Karma

Karma

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// Stats

500Health
0/40Mana
25Attack Damage
100Ability Power
0.7Attack Speed
25Armor
25Magic Resist
4Range

// Ability

Karmic Bond

Tether the current target, dealing 280 / 420 / 630 (ap) magic damage over 1.5 seconds. Then release a burst of power around them, dealing 125 / 185 / 300 (ap) magic damage to all enemies in a 1 Hex radius and 30% Slowing them for 2 seconds. Slow: Reduce Attack Speed

Damage Tether APap[ 280 / 420 / 630 ]
Damage Ao EAPap[ 125 / 185 / 300 ]

// Cast timeline

2.10 smana lock per cast
0.60 scast window1.50 schannel

From the mana bar filling until mana can come in again. No mana comes in during this time. Mana locked through the 1.50 s channel after the cast; no attacks during it.

0 / 40mana at start / to cast
+7mana per attack
+2mana per second
0.70attacks per second
0.30 sattack delay: from the start of an attack until it hits
0.27 safter the hit until it can cast or attack again
0.0 s0.70 attacks/s0/40
  • attack animation
  • attack lands
  • attack recovery
  • cast window (mana locked)
  • channel

First cast at 6.00 s with 0.70 attacks per second. Items, traits and damage taken change the mana pace; the cast, effect and channel windows do not.

Step by step, in words
  1. Mana reaches 40/40: the cast starts and the mana lock goes on (no mana from attacks, ticks or damage taken).
  2. 0.00 to 0.60 s: cast window. The unit plays its cast animation and its return to idle; it cannot auto attack.
  3. 0.60 to 2.10 s: channel. Still mana locked, still no attacks.
  4. 2.10 s: unlock. Mana starts again (overflow kept) and a fresh attack starts from zero; it lands at 2.40 s at base attack speed (the attack delay is 21% of the attack animation).
  5. Attack loop: the attack lands at 21% of the attack animation (mana granted) and unlocks at 40%; a cast that becomes possible at the landing starts at that unlock point, cutting the rest of the attack.
  6. Mana gain: 7 per attack and 2 per second; combat starts at 0/40.
  7. Overflow is banked: mana past 40 from attacks or regen is kept through the cast (38/40 plus 7 casts and comes back with 5). Same rule for every champion; only the amounts differ by role.

// Damage calculation

Measured at 2 stars on a level 8 board the Trait Explorer builds around its traits (optimal tall, its traits at their lowest breakpoint, teammates at 2 stars without items, positioned by role), against a level 8 enemy comp (Elderwood Lux, Ornn, Xayah, Alistar, LeBlanc, Hecarim, Ezreal, Gnar: 3 tanks, 1 melee, 4 ranged, 2 stars), over 20 seconds of combat with real cast times, mana lock and item effects.

Its board: Karma, Blossom Lux, Yorick, Yunara, Master Yi, Ahri, Sett, Ashe.

141DPS with no items
548DPS with the best 3 items
345on the primary target

// Survivability

Alone, no items, 2 stars: its own damage against a 30 armor / 30 magic resist dummy, and what it soaks under 600 damage per second, half physical, from 4 attackers, over 20 s.

67DPS alone
1,125Effective health · dies at 2 s

Open in the DPS calculatorOpen in the effective health calculator

BuildDPS (all targets)DPS (primary)
Blue BuffSpear of ShojinGiant Slayer548345Open on the Board
Blue BuffGiant SlayerArchangel's Staff540345Open on the Board
Blue BuffGiant SlayerVoid Staff540350Open on the Board
Blue BuffGiant SlayerAdaptive Helm521323Open on the Board
Blue BuffBlue BuffGiant Slayer518316Open on the Board

Builds are ranked by calculated damage: every damage item alone first, then every 3-item combination of the 12 best. Ability model confidence: high. Change the enemies, items and teammates in the calculator.

// Itemized Roles

Ranged AD SupportSituationalLast WhisperRed BuffSpear of Shojin

1-cost ranged AP Caster (game role tag, range 4). It can hold the team Sunder and Burn items for an AD comp; its own AP damage does not profit from the debuff. Mana lock 2.10 s per cast against a 6.0 s fill (26% locked). Casts per minute at base speed 7.4; with Spear of Shojin 10.3, Blue Buff 10.7, a +45% attack speed item 9. Blue Buff and Spear of Shojin are within 4% of each other, so either keeps the loop rolling; the default mana-per-attack set stays. One Sunder item and one Burn item for the team, plus the third item that adds the most calculated damage for Karma (392 DPS at 2 stars against three 2-star tanks). Ionic Spark, Evenshroud and Sunfire Cape are left out: at range 4 their aura would not reach the enemies.

Ranged AP CarrySituationalBlue BuffSpear of ShojinGiant Slayer

1-cost ranged AP Caster (game role tag, range 4). As the comp's damage dealer it takes the best calculated damage items. Mana lock 2.10 s per cast against a 6.0 s fill (26% locked). Casts per minute at base speed 7.4; with Spear of Shojin 10.3, Blue Buff 10.7, a +45% attack speed item 9. Blue Buff and Spear of Shojin are within 4% of each other, so either keeps the loop rolling; the default mana-per-attack set stays.

Ranged AP SupportSituationalVoid StaffRed BuffSpear of Shojin

1-cost ranged AP Caster (game role tag, range 4). When another champion carries, it holds the team Shred/Sunder and Burn items. Mana lock 2.10 s per cast against a 6.0 s fill (26% locked). Casts per minute at base speed 7.4; with Spear of Shojin 10.3, Blue Buff 10.7, a +45% attack speed item 9. Blue Buff and Spear of Shojin are within 4% of each other, so either keeps the loop rolling; the default mana-per-attack set stays. One Shred item and one Burn item for the team, plus the third item that adds the most calculated damage for Karma (481 DPS at 2 stars against three 2-star tanks). Ionic Spark, Evenshroud and Sunfire Cape are left out: at range 4 their aura would not reach the enemies.