courtesy of lol-patch.com
v1.0.0.118 - 2011-05-10
Fixed a bug where by casting spells in rapid succession you could charge multiple spells with a single Mantra
Chakra now shows a cooldown
v1.0.0.115 - 2011-04-11
Fixed a bug where the visual for Heavenly Wave occasionally wouldn't align with the direction cast
Mantra Soul Shield now shows an area of effect indicator when your cursor hovers over an ally
v1.0.0.114 - 2011-03-28
Fixed a bug where the Mantra version of Heavenly Wave was not granting assists for healing allies
Spirit Bond's leash range has been increased by a small amount
Mantra now scales with level on a 30/25/20 second cooldown at levels 1/7/13 respectively instead of on 25 second cooldown at all levels
v1.0.0.112 - 2011-03-01
Heavenly Wave base heal increased to 35/55/75/95/115/135 from 30/45/60/75/90/105
Spirit Bond cooldown reduced to 15/14/13/12/11/10 from 20/18/16/14/12/10.
Soul Shield Increased the shield strength by 10 at all ranks.
Mantra cooldown reduced to 25 seconds from 30 seconds.
v1.0.0.111 - 2011-02-16
Spirit Bond now properly assigns assist markers to allies that receive the haste bonus
Fixed a bug where Spirit Bond would break friendly spell shields and not apply the haste bonus
Fixed a display bug where Spirit Bond's beam would appear at Karma's feet for enemy players
v1.0.0.118 - 2011-05-10
Fixed a bug where by casting spells in rapid succession you could charge multiple spells with a single Mantra
Chakra now shows a cooldown
v1.0.0.115 - 2011-04-11
Fixed a bug where the visual for Heavenly Wave occasionally wouldn't align with the direction cast
Mantra Soul Shield now shows an area of effect indicator when your cursor hovers over an ally
v1.0.0.114 - 2011-03-28
Fixed a bug where the Mantra version of Heavenly Wave was not granting assists for healing allies
Spirit Bond's leash range has been increased by a small amount
Mantra now scales with level on a 30/25/20 second cooldown at levels 1/7/13 respectively instead of on 25 second cooldown at all levels
v1.0.0.112 - 2011-03-01
Heavenly Wave base heal increased to 35/55/75/95/115/135 from 30/45/60/75/90/105
Spirit Bond cooldown reduced to 15/14/13/12/11/10 from 20/18/16/14/12/10.
Soul Shield Increased the shield strength by 10 at all ranks.
Mantra cooldown reduced to 25 seconds from 30 seconds.
v1.0.0.111 - 2011-02-16
Spirit Bond now properly assigns assist markers to allies that receive the haste bonus
Fixed a bug where Spirit Bond would break friendly spell shields and not apply the haste bonus
Fixed a display bug where Spirit Bond's beam would appear at Karma's feet for enemy players
+ Show Spoiler [Abilities & Statistics] +
courtesy of leagueoflegends.wikia.com
Abilities
Passive Inner Flame:
Karma gains up to 30 / 50 / 70 / 90 / 110 / 130 increased ability power corresponding to her percentage of missing health.
Q Heavenly Wave:
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) of health the targets are missing is added to the heal.
Cooldown: 6 seconds
Range: 700 (estimate)
Cone Width: 90º
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
W Spirit Bond:
Karma creates a beam between an ally or enemy 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.
Range: 800
Leash range: 1000
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)
E Soul Shield:
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.
Cooldown: 10 seconds
Range: 650 (estimate)
Radius of Damage AoE: 600 (estimate)
Cost: 70 / 80 / 90 / 100 / 110 / 120 mana
Shield Strength & Magic Damage: 80 / 120 / 160 / 200 / 240 / 280 (+0.8 per ability power)
R Mantra:
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.
No cost
Cooldown: 0.25 seconds
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
Abilities
Passive Inner Flame:
Karma gains up to 30 / 50 / 70 / 90 / 110 / 130 increased ability power corresponding to her percentage of missing health.
Q Heavenly Wave:
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) of health the targets are missing is added to the heal.
Cooldown: 6 seconds
Range: 700 (estimate)
Cone Width: 90º
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
W Spirit Bond:
Karma creates a beam between an ally or enemy 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.
Range: 800
Leash range: 1000
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)
E Soul Shield:
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.
Cooldown: 10 seconds
Range: 650 (estimate)
Radius of Damage AoE: 600 (estimate)
Cost: 70 / 80 / 90 / 100 / 110 / 120 mana
Shield Strength & Magic Damage: 80 / 120 / 160 / 200 / 240 / 280 (+0.8 per ability power)
R Mantra:
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.
No cost
Cooldown: 0.25 seconds
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
Why play Karma?
She is a FotM waiting to happen. Seriously, go stalk SmashGizmo's stream: http://www.own3d.tv/live/82457 and I think Jiji plays her too now and then.
She wins a lot of lanes, farms amazingly, kites amazingly, is really hard to towerdive, can bait better than Nidalee, and happens to synergize well with "tanky assholes that run around and accidentally do damage".
When play Karma?
Any time you can get solo top. She's that good.
Especially if your team has Singed, Mundo, Mordekaiser... Any tanky DPS is cool, but the ones that don't really stick to one target as much are best (because then you don't have to risk yourself to keep them tethered).
Pregame setup:
Summoner Spells
Flash is imbalanced. Ghost is ok too. At least one, maybe both.
Ghost, Ignite, Clairvoyance and Teleport:
Ignite will get you a lot of kills that you wouldn't otherwise get.
Ghost if you are sure that you are the most important person on your team (and that more speed would get you out of bad situations).
Clairvoyance if no one else has it (but still solo top - you are not a support you are a GOD).
Teleport because you can solo push pretty well and it's imba.
Masteries
9/0/21, no questions. You don't need SoS because of imba mantras, and utility is god on casters.
Runes
Red magic penetration
Yellow scaling mana regen
Blue scaling ability power
Quint flat ability power
You can substitute armor yellows and magicresist blues, but your shield is plenty of survivability as is and killing them faster is better than not dying as quickly.
Skill order and use
None of Karma's abilities are particularly effective until you put lots of points into them. Tether (W) is usually left till last, since it's the least reliable damage and the hardest to farm with.
If the enemy champion is melee or otherwise short ranged, just walk up near them and mantra-shield yourself and toss some fans at them. If the enemy champion outranges you, mantra-shield a creep when they try to last hit it. You have effective 1200 range with mantra-shield. CRAZY.
Fans are pretty straightforward. They aren't particularly longranged, but they're wide, and your shield should absorb enough damage that you can just walk up to the enemy and fan them.
Tether is your most complicated skill and the hardest to use. It's also got the highest base damage of all your skills and is the only one that affects your opponent's movement. It can be a good choice over the fans if you know your enemy will be getting between the creeps and you. It makes ganking your lane much easier.
In teamfights tether someone that needs speed while spamming mantrashield and fans, saving a mantra for a clutch heal. Position carefully - you become squishy as soon as you shield someone else.
Items: Most of the time rush Deathcap -> Zhonyas/Abyssal. If you feel squishy or threatened, or need to initiate for your team, get Abyssal Scepter and/or Zhonya's Hourglass, THEN get Deathcap. After Deathcap if you can't hog blue buff, you'll want Morello's Tome. But you should always hog blue buff. Blue elixir will cap your CDR.
From there, get any of the following as appropriate:
Banshee's Veil - spellshield, mana, magic resist. Replace with Force of Nature or Quicksilver Sash if you feel appropriate.
Guardian Angel - always kill never die. Get this as your 5th or 6th item.
Archangel's Staff - More mana, charges fast with all your spam, lots of AP. Leaves you squishy though. Shouldn't get this if you can secure blue.
Rylai's - more health, more AP, and a decent passive. Acceptable, though not amazing.
Warmogs - if your teammates rage at you for farming so much, buy this so you have an excuse.
Mejai's - you get plenty of assists and have high survivability. Good person to buy it on.