If anyone actually reads these or looks at my guide than you will know that I'm an avid Karma player. While I have found a way that I feel makes her work I still feel that as a champion she is still a bit weak compared to others and that's not okay to let it keep going. I think her re-work did her some justice in terms of a good kit and I believe the Mantra mechanic is in a good place at the moment. But I think her "ultimate" could use some work to really give her a presence outside of laning phase. To really be effective with her ultimate it basically requires you to always be in the right spot at the right time to utilize it to the fullest, which almost isn't possible. So Below I will entail some ideas that I believe could work for Karma without warranting another massive rework.

The first ultimate I have really put a lot of thought into would work similarly to her old move Heavenly Wave. It would basically work something like this:

At rank 1-5 she would only have her Mantra mechanic as her ultimate, which simply be a passive effect itself for the rest of it. Upon reaching levels 6, 11, and 16 it would level up the rest of her ultimate.

Now, if this ultimate were to be in the tooltip it would read something like this:

Ultimate No. 1

"Karma consumes her Mantra charge, becoming the living embodiment of Ionia. She immediately gains up to 40/80/120 bonus AP corresponding to how much HP she is missing at the time of activation. Additionally a mighty inner fire erupts around her for the duration, dealing 120/160/200 (+60% AP) magic to each enemy in the area for the next five seconds each second and healing herself and her allies for 2%/3%/4% (+1% for every 100AP) of their missing health. After the five seconds is up Karma becomes exhausted. Her mantra goes on cooldown for an additional (static cooldown) 20 seconds."

Similarly to her current passive, her ultimate could go on an extremely long cooldown of at least 150+ seconds. But the cooldown could be reduced by one second for each ability casted on or near her as well as auto attacks.

Another thing I thought might work if this ultimate is deemed to powerful would be that once she hits level 6 and/or the ultimate comes off of cooldown, would be that she has no choice but to use her ultimate the next time she attempts to use a mantra. This way she would be forced to become vulnerable for a time rather than constantly wait for her ultimate or mantras to fight.
Ultimate No. 2

This ultimate would basically function the same in terms of when it becomes available, how and when the mantras could be used, and the penalty that would be incurred after using it. How,ever this ultimate would give Karma more choices, which is basically what she's all about.

Tooltip:

"Karma consumes her mantra charge, unleashing the inner paths of Ionia. Within the next five seconds, Karma can either cast the spirits on her allies, her enemies or herself.

On Enemy cast: The path of war is uleashed upon a single enemy dealing 130/160/190 (+60% AP), slowing them for 10%/15%/20%, and then bouncing to another enemy and dealing the same effects. This cannot bounce to the same enemy more than twice and cannot bounce back to the champion who bounced it to them (ie. you place it on Caitlyn, then it bounces to Malphite, it cannot bounce back to Caitlyn again without bouncing to another champion first.) IT also cannot bounce more than five times.

On Ally Cast: The path of peace is bequeathed to Karma's allies, immediately healing them for 15%/20%/25% of their missing health and increasing their movement speed by 10%/15%/20%. The bouncing mechanic works the same for this one as it does for the enemies.

On Self Cast: Karma releases the paths of War and Peace onto the field. Enemies hit by the path of war take 60/80/90 magic damage and are slowed by 10$/12%/15%. Bouncing mechanic is the same. Allies touched by the path of peace are healed for 5%/10%/15% of their missing health and are hasted by 10%/12%/15%. Bouncing mechanic is the same.

Afterwards she would be punished again with the static mantra cooldown and the really long ultimate cooldown.

I thought maybe the first ultimate could incur movement speed penalties/bonuses as well. Or maybe either of the ultimates could grant a small amount of armor or magic resistance as well and remove it from the enemies. I don't know yet. I want to see what everyone thinks on these first.

Of course these ideas are very beta and probably need some major balancing and adjusting still. But these ideas are the most developed ones that I have at the moment. Any constructive feedback would be appreciated as I may decide to one day post these on riot's forums. :p

Thanks for taking the time to read this!