|(Innate): Karma gains up to
increased ability power corresponding to her percentage of missing health.|
|(Active): Karma sends forth a wave of hidden blades from her fans, dealing magic damage to units in a cone in front of her.
Mantra Bonus: In addition to dealing damage to enemies, Heavenly Wave will also heal Karma and her allies in the cone. An additional 5% (+1% per 50 ability power) of health the targets are missing is added to the heal.
Cost: 70 / 75 / 80 / 85 / 90 / 95 mana
Magic Damage: 70 / 110 / 150 / 190 / 230 / 270 (+0.6 per ability power)
Base Heal: 35 / 55 / 75 / 95 / 115 / 135
|(Active): Karma creates a beam between an ally or enemy for up to 5 seconds. Allied anchors move faster and enemy anchors are slowed. The beam deals magic damage to enemies and applies the same movement speed adjustment anchors receive to any champion it passes through for 3 seconds. The beam breaks if the bonded target is stealthed.
Mantra Bonus: Karma strengthens the bond to double the effect of the movement speed modifier.
Cost: 65 / 75 / 85 / 95 / 105 / 115 mana
Cooldown: 15 / 14 / 13 / 12 / 11 / 10 seconds
Movement Speed Modifier: 10 / 12 / 14 / 16 / 18 / 20 %
Magic Damage: 80 / 125 / 170 / 215 / 260 / 305 (+0.7 per ability power)
|(Active): Karma summons a protective shield on an ally or herself that absorbs damage for 5 seconds.
Mantra Bonus: In addition to casting the shield, a surge of energy bursts out from the shield dealing magic damage to enemy units around her target.
Cost: 70 / 80 / 90 / 100 / 110 / 120 mana
Shield Strength & Magic Damage: 80 / 120 / 160 / 200 / 240 / 280 (+0.8 per ability power)
|(Active): Karma empowers her next ability to do an additional effect. Karma gains a charge over time and stores up to 2 charges. The refresh rate is reduced by cooldown reduction and does not progress when having max charges.
||Mantra is available from level 1 and does not require skill points. The time needed to load a charge is reduced at level 7 and 13.
Charge Reload Time: 25 / 20 / 15 seconds
- can be used and stored for approximately 8 seconds after casting. During this time, Mantra's cooldown will be refreshing.
- Mantra should be used if and when you are within range of an ally or an enemy. You only get 2 charges of it in between each cooldown, so time it correctly.
- When the game starts, has one charge of with the other one recharging, as if just used.