creativity, but would not want this in game. I also feel like the disparity between comment frequency and upvote-per-time ratio (40+ upvotes in 10h, none in 2h? Only 3 comments?) doesn't quite... refute some claims made in the comments...


Final Verdict

It's a good, creative and honest attempt at doing something for this torn community.

SirTauntsALot12/11/2019, 1:00:20 PM2 votes

This sounds very Karmaish. I like everything almost. Some points:

  • When casting the W on a friend it would be good if it redirected a % of the damage to her as **reduced **damage and not all the damage.
  • Her E is a bit too strong. Maybe making them untargetable but with the same mechanic that Shen's W works?
StormBladeMaster12/11/2019, 2:19:54 PM2 votes

I wish i could have likes from those bots lol. I made a topic 2 days ago and nobody seems like to care about : https://boards.na.leagueoflegends.com/en/c/gameplay-balance/Za4iu0ya-hey-everyone-i-found-a-way-to-conciliate-all-the-differents-playstyles-on-karma

**Anyways i'm going to comment : **

Her passive : Ok so it's a small substain to reward Karma if she land Mantra abilities. I like it but 2 + (2% AP) of her missing health seems like low.

**Her Q : **

So it's like a Graves ultimate now ? You have the first blast + a second one behind the target in a cone. And under ulti, the circle will appears at the same place as the cone.

I think it's too strong because it's would be too easy to hit this spell. I hit a minion but don't worry, i have a cone that can deal dmg behind target.

Also how are you going to place the circle if you want to heal dmg to the target ? Imagine that there is no minions, you hit your Q on the enemy champ but the circle will appears behind him. So you need your enemy to walk in the circle to get him damaged ? So Karma would be good at chasing with her RQ because they will walk on the circle to escape from her but if they want to reach her, then the circle is not useful.

Why not, but i think you need to nerf the cone dmg or indicate the range of the cone behind the target.

Her W :

I like the enemy tether but your ally tether is dangerous ! Karma takes damage so it's mean she can be killed by the tether ? If her ally take a lof of dmg and redirect it on Karma, then will she dies ? Or is there a limit ? For example the dmg is not redirected if Karma falls behind 20% of her max HP or something like that.

I like the Mantra W.

Her E :

Why not ? Actually i like it. Maybe a little bit too strong.

Her R :

Ok you moved passive to the ulti passive. Yeah ok it's fine.

Why not ? I like your rework but i feel like there something missing. Maybe Karma tank is missing :(. Why not make a HP ratio on the passive ? So we can build her tank because she will have her heal again.

TheDelighted12/11/2019, 9:24:53 PM1 votes

My take in a new reworked Karma. I'd keep her hit and run gameplay since I like it very much. Her solo potential is pretty much nonexistent in my take of her rework, although she could have some synergy with junglers.

Passive - Soul Sensei. Karma heals or damages souls. Each time she heals/shields an ally she gains temporary movement speed (X%) for Y seconds. If she damages a champion her next hit deals extra damage for Z. (Cooldown [] seconds) Soul Shards: Heal allies for X% of missing HP, give a small MS Boost for [] seconds. Can have up to [] soul shards. Lasts until picked.

Q - Soul Blast. Karma concentrates and casts a spiritual bolt out of her. The longer the charge the longer the damage and mana cost. Consumes passive. Empowered - If a direct hit to an enemy is done, a soul shard drops, and all enemies in an area are slowed.

W -Soul Link. She tethers her soul to that of an ally. If another ally passes through the link they gain MS and shield. She has a shared % adaptive force of the >tethered Ally. Soul link has a range. Only one tether at a time, Ally or Enemy. Enemy cast: Tether deals no damage, but slows the targeted enemy, the 1st enemy that passes through the tether breaks it, takes damage and is stunned Empowered: Tethered ally is healed and shielded, and shield and MS amount increased on allies passed. Damage and stun duration increased.

E - Soul Walk. Her soul leaves her body and walks towards the targeted unit. Ally: Allies are healed and gain a temporary boost to their AA, Enemy: Stun and damage. Empowered: The soul walks faster, and amount of heal and damage increased.

R - Empowerment. When Pressed, she charges for a second and then a pulse is sent out of her. Enemies hit drop a soul shard. Next spell is Empowered.

I wasn't bothered with numbers.

jocomotion12/12/2019, 2:04:10 AM1 votes

Holy shit why did this of all things get downvote botted