[Rework Concept] Karma, the Spirit of Ionia

SSmotzer·5/5/2019, 3:59:23 AM·2 votes·1,593 views

http://orig08.deviantart.net/6fb5/f/2012/233/0/4/karma___league_of_legends__fanart__by_yoshiyaki-d5bwgw8.jpg


Passive - Gathering Fire: Karma reduces Burning Intent and Mantra's cooldown by 2 / 3 / 4 seconds every time she damages an enemy champion with an ability, halved to 1 / 1.5 / 2 seconds on her basic attacks.

  • Burning Intent: Karma gains a burst of bonus attack speed and range when a near by allied champion, or Karma, is below 20% health for a few seconds.

Q - Inner Flame: Karma fires a burst of spiritual energy in the target direction, detonating with the first enemy hit, dealing magic damage and slowing all enemies around the target by 25% for 1.5 seconds.

  • Mantra - Soulflare: Inner Flame detonates upon hitting an enemy or reaching maximum range, dealing bonus magic damage in an increased area. An area lingers around the detonation for 1.5 seconds, slowing all enemies inside by 50%, after which it explodes, dealing magic damage to all enemies inside. Karma and her allies in the area are healed slightly when it explodes, based on Karma's ability power.

W - Spiritual Balance: This ability changes when targeting an ally or an enemy.

Soul Resolve - Enemy: Karma exerts her will over a target enemy champion or monster, dealing magic damage and forming a tether between them for up to 2 seconds, during which the target is revealed If the tether holds for the duration, the target is dealt the same magic damage and is for a short duration.

  • Mantra - Bodily Renewal: Soul Resolve's root duration is increased, and heals Karma for 20% (+ 1% per 100 AP) of missing health on-cast and once more when the target dies while tethered or is rooted.

Focused Bond - Ally: Karma creates a bond which tethers between herself and a target allies unit for up to 5 seconds. The tethered ally gains bonus attack speed. While tethered, Karma may attack from her ally's location. If Karma and her tethered ally are both in range of the target, she will attack the target twice.

  • Mantra - Intent of a Thousand Lives: Karma calls upon her past lives to aid her in combat. Karma, her tethered ally, and all allies, including minions, touching Karma's tether gain bonus adaptive damage, and Karma will attack from all of her allies touching the tether, so long as they are in range of her target.

E - Inspired Soul: Karma shields the target allied champion or herself for 2.5 seconds, granting them bonus movement speed for 1.5 seconds.

  • Mantra - Defiant Spirit: Inspired Soul's shield is increased. Allied champions near the target are shielded for 30% of the target's shield and gain the same bonus movement speed, both for their same durations.

R - Mantra: The spirit of Ionia empowers Karma's next basic ability within 8 seconds for an additional effect. Karma begins the game with one rank in Mantra. While Mantra is active, Karma's basic attacks can target damaged allies, healing them based on Karma's ability power. Karma's basic attacks against allies can critically strike, healing for 200%, which is increased if her critical damage is increased.

6 Comments

MagicFlyingLlama5/5/2019, 4:03:04 AM1 votes

y tho.

G Master Hung5/5/2019, 6:42:19 PM1 votes

Ok. As a s1 veteran of this game. I can with 100% certainty say Karma DOES NOT NEED A REWORK

For starters, she already got a rework back in s3

Speaking of old Karma that's literally a picture of her old pre-reworked self

Second that W you mentioned was literally her old W

and finally, Karma is fine. SHe's a good utility mage that does good damage, has shields and speedups, has good cc. Whenever I think of Utility mage I think of her and Oriana. SHe has a flexible kit with a decent amount of depth, she has outplay potential.

WHAT ARE YOU TALKIN ABOUT M8

Zerdun5/5/2019, 11:15:40 PM1 votes

TLDR - Your still giving Karma too many generic power options though in utility that she really can't afford to have because then she will still suffer the issues currently plaguing her, shes currently a generic utility mage with a singular source of legitimate damage that has minimal means of skill expression while being able to crank out 100% for both her healing and damage. She is currently bland but what has already imagined for her could be SO MUCH MORE if Riot actually decided to do something with it. Without adding a bunch of new mechanics that will bloat her kit and stick her on the ban list till shes shit.

On that note ill go more in depth

Your changes to karma do nothing but grant her more means of dealing damage while also being able to crank out the same utility she currently can without any real drawbacks to dealing damage. This means to balance your version you would have to give up the base values of her abilities and make them feel very unrewarding to use while also going way too far in the buffing direction than necessary. R would most likely have to be a level 6 option instead of being available at level 1 like current as well.

Currently IMHO Karma's kit suffers from damage overload on Q to allow her to do any kind of competing in mid lane with how her kit is currently designed. She is supposed to be a battle/support mage which means shes going to be often peeling for the back line while also trying to hide behind your front liners. Currently she has the bulk of her damage tossed on her Q (not a good thing, we have seen how this is a bad idea for balance due to Zoe)

Instead of your idea (which is to take her current form and add a bunch of stuff to it) i think taking whats there already lore and abilities she has/had and presenting it in a new way that has high / low power points and trade offs would be healthier while still feeling good to play as a whole. Your idea of having about having her past lives come to life for vengeance / aggression while unique, sort of feels more like something that belongs on a shadow isles champion and not Ionia (shadow islands support anyone?). Its really unique and I like it but I think a new champion would benefit from that idea more.

I personally don't see a problem with reworking Karma again, but I think your addition to the thematics of Karma, while novel and new still leaves her as feeling sort of generic with her utility. In your current setup she has the following utility / damage built into her buttons.

Passive - Autos reduce CDs, ATK speed increases when Karma or allies near Karma have their HP drop below 20%

Q - damage, aoe light snare RQ - damage, strong aoe snare, minor aoe heal W(E) - Root, reveal RW(E) - Stronger Root, strong self heal, reveal W(F) - attack speed boost, extra free autos RW(F) - aoe adaptive damage, attack speed boost, TONS of potential extra free autos E - shield, MS boost on target (targeted locket+reverie) RE - AOE shield, MS boost (baby locket+reverie) that spawns from a targeted area

This is a lot of power and SHOULD be trimmed in some way You have not looked at or discussed the downsides of any ability and I honestly think you should also try and think how interacting with and playing as Karma with your changes look. You just cant toss a bunch of new damage options at a utility champion and call it better or a rework. Your changes are nice and unique but you also have to look at what the champion currently does and really think about power budgeting when reworking a champion