Carnage

Carnage

CosmicC tier

Introduction

Carnage is a character in Marvel Contest of Champions. Carnage's role is Cosmic.

On our Marvel Contest of Champions tier list Carnage is C tier, 214th of the 297 characters ranked, from where 8 current tier lists put Carnage.

Is Carnage good?

Bleed damage is his whole gameplan, and it ignores Armor Up so he punishes armor-stacking defenders. Landing a crit on an already-bleeding target triggers extra short bleeds, which stacks hard with Deep Wounds and the seven hits on his Special 1. His stats start low and he needs a few turns to get his buffs rolling, so he leans on Willpower and Block Proficiency to survive that ramp.

We have him at C: solid against armor-reliant defenders but easy to shut down once his buffs get stripped.

Strengths

  • Bleed ignores Armor Up
  • Extra bleeds on crits against already-bleeding targets
  • Special 1 hits up to seven times to boost bleed and crit output

Weaknesses

  • Doctor Strange's Nullify strips his buffs
  • Ronan punishes his heavy buff stacking
  • Doctor Voodoo converts his buffs to Poison or drains his power

Profile

Carnage's full name is Cletus Kasady.

Background

Cletus Kasady was a serial killer from Brooklyn, psychotic and depraved from an early age.

As a cellmate of Eddie Brock's, he bonded with a spawn of the Venom Symbiote during a prison break, and merged into a single twisted being.

Kasady and the Symbiote would go on a killing spree, earning them their name: Carnage.

With the Symbiote amplifying Kasady's psychotic tendencies, there’s no telling how deep their acts of depravity will plunge.

Stats

  • HP137,615
  • ATK9,406
  • DEF688
  • CRIT Rating240
  • CRIT DMG Rating732
  • Rating35,380

At max level. Each bar is measured against the highest value in the Marvel Contest of Champions roster.

Skills

8
  • Critical Hits

    Passive

    If the target is already Bleeding or Armor Broken, gain a 100% Chance to Bleed dealing 517.33 damage over 0.5 seconds. Dev Notes: Now a 100% chance, the point is to get the crits while the Bleed/Armor Breaks are active, and it didn’t feel rewarding to do that, and hit that unlucky 20%. 100% chance to inflict a Bleed Debuff, dealing 9170.85 Direct Damage over 15 seconds. Dev Notes: Increased Duration, to help keep Carnage’s Power Gain train rolling, and increased Damage to make it less susceptible to Willpower.

    At tier 7

  • Ravager

    Passive

    Carnage rips and tears at his opponents, each time he triggers a Bleed Debuff on his Opponent he has a 25% chance to Refresh the Duration of all the other Bleed Debuffs on his Opponent. If a Bleed fails to apply due to an Immunity, Carnage has a 100% chance to Armor Break his Opponent, reducing their Armor by 1833.33 lasting for 10 seconds. The Armor Break doesn’t stack. While his Opponent is Bleeding or Armor Broken, his Special Attacks become Unblockable. Dev Notes: Couple of changes here, the Armor Breaks replacing Bleeds when the opponent is immune makes Carnage better at overcoming the Bleed Immunity of Robots who he should have the Cosmic over Tech advantage against. The Bleed refresh shifts more of Carnage’s Damage potential into his Bleeds, and makes him work even better with Deep Wounds (more time to land that Bleed Refresh), It also allow him to keep his Power Gain flowing without needing to thread in Heavy Attacks or Special 3’s nearly as often. Special note for the Beta Players, apologies for the bug on the info page, you were playing Carnage with the Bleed Reset Chance at 20% for your reference.

    At tier 7

  • Passive (Power from Striking)

    Passive

    Passive Carnage gains 50% additional Power from Striking his Opponent. This is reduced by 25% per Mutation Buff he has. Dev Notes: A big injection of Power at the beginning of the fight, as long as Carnage stays on offense. This is targeted at allowing Carnage to get his first 4 Mutation Buffs locked in much faster, and making it much less punishing if you have to build up to SP3 to get a bleed in place. Note: the bonus reduces by 25% per Mutation Buff, meaning at 2 Buffs the bonus is 25% and is entirely gone at 4 Buffs. If you were in Beta there was a bug with this ability we only found after the test which was cutting off the Power Bonus at 2 Buffs, so this should help Carnage ramp to 4 Buffs even faster!

  • Bloodlust

    Signature Ability

    The sight and smell of blood triggers Carnage’s bloodlust, granting a Power Gain Buff when activating a Bleed or Armor Break on the opponent that lasts as long as the Opponent is Bleeding or Armor Broken. The Power Gain grants up to 6.5 - 9.5% of a Bar of Power per second based on how close Carnage is to the opponent.

    At tier 7

  • Special Attacks (Symbiotic Creation)

    Passive

    Each time Carnage activates a Special Attack he begins to Mutate for 10 seconds. Once his mutation ends, he copies his current Symbiotic Creation as a Permanent Buff. Maximum of 5 Permanent Buffs.

  • Special 1 - Frenzied Assault

    Special Attack

    Dev Notes: No changes here, move along … move along Special 1 - Frenzied Assault Carnage hurls himself at his opponent, rending with limbs and tentacles alike. This attack receives 1480.77 additional Critical Rating. Dev Notes: Same as before, but slightly more Critical Rating.

    At tier 7

  • Special 2 - Rabid Onslaught

    Special Attack

    The combination of many hits, and the Critical Rating bonus makes this attack the way to try and refresh Bleeds. Special 2 - Rabid Onslaught Carnage uses his tentacles to suddenly propel himself towards his target while he strikes with his claws. This attack receives 2160.71 Critical Damage Rating.

    At tier 7

  • Special 3 - Aberrant Soul

    Special Attack

    Dev Notes: Again same as before with a juuuust a bit more Critical Damage Rating, this is the go to Special Attack for DPS once Carnage has all of his Buffs built up, especially with a Critical Rating Buff or 2, and some Furies locked in to make the most use of the bonus Critical Damage Rating. Special 3 - Aberrant Soul Carnage uses his tentacles to pin his opponent in place, allowing him to take the time to revel in the carnage he creates. 100% chance to inflict Bleed, dealing 53614.2 Direct Damage over 30 seconds. Dev Notes: Increase to Damage and Duration, of the Bleed, makes this the way for Carnage to get a Bleed in place if you can’t easily land a Heavy Attack (eg Stun Immune Fights). The duration is also long enough that it tends to be relatively easy to keep refreshing it for most of, if not an entire, fight.

    At tier 7

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