





Passive(Inner Flame) (Innate): Karma gains up to 30/50/70/90/110/130 increased ability power corresponding to her percentage of missing health.



Q(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% of health the targets are missing is added to the heal.



W(Spirit Bond) (Active): Karma creates a beam between her and an ally or enemy unit 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.



E(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.



R(Mantra) (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. Both charges may be queued for application on the next 2 abilities. Reload begins when Mantra is activated, not when the charge is applied to an ability. Mantra is available at level one and does not require sill points. Karma(Innate): Karma gains up to 30/50/70/90/110/130 increased ability power corresponding to her percentage of missing health.(Active): Karma sends forth a wave ofhidden 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% of health the targets are missing is added to the heal.(Active): Karma creates a beam between her and an ally or enemy unit 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.(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.(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. Both charges may be queued for application on the next 2 abilities. Reload begins when Mantra is activated, not when the charge is applied to an ability. Mantra is available at level one and does not require sill points.

Ability Analysis:

Conclusion



Overall, Karma has some serious problems; none of her abilities are even remotely comparable to any other support without spending charges of her ultimate on them. She has no crowd control to keep her lane safe, and any benefit she would bring, another support champion has a better way of doing. Riot is working on an overhaul of Karma, similar to what happened with Shen. Hopefully the changes will allow Karma to rise from the least-played champion to a viable choice bot or maybe even mid lane.

Karma is, without contest, the least played character in League of Legends. Looking at only her abilities, this seems interesting and impossible. She’s got a lot of things going for her. Her Ultimate is available at level one, she has one of the games two AoE heals, an amazing passive and decent scaling on all of her abilities. Despite all of her up-sides, she has some serious innate problems that hopefully Riot will be fixing in Karma’s upcoming remake.Beginning with her passive: there is no comparison. Karma has an amazing passive, which grants massive scaling ability power with the lower her health gets. Karma’s passive grants her 30 ability power at level one, and increasing every three levels to a maximum of 130. This passive is strong, but it could be a little misguided, it rewards taking damage, which could be counter-productive. The passive also doesn’t help the heal portion of her ultimate, which has no ratio. This passive makes her a threat at lower health, having another Death Cap at level 18 is a frightening prospect to fight, but most support-oriented Karma’s will be dead before the low-health bonus comes into full effect.Karma’s passive is one of her true strengths, though there are a few problems with it. Inner Flame grants Karma 30 ability power at level one, and the ability increases the amount of Ability Power she gains every three levels, for a max of 130 Ability power at Level eighteen.Moving on to Karma’s Heavenly Wave: this ability deals a cone of damage roughly equivalent to Mordekaiser’s Siphon of Destruction, however it takes six ranks to do comparable damage to Mordekaiser’s five ranks in Siphon of Destruction. The comparison of base damages is similar to any cone in the game. This brings out the first instance of Karma’s major flaws. Having six ranks in her three abilities is a detriment, not an advantage. It only means that it takes her one level longer to get a skill to maximum rank than any other champion.The healing portion of Heavenly wave is one of two AoE healing spells in League of Legends currently, the only other one being Alistar’s Triumphant Roar. Stacking the two together, Triumphant Roar is the superior ability. Not only is it a center-based Radius with 75 shorter range than Karma’s 60-degree AoE, it can be used at least twice as often as Karma’s Heavenly Wave. Karma’s Heal scales pitifully to do any sort of sustain, as it only grants a small base amount plus 5% of the targets missing health to her heal. Triumphant roar has a small 0.2 Ability power ratio, however that is at least more reliable as a sustain cast.Karma’s next ability: Spirit Bond. This is an ability which on paper sounds great, but in practice proves to be lack luster and worthless to level, but more worthless to not level, leaving karma players stuck. A 10% slow is almost unnoticeable. Zeal gives 8% movement speed, and Karma’s Spirit bond removes that plus an astounding 2%. A 10% slow on a fifteen second cooldown is almost not worth casting, and turning that 10% into a 20% with a charge of her ultimate is often necessary, taking away one chance at the utility of her other spells. In comparison, Kayle’s Reckoning is a 35 percent slow, is unbreakable even if the target flashes or slows, deals damage to the initial target and is on an eight second cool down.Another comparison is Zilean’s Time Warp. Time Warp grants 55% decrease/increase at rank one for half the time, and at rank five it still grants more than twice the slow of Karma’s Spirit Bond at rank six, and it lasts half a second longer. With a cooldown reduction of 10 seconds from his Rewind, Zilean can cast this ability just as often, and three times as often as karma can grant a 40% slow. Perhaps this is made up for by the fact that anyone running through the line between Karma and the champion gets the same speed modifiers, however, a thin line of don’t walk or do walk into is less applicable than one would think. This also damages her mid-lane, as the damage from her Spirit link doesn’t apply on the primary target, only targets that cross the beam can trigger Spirit Bond’s damage component.Karma’s Soul Shield is the next problem ability. It carries the exact same bases as Janna’s Eye of the Storm, except in this case, ranking it up one more time grants 40 more damage absorbed. However, Eye of the Storm has a 0.9 ability power ratio, while Soul Shield has a 0.8 ratio, which will even both abilities out in late game, even though Karma has spent one more skill point than Janna. That is the only instance where the two abilities are similar. Eye of the Storm gets the bonus factor that it can affect turrets. Eye of the Storm also grants an Attack Damage buff to the target. Once again to get any extra utility from Soul Shield, Karma must expend a charge of mantra, taking utility away from her other spells. No other champion has this issue. Also, Janna’s Eye of the Storm as 150 more range than Soul Shield.Karma’s issues aren’t just the numbers on her abilities. Three sub-standard abilities, an ultimate that turns them into slightly better versions of spells that other supports bring to the table are the primary tools in Karma’s kit. What she has is not great, but the real problem is what Karma does not have: Crowd Control. She has no way to keep the enemies off of her carry, or herself for that matter. Karma has no silence like Soraka, no stun like Taric or Sona, no knock up like Alistar or Janna. This is the proverbial ‘final nail in the coffin’ for Karma. Her lack of any form of Crowd Control means that the opposing carry can waltz up with a mitigating heal on them, and just keep pounding on their target. She can’t keep anyone from flashing out, or running in. She can’t stop a jungler from tower diving in, or push them back out of range. Leaving bottom lane vulnerable is sure to lead to many disappointing games and raging team mates.