now im going to go over why karma should be played more In NA servers.
Karma (going over skills and why they are good)
Karma gains up to 30 / 50 / 70 / 90 / 110 / 130 increased ability power corresponding to her percentage of missing health
this is a butload of ability power, If you can stay on the lower healthed side you can deala butload of damage as just SUPPORT, now in support karmas if your able to get to it your last item should always be a rabadons for increased damage and heals and shields with that ability power and your 5increase from ability power why not a rabadons?
Karma sends forth a wave of hidden blades from her fans, dealing 70 / 110 / 150 / 190 / 230 / 270 (+60% of ability power) 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 for 35 / 55 / 75 / 95 / 115 / 135. An additional 5% (+1% per 50 ability power) of health the targets are missing is added to the heal.
Rank 6 Cost: 95 Mana
Now this is an amazing heal 135 at most and then some more, it also heals all allies and damages enemys in a CONE so if done correctly could save her entire team.
Karma creates a beam between her and an ally or enemy for up to 5 seconds. Allied anchors move 10 / 12 / 14 / 16 / 18 / 20 % faster and enemy anchors are slowed for the same amount. The beam deals 80 / 125 / 170 / 215 / 260 / 305 (+70% of ability power) 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.
Rank 6 Cooldown: 10 seconds
Rank 6 Cost: 115 mana
this is a great tool for catching up to somebody if used for utility slow them speed you up or speed you and your allie up or all three if your allie walks through and also damages the enemy if you make them walk through it from and enemy or allied minion this skill is amazing
Karma summons a protective shield on an ally or herself that absorbs 80 / 120 / 160 / 200 / 240 / 280 (+80% of ability power) damage for 5 seconds.
Mantra Bonus: In addition to casting the shield, a surge of energy bursts out from the shield dealing 80 / 120 / 160 / 200 / 240 / 280 (+80% of ability power) magic damage to enemy units around her target.
Rank 6 Cost: 120 mana
now this is one skill that makes karma this should always be your second in the combo of damage, and heavenly wave should be last cause you do more damage and health restore for heavenly wave being last.
Karma empowers her next ability to do an additional effect. Karma gains a charge every (30/25/20) seconds and stores up to 2 charges. The refresh rate is reduced by cooldown reduction and does not progress when having max charges.
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.
this is the one thing I don't like on karma at level one to 7 it is a very long cooldown, but you should only be using it for your q and e since spirit bond willd eal damage and slow without mantra.
Karma is a force not to be reckoned with if played correctly she can keep her entire team alive and deal all the damage to the enemy team at the same time she is very strong and i wish people knew that