Arrr, good patterns
- Can maintain ranged damage when positioning and target access remain seaworthy.
- Ranged basic attacks can contribute without entering melee distance when spacing be preserved.
Game patch, matey 26.20Data Dragon 16.20.1
Arrr, reference patch 16.20.1
the Sheriff of Piltover
Caitlyn be a ranged damage dealer who needs seaworthy spacing and time to keep attacking. This overview keeps th' explanation practical and leaves patch-sensitive numbers to Riot's structured data and th' present in-battle tooltip.
Arrr, strengths and limits
These be kit-level patterns, nay a promise that every course or matchup plays th' same way.
Make use o' her Yordle Snap Traps by placing them pre-emptively to ensure that ye'll have one off o' cooldown during combat.
Avoid using Ace in th' Hole in large crew melees as it might be blocked by th' off course target.
Fire 90 Caliber Net astern from th' foe to belay th' gap or hop over walls.
Keep astern o' allied minions if Caitlyn be harassing ye wit' Piltover Peacemaker (it deals less damage wit' each subsequent target).
Ye can intercept Ace in th' Hole's missile from hitting an ally if ye stand in its course.
Arrr, practical champion reading
Use these patterns to ask better questions afore choosing an gear, target or commitment. They describe th' kit, nay a promised result.
Armour can reduce th' broad physical profile. Separate basic attacks from physical tricks afore relying on an gear passive that only affects attacks.
Th' threat grows while this champion can keep attacking a useful target. Break target access, create distance or use control afore th' repeated pattern settles in.
Ranged attacks be useful only while a seaworthy line to th' target remains. Flanks, hard control and blocked escape routes can remove that advantage quickly.
Target access and survival time most often matter more booty than one ambitious hit. Reposition betwixt attacks and avoid giving up th' seaworthy damage line.
Tenacity can shorten only eligible control. Displacements, airborne effects and repeated slows need their own positioning, blocking or movement captain's answer.
Reserve anti-heal and anti-shielding fer a visible problem in th' full crew composition; they be nay default answers to every champion.
A spell being available does nay mean th' shipshape sequence be sustainable. Watch th' resource bar as well as th' setup and escape cooldowns.
Defensive gear reference
Set sail wit' th' threat that be actually affecting th' clash. These be conditional comparisons, nay an automatic counter loadout.
Ace in th' Hole deals physical damage, so th' armour on Plated Steelcaps reduces th' hit. Their basic-attack reduction passive does nay apply to th' ultimate because it be an trick, nay a basic attack.
Pick Mercury's Treads when reducible control and magic damage from th' full opposing crew matter more booty than Caitlyn's physical pressure.Normal Draft and Ranked role sea chart
Each course be assessed separately. Unfurl a role to reach its queue-specific loadout and matchup preparation.
Old chart, matey. Recommendations await inspection. Caitlyn be normally played Bot and does nay currently have a reviewed Top course. Top most often needs independent laning, durable trading or reliable side-course pressure. Treat this as a deliberate experiment, nay a standard recommendation.
Old chart, matey. Recommendations await inspection. Caitlyn be normally played Bot and does nay currently have a reviewed Jungle course. Jungle most often needs repeatable monster clear th' deck, seaworthy pathing and prize control without course income. Treat this as a deliberate experiment, nay a standard recommendation.
Old chart, matey. Recommendations await inspection. Caitlyn be normally played Bot and does nay currently have a reviewed Mid course. Mid most often needs solo-course safe harbour plus wave control, roaming or reliable burst pressure. Treat this as a deliberate experiment, nay a standard recommendation.
Old chart, matey. Recommendations await inspection. Caitlyn has an established Bot carry course that can scale through shared-course farm and work wit' a Support partner.
Old chart, matey. Recommendations await inspection. Caitlyn be normally played Bot and does nay currently have a reviewed Support course. Support most often needs useful engage, peel or utility while operating on low doubloons income. Treat this as a deliberate experiment, nay a standard recommendation.
Arrr, kit reference
Trick names, descriptions and numeric fields come from Riot Data Dragon. Practical reads be independently written; th' present in-battle tooltip remains authoritative.

Arrr, what it doesEnglishEvery few basic attacks, or against a target she has trapped or netted, Caitlyn will fire a headshot dealing bonus damage that scales with her critical strike chance. On trapped or netted targets, Caitlyn's Headshot attack range is doubled.
Arrr, practical readHeadshot be an automatic part o' th' kit involving damage. Track when its condition be active instead o' treating every fight th' same way.

Arrr, what it doesEnglishCaitlyn revs up her rifle for 1 second to unleash a penetrating shot that deals physical damage (deals less damage to subsequent targets).
Arrr, practical readPiltover Peacemaker contributes damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.
Targets after th' first aboard receive reduced damage, so th' order o' units in th' line changes th' result.

Arrr, what it doesEnglishCaitlyn sets a trap that, when sprung, reveals and immobilizes the enemy champion for 1.5 seconds, granting Caitlyn an empowered Headshot.
Arrr, practical readYordle Snap Trap creates setup or area pressure. Place it where th' foe must choose betwixt entering its space, changing course or giving up th' immediate contest.
This trick supplies sight or reveals its target. That ship's intelligence effect can matter even when damage be nay th' main reason to cast it.

Arrr, what it doesEnglishCaitlyn fires a heavy net to slow her target. The recoil knocks Caitlyn back.
Arrr, practical read90 Caliber Net be a ranged cast involving a slowing effect. Respect its line or target area, and avoid spending it when th' foe can simply step astern afore th' fit fer th' captain's eye exchange.
Th' cast changes position or access. Sailor record fer where th' champion finishes, nay only where th' trick begins.

Arrr, what it doesEnglishCaitlyn takes time to line up the perfect shot, dealing massive damage to a single target at a huge range. Enemy champions can intercept the bullet for their ally.
Arrr, practical readAce in th' Hole contributes damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.
Ace in th' Hole does nay become weaker when Caitlyn fires from nigh th' ship. Distance changes whether she can set sail th' cast, but it does nay change th' shot's damage.
Th' bullet hits th' first aboard foe champion in its course. An foe can protect th' marked target by standing betwixt that target and Caitlyn.
Caitlyn must finish lining up th' shot afore it fires. Interrupting her channel or making th' target untargetable can stop th' normal hit.
Ace in th' Hole deals physical trick damage. Plated Steelcaps lend a hand through their armour, but their basic-attack reduction passive does nay reduce this ultimate. Mercury's Treads do nay directly reduce th' physical hit.
Arrr, levels 1–18
Base values exclude gear, runes, temporary buffs and mode-specific modifiers. Cooldowns be th' listed base cooldown afore trick haste.
Cooldown Data Dragon 16.20.1
Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
First aboard rank becomes available at level 6; later ranks normally become available at levels 11 and 16.
| Rank | Health, arr | Mana, arr | Trick milestone |
|---|---|---|---|
| 1 | 580 | 315 Mana, arr | Pick th' first aboard basic trick |
| 2 | 657 | 344 Mana, arr | Stow another basic trick or rank |
| 3 | 738 | 374 Mana, arr | Stow another basic trick or rank |
| 4 | 822 | 406 Mana, arr | Spend one trick point |
| 5 | 911 | 439 Mana, arr | Spend one trick point |
| 6 | 1,003 | 473 Mana, arr | First aboard ultimate rank normally available |
| 7 | 1,098 | 509 Mana, arr | Spend one trick point |
| 8 | 1,198 | 546 Mana, arr | Spend one trick point |
| 9 | 1,301 | 585 Mana, arr | Spend one trick point |
| 10 | 1,408 | 625 Mana, arr | Spend one trick point |
| 11 | 1,519 | 666 Mana, arr | Arrr, second ultimate rank normally available |
| 12 | 1,633 | 709 Mana, arr | Spend one trick point |
| 13 | 1,752 | 753 Mana, arr | Spend one trick point |
| 14 | 1,874 | 799 Mana, arr | Spend one trick point |
| 15 | 1,999 | 846 Mana, arr | Spend one trick point |
| 16 | 2,129 | 894 Mana, arr | Arrr, final ultimate rank normally available |
| 17 | 2,262 | 944 Mana, arr | Spend one trick point |
| 18 | 2,399 | 995 Mana, arr | Spend one trick point |
Pick th' next aboard query
Pick a queue-aware loadout, compare a course foe, or return to th' full champion library.