Caitlyn The Sheriff of Piltover

- Bot/Ad carry
- 4800
- 880
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Headshot
- Every 8th / 7th / 6th auto-attack is enhanced to be a headshot, dealing 150% damage to a champion or 250% damage to a minion or monster. Attacks from brush increase the attack counter by two instead of one.
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Piltover Peacemaker
- Active: After a 1 second casting time, Caitlyn fires a projectile that deals physical damage to all targets it passes through. Each target hit after the first takes 10% less damage, down to a minimum of 50% of the original damage. Range: 1300 Cost: 50/60/70/80/90 mana Cooldown: 10/9/8/7/6 seconds Physical Damage: 20/60/100/140/180 (+1.3 per attack damage) Minimum Physical Damage: 10 / 30 / 50 / 70 / 90 (+0.65 per attack damage)
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Yordle Snap Trap
- Active: Caitlyn sets a trap at the target nearby location. The trap triggers when a champion walks over it. This trap is visible to both allies and enemies. When sprung, the trap immobilizes the champion for 1.5 seconds, dealing magic damage over the duration and additionally revealing the target for 9 seconds. Caitlyn can set up to 3 traps and they last 4 minutes. When she sets a trap once the cap has been reached, the oldest trap will deactivate itself. Cost: 50 mana Placement Range: 800 Activation Range: 67.5 Cooldown: 20/17/14/11/8 seconds Total Magic Damage: 80/130/180/230/280 (+0.6 per ability power)
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90 Caliber Net
- Active: Caitlyn fires a heavy net in front of her, knocking herself back in the opposite direction. The net will slow down the first target hit by 50% and will deal magic damage to it. Cost: 75 mana Range: 1000 Knockback Distance: 400 Cooldown: 18/16/14/12/10 seconds Magic Damage: 80/130/180/230/280 (+0.8 per ability power) Slow Duration: 1/1.25/1.5/1.75/2 seconds
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Ace in the Hole
- Active: Caitlyn marks an enemy champion at a huge range and channels for 1 seconds to line up the perfect shot, providing vision of the target for the duration. She then fires the projectile to deal massive physical damage. Enemy champions can intercept the bullet for their ally. Cost: 100 mana Projectile Speed: 3200 Cooldown: 90/75/60 seconds Range: 2000/2500/3000 Physical Damage: 250/475/700 (+2.0 per bonus attack damage)
Health Points | 390 |
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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 |
Item builds
Start items
Doran's Blade
+8 Attack Damage +80 Health +3% Life Steal
Core items
Berserker's Greaves
+30% Attack Speed UNIQUE Passive - Enhanced Movement: +45 Movement Speed
Infinity Edge
+65 Attack Damage +20% Critical Strike Chance UNIQUE Passive: Critical strike bonus damage is increased by 50%.
Phantom Dancer
+45% Attack Speed +30% Critical Strike Chance UNIQUE Passive - Spectral Waltz: While within 500 units of an enemy champion you can see, +12% Movement Speed and you can move through units. UNIQUE Passive - Lament: The last champion hit deals 12% less damage to you (ends after 10 seconds of not hitting).
The Bloodthirster
+75 Attack Damage UNIQUE Passive: +20% Life Steal UNIQUE Passive: Your basic attacks can now overheal you. Excess life is stored as a shield that can block 50-350 damage, based on champion level. This shield decays slowly if you haven't dealt or taken damage in the last 25 seconds.
Last Whisper
+25 Attack Damage UNIQUE Passive - Last Whisper: +30% Bonus Armor Penetration
Skillorder
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | |
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Q ![]() |
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W ![]() |
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E ![]() |
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R ![]() |
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
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Flash
spells 2
Cleanse
Flash
Runes
Glymph
x9
Greater Glyph of Warding
+1.34 magic resist
Mark
x9
Greater Mark of Strength
+0.95 attack damage
Seal
x9
Greater Seal of Resilience
+1.41 armor
Quintessence
x2
Greater Quintessence of Strength
+2.25 attack damage
Greater Quintessence of Vampirism
+2% Lifesteal.
- +12.06 magic resist
- +8.55 attack damage
- +12.69 armor
- +4.5 attack damage
- +2% lifesteal
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
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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May 09, 2013 (u) 27 7 votes 2 comments -
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