(Innate): Karma gains up to 30 / 50 / 70 / 90 / 110 / 130 increased ability power corresponding to her percentage of missing health.
Tips :
A passive that will really force aggression on your target so that you can recover the most time on your Mantra and as such deal additional damage at your opponents!
The auto-attacks only reduce by half a second, unlike the abilities, but they are easier to place.
(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 above 25) of health the targets are missing is added to the heal.
Tips :
A colourful skillshot!A very useful power to harass.
A new version of the Q that could leave some people feeling confused seeing as it was previously Karma' heal.
Now completely different, this skillshot will let you harass your opponent at a decent range by dealing a reasonable amount of damage. But what will make it more interesting is when it is coupled with your Mantra because the damage will be simply incredible! Add to this the zone slow, before the explosion, and there you have an excellent way to engage.
The famous Mantra zone.The cooldown reduces with the levels and stays very reasonable, especially with the CDR which means that it will be available often. Note that it deals zone damage, even without the effect of the Mantra, on impact. A very good way to farm/push/depush.
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): Binds Karma to the targeted enemy, revealing it and dealing magic damage in 2 seconds. If the link is not broken, the enemy champion is immobilised during the duration (which depends on the level of the spell).
Bonus Mantra (Renewed): Focused Resolve deals more magic damage and heals Karma by an amount equal to 25% of her lost HP for the duration of the spell.
Tips :
I see you!A drain that roots, gives la vision and can even heal! What more can you want?
We can compare this spell to Fiddlestick's drain, as much for the kind of animation it produces as for the damage it deals. It inflicts damage while the spell is active on your target (so, while the link is intact). Also, your opponent is revealed, which can be very interesting for the chase, especially if your target attempts to hide in the bush.
With the Mantra activated, the drain also returns HP to Karma for the duration of the spell, while inflicting big damages. The amount of life returned depends on the amount of HP you are missing, so the less life you have the more will be returned to you.
It is also a good control since your target takes all the damage, so it will be immobilised for a little while! The range of the spell from casting is shorter once bound to your opponent, which means that you will not let go of your opponent even if it is quite far.
(Active): The targeted ally or Karma herself receives a shield that increases movement speed for 1.25 seconds, and which absorbes damage for 4 seconds.
Bonus Mantra (Challenge): The shield gives off energy that deals magic damage to enemy units in range of the target. Allied champions around the target benefit from half of this amount as a shield and the same movement deplacement bonus as the target.
Tips :
The power of the shield!A buff that allows more...
This spell is definately the closest to the old version. It is still a basic shield that you can use on yourself or your allies. However if now adds a move speed buff which increases over time as you upgrade the spell.
Under Mantra, it deals damage to all surrounding enemy units and buffs allies in the zone with move speed, as well as giving them half of the shield available to the target.
BOOM!This is a good support spell that allows you to chase more easily, to bait or to harass with Mantra. However, given that it has been completely enhanced, it is no longer really possible to harass in the lane phase thanks to this spell. You can still do it but less often. There is still the possibility of using it skillfully on the sbires to explode it at distance.
(Active): Karma empowers her next ability cast in the following 8 seconds, giving it an additional effect.
Mantra is automatically available at level 1 for Karma. With each level Mantra increases the power of its effects on the different spells.
Tips :
A skill buff please!...and if we boost our spells?
The Mantra allows you to apply additional effects on your abilities. It is not really an ultimate because it is available from level 1. Its cooldown is longer since the last update. However it can be reduced with the CDR. You can cast a boosted ability a maximum of 8 seconds after having clicked on your R.
We try to play with the passive to reduce the Mantra's cooldown by the maximum amount and to quickly boost the other abilities!
Pros
- She has a good harass thanks to her shield and her fans
- She has a good sustain with her heal
- Quite safe in the lane
- Good mobility
Cons
- Is not viable in a 'real' composition
- Becomes weaker in the late game
- Does not have an ultimate
- Is dependent on her Mantra