Carmilla is a Roam Support/Tank who wins fights by entering first, linking grouped enemies, and making every allied damage or control spell hit more than one target. She is strongest when the team can follow Curse of Blood immediately. Her own damage is useful, but her real value comes from stolen defenses, repeated slows, a charged stun, and the link that turns one clean hit into pressure across an entire formation.
Carmilla is listed in-game as a Support/Tank with Crowd Control/Damage. Her durability and control bars are high, while difficulty is low enough for a new roamer to understand quickly. The harder part is not pressing the skills; it is choosing a moment when teammates are close enough to use the link.
At level one, 2,419 HP, 25 Physical Defense, and 15 Magic Defense give her a workable front-line base. Her 255 Movement Speed becomes much more useful once Bloodbath and movement talents are available. These values exclude skin, equipment, emblem, and match modifiers.
| HP | 2419 |
|---|---|
| HP Regen | 7.8 |
| Mana | 500 |
| Mana Regen | 4 |
| Physical Attack | 126 |
| Physical Defense | 25 |
| Magic Power | 0 |
| Magic Defense | 15 |
| Attack Speed | 1.14 |
| Movement Speed | 255 |

Passive / Buff / Debuff
Whenever Carmilla damages an enemy hero, she steals 6–13 Physical and Magic Defense based on level. The stolen defenses stack up to five times, last five seconds, and can be taken from the same hero once every three seconds.

Use it well: Touch several enemy heroes during a grouped fight so the stolen defenses stack quickly. The passive makes Carmilla harder to remove while also weakening the targets her team is hitting.
Avoid: Do not chase one retreating target only to refresh a single stack. Carmilla gains more value by staying in the center of a reachable group.

Skill 1 / Damage / Heal
Carmilla summons three flowers for five seconds. Each contact deals Magic Damage, applies a stacking slow, and restores HP; healing is reduced against minions.

Use it well: Activate before entering melee range, then circle around the target so the flowers keep connecting. Multiple contacts sustain Carmilla while helping teammates keep up.
Avoid: Do not cast from outside contact range and wait for enemies to walk in. The skill pays off when Carmilla deliberately stays close without standing in avoidable burst.

Skill 2 / Speed Up / CC
The first cast grants a large decaying Movement Speed boost while Bloodbath Energy charges. The second cast targets an enemy hero or creep, dealing Magic Damage and stunning; damage and stun duration scale with charge time.

Use it well: Start charging before Carmilla enters vision, use the speed to close the angle, then release on a carry or mobile threat once the charge is meaningful.
Avoid: Do not hold the second cast until the target leaves range. A shorter confirmed stun is better than losing the control completely.

Ultimate / CC / AOE
Carmilla marks an area, slows enemies, then damages and immobilizes those who remain inside. Linked enemies share half of incoming damage, while control spreads at full duration until they break the link by separating.

Use it well: Cast on a grouped front line and back line together, then call for immediate area damage or control. Hitting the easiest linked target can pressure every linked enemy.
Avoid: Do not open while enemies are already fanning out. Wait for a choke point, objective entrance, or an allied engage that forces them together.
Learn Crimson Flower at level one and prioritize it, with Bloodbath as the secondary skill. Upgrade Curse of Blood whenever it is available. Crimson Flower supplies lane presence, healing, and repeated passive contacts. Bloodbath becomes more valuable as rotations and pick attempts begin, while the ultimate remains the reason Carmilla can reverse a grouped fight.
Use the Tank Emblem. Agility adds movement for lane-to-lane rotations. Wilderness Blessing accelerates travel through river and jungle, which helps Carmilla arrive on the side of a fight instead of walking through the enemy's front line. Concussive Blast converts a Basic Attack into nearby Magic Damage based on Carmilla's HP, fitting the close-range job she is already performing.
Vengeance is the safest general spell. Activate it as Carmilla commits so incoming focus is less likely to remove her before the link and flowers create value. Choose Petrify when the enemy relies on short dashes or when the team needs one more immediate control layer after Curse of Blood. Do not spend either spell just to chase a low-value target away from the team.
These five current in-game builds were observed on August 16, 2026. Compare the six-item order and adjust utility or defensive slots for the match.
| Item 1 | Item 2 | Item 3 | Item 4 | Item 5 | Item 6 |
|---|---|---|---|---|---|
Rapid Boots | Cursed Helmet | Dominance Ice | Antique Cuirass | Chastise Pauldron | Radiant Armor |
| Item 1 | Item 2 | Item 3 | Item 4 | Item 5 | Item 6 |
|---|---|---|---|---|---|
Rapid Boots | Cursed Helmet | Dominance Ice | Chastise Pauldron | Radiant Armor | Antique Cuirass |
| Item 1 | Item 2 | Item 3 | Item 4 | Item 5 | Item 6 |
|---|---|---|---|---|---|
Rapid Boots | Cursed Helmet | Dominance Ice | Antique Cuirass | Chastise Pauldron | Radiant Armor |
| Item 1 | Item 2 | Item 3 | Item 4 | Item 5 | Item 6 |
|---|---|---|---|---|---|
Rapid Boots | Cursed Helmet | Dominance Ice | Antique Cuirass | Chastise Pauldron | Radiant Armor |
| Item 1 | Item 2 | Item 3 | Item 4 | Item 5 | Item 6 |
|---|---|---|---|---|---|
Rapid Boots | Cursed Helmet | Antique Cuirass | Radiant Armor | Guardian Helmet | Dominance Ice |
Use the item notes below to decide what each slot contributes. The table describes each item independently of the numbered builds.
| Item | What it adds | When to consider it |
|---|---|---|
Rapid Boots | Movement Speed, HP regeneration, and the active Roaming Blessing economy for a dedicated roamer. | Use when rotations and fast contact matter most; change the boot choice only when enemy control or damage type demands a more specialized defense. |
Cursed Helmet | A large HP pool, Magic Defense, and area damage that helps Carmilla clear and remain threatening in close range. | Buy early when Carmilla needs HP and faster wave or jungle assistance while staying close to targets. |
Dominance Ice | Hybrid defense, Movement Speed, cooldown reduction, and anti-heal/attack-speed pressure around Carmilla. | Move earlier against sustain or fast Basic Attack heroes; delay only when the enemy has little healing and mostly burst damage. |
Antique Cuirass | HP, Physical Defense, HP regeneration, and repeated reduction of enemy Physical Attack after skill damage. | Prioritize against Physical skill damage and repeated fighter combos; choose a magic-defense item first into a heavy Mage draft. |
Chastise Pauldron | HP, hybrid defense, and extra durability after enemy control effects are applied. | Choose when repeated control is the reason Carmilla dies after engaging; replace with a more direct resistance item when control is scarce. |
Radiant Armor | HP, Magic Defense, HP regeneration, and stacking protection against repeated Magic Damage. | Buy into repeated Magic Damage and damage-over-time patterns; use Athena's Shield instead when one large magic burst is the main threat. |
Guardian Helmet | A very large HP increase and strong recovery after Carmilla leaves combat. | Add when Carmilla repeatedly survives engages but must recall before the next objective; skip it when immediate resistance is more urgent than recovery. |
Build 1 is the balanced default: Rapid Boots lead into Cursed Helmet, Dominance Ice, Antique Cuirass, Chastise Pauldron, and Radiant Armor. It covers roaming tempo, HP, anti-sustain, Physical skill damage, control-heavy fights, and repeated Magic Damage. Build 2 moves Chastise Pauldron and Radiant Armor ahead of Antique Cuirass when control and Magic Damage are more urgent.
Builds 3 and 4 repeat the balanced order, which makes that six-item sequence the clearest stable in-game recommendation. Build 5 changes the late slots: Antique Cuirass and Radiant Armor arrive before Guardian Helmet, with Dominance Ice delayed to the final slot. Use that route when Carmilla can already survive the first engage and needs to recover between repeated objective fights.
Adapt before copying. Move Dominance Ice earlier into healing or fast Basic Attacks. Buy Antique Cuirass earlier against Physical skill chains. Radiant Armor handles repeated Magic Damage, while an immediate burst threat may justify Athena's Shield instead. Guardian Helmet is for recovery between engagements, not a substitute for the resistance needed to survive the first one.


Bloodbath → Crimson Flower. Charge Bloodbath while approaching, release the stun once the target cannot simply walk away, then remain close enough for the flowers to keep hitting and healing. Stop the chase when following would separate Carmilla from her damage dealer.



Curse of Blood → Bloodbath → Crimson Flower. Place the ultimate across at least two valuable enemies, release Bloodbath on the most reliable target, then use Crimson Flower while allies add damage or control. Because linked control keeps full duration, stunning the reachable front target can still lock a linked back-line target.


Cecilion and Aurora add sustained Magic Damage and control that can spread through Curse of Blood. Carmilla creates the grouped window; they punish it from safer range.


Dyrroth and Lapu-Lapu must fight close. Repeated flower contacts and Vampire Pact can strip defenses while Carmilla heals through their extended trades.


Hanabi and Wanwan can resist or remove control at critical moments. Track their protection before committing Bloodbath or the ultimate.

Franco can create a pick, but pairing two setup-heavy roamers leaves the draft short on sustained lane damage. Confirm the rest of the team supplies follow-up.
The English in-game Shop showed four Carmilla skins on August 16, 2026. Prices and direct-purchase status can change; Valentine and other themed releases may return under different schedules.

Epic; 899 Diamonds

Valentine; 749 Diamonds

Elite; 599 Diamonds

269 Diamonds
Born to House Ansaac in Castle Aberleen, Carmilla was expected to serve her family's political ambitions. She fell in love with the opera singer Cecilion, but her father separated them and arranged another marriage. Carmilla chose death rather than abandon that love. Cecilion found her, revived her with his blood, and transformed her into a Blood Demon so they could leave the life that had trapped them.
That story also explains the special gameplay bond with Cecilion. Their shared skill can protect and reposition Carmilla when both heroes are allied, but the timing still has to support the fight rather than interrupt her control sequence.
Roam is the default. Carmilla needs freedom to rotate, approach grouped enemies from a side angle, and play beside teammates who can use Curse of Blood immediately.
Start from Rapid Boots and Cursed Helmet, then adapt Dominance Ice, Antique Cuirass, Chastise Pauldron, Radiant Armor, or Guardian Helmet to the enemy's healing, damage type, control, and fight tempo.
Tank Emblem with Agility, Wilderness Blessing, and Concussive Blast supports rotations, river movement, durability, and close-range area damage.
Vengeance is the safest default for surviving the engage. Petrify is a useful alternative when an extra immediate area control effect will secure the linked combo.
Wait for at least two valuable enemies to group, then cast across their formation. Immediately add Bloodbath control and ask allies to damage or control any linked target.
Cecilion and Aurora are strong partners because their sustained Magic Damage and control can exploit linked enemies. Any team with fast area follow-up can use the same principle.
Carmilla is at her best when the player thinks one step ahead of the fight. Rotate early, charge Bloodbath before contact, place Curse of Blood across a group, and stay close only while Crimson Flower and allied follow-up are creating value. Build the defense needed for the actual enemy draft, then reset beside the team after the link breaks.
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