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1 Growth 18 1 Growth 18
Health 570 (+90) 2100 Attack damage 54 (+3.5) 113.5
Health regen. 5.5 (+0.55) 14.9 Attack speed 0.625 (+2.5%) 43.1%
No Resource   Armor 20 (+4) 88
    Magic resist. 30 (+0) 30
Attack range 500 Mov. speed 335

This is a tentative rework for Karma, the Enlightened One. Those of you who know me probably know my opinion on her: I think New Karma is fun to play and relatively problem-free, and Old Karma was so jumbled up and dysfunctional that she desperately needed an overhaul. So why rework her again? I think there are at least two compelling reasons: the first is that Karma currently has no real niche, and so doesn't especially shine as either a mage or a support unless her numbers get far too high. The second is that, for all of her old problems, Old Karma did have a lot of interesting aspects that got needlessly taken away when they could've been improved: putting aside the unnecessary loss of her fans and Yin-Yang dress, Karma had this cool niche as a front line mage whose heavy emphasis on duality allowed her to simultaneously help her allies and crush her enemies, a niche that has remained untapped since then. There was likely a lot more that could have been done to preserve some parts of her old kit, notably her iconic shield bomb, but she was League's first overhaul, at a time where Riot's design philosophy was at a much earlier stage and didn't factor player input as heavily as it does now.

This is where I think a more modern overhaul could come in, even if it's not the one I'm proposing here. It's kind of ironic that Karma, a champion whose core theme is duality, also has a fan base torn between her old and new versions, and the kit I'm proposing aims at trying to reconcile the two, while doing a few new things of its own: on one hand, this new kit still has a big, impactful Mantra, and tighter and clearer mechanics akin to New Karma, but has Old Karma's much more direct focus on duality and mid-range combat. The overarching goal is to try to bring out the best of both Karmas to make a champion with a well-defined niche and thematic/gameplay fantasy, with clear strengths, weaknesses, tradeoffs and intuitive options for herself, allies and enemies.

Abilities[]

Mantra

Inner Flame old

Innate: Karma can periodically reactivate her basic abilities within the first 0.5 seconds they are deployed to empower them.

Empowering an ability puts Mantra on cooldown, reduced by 5 seconds every time she uses a basic attack against an enemy champion or large monster.

Info
  • No additional details.

Inner Flame

Heavenly Wave

Active: Karma charges the target conical area for 2 seconds, rendering all allied champions, including herself, unstoppable while they are inside.

Mantra Mantra: The area detonates at the end of the duration, dealing 205 − 800 (based on level) (+ 200% AP) magic damage to all enemies within.

Info
  • No additional details.

Spirit Bond

Spirit Bond

Active: Karma tethers herself to the target champion for 2 seconds, breaking if she and her anchor move too far away from each other, and combining their health for the duration, splitting all damage and healing equally when it ends.

Mantra Mantra: Karma transfers up to 205 − 800 (based on level) (+ 200% AP) health from one anchor to the other if the tether holds for the full duration, transferring no more than is needed to heal the target to full health.

Info
  • No additional details.

Inspire

Soul Shield

Active: Karma shields the target allied champion and all other nearby allied champions, including herself, for 10% of target's maximum health for 2 seconds.

Mantra Mantra: The shields explode at the end of the duration if they hold, dealing 205 − 800 (based on level) (+ 200% AP) magic damage to all nearby enemies, with each target taking the damage only once.

Info
  • No additional details.

Equilibrium

Mantra old

Active: Karma releases her inner energies, which emanate from her in an expanding circle over the course of 2 seconds.

All units within the area either take magic damage or are healed every 0.25 seconds until they have 50% of Karma's maximum health.

  • Health Modifier Per Quarter-Second: 25 / 50 / 75 (+ 25% AP)

Info
  • No additional details.

What do you think of this kit? As someone who might prefer Old Karma or New Karma, or who's indifferent, do these changes appeal to you? Is there a part of Karma I forgot to include, or should have paid more attention to?

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