Karrie ML - Season 25 Rise of Necrokeep - Mobile Legends: Bang Bang
On this page you will find answers to common questions like, What is the best build for Karrie? Who could counter this hero? What are the best possible combo? And best in game hero teammates for Karrie?
Date Updated: Sep 28, 2022 5:59 PM
Best build for Karrie - ML Guide 2022
Karrie ML - Season 25 Rise of Necrokeep - Mobile Legends: Bang Bang
On this page you will find answers to common questions like, What is the best build for Karrie? Who could counter this hero? What are the best possible combo? And best in game hero teammates for Karrie?
Date Updated: Sep 28, 2022 5:59 PM
Best Karrie Builds
Depending on your role or lane opponent, you can use a different Karrie build.
1: Karrie build for Enhance Basic Attack and Tanky
1: Warrior Boots2: Golden Staff3: Wind of Nature4: Demon Hunter Sword5: Thunder Belt6: Immortality
Warrior Boots MovementTier 2
Cost:720Sell:432
Item Stats
+22 Physical Defense
+40 Movement SPD
Unique Passive
Valor: Physical Defense will be increased by 5 for 25s for each basic attack received, capped at 25
Golden Staff AttackTier 3
Cost:2000Sell:1200
Item Stats
+65 Physical ATK
+15% Attack Speed
Unique Passive
wift: Unable to increase critical chance. Every 1% of critical chance gained will increase attack speed by 1%. Endless Strike: After every 2 non-critical Basic Attacks. Attack Speed of the next Basic Attack is increased by 100% and its effects is triggered an extra 2 time(s).
Wind of Nature AttackTier 3
Cost:1910Sell:1146
Item Stats
+30 Physical ATK
+20% Attack Speed
+10% Physical Lifesteal
Unique Passive
Wind Chant: Immune to all Physical Damage. Last 2s. (Duration becomes half when used by non-marksmen). CD 70s.
Demon Hunter Sword AttackTier 3
Cost:2180Sell:1308
Item Stats
+35 Physical ATK
+25% Attack Speed
Unique Passive
Devour: Basic attacks will deal 9% of the target's current HP as additional physical damage (up to 60 against creeps and minions). Devour: Each Basic Attack grants 3% Physical Lifesteal for 3s. Stack up to 5 times.
Thunder Belt DefenseTier 3
Cost:2290Sell:1374
Item Stats
+800 HP
+40 Physical Defense
+30 Mana Regen
+10% CD Reduction
Unique Passive
Thunderbolt: In 3s after using the skill, the caster's next Basic Attack will deal True Damage as much as 50 plus 5% of the caster's Extra Max HP to the enemy target and surrounding units and slow them by 40-80% (increases with the caster's Extra Max HP) for 1s. This effect has a 1.5s cooldown.
Immortality DefenseTier 3
Cost:2120Sell:1272
Item Stats
+800 HP
+30 Physical Defense
Unique Passive
Immortal: Resurrect 2.5s upon death and gets 16% Max HP and 220-1200 shield that lasts for 3s. (Scales with level) This effect has a CD of 210s.
Typhoon: Every 5-3s, the next Basic Attack hits up to 3 enemy units and deals 150-362 Magic damage. The CD of this effect drops to the minimum when Crit Chance rises to 50%, while damage rises to the maximum when a Attack SPD rises to 3.00. This attack can cause Crit Damage. To minions, deals 200% increased Damage. Unique Passive Activate: Each time Typhoon is cast, one's movement speed will be increased 5% for a short time.
Berserker's Fury AttackTier 3
Cost:2250Sell:1350
Item Stats
+65 Physical ATK
+25% Crit Chance
Unique Attribute
+40% Critical Damage
Unique Passive
Doom: Crit hit will increase the hero's Physical Attack by 5% for 2s.
Demon Hunter Sword AttackTier 3
Cost:2180Sell:1308
Item Stats
+35 Physical ATK
+25% Attack Speed
Unique Passive
Devour: Basic attacks will deal 9% of the target's current HP as additional physical damage (up to 60 against creeps and minions). Devour: Each Basic Attack grants 3% Physical Lifesteal for 3s. Stack up to 5 times.
Scarlet Phantom AttackTier 3
Cost:2020Sell:1212
Item Stats
+30 Physical ATK
+20% Attack Speed
+25% Crit Chance
Unique Passive
Frenzy: Crit hits increase the hero's ATK Speed by 30% and Crit Chance by 5%. Last 2s.
Immortality DefenseTier 3
Cost:2120Sell:1272
Item Stats
+800 HP
+30 Physical Defense
Unique Passive
Immortal: Resurrect 2.5s upon death and gets 16% Max HP and 220-1200 shield that lasts for 3s. (Scales with level) This effect has a CD of 210s.
Typhoon: Every 5-3s, the next Basic Attack hits up to 3 enemy units and deals 150-362 Magic damage. The CD of this effect drops to the minimum when Crit Chance rises to 50%, while damage rises to the maximum when a Attack SPD rises to 3.00. This attack can cause Crit Damage. To minions, deals 200% increased Damage. Unique Passive Activate: Each time Typhoon is cast, one's movement speed will be increased 5% for a short time.
Demon Hunter Sword AttackTier 3
Cost:2180Sell:1308
Item Stats
+35 Physical ATK
+25% Attack Speed
Unique Passive
Devour: Basic attacks will deal 9% of the target's current HP as additional physical damage (up to 60 against creeps and minions). Devour: Each Basic Attack grants 3% Physical Lifesteal for 3s. Stack up to 5 times.
Thunder Belt DefenseTier 3
Cost:2290Sell:1374
Item Stats
+800 HP
+40 Physical Defense
+30 Mana Regen
+10% CD Reduction
Unique Passive
Thunderbolt: In 3s after using the skill, the caster's next Basic Attack will deal True Damage as much as 50 plus 5% of the caster's Extra Max HP to the enemy target and surrounding units and slow them by 40-80% (increases with the caster's Extra Max HP) for 1s. This effect has a 1.5s cooldown.
Malefic Roar AttackTier 3
Cost:2060Sell:1236
Item Stats
+60 Physical ATK
Unique Attribute
+35% Physical PEN
Unique Passive
Armor Buster: Each point of the enemy's Physical Defense increases Physical Penetration by 0.05% when dealing damage to it, capped at 20%.
Immortality DefenseTier 3
Cost:2120Sell:1272
Item Stats
+800 HP
+30 Physical Defense
Unique Passive
Immortal: Resurrect 2.5s upon death and gets 16% Max HP and 220-1200 shield that lasts for 3s. (Scales with level) This effect has a CD of 210s.
Arctic Cold: Reduces the Shield and HP Regen of nearby enemy heroes by 50% (excluding those affected by "Life Drain"), and their Attack Speed by 30%.
Twilight Armor DefenseTier 3
Cost:2100Sell:1260
Item Stats
+1200 HP
+20 Physical Defense
Unique Passive
Twilight: Every 2s, the next attack deals extra Magic Damage equal to 20 plus 5% of the hero's Extra HP.
Blade Armor DefenseTier 3
Cost:1960Sell:1176
Item Stats
+90 Physical Defense
+20% Crit Damage Reduction
Unique Attribute
+20% Crit Damage Reduction
Unique Passive
Bladed Armor: When struck by a Basic Attack, deals Physical Damage equal to 25% of the incoming damage (calculated before Damage) plus 25% of the hero's Physical Defense to the attacker and slows them by 15% for 1s.
Antique Cuirass DefenseTier 3
Cost:2170Sell:1302
Item Stats
+920 HP
+2 HP Regen
+52 Physical Defense
Unique Passive
Deter: When attacked by an enemy hero's skill, reduces their Physical ATK by 8% for 2s (up to 3 stacks).
Karrie
Hero Grade:a
Hero Grade
Hero grades are determined by a combination of the hero's early power, mid power, late power, win rate, pick rate, and ban rate.
Roles:
Marksman
Marksman Role
Marksman are ranged heroes whose power is almost entirely based on their basic attacks: by using their reach to land massive continuous damage from a distance, marksmans are capable of taking down even the most difficult opponents when positioned behind the safety of their team, and perform better at securing objectives such as the Lord and turrets. Marksman is a type of role that has a high basic attack, dealing damage in a distance. This type is commonly referred to as carry/ADC [Attack Damage Carry]. This role usually has low durability and mobility, thus playing safe is recommended by keeping your distance from your enemies or by being accompanied by allies. Most marksmen deal damage through basic attacks so, they can take down turrets quickly. They shine during the late game.
Spacialties:
Reap
Reap Role
Reap is a specialty given to heroes who have capabilities to kill a continuous corresponding targets by using a Burst skill, heroes that has faster Attack Speed to kill an enemy, heroes that can finish off enemy heroes in a far distance or heroes that can kill a hero in a short period of time. Reap is an advanced specialty of Poke .
Damage
Damage Role
Damage is a specialty assigned to heroes that can deal decent without any damage equipments and deal more damage with damage equipments.
Scaling Power:late
Mechanical Skill:medium
Early Game PowerMiddle Game PowerLate Game Power
mlbbhero.com
Win Rate
45.83%
Pick Rate
6.30%
Ban Rate
0.06%
Quick Note: One of Mobile Legends' top hypercarry marksmen is Karrie. Her abilities are simple to grasp but challenging to perfect. However, if she performs effectively, she might be your team's best carry. She is, however, a little challenging to play in the solo queue if your allies don't grasp her rotation style.
Last Update: 09-28-22 05:59 PM
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Karrie's Basic Attacks and skills apply a (Lightwheel Mark) on hit. Once the number of (Lightwheel Marks) on an enemy reaches five, the marks will turn into an actual lightwheel, dealing them (True Damage) equal to 8%-12% of their Max HP (up to 300 against creeps).
Spinning Lightwheel
AoESlow
Cooldown: 8
Mana/Energy Cost: 40
Karrie releases a sphere of surging energy in the target direction, dealing 250( +90% Total Physical Attack) (Physical Damage) to enemies in its path. The sphere will stop upon hitting an enemy hero or reaching its max travel distance, continuously dealing 150( +20% Total Physical Attack) (Physical Damage) to nearby enemies and slowing them by 80% for 1s.
Skill
LVL1
LVL2
LVL3
LVL4
LVL5
LVL6
Skill Cost
40
45
50
55
60
65
Base Damage
250
275
300
325
350
375
Continuous Damage
150
160
170
180
190
200
Phantom Step
BlinkDamage
Cooldown: 5
Mana/Energy Cost: 35
Karrie dashes in the target direction while releasing a lightwheel to the nearest enemy, dealing them 150( +70% Total Physical Attack) (Physical Damage) and applying a (Lightwheel Mark) to them. (Dual Wield): Karrie releases two lightwheels instead.
Skill
LVL1
LVL2
LVL3
LVL4
LVL5
LVL6
Cooldown
5.0
4.6
4.2
3.8
3.4
3.0
Skill Cost
35
40
45
50
55
60
Base Damage
150
175
200
225
250
275
Speedy Lightwheel
BUFFBurst
Cooldown: 40
Mana/Energy Cost: 70
Karrie enters the Dual Wield mode for 6s, during which she gains 20% extra Movement Speed and releases two lightwheels on each Basic Attack, each lightwheel dealing 65% damage.
Skill
LVL1
LVL2
LVL3
Cooldown
40.0
40.0
40.0
Skill Cost
70
80
90
Duration
6
8
10
ATK Damage
65%
70%
75%
Spells
Depending on your playstyle, Karrie can utilize these spells. 1: Flicker2: Sprint3: Purify
Flicker
Mobility
Spell Cooldown: 120 seconds
Moves a certain distance in a designated direction. Then gains 6 (+1 × Hero Level) Physical and Magic Defense for 1 second.
Sprint
Long-lasting Speed Up
Spell Cooldown: 100 seconds
Gains up to 50% extra Movement Speed and slow immunity for 6s. The extra Movement Speed gradually decays after 2s.
Purify
Cleanse Debuffs
Spell Cooldown: 90 seconds
Immediately removes all negative effects. In the next 1.2 seconds, gains control immunity and 15% Movement Speed.
Strong against
Karrie have skill and lane adavatages over these heroes. 1: Miya2: Gord3: Layla4: Tigreal5: Sun
Toughest Matchups
Karrie can be countered or might have difficulty against these heroes. 1: Moskov2: Karina3: Chou4: Freya
Best Teammates
Karrie can perform better with these hero teammates. 1: Tigreal2: Atlas3: Khufra4: Floryn5: Angela6: Rafaela
Pros & Cons
Karrie Advantages when learning and using in the game.
Has high Burst Damage.
Easy Farming (spell Retribution required).
Can easily kill enemy tank heroes because of her Passive.
Karrie Disadvatages during the game.
Mostly her skills are single target not multi target.
Squishy.
Very slow movement speed.
2nd skill can be blocked blink by Minsitthar’s ultimate.
Story of Karrie
Alaghat is a mysterious high-tech empire, which is home to the strange race of Yasson. With human looks but deformed feet, they are agile and born to fight. They excel at the art of technology too, and had built themselves a great civilization with enough power to defend against or invade any other nation. Since Karrie was young, she was truly gifted and went through cruel training to become an excellent, but arrogant warrior leader. However at the same time, she had also become void of all emotions and had almost turned into a machine. One time, she was too overconfident in battle and this resulted in her becoming, seriously injured. A prophet from another race saved her and injected his consciousness into her brain. Since then, a voice had been echoing within her head, revealing to her that the end of the Yasson empire was imminent and the race would soon become extinct. Still dazed from this near-death experience, Karrie couldn’t believe it. But she started to suspect the prophecy after returning to her empire.. Finally, Karrie decided to change the future and went into the Land of Dawn, wondering what kind of destiny was waiting for her?
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