Why karma should be played more.

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49803

Member

01-27-2013

now im going to go over why karma should be played more In NA servers.

Karma (going over skills and why they are good)
Inner Flame
Karma gains up to 30 / 50 / 70 / 90 / 110 / 130 increased ability power corresponding to her percentage of missing health

this is a butload of ability power, If you can stay on the lower healthed side you can deala butload of damage as just SUPPORT, now in support karmas if your able to get to it your last item should always be a rabadons for increased damage and heals and shields with that ability power and your 5increase from ability power why not a rabadons?


Heavenly wave:
Karma sends forth a wave of hidden blades from her fans, dealing 70 / 110 / 150 / 190 / 230 / 270 (+60% of ability power) 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 for 35 / 55 / 75 / 95 / 115 / 135. An additional 5% (+1% per 50 ability power) of health the targets are missing is added to the heal.

Rank 6 Cost: 95 Mana

Now this is an amazing heal 135 at most and then some more, it also heals all allies and damages enemys in a CONE so if done correctly could save her entire team.

Spirit Bond
Karma creates a beam between her and an ally or enemy for up to 5 seconds. Allied anchors move 10 / 12 / 14 / 16 / 18 / 20 % faster and enemy anchors are slowed for the same amount. The beam deals 80 / 125 / 170 / 215 / 260 / 305 (+70% of ability power) 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.

Rank 6 Cooldown: 10 seconds
Rank 6 Cost: 115 mana
this is a great tool for catching up to somebody if used for utility slow them speed you up or speed you and your allie up or all three if your allie walks through and also damages the enemy if you make them walk through it from and enemy or allied minion this skill is amazing

Soul Shield
Karma summons a protective shield on an ally or herself that absorbs 80 / 120 / 160 / 200 / 240 / 280 (+80% of ability power) damage for 5 seconds.

Mantra Bonus: In addition to casting the shield, a surge of energy bursts out from the shield dealing 80 / 120 / 160 / 200 / 240 / 280 (+80% of ability power) magic damage to enemy units around her target.

Rank 6 Cost: 120 mana

now this is one skill that makes karma this should always be your second in the combo of damage, and heavenly wave should be last cause you do more damage and health restore for heavenly wave being last.

Mantra
Karma empowers her next ability to do an additional effect. Karma gains a charge every (30/25/20) seconds 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.

this is the one thing I don't like on karma at level one to 7 it is a very long cooldown, but you should only be using it for your q and e since spirit bond willd eal damage and slow without mantra.


Conclusion
Karma is a force not to be reckoned with if played correctly she can keep her entire team alive and deal all the damage to the enemy team at the same time she is very strong and i wish people knew that


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catalyst1c

Senior Member

01-27-2013

i just want a better cd on her karma or a 3rd point at rank 3 of ult!


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Irish Red Cap

Senior Member

01-27-2013

Karma is good, but you even pointed out she has rank 6 abilities that are only about 1-2% stronger than a rank 5 ability from other champs. So she waste a level aka. getting to 10 before she reaches her max on the first ability. This puts her slightly behind. And you heal you must burn mantra, or do damage you must burn mantra. And with even 40% (max) CDR Mantra cd is still 12-15 seconds. That's 2 cooldowns per "support/damage" skill you have. Not worth it in the end. She's a fun champ, a great champ but needs some love from Riot to be more viable in this meta.


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49803

Member

01-27-2013

well i think that if your support karma you should really only need one mantra ever 6 or so seconds but if you karmas full potential you really should use both one on heal other on shield


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49803

Member

01-27-2013

what really should happen is make HEAVENLY wave do its heal first then mantr bonus the damage that would actually make her a who lot better.
heavenly and you have to mantra to make it heavenly lol


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Ghoststorm2013

Member

01-27-2013

Karma just needs a rework. Good potential, but that is it.