Shadow of Twilight
Updated Apr 14, 2026
Carmilla is not a crowd control support, she is a crowd control multiplier. Her ultimate links enemies together and shares 100% of every stun, 100% of every knockback, and 50% of every burst across the chain. The hero only works when the enemy draft gives you that chain to link.
Win Rate
51.8%
Pick Rate
0.5%
Ban Rate
0.82%
Recommended Build
Core Items
Battle Spell
Flicker
Weak Against
Strong Against
In the laning phase, use Carmilla's 2nd Skill to get close to the opponent, then use her 1st Skill and stick to them to deal continuous damage.
The question to ask before locking Carmilla is mechanical, not vibes-based: will the enemy team stand within 2-3 hero widths of each other during a teamfight? If the answer is no, her ultimate is a 60-second cooldown that links one hero to nobody and you are a 4v5 roamer for the next minute.
Lock Carmilla when the enemy draft has two or more of these:
Avoid Carmilla when:
If you cannot name which of those conditions your current draft is in, Carmilla is the wrong pick.
Every Carmilla conversation comes back to one word: sharing.
Her passive shares defense in reverse, peeling 7-11 armor and magic resist off every hero she hits and stacking it on herself up to five times. Her Bloodbath stun is only 0.6 seconds on one target, but when that target is inside a five-enemy link, 100% of the stun duration is shared to the other four, so one 0.6-second stun becomes a five-person 0.6-second stun. Her Crimson Flowers trail damage and healing around her in a 5-second window, and every flower that hits a linked enemy broadcasts 50% of its damage to every other linked enemy for free.
The defense steal is why she is a tank. The stun-share is why she enables assassins. The damage broadcast is why a 30% magic power S1 heal keeps her full in a 4v5 she is somehow winning. None of those are the reason you pick her. The reason you pick her is the shared crowd control, because shared crowd control is the one effect in this game that scales geometrically instead of linearly. A Tigreal ultimate is good. A Tigreal ultimate that hits five people because four of them were linked to the one he caught is game-over good.
You are not a laner. You are not a jungler. You are the hero who decides whether the 2-minute invade happens and whether the 3:30 Turtle is contested.
Note
Carmilla's ultimate is not a first-fight tool until level 6. If the enemy tries to invade at 0:45, your job is to be present, not to engage. Activate Bloodbath, body-block the chokepoint, and let your jungler decide whether to fight. A level-1 Carmilla with no ultimate does not win skirmishes; she just survives them.
Carmilla's power spike has nothing to do with her own items. It is the minute the Curse of Blood link goes from "I set up Aurora" to "the enemy team takes 1000 effective magic damage at once."
The hard spike is Cursed Helmet plus Dominance Ice, which usually lands between 8 and 10 minutes on a healthy roam gold curve. Before that point you are a stun battery. After it, three things change at once:
Before the spike, the link is a setup for allies and you stay at the edge. After the spike, you walk into the middle of the link yourself, because you take 50% less from everything and the enemy team is taking Cursed Helmet and Dominance Ice passives simultaneously. The rule of thumb: if you cannot name which of those two items you just bought, you are still in the "set up Aurora" phase and you should not be walking into 1v3.
The reflex when you have Curse of Blood up is to throw it on the enemy tank. That reflex is usually wrong. The tank is already the least valuable link target because the tank wants to be crowd-controlled and taking damage. What you want linked is the enemy carry and the enemy support, so that when your team kills the support, the carry takes 50% of that damage and inherits 100% of whatever CC killed the support.
Three positioning rules, in order:
One support-conditional edge case: if your roam pairing is Estes, you walk deeper. His Blessing of Moonlight keeps you full in the middle of the link, which is the only time it is correct to use Flicker to push past the enemy frontline instead of saving it. If your pairing is Diggie, you do not push up: Diggie's cage saves your backline, not you, so you stay on the carry and link from the edge.
Carmilla has four locked slots and two real conversations. The locked slots: Tough Boots or Demon Shoes, Cursed Helmet, Dominance Ice, Oracle. Boots pick depends on the enemy magic damage count: Tough Boots into two or more AP threats, Demon Shoes into an all-physical enemy to keep S1 spammable. Oracle's Bless passive enhances shields and HP regen you receive by 30%, which includes the heal-per-hit on your own S1 passive, which is why Oracle is the single most efficient item on the hero and stays in every build.
The two flex conversations:
On battle spells: Flicker is correct. Vengeance looks appealing because of the reflect, but Carmilla's damage scaling is 30% and 21% magic power on her two repeating sources, which means Vengeance's reflect from you is doing 200 magic damage in a fight where Aurora is doing 2000. You need the 12-hero-unit teleport more than you need a reflect. Save Flicker for the re-engage after your first ultimate: Flicker-into-ultimate is a second 6-second window of shared CC, and that second window wins games your first one set up.
Emblem default is Support for the cooldown reduction and movement speed, which buy you an extra ultimate per game and an extra Bloodbath per fight. Tank emblem is the fallback into a comp you are scared of physically: four or more burst threats, no peel on your backline. Do not agonize over the talent row; the emblem stats matter more than the talent choice at this CDR level.
Opening Curse of Blood on one enemy. The ultimate has a 60-second cooldown and shares effects between linked targets. Linking one enemy to nobody is not a link, it is a 450-damage magic nuke with a 1-second immobilize, which is worse than your S2 in every metric that matters. If you cannot see two enemies standing within ultimate radius of each other, hold it. The hero who throws ultimates at single targets because the fight "feels" like it is happening is the hero who is level 10 without an ultimate for the next minute.
Burning Bloodbath activation to rotate when you are about to fight. The skill has two modes: activate for 70% decaying movement speed, re-cast within 4.5 seconds to stun the target. Using the activation purely for travel and letting the window expire means the stun re-cast goes on cooldown without ever landing. If a skirmish is 10 seconds away, do not press Bloodbath to rotate faster; walk, and enter the fight with the stun available. Rotating with Bloodbath is correct only when the fight is already over or has not started.
Standing next to your carry in the teamfight. Carmilla's S1 Crimson Flower deals 65 (+30% Total Magic Power) magic damage per flower hit and heals 45 (+21% Total Magic Power) per hit, but only when the flowers collide with a hero. A Carmilla hugging her Karrie has three flowers spinning through empty air while Karrie takes the damage meant to be shared across five linked enemies. The correct position is on the cluster, not on the carry. Your Tough Boots and Oracle exist so that you can be the one inside the enemy team.
Ulting through a Fanny cable or a Harith dash. Linked enemies break the chain by moving apart, and dash heroes move apart in 0.2 seconds. If the enemy has Fanny, Ling, Harith, Lancelot, or Benedetta, you need to ultimate after they commit their mobility, not before. Bait the dash with your Bloodbath stun (they use Purify or their second dash to escape), then drop the ultimate on them and their team while the dash is on cooldown. Ulting first trains you into paying 60 seconds for a 2-second link.
Building a fifth damage item because you "have high damage stats in the profile." Carmilla's in-game stat sheet lists her as Damage / Crowd Control. The damage number is a lie in practice: her 120% scaling ultimate is on a 60-second cooldown, and her repeating sources are 30% and 21% magic power. Building Genius Wand or Concentrated Energy on Carmilla produces a squishy support who dies in the link she created. Your job is to be the node the link is centered on, not the burst. Leave damage items for the Aurora who you are enabling.
Tip
The 0.8-second delay on Curse of Blood is the cast animation, not a channel. You can Flicker mid-cast to reposition the zone. A Flicker-into-ultimate targeted past the enemy frontline lands the link on the backline at a range nobody expects, and Bloodbath stuns them before they process what happened.
Note
Shared crowd control from Curse of Blood follows the link for the full 5 seconds. If your Aurora freezes one linked enemy at second 4 of the link, the freeze still propagates. Tell your Aurora to hold her ultimate for your second-wave engage, not the opening: the link is still active long after your animation finishes.
Tip
Dominance Ice's Lifebane passive only triggers when you damage the enemy. Your S1 flowers rotate constantly, so Lifebane stays up on the closest linked target for the whole fight. Against Estes or Floryn compositions, Dominance Ice is not optional; it is the item that makes the rest of your damage matter.
Note
Vampire Pact stacks reset on a 3-second per-enemy cooldown but persist for 5 seconds. Against a single high-damage target (Lancelot, Aamon), weaving in basic attacks between Bloodbath re-casts builds stacks faster than chasing one big combo. Five stacks against an assassin is 35-55 armor stolen, which is the difference between dying in their burst and walking out of it.
Each time Carmilla deals damage to an enemy hero, she steals 7-11 Physical & Magic Defense (scales with level) from them. The stolen Physical & Magic Defense can stack up to 5 times and lasts 5s. However, Carmilla can only steal defense from the same enemy hero once every 3s.
Carmilla summons three Crimson Flowers that circle around her for 5s, dealing 65 (+30% Total Magic Power) Magic Damage each time they hit an enemy and slowing them by 6% for 0.8s (the slow effect stacks up to 30%). Carmilla recovers 45 (+21% Total Magic Power) HP each time a Crimson Flower deals damage (only recovers 30% of that amount when hitting minions).
Carmilla accumulates Bloodbath Energy, gaining 70% Movement Speed that decays over 4.5s. Use Again: Carmilla unleashes the accumulated Bloodbath Energy on the target enemy hero or Creep, dealing 150 (+120% Total Magic Power) Magic Damage and stunning them for 0.6s. The damage and stun duration scale with the accumulation time (up to 100%).
Carmilla casts Curse of Blood on the target location, slowing enemies hit by 50%. After 0.8s, enemies still within the area will take 450 (+130% Total Magic Power) Magic Damage, and will be immobilized for 1s, slowed by 30% and linked for 5s. 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.
In the laning phase, use Carmilla's 2nd Skill to get close to the opponent, then use her 1st Skill and stick to them to deal continuous damage.
In teamfights, use Carmilla's Ultimate to engage and slow enemies, then use her 2nd Skill to get close and CC a target, and follow up with her 1st Skill for continuous AOE damage.
These heroes have the highest win rates against Carmilla in ranked matches. Pick any of them for a statistical advantage in draft.

Kaja dominates Carmilla in the early game. Apply pressure before Carmilla can scale and become a threat.
45.9%
Carmilla performs well against these heroes. Consider picking Carmilla when you see them on the enemy team.

Carmilla has a strong early game advantage over Gloo. Control the tempo before Gloo scales.
55.7%

Carmilla has a strong early game advantage over Chip. Control the tempo before Chip scales.
47.5%
Carmilla's counters are most effective during the mid game, averaging 51.6% win rate in that phase. Early game (43.1%) and late game (50.2%) are closer matchups. Look for mid game team fights and objective contests to press your advantage.
Carmilla is strong here
Even matchup phase
Even matchup phase
Flicker
Heroes that synergize well with Carmilla in team compositions.




Carmilla was once a mortal woman who sought eternal life, breaking into Castle Aberleen to steal the vampire lord Cecilion's immortality serum. Instead of finding a monster, she found a kindred spirit, and the two fell into a love that transcended death. Cecilion turned her willingly, and Carmilla embraced her vampiric nature with fierce passion. Her crimson chains bind enemies together, sharing damage between them, and her blood magic sustains both herself and Cecilion. Together, they are the Land of Dawn's most dangerous couple, their love fueling devastating synchronized attacks.
Famous quotes from Carmilla
“Our blood bond is eternal, Cecilion.”
- Carmilla
“Crimson chains bind stronger than steel.”
- Carmilla
“Love is the darkest and most powerful magic.”
- Carmilla
“Bound together in pain!”
- Carmilla
“Curse of Blood!”
- Carmilla