Fills out the Warrior backline alongside Monroe and Nora.
Stat Snapshot
Recorded at Level 119, 1 star
- Attack
- 34,145
- Defense
- 5,193
- HP
- 906,015
- Command
- 379
- Power
- 1,323,436
Scales with level and stars — treat this as one data point, not a fixed baseline. See Hero Levels and Stars and Shards.
Evidence:Rarity, faction, position, and the stat snapshot are read directly from this hero's in-game hero-detail screen. Combat kit, star damage scaling, strengths/weaknesses, tier, and tagline are from the author's own compiled hero reference rather than an in-game screenshot, matching the same sourcing pattern used for Monroe/Bekka/Arnold; gear priority hasn't been confirmed for Carter specifically, so no gear fields are set. None of the compiled-reference material has been independently cross-checked yet. This reference doesn't mention a passive skill or a squad-wide cooldown effect — it describes Carter as a Warrior support/DPS hybrid backline hero instead. The earlier 'Sheriff' passive and squad-wide-cooldown claim from a 50M+ power veteran player is kept below rather than dropped, since nothing here explicitly contradicts it — the two sources just don't overlap. Treat the squad-wide effect as unconfirmed until it's seen on a Skill screen.
Carter is a UR-rarity Warrior hero fighting as a Backline support/DPS hybrid at 1 star, wielding a fast-firing Heavy Revolver that deals Radiation damage — a different damage type than most of the Warrior roster, which adds useful variety against enemies with Physical resistance.
His main practical role is rounding out an early Warrior backline: alongside Monroe and Nora, Carter gives a young Warrior squad a third backline body without waiting for a second premium UR DPS hero. That makes him a good fit for Garrison, Campaign, and the Warrior variant of Giant Invader.
Separately, a 50M+ power veteran player described Carter as increasing “slowdown speed” for the whole squad — read here as a squad-wide skill-cooldown reduction — with the recommendation to prioritize his Sheriff passive. The compiled combat-kit reference used for the rest of this page doesn’t mention that effect at all, so it’s kept here as an open, unconfirmed claim rather than either asserted as fact or discarded. If you can confirm Carter’s actual passive kit from his Skill screen, share it in Discord so this can be resolved one way or the other.
Passive Skills
- Sheriff
- Recommended passive priority per veteran-player advice — level Sheriff first. Said to be the source of a squad-wide cooldown/battle-speed effect, though this hasn't been confirmed on an in-game Skill screen and isn't mentioned in the separate compiled hero reference used for the combat kit below. Needs Verification
Combat Kit
Weapon
Heavy Revolver
Auto Attack
Heavy Revolver, fast radiation shots
Multiplier
150.92% → 154.66% ATK
Cooldown
1.35s
Damage Type
Radiation
Position
Backline
Special / Passives
Warrior support/DPS hybrid; recommended Warrior backline in guides
Star Damage Scaling
Strengths
- Fast skill cooldown
- Fills out the Warrior backline
- Radiation damage type adds variety
- Contributes to the Warrior faction bonus
Weaknesses
- Lower raw power early on
- Support role, less flashy than a pure DPS hero
Recommended Use
A strong third Warrior backline slot alongside Monroe and Nora for an early Warrior squad. Also fits Garrison, Campaign, and the Warrior variant of Giant Invader. If you're developing him for the squad-wide cooldown effect reported by veteran players, focus his passive investment on Sheriff — but that effect is still unconfirmed.