Lemnis Gate features a total of 7 Operatives to help swing the time loop to your favour. Each one has their own primary weapon and ability. Here is our Lemnis Gate guide for KARL. Please note that this guide is currently based on the beta build.
Table of Contents
Lemnis Gate KARL Overview
Primary weapon: Precision Beam
60 clip size
Fires a laser beam that deals 4-5 damage per ammo. Damage starts at 5, then alternates between 5 and 4 per ammo used.
Ability: Protection Orb
5 total, 2 second cooldown
Fires a projectile that creates a spherical shield around the landing point. Can be attached to Operatives.
KARL is a defensive focused operative that can still deal damage at a good range away. He is unique in that he is the only operative with a damage mitigating ability. Furthermore, he also has higher jumping power than the rest of the cast.
KARL’s primary weapon fires a beam that has a deceptively long range. The Precision Beam has respectable damage and is decent in finishing off operatives and taking objectives.
However, the damage per second is quite low compared to other operatives. It does make it up for it somewhat with its rather long range, however. A full clip deals a total of 270 damage.
As of now, there isn’t much else to note of, but do keep in mind that Precision Beam is incredibly strong in narrow corridors as opposed to open areas.
KARL, the “goodest boi,” shines better in the later rounds. His ability, Protective Orb, allows him to easily save an ally from dying without having to prevent the source directly. The shield has well over 100 HP, so it can easily survive burst damage, like a Deathblow rocket.
If KARL uses his shields in an early round, the opponent has more opportunities to just shoot through the shield to reach the target. If KARL is used as a response to an attack, chances are, the shield will save the operative’s life.
Shields block all operative projectiles and also prevent Vendetta’s Attack Pods from “seeing” anything behind it. Operatives inside the shield can shoot through the shield without damaging it, however. Think of it like a 2 way mirror: projectiles from the outside towards the shield are blocked, and projectiles exiting the shield bypass it.
While KARL’s Protective Orb ability is powerful, it can be hard to attach it to past operatives while they’re moving about. A good trick to do at the beginning of each round is to run in a straight line for 1 second (no sliding or jumping). This will allow you to easily place a shield on them should they need it in a future turn.
Also, you can simply mark the ground where your operative will be when he receives the damage.
Lastly, keep in mind that Protective Orb can be attached to enemy operatives, so be careful launching it in the middle of the map or later in the time loop.
If you plan on taking objectives in Domination or Seek and Destroy with KARL, consider placing a shield on the ground before doing so.
Also consider placing more shields when you have to reload. This can buy KARL some time in the future if an enemy operative decides to take him out. However, this does make him susceptible to Toxin or Deathblow.
Dealing with the shield
KARL’s shield can be dealt with a few ways, however. First, Toxin’s puddles completely ignore the shield, so it cannot be used to stop that damage.
On the flipside, KARL’s Protective Orb does stop Toxin’s projectiles, so they can be strategically placed to prevent Toxin from laying down her hazards in the first place.
Keep in mind, though, that Toxin has her Displacer, which allows her fast travel around the map. This means that it is usually difficult to place a shield to prevent the puddles, unless Toxin opts to place them near your gate.
Second, if you wish to counter a KARL shield in the future, you can always continue shooting the enemy’s ghost after they die. This way, if an enemy receives a KARL shield, they will still be shot at and potentially die.
But this isn’t a true counter, since the later turns counter the previous ones, and the player using a KARL shield can simply kill your operative after protecting his teammate with the orb.
Lastly, players can go inside the shield to bypass it, allowing you to simply shoot the operative. This can be unreliable, however, due to the fast paced nature of the game and the constant moving around.
Players will need to ensure they keep a close distance if they wish to bypass a future KARL shield, meaning studying the enemy’s movements closely before taking the turn.
KARL is currently the only operative capable of mitigating damage in Lemnis Gate. He is generally better used in later rounds to save key operatives, giving the opponent less turns to deal with his shields.
Also, keep in mind that his shields will also block your own shots, which could end up benefitting the enemy.