AT A GLANCE
Strengths
- Hard control: Bloodbath (stun)
Weaknesses
- No dash or blink — hard to escape a dive
- No protection from crowd control
- Long ultimate cooldown — 60 / 52 / 44 s by level
SKILLS
Vampire Pact
Each time Carmilla deals damage to an enemy hero, she steals 7–11 Physical Defense & Magic Defense (scales with level) from them. The stolen Physical and Magic Defense can stack up to 5 times and last 5 seconds. However, Carmilla can only steal defense from the same enemy hero once every 5 seconds.
Crimson Flower
Cooldown: 9 s
slow
Carmilla summons two Crimson Flowers that circle around her for 5 seconds dealing 100–200 (+50% MP) magic damage each time they hit an enemy and slowing them by 10% for 0.8 seconds (the slow effect stacks up to 50%). The circling speed of the Crimson Flowers also increases with each hit.[speed unknown]
Carmilla recovers 75–150 (+35% MP) HP each time a Crimson Flower deals damage (only recovers 30% of that amount when hitting Minions).
Bloodbath
Cooldown: 12–8 s by level
stun
Carmilla accumulates Bloodbath Energy, gaining 70% Movement Speed that decays over 4.5 seconds.
Use Again: Carmilla unleashes the accumulated Bloodbath Energy on the target enemy hero or Creep, dealing 150–300 (+120% MP) magic damage and stunning them for 0.6 seconds. The damage and stun duration scale with the accumulation time (up to 100%).
Curse of Blood
Cooldown: 60 / 52 / 44 s by level
immobilizeslow
Carmilla casts Curse of Blood on the target location, slowing enemies hit by 50%. After 0.8 seconds, enemies still within the area will take 450–750 (+130% MP) magic damage, and will be immobilized for 1 seconds, slowed by 30% and linked for 5 seconds.
When a linked enemy takes damage or becomes controlled, all the other linked targets take 50% of the damage and become controlled for 100% of the duration. Enemies can move away from one another to break the link.[range unknown]
WHO COUNTERS CARMILLA
Pick them when the enemy has Carmilla · score is their advantage
Ling10.5
Carmilla has no way out once you reach the backline. Carmilla is static and dies to a committed dive.
X.Borg10.4
Continuous burn beats the lifesteal she holds fights with.
Harley9.6
Carmilla has no way out once you reach the backline. Your burst deletes Carmilla before they can respond.
Hirara9.4
Carmilla has no way out once you reach the backline. Carmilla is static and dies to a committed dive.
Atlas9.1
Carmilla has no way out once you reach the backline. Heavy crowd control on a hero who cannot escape it.
WHO CARMILLA COUNTERS
Pick Carmilla into them
Popol and Kupa10.5
You out-burst him in lane and punish the weak early game he has to farm through.
Bruno9.7
The link punishes them for standing anywhere near their team.
Hilda9.6
Knockback and stun stop Combat Ritual before she reaches you.
Phoveus8.6
Your pick wins this matchup — mechanics favour you, though ranked data narrows the gap.
Zilong8.2
She strips their defence with every hit and heals through everything they trade back.
BEST TEAMMATES
HOW TO PLAY CARMILLA
Your Ultimate links enemies together, causing them to share damage and CC. Use your first skill to steal defenses and sustain yourself in the middle of a fight.
HOW TO PLAY AGAINST CARMILLA
- No dashes — easy to catch with control and a dive.
- After the ultimate you have 44–60 seconds without it — force fights then.
HIDDEN MECHANICS
What the in-game descriptions do not tell you: crowd-control rules and verified skill quirks. How crowd control works →
- Only Carmilla's basic attacks and skills can trigger Vampire Pact.
- Enemies can purify themselves to remove the invisible debuff from this skill.
- Stun — basic-level control: interrupts only some skills, not most channels; blocked by control immunity.
- Cooldown only starts when the skill was casted or expired.
- Bloodbath Energy can fully charge for 2.5 seconds, and can overcharge it for another 2 seconds.
- Immobilize — low-level control: does not interrupt skills — the target can still cast; blocked by control immunity.
