Damaging enemy champions with Karma's abilities refreshes 2 seconds of Mantra's cooldown, and half that amount on basic attacks against enemy champions.
Inner Flame
Range: 950
Cooldown: 7 / 6.5 / 6 / 5.5 / 5
Cost: 50 / 60 / 70 / 80 / 90 mana
Active: Karma fires a ball of energy that detonates on hitting an enemy, dealing magic damage and slowing surrounding enemies by 25% for 1.5 seconds.
If it hits an unseen enemy, the detonation effect will still be visible.
Mantra bonus: Inner Flame deals bonus magic damage and leaves a ??-radius AoE that slows enemies inside by 50%. After 1.5 seconds the area detonates, dealing magic damage to enemies inside. If Inner Flame does not strike a target, the area is created at maximum range.
Active: Karma forms a ??-range tether to target enemy champion, revealing and dealing magic damage to the target over 2 seconds at 0.66-second intervals. Gathering Fire is applied every time this ability damages. If the tether is not broken after the 2 seconds, the target is rooted.
Active: Karma shields target ally for 4 seconds and grants the target bonus movement speed for 1.5 seconds.
Shield: 80 / 120 / 160 / 200 / 240 (+50% AP)
Bonus Movement Speed: 40 / 45 / 50 / 55 / 60%
Defiance
Mantra bonus: Inspire's shield is increased by a bonus amount. Defiance grants this bonus shield and 60% bonus movement speed to herself and nearby allied champions within 700 range of the target while dealing magic damage to enemies in 600 range of the target.
Active: Karma empowers her next ability cast within the next 8 seconds, adding an additional effect. Empowered abilities share the same cooldown as their basic form.
Karma begins with one rank in Mantra and can increase it at levels 6, 11, and 16.
Ranks in Mantra improve the additional effects of empowered abilities.
Notes
Mantra's bonus effects on abilities will stack on top of her abilities' normal effect.
Activating Mantra does not cause Karma's abilities to become available. As with Karma's current ultimate, Karma's empowered abilities share the same cooldown as her regular abilities. She cannot "double up" (like Rengar). [2]