Carol

* Regular
* Northerners
* Patriots

Well trained fighter with a spear and great dexterity. Inspired by Shantae250 & Pix Mario.

## Abilities

###  Special Ability

Has a chance to dodge after not killing her target with her dash attack once

## Unlock Requirements

### Player Level

10

* Carol
* Carol Flannel
* Carol Williams

 **Carol** is a survivalist armed with a makeshift spear and dressed in black body armor, a green camo shirt with short light gray sleeves, light gray gloves, green camo pants, and green and gray ear defenders over a black cap. An eye is covered with a bloodied bandage. Some of her hair is kept in a short ponytail.

 **Carol Flannel** is Carol's first exclusive skin. She is armed with a pitchfork and dressed in a partially tucked-in green plaid T-shirt, black pants, black boots, and a brown lumberjack hat. Her hair is now much longer and orange-brown in color.

 **Carol Williams** is Carol's second exclusive skin. She is armed with a makeshift spear with a partially-torn American flag tied near the spearhead and dressed in a black T-shirt with an American flag on it, a gray sleeveless hoodie, gray and blue pants, red and white shoes, and a gray hat. She carries a red backpack with a dangling charm.

She can be unlocked for 7,500 coins after reaching player level 10.

## Functionality

### Basics

Carol is a fighter, meaning she will attack enemies and the barricade at close range.

She is a fragile unit, having low health and damage. Her courage cost and preparation time are both moderate. While her Charisma is lacking, her Valor is decently high. She lands her regular attacks somewhat quickly, but her crits are slower. Carol's movement speed is moderate, but her teleportation compensates for that at longer distances

Some time after dying, Carol will turn into Girl.

### Perks and abilities

Carol can perform a dash attack that teleports her to an enemy if there's some distance between them, even if said enemy manages to get behind her. Her detection range is comparable to Medkit's healing radius in the main campaign, but is infinite in skirmish.

Upon reaching level 13, Carol's special ability can be unlocked, which gives her a chance to dodge if she doesn't kill the target she just dashed into. Her chance of dodging is equal to her Agility, and each instance of Carol can only dodge once in their lifespan. Her dodge will have her teleport backwards, after 0.1 seconds, 50 units/pixels away, where she will then be able to dash into her target again. While this dodge can be useful for the first enemy she can't kill in one hit, its use is limited to that one encounter only. The one dodge limit severely hinders this Special's viability and makes it not such a worthwhile investment.

## Gameplay

### Main Campaign

Carol's perk can make her useful for missions where large groups of zombies appears as she'll be able to pick off weaker enemies in the way and clear a small path thanks to her guaranteed crits. However, at the same time, Carol's perk can also cause her trouble, as her charge brings her much closer to an enemy than if she just simply walked towards them. Charging in is also dangerous because Carol lacks any resistances, making fights against too many enemies or certain kinds of enemies more unfavorable against her. A particularly depressing example is Rebel – since they are so common throughout stage 6, Carol's potential gets majorly gutted in this location. Additionally, her both Charisma and Valor stats are severely lacking, making her very susceptible to fear debuff, which results in her performing poorly in the very environment she was designed for. Her low damage doesn't help her case, making her too weak against any enemy after stage 6, as most enemies in the later stages have high health. Due to this, Carol becomes practically unviable in the later stages of the Main Campaign. One should be better off using other using cheap, and fast or strong melee units for a much easier progression. It certainly doesn't help that Mechanic's single use sledgehammer attack could potentially do much more.

### Skirmish

In League, unlike in Main Campaign, Carol is an amazing unit for almost any fight. Apart from a brief pause at the start of a match, she has no range limitation with her lightning-fast attack as she does in the main game, essentially teleporting to the closest enemy to her no matter how far away they may be . She will even target enemy units who manage to get behind her. A well upgraded Carol has a great chance of picking off many units or even clear the board before they can take her down. However, she is still vulnerable to all sorts of attacks after charging, as she could be killed by stray bullets, a well-timed grenade, very close enemy melee units, or die alongside most enemy units capable of exploding on death. She doesn't always charge either as there're a few instances where she must walk a bit before resuming her charge which puts her in a vulnerable position. Many widely used tanky units such as Guard, Light Soldier and Juggernaut, are likely to survive her first attack due to their very high health pool, and Policeman Diaz will almost always be able to stop her due to his melee resistance, while team with Police 3/3 power will guarantee to stop her first attack thanks to their Shield Points, all of which put her in an unfavorable position that will spell a swift death. Even with the special ability unlocked, Carol won't really be benefiting much from it, as useful as it is against Guard, Light Soldier, Soldier, and any heavyweights, regarding in melee, Policeman Diaz and Willy are likely to kill her before she could with them as these two are ranged units.

### Item Sets

Carol is one of the few units for whom it's better to pursue item sets that boost her effectiveness in Skirmish, rather than main campaign. Equipping her with Scout set is the best option as it grants her the ability to absord one hit once she gets a kill. Since PvP is the only place where ping-ponging from enemy to enemy is truly viable, it ends up providing Carol with a steady supply of shields that allow her to tank shots that would otherwise one-hit kill her, giving multiple opportunities to strike more blows. While it requires extreme min-maxing of her damage, the results prove to be worth it. In context of mid-game, Builder acts as an unreliable and weaker, but still serviceable alternative to Scout.

Gentleman is the only set that can prove to be viable for Carol in both Skirmish and main game. It's an overall solid choice, thanks to massively boosting her criticals' damage. However, it will accentuate her design as a glass cannon in context of PvP, so it's not exactly a safe option.

+% Crit. damage books are the best choice, since Carol's dash is her main gimmick. It's also important to boost her melee damage, with flat numbers providing the best bonuses due to her low stats. Since her special attack is counted as a critical, upgrading her critical chance will not improve Carol in any way. While not a priority, it's acceptable to increase her health as it can help with tanking some damage.

## Skins and Synergies

Carol, along with her respective skins, is a part of several teams: Military, Northerners, and Patriots.

 Team

In all of the above teams, this unit is rarely ever a good option. Carol's design quirks make her a poor choice for Northerners, since all of their viable powers are centered around providing extra crits, which are already guaranteed for Carol. Meanwhile, in Military and Patriots teams, her downfall is caused by her general weaknesses.

In Skirmish, however, Carol especially shines in Military, since all of their powers are oriented towards PvP. With a proper team, she gets a small chance to cheat death or provide invaluable reinforcements, all while being a good asset with just her core abilities.

## Trivia

* Carol's original concept was made by KTPlay user Shantae250, with the sprite being created by fellow user Pix Mario. In the unit's original concept, she was a unit named Survivalist and didn't have lightning-fast attacks as a perk, which was given to her when she was added into the game.
	+ As a unit, she possessed a longer melee range and medium attack speed. Her attack was capable of hitting though enemies behind the one she was currently fighting, likely as a form of pseudo-crowd control. She also would've had the knockback and bullet resistance perks. The bullet resistance perk is the likely reason why she is dressed in what appears to be black body armor yet doesn't have any resistance in-game.
	+ She was originally supposed to cost 25 courage, have 25 health, 20 damage, 37 fortune, and 13 speed. All these stats were lowered in the final game, save for her health which was slightly raised. Her cost was originally 6,500 coins, which was raised as well.
	+ Her makeshift spear, a blade stuck to a long stick with blue tape, was originally supposed to appear "less makeshift" as stated by the original sprite's creator. In one of the prototypes of the unit, the weapon did appear to be a regular spear with no blue tape, with her gloves originally being a blue color instead.
* Before update 2.7.0, Carol used to charge into enemies immediately when a Skirmish match began. Since then, she now has a short delay before doing her first attack.
* In Skirmish, Carol may sometimes attack enemies from the back. This usually occurs if Carol turns around to attack a very close enemy unit who's right behind her. She will not go back to facing forward unless she attacks another close enemy that appears right in front of her afterward. If this doesn't happen, Carol will immediately begin charging again while facing the other direction and attack enemies in a backstabbing fashion. This seldom happens due to the specific situation for it to occur but when it does happen, it oftentimes wins Carol the fight as attacking units from the back generally makes her less vulnerable.
* Carol's skin "Carol Flannel" skin is a reference to the character Wendy Corduroy from the show *Gravity Falls*.

## Gallery

Carol's original design.Carol's lightning-fast attack.Carol Flannel's lightning-fast attack.

 Humans
 TMF Squad