Karma Abilities Rework Ideas

Passive: Ionian Dance
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After using an ability, grant 20-30% movement speed and attack speed for 3 seconds (scale based on level). Using another ability refreshes the duration.
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Q: Inner Flame
Root not slow. Karma fires a burst of energy that detonates upon hitting an enemy, dealing magic damage to all nearby enemies and rooting them for 0.35 second. R+Q (Soulflare) : the same thing. Except the projectile passes through minions and detonates at maximum range or hitting a champion. It applies a 0.5 second root on initial impact. Then root for 1 second after the second impact.
Inner Flame applies a debuff to targets for 3 seconds. Karma's auto-attacks do bonus magic damage on the rebuffed targets and heal Karma based on her missing health.
_-Can interupt dash via root.
-More sustain damage when combined with passive.
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W: Focus Resovle
Karma forms a tether between her and the target enemy champion or monster for 2 seconds, dealing them magic damage and granting True Sight i of them for the duration. If the target does not break the tether, it deals them magic damage again and they are slowed crippled for 3 seconds (like Nasus' Wither) Cripple and slow are 30-60% based on ability level and do x% less damage (scale with AP).
R+W : The crippling and slow duration becomes 5 seconds, _ -This make the tether much more threatening. _ **E: Inspire ** Karma shields an ally or herself for 3 seconds. When the shield expires after 3 seconds or break prematurely , and the target gain Ionian Dance's bonus movement speed.
R+E (Defiance): Karam shields an ally or herself for 3 seconds (double the shield amount). After 3 seconds or if the shield breaks prematurely, the shielded target and all the nearby friendly unity gain double the amount of the Ionian Dance's bonus movement speed (20-30% x 2).
_-No more shield and speed up at the same time. the hastening happens after the shielding. -No more aoe shield. But group hastening remains, after a delay. _
R: Mantra (available at lvl 6)
Active: Karma chants for 1.5 seconds, then empowers the next ability. Karma can still move and cast other spells while chanting. Passive (Gathering Fire): reduce active's cool-down when Karma damages enemy champions with abilities or autoattacks.
- I believe these changes will make Karma a battle mage/support hybrid, more than she is right now. This kite has more sustain damage, so she will become stronger as she stays alive longer in team fights (like she is supposed to right now).
- There will also be more prediction, interactions, and decision making for Karma and her enemies.
- This kite favours kiting back over helping others chasing down enemies.
- If she plays mid, she should be strong against assassins due to sustain damage, kiting, and debuff abilities. She should be weak against other range mages who out-ranges and out-pushes her.