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General Information
TitleThe Sheriff of Piltover
Release DateJanuary 4th, 2011
Cost4800 BE 880 RP

481 (+ 91)

HP Regen
3.5 (+ 0.55)

313.7 (+ 35)

Mana Regen
7.4 (+ 0.55)


Attack Dmg
62 (+ 2.88)

Attack Spd
0.568 (+ 20 (+4)%)


28 (+ 3.5)

Magic Resist
30 (+ 0.5)

Caitlyn is a champion in League of Legends.


For outdated and now non-canon lore entries, click here.
  • Biography
  • Story
A determined and skilled investigator, Caitlyn is one of the sheriffs of Piltover, the City of Progress. She is a fiercely intelligent woman with a strong sense of justice and a resolute devotion to the law. Armed with a magnificent hextech rifle, Caitlyn is a patient hunter and the bane of criminals throughout her city.

Born to a wealthy and influential family of hextech artificers in Piltover, Caitlyn swiftly learned the social graces of city life, but preferred to spend her time in the wilder lands to the south. Equally adept at mingling with the moneyed citizens of the City of Progress or tracking a deer through the mud of the forest, Caitlyn spent the bulk of her youth beyond Piltover’s gates. She could track a bird on the wing or put a bullet through the eye of a hare at three hundred yards with her father’s Bilgewater repeater musket.

Caitlyn’s greatest assets, however, were her intelligence and willingness to learn from her parents, who reinforced her innate understanding of right and wrong. Though the family’s engineering skills had made them wealthy, her mother always warned of Piltover’s seductions, of how its gilded promises could harden even the kindest heart. Caitlyn paid little attention to her mother’s warning, for Piltover was a city of beauty to her, a place of order she would cherish after each trip into the wild.

All that was to change one Progress Day, five years later.

Caitlyn returned from one of her long forays into the woodlands to find her home ransacked and empty. The family retainers were all dead, and no trace could be found of her parents. Caitlyn secured her home, and immediately set off in search of her mother and father.

Tracking quarry that does not want to be found within the confines of a city was very different from hunting in the wild, but, one by one, Caitlyn located the men who had invaded her home. None of these men knew the true identity of who had hired them, only that they had acted via a proxy with the initial “C.” The trail eventually led Caitlyn to a secret hextech laboratory where her mother and father were being forced to work for a rival clan under pain of death. Caitlyn rescued her parents, and the wardens, acting upon Caitlyn’s information, arrested the clan leader behind the kidnapping. She and her parents returned home and began to rebuild their lives, but something fundamental had changed in Caitlyn.

She had seen that Piltover could be a dangerous place, where ambition and greed were as deadly as a cornered beast. During the course of her investigation, Caitlyn had seen beneath Piltover’s veneer of progress and science. She had seen people in need of help, a host of souls lost and alone. And she had seen that she could help them. Though she loved her parents, Caitlyn had no desire to follow in their footsteps as an artisan, and looked for a way to earn a living in the sprawling metropolis. She established herself as an investigator of sorts, utilizing her skills as a superlative hunter to act as a finder of lost people and retriever of stolen property.

For her twenty-first birthday, Caitlyn’s parents presented her with a hextech rifle of exquisite artifice. The weapon was a thing of beauty, with specialized shells that enabled it to shoot with greater accuracy than any rifle she had ever owned. The weapon could also be modified to fire a variety of different ammunition types, and went with Caitlyn whenever she took a case.

Caitlyn knew Piltover’s nooks and crannies as thoroughly as the forest paths of her childhood, and turned a tidy profit in a profession that brought her into contact with the many and varied layers of society. Her profession exposed Caitlyn to a great deal of strange encounters that taught her, first-hand, the dangers of untested hextech and rogue chemtech development. Over the next few years, she quickly made a name for herself as someone to go to for help in matters both mundane and esoteric.

One particularly traumatic case involving a missing hextech device and a series of child abductions led to Caitlyn working closely with an agent of the Piltover Wardens; one who, like her, had developed something of an affinity for stranger cases. Caitlyn refused to give up, even when the trail grew colder with every passing day. She chased it like a dog would a bone, and eventually, broke the case. Caitlyn and the warden rescued the children after a battle with a host of rogue chimerics in the employ of a lunatic chem-researcher driven mad by his own concoctions. As she and the warden shared a celebratory drink, he offered her a job as a sheriff. At first, Caitlyn refused, but eventually came to realize that, with all the resources the wardens had to offer, she could potentially get closer to discovering the identity of the mysterious “C,” the only person involved in the attack on her family home she had yet to apprehend.

Caitlyn now works as a highly respected officer within the ranks of the Piltover Wardens to keep order in the City of Progress - particularly in areas where overzealous hextech artisans cross the line of what is acceptable in Piltover. She has recently partnered with a new recruit from Zaun, the brash and reckless ViSquare.png Vi. How such an unlikely pairing came to be, and has proven to be so effective, is the subject of numerous wild rumors and tavern speculation among their fellow wardens and those they haul away to jail.

"To be the best hunter, you have to be able to think like your prey."

- CaitlynSquare.png Caitlyn


The young man pointed left and said, “Down that way at a good clip.”

She followed his gaze and saw cheering theater-goers spilling from the Drawsmith Arcade, a vaulted structure of colored glass and ironwork columns. They mingled with stall-holders selling refreshments and promenade-girls looking for a wealthy mark. Mohan finally caught up to her, sweating and breathing hard. He bent at the waist and propped himself up with his palms on his knees. His blue uniform coat was askew and his hat tipped back over his head.

“Figures he’d try to lose himself in the crowd,” he said between gulps of air.

Caitlyn took a moment to study their public-spirited helper. His clothes were finely-tailored and must once have cost him a pretty penny, but the cuffs were frayed and the elbows worn. Her eyes narrowed as she took in last season’s colors and a collar that hadn’t been in style for a year.

Wealthy, but down on his luck.

Mohan turned toward the busy street and said, “Come on, Caitlyn! Let’s go or we’ll lose him.”

Caitlyn dropped to one knee to look at the street from a different perspective. The cobbles were slick from the evening rain and were well trodden. From this angle, she saw the scuffs of heel marks on stone that only a running man would leave. But they weren’t heading left, they were heading right.

“How much did Devaki give you to tell us that?” said Caitlyn to the unfashionably dressed young man. “If it was less than a gold hex, you were swindled.”

The young man put his hands up and said, “It was five, actually,” before turning tail and running toward the crowds with a laugh.

“What the...?” said Mohan, as Caitlyn sprinted in the opposite direction. She’d lost valuable seconds, but knew exactly where Devaki was going now. She soon left Mohan behind, her sometime partner a little too fond of the sugared pastries the District-Inspector’s wife made for her husband’s officers.

Caitlyn ran a winding path through the city, along seldom-traveled alleyways and crooked paths between the gables of tall, brick-fronted warehouses. She cut across busy streets, drawing cries of annoyance from those she barged out of her way. The closer she came to the great canyon bisecting Piltover, the narrower the streets became, but she was betting she knew the shortcuts of Piltover better than Devaki. After a dozen twists and turns, she emerged onto a crooked street of undulating cobbles that followed the jagged line of the cliff. Known locally as Drop Street thanks to the wheezing hexdraulic conveyer at the end that ran late into the night, it was deep in shadow.

The iron-framed cabin hadn’t yet opened, the lozenge-patterned grille still in the closed position. A group of fifteen Zaunites, a great many of whom were intoxicated, gathered around the ticket booth. None of them were the man Caitlyn was looking for. She turned and dropped to a crouch, resting the barrel of her rifle on a packing crate bearing the brand of Clan Medarda. Stolen property, no doubt, but she didn’t have time to check it.

Caitlyn thumbed the rifle’s primer switch to the upright position. A gentle hum built within the breech as she worked the action to ready a shot. She pulled the butt of the rifle hard against her shoulder and slowed her breathing. Her cheek pressed into the walnut stock and she closed one eye as she took aim through the crystalline lenses.

She didn’t have long to wait.

Devaki swung around the corner, his long coat billowing out behind him and his hat a tall silhouette. He appeared to be in no hurry, but then, he believed he had shed his pursuers. He held a heavy brass-cornered case in his metal-clawed hand; a crude thing Vi said he’d had done in one of Zaun’s ask-no-questions augmentation parlors when he was a foolish youth.

Caitlyn focused her aim on the pneumatic monstrosity and squeezed the trigger. A searing flash of orange-red exploded from the weapon’s muzzle and Devaki’s hand vanished in a pinpoint blast. He cried out and fell back, his hat toppling from his head as the case fell to the ground. Devaki looked up, his eyes widening in pain and surprise as he saw Caitlyn. He turned to run, but Caitlyn had been waiting for that. She toggled a thumb-switch on the breech and pulled the trigger again.

This time the beam struck Devaki in the back and exploded in a web of crackling energy. Devaki’s back arched and he fell, twitching, to the ground. Caitlyn powered down her rifle and slung it over her shoulder as she walked toward the fallen Devaki. The effects of the electro-net were dimming, but he wouldn’t be getting up anytime soon. Caitlyn bent to retrieve the case he’d dropped and shook her head with a tut-tut sound.

“” said Devaki, through the spasms wracking his body.

“How did I know where you were headed?” asked Caitlyn.

Devaki nodded, the movement jerky and forced.

“Your previous thefts were meaningless in themselves, but when I looked at them as part of a larger scheme, it seemed like you were gathering components to build a version of Vishlaa’s Hexylene Caliver,” said Caitlyn.

She knelt beside Devaki to place a hand on his rigid body.

“And as we all know, that weapon was outlawed as being too dangerous, wasn’t it? No one in Piltover would dare touch that kind of banned hex, but someone, maybe in Noxus? They’d pay handsomely for that, I imagine. But the only place you could get something like that out of the city is through one of Zaun’s less reputable smugglers. This is the only quick route down into Zaun that’s still running at this time of night. Once I saw you weren’t going to try and hide out in Piltover, all I had to do was get to the conveyor before you and wait. So you and I are going to have a long talk, and you’re going to tell me who you’re working for.”

Devaki didn’t answer, and Caitlyn grinned as she reached over his prone body.

“Nice hat,” she said.


Headshot.png Headshot [Passive]

Innate: Caitlyn Headshots targets she has trapped or netted. Additionally, she gains a free headshot every 6 basic attacks; attacks while in brush count as 2.


  • Deal (+50 - 100% total) (at levels 1-18) (+150% Crit Damage) as a bonus damage to champions
  • Deals 100% Total Damage to minions
  • Have double range against trapped or netted targets
Piltover Peacemaker.png Piltover Peacemaker [Q]
Cost: 50 / 60 / 70 / 80 / 90 Mana Cooldown: 10 / 9 / 8 / 7 / 6 seconds Range: 1250

Active: Revs the rifle for 1 second to fire a narrow piercing shot dealing physical damage. After hitting any target, it opens into a wider shot that deals 33% less damage.

Always deals full damage to trap revealed targets.

Physical Damage: 30 / 70 / 110 / 150 / 190
(+130 / 140/ 150 / 160 / 170% total)
Yordle Snap Trap.png Yordle Snap Trap [W]
Cost: 20 Mana Cooldown: 30 / 24 / 19 / 15 / 12 seconds per trap Range: 800

Active: Sets traps that an enemy Champion can spring, immobilizing them for 2 seconds and revealing them for a short duration.

Several traps may be active at once.

Trapped enemies take increased damage from Headshot.

Trap Duration: 30 / 35 / 40 / 45 / 50 seconds
Active Traps: 3 / 3 / 4 / 4 / 5
Headshot Damage: 60 / 105 / 150 / 195 / 240
(+40 / 55 / 70 / 85 / 100% bonus)
90 Caliber Net.png 90 Caliber Net [E]
Cost: 75 Mana Cooldown: 16 / 14.5 / 13 / 11.5 / 10 seconds Range: 750

Active: Fires a net, knocking Caitlyn backwards. The net deals magic damage and slows the first enemy hit by 50% for 1 second. Magic Damage: 70 / 110 / 150 / 190 / 230 (+80%)
Ace in the Hole.png Ace in the Hole [R]
Cost: 100 Mana Cooldown: 90 / 75 / 60 seconds Range: 2,000 / 2,500 / 3,000

Active: Takes a second to line up the perfect shot on an enemy Champion at long range. The shot deals physical damage, but other enemy Champions can intercept it. Physical Damage: 300 / 525 / 750 (+200% bonus)

Patch History[edit]

Patch 10.4

Bonus AS at level 1 increased.

Sharpening (can you sharpen guns?) Caitlyn's early game harass potential since she's sitting in a pretty weak spot right now.

Base Stats

BONUS ATTACK SPEED : [10%] 20% at level 1

Patch 9.18
Base attack damage increased.

Bumping Caitlyn's early laning power so she can punish those who rely more on scaling.

Base Stats


Patch 9.12
Base attack damage increased.

This is definitely a small buff, but we're being extra cautious with her since she has a tendency to take over metas.

Base Stats


Patch 9.10
W headshot damage increased.

Helping Caitlyn out in a way that doesn't affect her already strong waveclear and late game, by focusing on when she successfully maneuvers her traps for maximum damage.

Yordle Snap Trap.png W - Yordle Snap Trap

HEADSHOT BONUS DAMAGE : [40/90/140/190/240]

Patch 9.9

Reinforcing Caitlyn's Piltover/hextech thematic in her VFX where it made sense, while preserving her unique feel. Effects should feel more impactful and modern, and improve gameplay clarity.

BASIC ATTACK : Cleaned up noise and added new hit impacts
HEADSHOT : Brand new headshot missile and effects for better readability
PILTOVER PEACEMAKER : Cleaned up noise, added a width indicator for clarity, and updated hit effects
YORDLE SNAP TRAP : Reduced activation noise and cleaned up root effect. Updated ally traps as well to glow blue.
90 CALIBER NET : Cleaned up and now more accurately represents the width of the missile
ACE IN THE HOLE : Reduced the target effect's noise, improved the timing, and added new cast, missile, and hit effects
HEADHUNTER CAITLYN : Cleaned up the projectiles and added the width indicator to her Q
LUNAR WRAITH CAITLYN : Cleaned up the projectiles and adjusted the width of her Q to match the new base. Also cleaned up R charging and hit effects.

Patch 9.6
R damage increased.

We want to encourage more marksman picks at higher skill level so we're buffing a few options toward viability.

Ace in the Hole.png R - Ace in the Hole

DAMAGE : [250/475/700]


HEADSHOT DAMAGE : [50% (+100% crit chance)]
[50-100% (at levels 1-18) (+150% crit chance) total attack damage


ARMOR : [33] 28
HEALTH : [475] 481
HEALTH REGEN : [1.1] 0.7

Passive can no longer crit and now simply has a percentage increase over damage dealt to champions.

Caitlyn's headshot against non-champions is a bit much, giving her neutral monster damage (and sustain from lifesteal) that is well above what feels appropriate. We're aligning the formula closer to Headshot's damage to champions to decrease her ability to quickly heal up off of monsters and minions.

Headshot.png Passive - Headshot

DAMAGE TO CHAMPIONS : +50% (modified by critical strike) total attack damage (unchanged)
DAMAGE TO NON-CHAMPIONS +100% (modified by critical strike) total attack damage


BASE ARMOR : [22.88] 31.88

Previous attack speed changes reverted. Reduced trap uptime and vision, but procs deal more damage later. Less health early. Headshot can proc on turrets.

Caitlyn’s received several rounds of changes targeted at the late-game effectiveness of her basic attacks. These passes succeeded in knocking Caitlyn out of must-pick status, but netted more cost than benefit since her basic attack feels far worse to use as a result. This isn’t to say all marksman basics should feel the same, or that it’s impossible for a marksman to succeed at lower attack speed thresholds... just that Caitlyn in particular has fallen below the bar of where she should be. So, we’re restoring most of what we took from Caitlyn earlier in the season and carving out a more exploitable early-game weakness instead. She still has plenty of tools to bully enemies in lane, but her reduced base health gives opponents a more realistic chance of beating her if they can force favorable trades and all-ins. At the same time, Cait needs to secure early leads more than ever. Her damage is more item-dependent than before, and her general utility of creating excessive safety by blocking off lanes and gank paths has been brought down to far more reasonable levels. All in all, the Sheriff of Piltover’s back to being a late-game demon, but she’ll have to play more carefully as she walks the path to get there.

Base stats

BASE HEALTH : [524.4] 475
BASE ATTACK SPEED : [0.543] 0.568
ATTACK SPEED AT LV1 : 0.625 (unchanged)

Headshot.png Passive - Headshot

TURRETS HAVE FACES Headshot can now proc on turrets

Piltover Peacemaker.png Q - Piltover Peacemaker

PASSTHROUGH DAMAGE : [50%] 67% to enemies beyond the first

Yordle Snap Trap.png W - Yordle Snap Trap

TRAP DURATION : [90 seconds]
BONUS HEADSHOT DAMAGE : [10/55/100/145/190 (+0.6 total AD)]
40/90/140/190/240 (+0.4/0.55/0.7/0.85/1.0 bonus AD)
CHARGE RATE : [45/32.5/20/12.5/10]
30/24/19/15/12 seconds


|summary=Q deals less damage to targets beyond the first. W base damage decreased at early ranks; ratio reduced. |context=While recent changes to Caitlyn have focused on her late-game teamfighting* (headshots and traps), this patch is about how the Sheriff gets there. Cait’s historically had a rocky mid-game: her early strength wanes as lane phase ends, but she doesn’t hit carry status for another few thousand gold’s worth of items after that. That mid-game lull was largely erased when we smoothed out marksman item progression. We’re re-establishing it by tapping down her effectiveness prior to completing multiple end-game items.

*Sidenote: even accounting for their role as Caitlyn’s ideal teamfight contributions, trap procs were hitting slightly too hard in the late-game. Hence, a flat ratio nerf. |changes=Piltover Peacemaker.png Q - Piltover Peacemaker

PASSTHROUGH DAMAGE : [67%] 50% to enemies beyond the first

Yordle Snap Trap.png W - Yordle Snap Trap

TRAP BONUS DAMAGE : [30/70/110/150/190 (+0.7 total AD)]
10/55/100/145/190 (+0.6 total AD)
TOOLTIP FIX : Yordle Snap Trap’s tooltip now displays the correct root duration of 1.5 seconds (actual duration unchanged)

Attack speed per level down.

Our goals today are the same as patch 7.11: we’re continuing to trim strengths aside from Caitlyn’s primary contributions (smart trap placement and juicy Headshots). Our previous changes to reduce the Sheriff’s sustained damage in the late game didn’t go far enough in this direction so we’re continuing along the path.

Base stats


Runaan’s Hurricane bolts no longer stack Headshot.

Because of its interaction with Headshot, Runaan’s Hurricane has been Caitlyn’s best option for area-of-effect and single-target damage. We’re removing this interaction so Caitlyn’s forced to choose which type of damage she wants to spec into. Similarly, we think Caitlyn’s at her finest when she’s sniping enemies with Headshot procs off of well-placed traps. Right now, she gets to have that as well as high sustained damage in teamfights via right-clicking. We’re hitting the Sheriff’s scaling with attack speed items to keep her focused on traps as the game progresses.

Base stats

BASE ATTACK SPEED : [0.568] 0.543
ATTACK SPEED AT LV1 : 0.625 (unchanged)

Headshot.png Passive - Headshot

HURRICANE HEADSHOT Runaan’s Hurricane bolts no longer stack Headshot


With Aegis of the Legion's old aura out of the game, squishy champions who were relying on it to give them enough magic resist find themselves a bit on the burstable side.

HOORAY : Champions who previously gained no magic resist per level now gain 0.5 per level

E cooldown lowered. W headshot bonus changed from a percentage to a flat bonus.

Despite seeing success in pro play, Caitlyn’s performance in normal games has been inconsistent since her update. One explanation for this is the lack of clarity around Caitlyn’s second level-up. Pumping points into Net for the lower cooldown is by far the most popular, but snap-traps second outperform it significantly. Considering snap-traps are key to Caitlyn’s strategic identity as the best-in-class siege markswoman, we’re shifting power to encourage Cait to realize those strengths without feeling unsafe for one-pointing 90 Caliber Net.

Yordle Snap Trap.png W - Yordle Snap Trap

INCREASED HEADSHOT DAMAGE ON TRAPPED TARGETS : [10/20/30/40/50%] 30/70/110/150/190 + 0.7 attack damage
TRAP CLARITY : Snap traps now display their area-of-effect range to Caitlyn

90 Caliber Net.png E - 90 Caliber Net

COOLDOWN : [18/16/14/12/10 seconds] 16/14.5/13/11.5/10 seconds

Less weirdness around using Headshot.

Caitlyn seems to have landed in a good spot post-update, but there's still some awkwardness to clean up around the usability of her new-and-improved Headshot.

Headshot.png Passive - Headshot

Use the scope : Fixed a bug where Caitlyn would walk toward her empowered Headshot target if they were less than 650 range of her
quick reload : Fixed a bug where Caitlyn's next basic attack would sometimes be delayed more than normal after an empowered Headshot
take the shot : Fixed a bug where Caitlyn would sometimes take longer than intended before firing an empowered Headshot when swapping targets

Yordle Snap Trap.png W - Yordle Snap Trap

get what you pay for : Trap now is slightly better at catching small champions (like yordles)

Headshot stacks faster at early levels.

Better access to early health regen, combined with Caitlyn's update have taken the bite out of her poke-based laning style. We think Caitlyn plays best when she's able to bully her opposition a bit more, so we're bumping up that early game at the small cost of her late.

Headshot.png Passive - Headshot


Q falls off less.

Piltover Peacemaker's intended to be a mixture of strong harass tool with moderate waveclear but currently underperforms at both. We're not changing how strong it is when you land a direct hit, but this helps Caitlyn's efficiency in her never-ending quest to mercilessly kill all of your turrets.

NOTE: This change is currently bugged and hasn't yet been implemented. If possible, we'll look to get it out in a patch update. At the latest, expect to see it in patch 5.24!

Headshot.png Passive - Headshot

IT WAS FUNNY THE FIRST TIME : Reduced the frequency of the 'Boom Headshot' VO line

Piltover Peacemaker.png Q - Piltover Peacemaker

DAMAGE FALLOFF : [40% after first target hit] 33% after first target hit


The mildest of the updates, Caitlyn's changes are more a ‘refinement' of her current style of sharpshooting than anything else. Always slightly behind the curve on sieging and tower-taking relative to her nemesis Jinx, Cait's new headshot interactions and ammo-based trap system play up her ability to control any zone or choke point, tower or no.


BASE ATTACK DAMAGE : [50.04] 53.66
ATTACK SPEED MODIFIER : Caitlyn's basic attacks scale with bonus attack speed at 90% effectiveness

Headshot.png Passive - Headshot

PILTILE SNIPER No longer penetrates bonus armor
STEADY AIM : Headshot's damage is increased by 50% of her crit chance
NO SCOPE : Caitlyn can fire a long-range headshot on enemies that step on a Yordle Snap Trap or get caught in 90-Caliber Net (see below)

Piltover Peacemaker.png Q - Piltover Peacemaker

DAMAGE : [20/60/100/140/180 (+1.3 total attack damage)] 30/70/110/150/190 (+1.3/1.4/1.5/1.6/1.7 total attack damage)
DAMAGE FALL OFF : [10% less damage per target hit] 40% less damage after striking one target
FLATHEAD : After striking one target, gains 30 width
IN MY SIGHTS : Always deals 100% damage to units revealed by Yordle Snap Trap

Yordle Snap Trap.png W - Yordle Snap Trap

COST : [30 mana] 20 mana
COOLDOWN [20/17/14/11/8 seconds] No cooldown
CHARGE TIMER 45/32.5/20/12.5/10 seconds
HEXTECH UTILITY BELT Caitlyn can now store up to 3/3/4/4/5 traps at one time.
MAXIMUM ACTIVE TRAPS : [3] 3/3/4/4/5
DAMAGE : [80/130/180/230/280 (+0.6 ability power)] None
NO SCOPE : Caitlyn can now Headshot trapped targets once at 1300 range
THE CUPCAKES HAVE EYES Fixed a bug where traps revealed the area around them on cast
A LITTLE BREATHING ROOM : Caitlyn can no longer re-trap a trapped target

90 Caliber Net.png E - 90 Caliber Net

MISSILE SPEED : [2000] 1600
DASH DISTANCE : [500] 400
DAMAGE : [80/130/180/230/280 (+0.8 ability power)] 70/110/150/190/230 (+0.8 ability power)
SLOW DURATION : [1/1.25/1.5/1.75/2 seconds] 1 second
NO SCOPE : Caitlyn can now Headshot netted targets once at 1300 range

Fixed the Caitlyn basic attack bug.

Caitlyn mains rejoice: the Sheriff's basic attack animation should no longer de-sync from damage being dealt when Lulu (or Pix, to be more accurate) is in the game. We're pretty sure that was the only cause of the de-sync, but we'll be keeping an eye on Cait this patch to see if any outliers crop up.

In the meantime, go forth and last hit.


BLAME PIX : Fixed an issue where Caitlyn's basic attack animation sometimes de-synced from damage being dealt if Lulu was in the game

W cost and cooldown reduced.

You have the right to remain salty. Ever the go-to for marksmen-in-training, Caitlyn’s strategic niche of pushing and sieging has had a lot of its thunder stolen from the likes of Jinx and Tristana. That said, when hyper-carries like Vayne and Kog run rampant, it’s up to the 650-range arm of the law to take ‘em down. Placing more power in her traps aids her ability to keep opposing marksmen pinned under tower without necessarily making her more effective at clicking on melee champions and making them cry.

Yordle Snap Trap.png W - Yordle Snap Trap

COOLDOWN : [20/17/14/11/8 seconds] 16/14/12/10/8 seconds
COST : [50 mana] 30 mana

Headshot's better against tanky targets, and R gives vision on cast.

"As mentioned in the foreword, it's been a while since Caitlyn was present in the patch notes. This doesn't inherently mean that every champion that hasn't been touched in forever is due, but when the meta has shifted to favoring Marksman that excel in dealing damage while kiting and the Sheriff was AWOL, we figured something was up. Not much behind some general improvements to what feel like bugs (especially in regards to R and Vision), but now Headshot's fancy bonus armor penetration (as in, only penetrates bonus armor like Yasuo's R) will help keep Caitlyn's shots relevant in a late-game of tanks and fighters as she loads them up with greater frequency."
  • Headshot.png Passive - Headshot
    • PILTILE SNIPER : Now ignores 50% of the target's bonus armor (champion only)
  • Yordle Snap Trap.png W - Yordle Snap Trap
    • ARM TIME : 1.0 seconds - 1.25 seconds standardized to 1.1 seconds
    • BUGFIX : Fixed a bug where certain dashes could pass over the traps without triggering the root
  • Ace in the Hole.png R - Ace in the Hole
    • TRAINED EYE : Now gives vision at start of cast instead of at start of channel

Caitlyn's traps are more visible in brush.

"While it's still a good idea to place your traps in brush, you should be ensnaring enemies by exploiting their habits, not their inability to see. "
  • Yordle Snap Trap.png W - Yordle Snap Trap
    • TRAP CLARITY : Increased visibility when placed in brush.


"Part one of three."
  • General
    • BUGFIX Fixed a bug where abilities that give true sight of enemy champions would reveal stealth wards under certain circumstances

And the Yasuo's around the world rejoiced.

  • General
    • PSYCHIC BULLETS: Fixed a bug where Caitlyn's basic attacks were registering as attacks before they visually hit the target

"Given their high visibility, we're taking a broad look at base champion splashes throughout our roster and showing some love to older ones that are showing their age. Caitlyn and Urgot are first out of the gate; keep an eye out for more over the next few patches!"

  • SPLASH: Several champions have received updated splashes:


  • R – Ace in the Hole
    • Fixed a bug where Ace in the Hole's visual effects would continue, even after the projectile was destroyed by its target becoming untargetable. Caitlyn players should now have better visual feedback for when their ultimate will not hit its target.


  • We've improved Caitlyn's running animation!

Caitlyn was crowding out a lot of other AD champions with her potent siege capabilities and strong lane trading potential. We wanted to highlight her weakness to extended trades as a sniper by reducing her base attack speed.
Additionally, by removing the accrual of headshot stacks when attacking turrets, it'll be a little more difficult for Caitlyn to perpetually siege towers in early game while zoning out enemies with the threat of a headshot.

  • Base Attack Speed reduced to 0.625 from 0.668
  • Attack Speed per level increased to 4% from 3%
  • Headshot
    • No longer gains stacks when attacking structures


  • Headshot is no longer consumed when attacking wards


  • Base Movement Speed increased by 25.

September 18th - World Championship Hotfix

  • Piltover Peacemaker
    • Damage falloff per subsequent target reduced to 10% from 15%
    • Minimum damage increased to 50% from 40%
  • 90 Caliber Net can no longer be cast while rooted


  • Cast time of 90 Caliber Net has been reduced
  • Ace in the Hole
    • Range increased to 2,000 / 2,500 / 3,000 from 1,900 / 2,050 / 2,200
    • Channel time reduced to 1 seconds from 1.25 seconds


  • Yordle Snap Trap now properly ignores unit collision when placed


  • Fixed a bug where Caitlyn would appear to attack during Ace in the Hole


  • Fixed a bug where Headshot did not trigger while Taunted or Silenced


  • Base movement speed reduced to 300 from 305


  • Piltover Peacemaker base damage reduced to 20 / 60 / 100 / 140 / 180 from 20 / 65 / 110 / 155 / 200
  • Yordle Snap Trap activation radius reduced to 135 from 150


  • Fixed a bug where Ace in the Hole would fail to reset cooldown if KarthusSquare.png Karthus or Kog'MawSquare.png Kog'Maw died during its windup


  • Fixed a bug where planting a Yordle Snap Trap after a trap was recently triggered caused a previous trap to be consumed (as if you placed too many)


  • Yordle Snap Trap
    • Activation range increased to 150 form 125
    • Mana cost reduced to 50 from 60
  • 90 Caliber Net mana cost reduced to 75 from 90
  • Ace in the Hole
    • Mana cost reduced to 100 from 150
    • Range increased at early levels to 1,900 / 2,050 / 2,200 from 1,600 / 1,900 / 2,200


  • Attack speed per level increased to 3.0% from 2.6%
  • Yordle Snap Trap max trap count increased to 3 from 2


  • Headshot now requires 8 / 7 / 6 attacks to trigger at level 1 / 7 / 13 respectively from 8 attacks at all levels


  • Ace in the Hole
    • Projectile speed increased to 3,200 from 2,200
    • Range increased to 1,600 / 1,900 / 2,200 from 1,400 / 1,800 / 2,200
    • Initial cast time leading up to the channeling time has been significantly decreased


  • Updated tooltips


  • Piltover Peacemaker
    • Base damage changed to 20 / 65 / 110 / 155 /200 from 40 / 70 / 100 / 130 / 160
    • Attack damage ratio increased to 1.3 from 1.0
    • Damage loss per unit increased to 10% from 6%
    • Maximum damage loss increased to 50% from 30%
  • Ace in the Hole
    • Base damage increased to 250 / 475 / 700 from 250 / 400 / 550
    • Now provides vision on the target for the duration and thus is not canceled when the target leaves line of sight
    • Fixed a bug where it didn't scale from the Havoc mastery
    • Damage is now treated as a spell instead of an attack
    • No longer triggers hit effects like Blessing of the Lizard Elder
    • Now triggers spell hit effects like Rylai's Crystal Scepter
    • Cannot be dodged or blocked by Pantheon's Aegis Protection

CaitlynSquare.png Caitlyn released

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