Unterstützer
UnterstützerStand off the minion line and throw Q on the ADC’s last-hit step so the splash taxes farm without auto-shoving the lane, because Karma gets mean when she owns that side angle instead of firing straight through the wave
Karma is a Mantra choice champion: RQ to punish a farm step or bad wave, RE on the ally about to make first contact, and RW when a diver has to stop on top of you and hand over the tether
If bot lane goes quiet and fair, Karma gets ordinary fast—recent data shows she is much better before 25 minutes than after 35, and even truly even starts are worse for her than for slower enchanters nearby
Usually the ally about to touch the fight first, not the one already losing it. If your jungler or bruiser is crossing the dangerous space to start contact, RE them early so the move speed changes whether the engage even lands cleanly. If your carry is being hard threatened but still has room to kite, RE them before the enemy fully arrives so they keep spacing and cooldowns. The miss is waiting until someone is already at 20% and then using RE as a late bandage. On Karma, the best RE often prevents the bad moment instead of repairing it.
Karma's damaging abilities will reduce the cooldown of Mantra.
Karma sends forth a ball of spirit energy that explodes and deals damage upon hitting an enemy unit.Mantra Bonus: In addition to the explosion, Mantra increases the destructive power of her Inner Flame, creating a cataclysm which deals damage after a short delay.
Karma creates a tether between herself and a targeted enemy, dealing damage and revealing them. If the tether is not broken, the enemy will be rooted and damaged again.Mantra Bonus: Karma strengthens the link, healing herself and extending the root duration.
Karma summons a protective shield that absorbs incoming damage and increases the Move Speed of the protected ally.Mantra Bonus: Energy radiates out from her target, strengthening the initial shield and applying Inspire to nearby allied champions.
Karma empowers her next ability to do an additional effect. Mantra is available at level 1 and does not require a skill point.