Passive: Inner Flame -- Karma gains additional ability power for each percent of her missing health.
Q: Heavenly Wave -- Karma unleashes a wave of daggers hidden in her fans. The amount of damage dealt or healed is increased for each percent of the target's missing health. * [no mantra] Deals magic damage to enemies in a cone. * [1 mantra] Also heals allies in a cone. * [2 mantra] Also knocks back enemies and cleanses crowd control effects off allies.
W: Spirit Bond -- Karma spiritually connects with another champion for several seconds, lending her power if the unit is an ally or absorbing power if the unit an enemy. Additionally, all units passing through the bond experience effects. * [no mantra] Upon ally / enemy cast, the target gains / loses an amount of movement speed equal to a percentage of Karma's ability power. Either way, all allied / enemy units touching the tether gain / lose half that amount of movement speed. * [1 mantra] Also, the target gains / loses an amount of armor and magic resistance based on Karma's ability power (half the effect for units touching the tether). * [2 mantra] Also, the target gains / loses health based on Karma's ability power (half the effect for units touching the tether).
E: Soul Shield -- Karma protects an ally with her inner calm for several seconds. * [no mantra] Shields an ally from damage. * [1 mantra] Also releases a burst of energy around the target, slowing and dealing magic damage to nearby enemies. * [2 mantra] The burst of energy now stuns instead of slowing the target.
R: Mantra -- Karma activates 1 Mantra charge, empowering her next spell. She also gains bonus magic resistance for as long as the charge is active. Karma can store a maximum of 2 Mantra charges at once.