New Karma Kit Idea

Vanjie·4/19/2016, 9:07:26 AM·4 votes·667 views

Karma is a champion that I feel has received one of the most unfair reworks in the game. Ever since her Rework, Riot has removed almost everything about this character that fans loved. What we got and have today is an incomplete kit with bolstered numbers and unnecessary CC mechanics, a poor VU and incomplete animations, the removal of kit specific abilities and themes that gave her somewhat of an identity, and a champion that was rushed and poorly thought out. Ever since her rework all Riot has been doing is adding CC mechanics and horrifying number ratios to all of her abilities and not tackling the real problems with this champion. Karma is only made viable today because of her number buffs . . . and not a kit that is unique and gives her a identity. There are a lot of good ideas to the current Karma, but they are just poorly thought out and executed.

New Passive

Mantra - Empowers Karma's abilities, adding an extra effect every third spell. Every third spell activates the Mantra version of Karma's abilities. If Karma uses two Q's she can use W to activate the Mantra version of it. After any Mantra ability is cast, it goes on a # cool-down. Cool-down reduction does not effect the down time of her passive.

Q: Inner Flame – Skill-shot that deals magic damage. - Adjust AP ratios for better scaling late game and shorter cool-down if it hits a enemy. Empowered by Mantra: Soul-flare – Increases damage and leaves behind a zone that slows enemies and explodes. Allies inside of the Soul Flare after it explodes are healed for a # amount. This new version of Soul-flare allows Karma to place it anywhere in front of her, with a fixed radius. Soul Flare is not stopped by minions in front of it.

W: Focused Resolve – Enemy-targeted tether that deals damage over time. If the tether is unbroken after a short duration, the tethered target is rooted in place. Empowered by Mantra: Renewal – Allows Karma to tether herself to an ally and receive all CC effects on herself instead of the tethered ally.

E: Inspire – Shields an ally and grants them a short speed boost. Empowered by Mantra: Defiance – Karma shields her target and the shield explodes. Enemies near the shielded target are damaged for a # amount.

R: Mantra – Empowers Karma's abilities, adding an extra effect to the next ability cast. Allows Karma to instantly cast the Mantra version of one of her abilities. Depending on the fan Karma buys at level 6, she is able to cast a ultimate version of her R. All the player has to do is press R twice and it activates the Mantra Ultimate of her ability. (The fan is bought at level 6 and only one can be purchased. The fan is purchased through the shop.)

Damage Fan (Cannot come up with name) - Karma explodes with energy that deals # to enemies around her in a said radius. Any enemy that is CC'ed takes more damage.

Support Fan (Cannot come up with name) - Karma shields her entire team and grants them a temporary shield boost.


This new Karma kit I feel gives Karma the identity she is lacking, which is a champion that can be played in different situations. Current Karma lacks options that either seem to be too one sided for support or mage. What players really love about Karma is the fact that she is a mage with a lot of utility that benefits different types of situations. Her Kit should reflect that identity. New Karma allows her to have options for both as a support and mage, while still providing the utility we all love on her.

A lot of people are going to hate that there is another 1,2,3 hit passive in the game, but I feel it is something that could work very well with Karma. Karma's current passive, in my opinion, is not that great after full cool-down reduction is reached and level 6.

Q: Inner Flame - The slow was taken away in favor of more late game AP scaling and being able to spam it more often. Karma always benefits from building tanky items and having the option of building Ryali will help her more than a slow on Inner Flame. Building Ryali on current Karma is not really necessary because she has both her Q and Q+R that does a slow, which I feel is a little unnecessary to have a slow on two abilities. Mantra Inner Flame - Giving this ability some sort of support mechanic, while still keeping it's current identity was the idea. The biggest problem I have with Q+R is that it can be easily dodged and also blocked by minions. It also only allows Karma to place it in one spot. The new Mantra Inner Flame will allow Karma to use it more offensively or defensively depending on the situation. Does she want to use it to heal her ADC or self from being killed? Would Karma prefer to do damage or slow enemies coming at her allies? You pick!

W: Mantra Renewal: It is unnecessary to have the same mechanic on essentially two abilities. The new Mantra Renewal has a brand new function that is currently not in game. It also gives the ability a support function that isn't on it right now. The ability to absorb all CC effects, minus grabs, on an ally can open up a lot of interesting plays in my opinion.

E: Mantra Defiance: Let's face it and say that removing this ability was a BAD CALL. It did have it's problems but there are many champions with similar or worse mechanics in the game that is worse than this ONE ability that everyone loved. Can we say the overloaded kits of Ekko and Master Yi? Yeah. I went there Riot. The excuse that it would proc her passive too much is now gone. There is no reason not to have this ability in the game since it was loved so much by everyone and gives her another damage ability.

R: Unchanged essentially, but with the added bonus of allowing the player to cast a true Ultimate of their choice. If the player wants to cast her regular Mantra abilities in favor of the Ultimate Mantra, that is fine. Depending on the situation the right choice can be made. The current E+R is great and I seems to be popular after Riot bolstered it's numbers, but to me it feels worthy of being an Ultimate instead of what it is now. Also allowing players to choice a damage ability instead of a support ability opens up a lot of interesting gameplay.

This is just something I came up with and put a lot of work into. I hope Riot reads it and maybe gets inspired to use something from it. Karma lacks an identity and kit that separates her from other champions and items in the game. I put a lot of effort into this and I hope I did my favorite champion justice.

(Feel free to reword and rework anything with your own ideas. Have fun with it.)

4 Comments

REDREX74/19/2016, 8:59:06 PM1 votes

Karma's passive becomes broken with 45% cool down reduction..... In team fights you can easily land two or 3 mantra Qs with 45% cooldown reduction. But maybe move her current passive to her ultimate but I by no means think her current passive is weak. I dont know how I feel about your new passive. Karma's Q without a slow in favor of more damage could be nice. But I think is already pretty spammable, 45% cdr gives you 2.75 sec. So maybe just more damage and less slow. I think your Mantra Q may become pretty awkward to use. You pretty much also destroyed Karma top mid and , although rarely played, Karma jungle with your new mantra W. Karma's heal portion of her W is really strong and is the only version of her Mantra abilities that doesn't need levels to feel impactful as 40% of missing hp back feels nice at all levels of the game. I do agree with you that the extra root duration should change to something more impactful but not at the cost of the heal, and her other roles besides support. I have a couple ideas if you wanna here em. ;p And your iteration of mantra W is weird because it is suited better for a tank support and Karma is not a tank inherently but through items she can be but that is not the normal thing. I do think the shield bomb should come back as a lot of people want it back. But is gonna cost scaling on the shield part, maybe loss of size, maybe the removal of the movement speed. I have an idea that lets her keep her shield bomb, brings more supportive aspect, and keep her passive. is the Damage fan and the support fan a bit redundant with shield bomb already?

REDREX74/19/2016, 9:53:11 PM1 votes

So I feel that Mantra Q should be a damaging spell that has utility and Mantra W should be a utility spell that has damage, and Mantra E should be half and half. With that in mind lets get to the fun part. XD

Q no longer slows but has increased damage and give karma movement speed for 1 second when she hits a champion. So now building rylias will feel really nice. Mantra Q (I just thought of this not 10 minutes ago) will still function as live but now the second part will be a DOT a last for 2 seconds. And when it explodes slows enemies for 90% for X amount of seconds or second. Her passive is only affected by the second explosion (the slow) not the DOT. This helps out early game because now you can get some of the damage from the second part of her Q as it is now a DOT and it takes about a second for enemies to get out of the explosion, as oppose to live where enemies rarely get hit by the explosion.

W will have now have ap scaling of .6 instead of .9 Mantra W 1.) Still heals but now creates two Aoe zones around Karma and the enemy rooted. Around Karma champions move 60% faster (may change IDK a good number). Around the enemy champion rooted, the champion radiates damage from them in rings around them growing outward. (Very similar to Nauts riptide) Each ring deals (1.5-3.0 ap damage I dont know whats a good number) and slows for .5 seconds. Both Aoes last for three or four seconds. This ability becomes very unique and very strong especially in team fights and bot lane but still being more damage over all for karma mid, top, and jungle. This ability is more focused on the utility and less on damage but it still indeed does damage.

E.) Karma's shield has a .5 ap scaling still functions similar to live except maybe instead gives an ap scaling on shielded targets next auto attack like .2 or .1 instead of movement speed or maybe retain the movement speed and give a .2 ap scaling on next auto. Mantra Shield can only radiate out from Karma and has a smaller radius. To compensate it has an AoE knockback and deals damage. So a mini janna ulti with damage. Still is an aoe shield and give movement speed. No longer gives a buff on shielded targets next auto attack. The ap scaling on the mantra shield is reverted to .3. So in total its .8 (.5 +.3) back to what is was before.

Tell me whatcha think!! let me know if you need clarification on things or more feedback on why I think these changes are good.