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Template:ChampCostKarma, the Enlightened One is a champion in League of Legends.[1]

Abilities

Patch v1.0.0.110
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Inner Flame
(Innate): Karma gains up to 30 − 130 (based on level) increased ability power corresponding to her percentage of missing health.


Ability Description Leveling up
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Heavenly Wave
(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.

  • Cooldown: 6 seconds
  • Range: 700 (estimate)
  • Cone Width: 90º

Cost: 70 / 75 / 80 / 85 / 90 / 95 mana

Magic Damage: 70 / 110 / 150 / 190 / 230 / 270 (+0.6 per ability power)

Base Heal: 30 / 45 / 60 / 75 / 90 / 105

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Spirit Bond
(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.

  • Range: 800
  • Leash range: 1000

Cost: 65 / 75 / 85 / 95 / 105 / 115 mana

Cooldown: 20 / 18 / 16 / 14 / 12 / 10 seconds

Movement Speed Modifier: 10 / 12 / 14 / 16 / 18 / 20 %

Magic Damage: 80 / 125 / 170 / 215 / 260 / 305 (+0.7 per ability power)

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Soul Shield
(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.

  • Cooldown: 10 seconds
  • Range: 650 (estimate)
  • Radius of Damage AoE: 600 (estimate)

Cost: 70 / 80 / 90 / 100 / 110 / 120 mana

Shield Strength & Magic Damage: 70 / 110 / 150 / 190 / 230 / 270 (+0.8 per ability power)

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Mantra
(Active): Karma empowers her next ability to do an additional effect. Karma gains a charge every 30 seconds and stores up to 2 charges. The refresh rate is reduced by cooldown reduction and does not progress when having max charges.
  • No cost
  • Cooldown: 0.25 seconds
Mantra is available from level 1 and does not require skill points.

Notes

  • Mantra Mantra can be used and stored for approximately 8 seconds after casting. During this time, Mantra's cooldown will be refreshing.
  • Mantra 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, Karma OriginalSquare Karma has one charge of Mantra Mantra with the other one recharging, as if just used.

References

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