Karma Abilities Rework Ideas

Navla·5/25/2018, 10:50:38 PM·1 votes·1,695 views

Karma Karma Karma Karma Karma

Passive: Ionian Dance
** 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. ** 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.
_ 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.

6 Comments

Bladeleaf5/26/2018, 5:42:10 AM4 votes

As someone who plays only karma, I don't understand the point of any of these changes.

The passive will make karma an insane speed demon. Her Q has a 2.75 CD at max rank + max CDR. She can have that up 100% of the time. Also what positive gameplay change is that supposed to target? It would make her W impossible to break. With her Q and E she would be uncatchable.

Next it's important to understand how Karma's abilities synergize with one another. Karma either uses her combo offensively, where her Q slows the target so she can land the W. OR her E speeds her up so she can land the W and in turn land both parts of Mantra Q. OR She stands in front of her ADC so she can E away the carry and Land her Q-W-Q. For a 1.5 second slow + 2 second Root + 1.5 second slow.

These are thought out combos, enemy champions can still get away even when regular Q'd from the W root if they are positioned far enough.

It's a carefully balanced game of timing.

Your rework doesn't have synergies, the CC is way overpowered and is overkill on helping the other parts of Karma's kit land.

For example Mantra Q will always land itself with a .35 second root. Meaning the enemy now has no counter player if they don't have some kind of speed boost/dash/teleport. Currently Mantra Q alone should not trigger twice if the enemy champion is moving in a straight direction out of it. That's healthy counter play.

The cripple on W doesn't make sense either. Your version of Mantra Q doesn't need it, and Karma doesn't do sustained damage. She just combo's and backs off.

That E change is also hot garbage. Karma isn't Janna, there's actually skill in timing her E.

If you use it while your ally is CC'd, they don't benefit from the movement speed.

So you have to decide whether or not your carry will live through the stun/root. If they aren't you need to shield them so they can live, but give up your speed boost. If they will, you have to trust your instincts and wait out the CC.

In your version you've removed the skill component. In your version you always want to E to mitigate damage since you can't predict when the speed boost will trigger.

Sorry but these needs work.

Elegant Egoistic5/26/2018, 1:07:58 AM3 votes

bullshit..except the mantra thing, it sounds cool