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Karma


Even in her youth, Karma exhibited almost superhuman composure. While her peers explored the torrent of emotions that came with adolescence, Karma meditated in the Lotus Gardens. She was convinced that the true path to enlightenment was a journey inward, to a place within the self, overlooked by most. She exuded such inner contentment that she quickly became a go-to mediator and confidante in her village. Her instructors used to say: ''That girl can not only weather a storm, but calm it.'' Karma did not live extravagantly; her parents owned a local business selling antiques in the Navori province and they often struggled to provide for themselves, though they did so with cheery optimism. Her most prized possessions were two exquisite fans taken from her family's shop.

When Noxian troops invaded southern Ionia, her village was one of the first to fall. The villages who survived the assault were captured by Noxian forces. It was then that Karma found her calling. By exploiting the insecurities of the Noxian commander, she negotiated the safe release of the villages to the northern lands. She was present at the Placidium, where the Elders had considered surrender until Irelia's impassioned last stand renewed the Ionian's hope. Karma used this hope to solidify the Elders' commitment to remain defiant against the Noxian onslaught. For her devotion and charisma, Karma was made the figurehead of the Ionian resistance. She never compromised, and she shared every hardship with her people, even when it came to combat. By tapping into her inner resilience, she discovered that she could bring great force to bear against her foes on the battlefield. She modified her fans into lethal implements, and was tutored by Janna to enhance their effects. The Noxians called her, ''The Enlightened One,'' a nickname she embraced, and one which they would come to dread. She joined the League to represent Ionia in the ultimate political arena.

''Her fan technique is a deadly art of grace and poise, but her truest strength lies in the hearts of those willing to die alongside her.'' -Irelia

Stats


Health.....................410 (+86 / level)
Mana.......................240 (+60 / level)
Attack Damage........50 (+3.3 / level)
Attack Speed...........0.625 (+1.437% / level)
Move Speed............310
Armor......................15 (+3.5 / level)
Magic Resistance.....30 (+0 / level)
Health Regen...........4.7 (+0.55 / level)
Mana Regen.............6.8 (+0.65 / level)
Range.....................425


Abilities


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


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Heavenly Wave
Karma sends forth a wave of hidden blades from her fans, dealing 70 / 110 / 150 / 190 / 230 / 270 (+0.6 per 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 for 35 / 55 / 75 / 95 / 115 / 135 to herself and allies in the cone. The amount healed is amplified by 5% (+0.02% per ability power) of the amount of life Karma or her allies are missing.

Cooldown..............6 seconds.
Cost....................70 / 75 / 80 / 85 / 90 / 95 Mana.
Range...................400


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Spirit Bond
Karma bonds an ally or enemy creating a beam between them for up to 5 seconds. Bonded allies have increased 10 / 12 / 14 / 16 / 18 / 20 % movement speed and bonded enemies have reduced movement speed. Enemy units that come in contact with the beam take 80 / 125 / 170 / 215 / 260 / 305 (+0.7 per ability power) magic damage, and champions who pass through the beam receive the same movement sp.

Mantra Bonus: Karma strengthens the bond to double the effect of the movement speed modifier.

Cooldown..............15 / 14 / 13 / 12 / 11 / 10 seconds.
Cost.....................65 / 75 / 85 / 95 / 105 / 115 Mana.
Range...................800


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Soul Shield
Karma summons a protective shield on an ally or herself that absorbs 80 / 120 / 160 / 200 / 240 / 280 (+0.8 per ability power) incoming damage and lasts up to 5 seconds.

Mantra Bonus: In addition to the shield, energy bursts out from the shield, dealing the same amount of damage as it shields to enemy units around the recipient.

Cooldown..............10 seconds.
Cost.....................80 / 90 / 100 / 110 / 120 / 130 Mana.
Range...................650


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Mantra (Ultimate)
Karma empowers her next ability with an additional effect. Karma gains a charge every 30/25/20 seconds up to 2 charges. The refresh rate is reduced by Cooldown Reduction. Available at level 1 and does not require skill points. Mantra scales with level on a 30/25/20 second cooldown at levels 1/7/13 respectively.

Cooldown..............30/25/20 for level 1/7/13 seconds.
Cost.....................None.
Range...................None.