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User blog:Ratsedai/Custom Karma remake


Custom Karma remake

Ratsedai April 14, 2012 User blog:Ratsedai

Hi everyone. This is my first post, u can find mistakes here and there but just pls dont hate it too much My grammar is rather bad as im not a natural English speaker .As long as it is understandable pls bear with it.

Jump to the point with this remake i want her not to be an item-dependant champion anymore.


1 Growth 18 1 Growth 18
Health 410 (+86) Attack damage 50 (+3.3)
Health regen. 4.7 (+0.55) Attack speed 0.625 (+2.3%)
Mana 240 (+60) Armor 15 (+3.5)
Mana regen. 6.8 (+0.65) Magic resist. 30 (+0)
Attack range 425 Mov. speed N/A

Changes :

Dificulty : 80->90 I give Karma 9 abilities and you can only use 3 at a given time. It take some experiences to decide which to use thus i increased difficulty.


Patch V1.0.0.116
Inner Flame.png
Inner Flame
(Innate): For every 1% missing health all Mantra-ed abilites heal allies within their aoe for 0.2 - 2 (based on level) health and Karma gains 0.2 - 1.4 (based on level) % MR penetration.
* Dont flame yet. I will nerf her damage and scale rate heavily below thus the current passive doesnt fit my new kit also the current passive boosts Karma's item dependant-ness. This will discourage buying Rabadon and Lichbane but still makes her extremely dangerous at low hp. Level 18 she will deal true damage at 29% hp.
  • Note : The bond's target and shield's target wont be healed
Inner Flame
Ability Description Leveling up
Heavenly Wave.png
Heavenly Wave
(Active): Karma sends a wave of hidden blades from her fans, dealing magic damage to units in a cone in front of her.Has different effects depend on the numder of Mantra charges consumed.

1 Charge: Deal damage and heal for a based amount+3% (+1% per 90 ability power above 25) of health the targets are missing .

2 Charges: Double based amount+4% (+1% per 70 ability power above 25) of health the targets are missing .Reveals the arena for 7 seconds

3 Charges: Triple based amount+5% (+1% per 50 ability power above 25) of health the targets are missing .Upon cast restores allies's original stats then gives affected allies 35% tenacity buffs,and enemies a debuff that deal true damage each times they get healed,equal to 30% of the healed amount. Both last for 4 seconds

  • Cooldown: 6 seconds
  • Range: 700 (estimate)
  • Cone Width: 60º

Cost: 70 / 75 / 80 / 85 / 90 / 95 mana

Cool down: 11 / 10 / 9 / 8 / 7 / 6

Magic Damage: 70 / 100 / 135 / 170 / 200 / 230 (+0.4 per ability power)

Base Heal: 12 / 19 / 25 / 32 / 39 / 45

2 Charges note : It will reveal the arena like pink ward not the units.Champions just need to get out of the arena to remain invisible, does not reveal wards.

3 Charges note : Up on cast it will restore all your debuffed stats . I.E : when you are under effect of Trundle's Q casting this will bring your AD back.

The buff is tenacity it wont stack with Merc boots.The debuff will active response to life steal/regen/heal/spellvamp like ignite but after the target is healed

Note : Heal based amount is divided by 3 Lowered Based damage (except lvl 1)and scale rate from 0.6 to 0.4 Increased range from 600 to 700 Increased CD at low level

{{ }}.

Heavenly Wave
Spirit Bond.png
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 bond has different effect and colour depend on number of Mantra Charges consumed

1 Charge: The movement speed modifier gains 40% bonus.(White to allies/Yellow to enemis)

2 Charges: The movement speed modifier gains 70% bonus.If the bond breaks(either cause of reaching leash range or target is stealthed/teleported,after 0.2 sec delay, Karma will be transported to the targeted unit's location. Deal same amount of bond damage in a small aoe.(Blue/Green)

3 Charges: Double the effect of the movement speed modifier.On ally cast Karma takes 25% of damage the target would take as true damage. On enemy cast transfers 5% of the target's total AD/AP to Karma per second. Enemies who touch the bond also get knocked back (Crimson/Black)

  • Range: 800
  • 2 Charges AOE : 200
  • 3 Changes Knockback Range: 200

Cost: 65 / 75 / 85 / 95 / 105 / 115 mana

Cooldown: 15 / 14 / 13 / 12 / 11 / 10 seconds

Leash Range: 850 / 900 / 950 / 1000 / 1050 / 1100 units

Movement Speed Modifier: 10 / 12 / 14 / 16 / 18 / 20 %

Magic Damage: 80 / 125 / 170 / 210 / 250 / 290 (+0.5 per ability power)

2 Charges note : Works like a forced flash. Karma will teleport to the unit's location not where the bond break even if the target is invisible ( brush,stealth)or Karma is disabled. Works on minions. Doesnt work if the bond's time runs out

{{3 Charges note : On ally cast Karma take 25% after caculated damage this will active last after any kind of damage reduce(amumu's E,Poppy's initiate).Damage resource is the original damage on ally's resource (in case Karma die ).

The target regains stats every second after the bond break by the same value it lost every second as Karma gradually lose stats every seconds .

}} Note: Changed Leash range Lowered based damage from 80/125/170/215/260/305 to80/125/170/210/250/290 lowered Scale rate from 0.7 to 0.5

Spirit Bond
Soul Shield.png
Soul Shield
(Active): Karma summons a protective shield on an ally or herself that absorbs damage for 5 seconds.

1 Charge: Deals a based amount + 20% of the shield's health as damage.

2 Charges: Deals a based amount + 40% of the shield's health as damage.Give Karma a buff last for 5 seconds. If Karma takes damage while she has the buff it consumes itself to reduce all Karma ability's cooldown by 2 seconds and gives her 1 Mantra charge

3 Charges: Deals a based amount + 60% of the shield's health as damage.As the shield hold silences surrounding enemies for 0.2 sec every 1 sec and stun them for 0.5 sec after 4 sec

  • Cooldown: 10 seconds
  • Range: 650 (estimate)
  • Radius of Damage AoE: 600 (estimate)
  • Radius of Silence/Stun AoE: 250

Cost: 70 / 80 / 90 / 100 / 110 / 120 mana

Shield Strength: 80 / 120 / 160 / 200 / 240 / 280 (+0.8 per ability power)

Base Damage: 16 / 24 / 32 / 40 / 48 / 56

Max Shield Damage : 64 / 96 / 128 / 160 / 192 / 224 (+0.5 per ability power)

2 Charges note : Will active when Karma takes damage from Champion or turret only. Previous DPS on Karma wont trigger the effect either

3 Charges note : Enemies will be silenced from 0 to 0.2/1->1.2/2->2.2/3->3.2/4->4.2 and stunned at 4->4.5 will be total of 1 sec silence and 0.5 sec stun.

Note : now shield only deals 60% of the health as damage at max. Made a based amount because i want the ratio to be as low as 0.5 but the based damage remain decent.

Ability Details

  • .
Soul Shield
(Active): Karma gains a charge over time and stores up to 7 charges. The refresh rate is reduced by cooldown reduction and does not progress when having max charges. . Reload begins when Mantra is activated, not when the charge is applied to another ability.Karma gains one third of her lvl x current stored charges as bonus Armor
  • No cost
  • No Cooldown:
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.

Charge Reload Time: 11 / 10 / 9 seconds

  • You can active Mantra as many times as posible ( up to 8 at a given time with 40 CDR) it wont reset stand by time when u active another Mantra. When an ability is actived it will consume up to 3 charges. Not much diffirent from the current Mantra
  • .Note : Removed cooldown. Refresh rate reduced to11/10/9 from 30/25/20 .Increased max store up charge to 7.Added bonus AR

Over all

Her damage output is lowered by a noticeable amount but she be able to ignore alot of MR after level 13.

Better sustain but smaller shield as in exchange .

Actually you can still play her as an AP carrier if you take the risk and allway stay below ~50% hp. Her damage will be ridiculous and un-counter-able but you will die just from 1 normal attack. It is like Devil May Cry 3 heaven and hell mode xD.But then this will be the most level dependant champ surpassing Kennen.

Only thing im not sure about is her Ulti has AR bonus. I really like the idea cast abilities and lose AR but it seems just a pure buff and sound OP.


I think a champ like this will be quite fun to play so just want to share this. Comments are welcome but not of anykind .

P/s :I know this is poorly edited but it is kinda hard for me to find out how to use the editor so far. Pls bear with it

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