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Caitlyn The Sheriff of Piltover

  • Bot/Ad carry
  • 4800
  • 880
  • Headshot
  • Piltover Peacemaker
  • Yordle Snap Trap
  • 90 Caliber Net
  • Ace in the Hole
Health Points 390
Mana 255
Damage 47
Attack Range 650
Armor 13
IP Cost 4800
Health Regen 4.75
Mana Regen 6.5
Attack Speed 0.625
Movement Speed 325
Magic Resistance 30

1 lvl

Caitlyn. The Sheriff or Piltover

Wairdy Last update: October 28, 2013

Item builds

Start items

  • Doran's Blade

Core items

  • Berserker's Greaves

  • Infinity Edge

  • Phantom Dancer

  • The Bloodthirster

  • Last Whisper

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Skillorder

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Q

Piltover Peacemaker

W

Yordle Snap Trap

E

90 Caliber Net

R

Ace in the Hole
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Skill Order and information

Q – Piltover Peacemaker. This ability is very useful. It deals a quite pleasing amount of damage when used for poking your enemy, thanks to its scaling. The high amount of damage, however, isn't the only benefit of this ability. It is also used to clear creep waves much faster than you would without using it, which could work in your advance. W Trap. Traps can be used to lock a target in place. Also if placed correctly (meaning between the direct travel points between yourself and an enemy) it could act as a countermeasure to overaggresion. E – 90 caliber Net This ability might save your life in critical situations. This ability slows your enemy. Also if you cast it in a direction, Caitlyn dashes in the opposite direction meaning you can either close gaps or escape from your enemies. It also does a little bit of damage, but it is not advised to use this ability for the sole purpose of dealing damage, as it isn't much. R – Ace of the hole \It's a pretty straightforward ability. I tend to save Caintlyns ultimate untill the very end of a teamfight. You could also use it if you have a clear shot at an enemy with low HP, who is trying to escape, to secure a kill. You should note than whilst casting this ability, you're very vulnerable because you can't move. So I advise to only use it when out of danger. Also try not to use this ability in the middle of a fight.

Summoner spells

Spells

  • Barrier

  • Flash

spells 2

  • Cleanse

  • Flash

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Runes

Glymph

  • x9

Mark

  • x9

Seal

  • x9

Quintessence

  • x2
  • +12.06 magic resist
  • +8.55 attack damage
  • +12.69 armor
  • +4.5 attack damage
  • +2% lifesteal
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Rune Choice

marks > 9x 0.95 Attack damage or 1.3 Armor-Pen Seals > 9x 1.41 Flat armor glyphs > 9x 1.34 Flat Magic resist or 0.15 Magic resist Per level (2.7 – lv 18) Quins> 3x 2.25 attack damage or 2x 2.25 attack damage and 2.0% lifesteal with 2% lifesteal and 5 HP per attack You can gain about 10-15 health per auto-attack depending on how much AD you have. This is more effective than having Red potions and immensely increases your survivability. The down-side tot his build is that last-hitting becomes harder and if the enemy takes you less dan 20% HP he can zone you, which means that you can’t regain your HP and forcing you to lose CS Flat Attack Damage Quins: Has about 2 less AD than the previous 3 quint flat AD, but remember you should always be pushing so you don't need that much AD to last-hit under turret. 9 Flat Attack Damage: Alloes for easier Last hits ass wel as overall damage 9 Flat armor: better than armor duet o the fact that the trade-off point is at level 9 9 Flat magic resist: Same explanation as Flat armor 9 scaling magic resist: use this if your lane doesn’t have a lot of magic damge. So you are able to tank more magic damge at later levels

Masteries

  • 0/1
  • 4/4
  • 0/4
  • 0/2
  • 4/4
  • 0/4
  • 0/1
  • 3/3
  • 1/1
  • 0/1
  • 2/2
  • 2/2
  • 0/3
  • 0/1
  • 1/1
  • 3/3
  • 0/4
  • 1/1

OFFENSE:

21

  • 1/1
  • 0/3
  • 4/4
  • 0/2
  • 3/3
  • 1/3
  • 0/2
  • 0/2
  • 0/2
  • 0/1
  • 0/1
  • 0/1
  • 0/3
  • 0/3
  • 0/1
  • 0/3
  • 0/1
  • 0/1
  • 0/1

DEFENSE:

9

  • 0/1
  • 0/3
  • 0/3
  • 0/1
  • 0/1
  • 0/3
  • 0/3
  • 0/2
  • 0/4
  • 0/1
  • 0/3
  • 0/1
  • 0/2
  • 0/4
  • 0/3
  • 0/1
  • 0/1
  • 0/3
  • 0/1

UTILITY:

0

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masteries information

offensive 4 points in alacrity, scales well with any character reliant on auto-attacks 4 points in deadliness, you scales off of AD this is important 1 point in Weapon Expertise. Gives her skills and auto-attacks increased damage potential. 1 point in havoc, Increases your overall damage always a good stat 2 points in lethality a stat necessary to amplify damage late game 1 point in frenzy, Same explanation as Alacrity 2 points in Brute Force, Good for the early game lasthitting. 3 points in Sunder, Free flat penetration for early damge and kill potential 1 point in Executioner, The % damage increase is very effective and it only costs 1 mastery point Defense 1 point in Summoner’s resolve. Barrier Gives a stronger shield. And Cleanse'lasts longer 4 points in Durability, Gives extra Durability to survive the lane and skimishes 1 point in Hardiness, Givss you enough resistances to Survive Some AD-Based harras1 point in Resistances. Gives you enough resistances to Survive Some AP-Based harras Passive – Headshot. a strong passive ability that muliplies damage every couple of attacks and even scales with critical damage. You want to take advantage of this By stacking it in brush as much as possible. Dont forget this to use this on an enemy champion whenever it comes up. this is the best form of Harras because it deals like 2-2.5 auto attacks. So you can zone them.

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