Arrr, VRC.LOL

Game patch, matey 26.20Data Dragon 16.20.1

Arrr, reference patch 16.20.1

Caitlyn

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.

BotArrr, mostly physical damageArrr, ranged attacks
Arrr, usual roleBot
ClassMarksman
DifficultyArrr, medium · 6/10
Arrr, basic attacksRangedArrr, ranged basic attacks · 650 range.
Arrr, damage profileArrr, mostly physical damageMost normal kit pressure be physical. Armour may lend a hand, but inspect whether attacks or tricks be th' main source.
Arrr, reference patch16.20.1

Arrr, strengths and limits

What Caitlyn does well, and what can go wrong

These be kit-level patterns, nay a promise that every course or matchup plays th' same way.

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.

Arrr, limits to respect

  • Loses reliable output when forced astern, controlled or reached afore creating distance.
  • Needs th' sailor to respect cooldowns, resources and th' foe's course into th' fight.

Arrr, riot ally tips

Use these while learning th' champion
1

Make use o' her Yordle Snap Traps by placing them pre-emptively to ensure that ye'll have one off o' cooldown during combat.

2

Avoid using Ace in th' Hole in large crew melees as it might be blocked by th' off course target.

3

Fire 90 Caliber Net astern from th' foe to belay th' gap or hop over walls.

Riot foe tips

What an foe be told to watch fer
1

Keep astern o' allied minions if Caitlyn be harassing ye wit' Piltover Peacemaker (it deals less damage wit' each subsequent target).

2

Ye can intercept Ace in th' Hole's missile from hitting an ally if ye stand in its course.

Arrr, source boundaryTip text and kit data come from Riot Data Dragon 16.20.1. VRC.LOL’s strength and limit summaries be independently written.

Arrr, practical champion reading

Arrr, how to read Caitlyn in a real fight

Use these patterns to ask better questions afore choosing an gear, target or commitment. They describe th' kit, nay a promised result.

Arrr, damage delivery

Arrr, primarily physical pressure

Armour can reduce th' broad physical profile. Separate basic attacks from physical tricks afore relying on an gear passive that only affects attacks.

Arrr, fight rhythm

Arrr, repeated access matters

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.

Arrr, range and access

Arrr, spacing protects repeated output

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.

Typical crew job

Maintain seaworthy, repeatable damage

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.

Control inspect

Identify th' exact movement restriction

Tenacity can shorten only eligible control. Displacements, airborne effects and repeated slows need their own positioning, blocking or movement captain's answer.

Arrr, protection and sustain

Do nay buy a counter that has no target

Reserve anti-heal and anti-shielding fer a visible problem in th' full crew composition; they be nay default answers to every champion.

Arrr, resource pattern

Arrr, mana and cooldowns both matter

A spell being available does nay mean th' shipshape sequence be sustainable. Watch th' resource bar as well as th' setup and escape cooldowns.

Read th' whole crewTh' same champion can create a different problem after changing role, gear or crewmates. Re-inspect th' visible clash afore committing to a defensive captain's answer.

Defensive gear reference

What can help against Caitlyn?

Set sail wit' th' threat that be actually affecting th' clash. These be conditional comparisons, nay an automatic counter loadout.

Pre-battle choices
Arrr, dEFENSIVE BOOTS

Plated Steelcaps be most often th' better o' these two

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.
Arrr, repeated attacksDisplacementSlowsArrr, possible critical strikes
Arrr, pHYSICAL DEFENCE

Arrr, physical defence

Armour · hull · role-appropriate defence

Armour can reduce physical damage, but Plated Steelcaps' passive be specific to attacks.

Clash th' gear to attacks, critical strikes or trick burst rather than buying armour from th' label alone.
Arrr, rEPEATED ATTACKS

Arrr, repeated attacks

Arrr, Plated Steelcaps · Frozen Heart

These can reduce attack-focused pressure when their stats fit yer champion.

Do nay use this as an captain's answer to physical spells that be nay attacks.
Arrr, cRITICAL STRIKES

Arrr, critical strikes

Arrr, randuin's Omen

Critical-strike reduction can matter after a real critical loadout appears.

Champion identity alone does nay prove that critical strikes will be purchased.
Arrr, cONTROL AND ONE KEY SPELL

Arrr, control and one key spell

Arrr, Mercury's Treads · Quicksilver Sash · Banshee's Veil · Edge of Night

Tenacity and a removable-control active can lend a hand agin' th' relevant disabling effects. Airborne and displacement effects be nay solved simply by stacking Tenacity.

Inspect th' present tooltip and whether th' exact effect can be shortened, removed or blocked.
Arrr, rEPEATED SLOWS

Arrr, repeated slows

Arrr, Boots of Swiftness

Slow resistance can be more booty useful than Tenacity when repeated slowing strength be th' main problem.

It gives no armour or magic resistance, so compare th' rest o' th' opposing crew.
ACE IN THE HOLE

Ace in th' Hole

Armour · spell shield · stasis · champion interception

Armour reduces th' physical hit. A valid spell shield, correctly timed stasis or another foe champion standing in th' bullet's course can prevent th' marked target taking th' normal shot.

Distance does nay make Caitlyn's ultimate stronger or weaker. Steelcaps lend a hand through armour, nay through their basic-attack passive.
Sailor decidesChampion identity be a starting point, nay an automatic purchase. Compare th' full opposing crew, present gear tooltips and th' problem that be actually deciding fights. Ne'er buy two completed pairs o' Boots.

Normal Draft and Ranked role sea chart

Where Caitlyn fits on Summoner's Rift

Each course be assessed separately. Unfurl a role to reach its queue-specific loadout and matchup preparation.

TopUnestablished course

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.

Inspect this role
JungleUnestablished course

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.

Inspect this role
MidUnestablished course

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.

Inspect this role
SupportUnestablished course

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.

Inspect this role

Arrr, kit reference

Caitlyn tricks

Trick names, descriptions and numeric fields come from Riot Data Dragon. Practical reads be independently written; th' present in-battle tooltip remains authoritative.

Tricks Data Dragon 16.20.1Cooldown / Cost / Range Data Dragon 16.20.1
P
Passive

Headshot

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.

Q
Q trick

Piltover Peacemaker

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.

CooldownArrr, 10/9/8/7/6 secCost55/60/65/70/75Arrr, listed rangeArrr, 1250 units
Arrr, damage falloff

Targets after th' first aboard receive reduced damage, so th' order o' units in th' line changes th' result.

W
W trick

Yordle Snap Trap

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.

Cost20Arrr, listed rangeArrr, 800 units
Vision

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.

E
E trick

90 Caliber Net

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.

CooldownArrr, 16/14/12/10/8 secCost75Arrr, listed rangeArrr, 750 units
Movement

Th' cast changes position or access. Sailor record fer where th' champion finishes, nay only where th' trick begins.

R
Ultimate

Ace in the Hole

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.

CooldownArrr, 90 secCost100Arrr, listed rangeArrr, 3500 units
Same damage nigh or far across th' waters

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.

Arrr, another champion can block it

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.

Arrr, needs time to fire

Caitlyn must finish lining up th' shot afore it fires. Interrupting her channel or making th' target untargetable can stop th' normal hit.

Armour reduces th' shot

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

Caitlyn · Health, arr / Mana, arr · Tricks

Base values exclude gear, runes, temporary buffs and mode-specific modifiers. Cooldowns be th' listed base cooldown afore trick haste.

Arrr, level 1580 Health, arr315 Mana, arr
Arrr, level 3738 Health, arr374 Mana, arr
Arrr, level 61,003 Health, arr473 Mana, arr
Arrr, level 111,519 Health, arr666 Mana, arr
Arrr, level 162,129 Health, arr894 Mana, arr
Arrr, level 182,399 Health, arr995 Mana, arr

Cooldown Data Dragon 16.20.1

Q
Basic trickPiltover Peacemaker

Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

Arrr, rank 1Arrr, 10 secArrr, rank 2Arrr, 9 secArrr, rank 3Arrr, 8 secArrr, rank 4Arrr, 7 secArrr, rank 5Arrr, 6 sec
W
Basic trickYordle Snap Trap

Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

CooldownRead present tooltip
E
Basic trick90 Caliber Net

Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

Arrr, rank 1Arrr, 16 secArrr, rank 2Arrr, 14 secArrr, rank 3Arrr, 12 secArrr, rank 4Arrr, 10 secArrr, rank 5Arrr, 8 sec
R
UltimateAce in the Hole

First aboard rank becomes available at level 6; later ranks normally become available at levels 11 and 16.

Arrr, all ranksArrr, 90 sec
Unfurl every levelHull and mana from level 1 to 18
RankHealth, arrMana, arrTrick milestone
1580315 Mana, arrPick th' first aboard basic trick
2657344 Mana, arrStow another basic trick or rank
3738374 Mana, arrStow another basic trick or rank
4822406 Mana, arrSpend one trick point
5911439 Mana, arrSpend one trick point
61,003473 Mana, arrFirst aboard ultimate rank normally available
71,098509 Mana, arrSpend one trick point
81,198546 Mana, arrSpend one trick point
91,301585 Mana, arrSpend one trick point
101,408625 Mana, arrSpend one trick point
111,519666 Mana, arrArrr, second ultimate rank normally available
121,633709 Mana, arrSpend one trick point
131,752753 Mana, arrSpend one trick point
141,874799 Mana, arrSpend one trick point
151,999846 Mana, arrSpend one trick point
162,129894 Mana, arrArrr, final ultimate rank normally available
172,262944 Mana, arrSpend one trick point
182,399995 Mana, arrSpend one trick point
How th' numbers be calculatedLevel values use Riot Data Dragon 16.20.1 base and growth statistics wit' League’s non-linear champion-stat growth curve. Queue starting levels can differ: Normal Draft and Ranked normally begin at level 1, while ARAM and Swiftplay use faster starting rules.

Pick th' next aboard query

Turn th' profile into a pre-battle course

Pick a queue-aware loadout, compare a course foe, or return to th' full champion library.

Unfurl Caitlyn buildsArrr, prepare a matchupArrr, browse champions