Idea for Karma
Karma's identity is kinda of mixed up at the moment, they are pushing Karma to be a shielding enchanter in the bot lane whereas I think most people would play her because of her utility battle mage playstyle. Three things that make Karma Karma are her Q Spam, Survivability and Versatility with her Ult. Karma not only is a good pick in the bot lane, but she is also good mid as a poke mage and counter to assassins due to her ability to survive a burst combo, unlike most carries. Honing in on these three things could give Karma her identity back.
(Passive) Gathering Flame
Successfully damaging an enemy champion with an will reduce the cooldown of Mantra by 2-4 seconds per enemy champion, reduction is halved on basic attacks. If two or more enemy champions are hit Karma gains 30% movement speed for 2.5 seconds.
In addition, Mantra can be cast at level one, but can only be upgrade two times afterwards. Each of Karma's basic abilities can be upgraded a max of five times, but only one ability can be upgraded five times.
By allowing Karma to upgrade a single ability five times, Karma can have a unique identity in the way she upgrades abilities. Gave Karma a movement speed boost on spell hit, increasing her kite potential in fights.
(Q) Inner Flames Range 900 Cost 45/50/55/60/65/70 Mana Cooldown 6.75/6.5/6.25/6/5.75/5.5 sec (2 Charges) (Passive) Soul Fire: Expending Inner Flames' second charge within 2 seconds of the first will cause it to deal bonus true damage equal to 5/6/7/8/9/10(+1% per 100 AP)% current health.
Send forth a burst of energy, exploding upon contact with the first enemy hit, dealing 45/80/115/160/200/215(+50% AP) magic damage and slowing by 25% for 1.5 seconds.
Soul Fire gives Karma a short window to deal a burst of mixed damage. Otherwise Karma's can deal sustain damage by holding onto charges.
(W) Focused Resolve Cost 40/45/50/55/60/65 Mana Cooldown 12/11/10/9/8/7 sec Karma focuses for the 4 seconds granting the following effects:
- Inner Flames has a 25% reduced cooldown, can be cast on the move and grants true sight of enemy champions for 2 seconds
- The first Inner Flames cast to hit enemy champions will root them for .5/.75/1/1.25/1.5/2 sec enemies
- Reduces incoming crowd control effects by 35/40/45/50/55/60%
Gives Karma a window of having crowd control be less effective while also being able to crowd control with roots and increased slows.
(E) Inspiration Cost 45/50/55/60/65/70 Mana Cooldown 10/9.5/9/8.5/8/7.5 sec (Passive) Inspired Soul: Self Casting Inspiration on Karma while she is below 50% increases the amount absorbed by 5/10/15/20/25/30(10% of Total Health). In addition, self casting Inspiration increases bonus movement speed granted by 1% per 50 Ability Power.
Conjure a shield on the targeted ally, absorbing 30/65/110/145/180(+45% AP) magic damage for 4 seconds as well as increasing movement speed by 35/40/45/50/55/60% for 1.5 sec.
Reduced shield scaling but increased the shielding on Karma with a health scaling when below 50%, increase in Karma's survivability.
Mantra's effects would remain the same.