|(Innate): Karma gains up to increased ability power corresponding to her percentage of missing health.|
| Inner Flame is a passive ability that will grant Karma bonus ability power, scaling with her percentage of missing health.
|(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.
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
| Heavenly Wave is a conic area of effect ability that deals magic damage to all enemy units in the affected area. |
|(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 beam deals magic damage to enemies and applies the same movement speed adjustment anchors receive to any champion it passes through for 3 seconds. The beam breaks if the bonded target is stealthed.
Mantra Bonus: Karma strengthens the bond to double the effect of the movement speed modifier.
Cost: 65 / 75 / 85 / 95 / 105 / 115 mana
Cooldown: 15 / 14 / 13 / 12 / 11 / 10 seconds
Movement Speed Modifier: 10 / 12 / 14 / 16 / 18 / 20 %
Magic Damage: 80 / 125 / 170 / 215 / 260 / 305 (+0.7 per ability power)
| Spirit Bond is a targeted tether that slows enemy targets and gives a movement speed bonus to allied targets. Any unit that comes into contact with the tether will receive magic damage and the appropriate movement speed modifier, depending on if it is an ally or an enemy. |
Mantra: Empowering Spirit Bond will double the effect of the movement speed modifier.
|(Active): Karma summons a protective shield on an ally or herself that absorbs damage for 5 seconds.
Mantra Bonus: In addition to casting the shield, a surge of energy bursts out from the shield dealing magic damage to enemy units around her target.
Cost: 70 / 80 / 90 / 100 / 110 / 120 mana
Shield Strength & Magic Damage: 80 / 120 / 160 / 200 / 240 / 280 (+0.8 per ability power)
| Soul Shield is a targeted ability that places an absorption shield around the allied target, absorbing incoming damage. |
|(Active): Karma empowers her next ability to do an additional effect. Karma gains a charge over time and stores up to 2 charges. The refresh rate is reduced by cooldown reduction and does not progress when having max charges. Both charges may be queued for application on the next 2 abilities. Reload begins when Mantra is activated, not when the charge is applied to another ability.
||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: 30 / 25 / 20 seconds
| Mantra is an active ability that will empower Karma's next ability and cause it to have an added effect. Mantra is ammo based, and Karma can only have up to 2 charges at any given time. Whenever Karma has a charge, she will have small fans floating around her (one per charge).