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Champion Background Strategy Skins & Trivia
Statistics Edit
Health 524.4 (+80) Attack damage 53.66 (+2.18)
Health regen. 5.67 (+0.55) Attack speed [*] 0.568 (+4%)
Mana 313.8 (+35) Armor 22.88 (+3.5)
Mana regen. 7.42 (+0.55) Magic res. 30 (+0)
Ranged 650 Mov. speed 325



Caitlyn's next basic attack against enemies Root icon rooted by Yordle Snap Trap.png Yordle Snap Trap or Slow icon slowed by 90 Caliber Net.png 90 Caliber Net gains an additional 650 range and deals 50% + critical chance + (0.5 × critical chance × bonus critical damage)% AD bonus physical damage, modified to 150% AD versus minions and monsters.

Additionally, Caitlyn' s auto-attacks scale 10% less well with bonus attack speed and her unenhanced basic attacks each generate a stack of Headshot, doubled when attacking from brush, granting her next basic attack the same bonus damage at 7 / 6 / 5 stacks, though this does not benefit from bonus range, nor is it consumed on other instances of Headshot.

Ability Details
Headshot is a single-use on-hit effect.
  • The triggering attack will apply other on-hit effects and can critically strike as normal.
    • As with most on-hit physical damage, the bonus damage from Headshot will apply life steal.
    • The empowered attack will not be consumed on attacks against wards and structures.
      • Attacking wards will still generate stacks towards Headshot.
    • The empowered attack will be wasted if Caitlyn's attack is Counter Strike.png dodged, Aegis Protection.png blocked, Riposte.png parried, or if the attack misses.

Additional Information:

  • Runaan's Hurricane item.png Runaan's Hurricane will generate stacks for every enemy hit. However, as with all one-use on-hit effects, the bonus damage will only apply to the primary target.

Piltover Peacemaker
RANGE: 1250
COST: 50 / 60 / 70 / 80 / 90 mana
COOLDOWN: 10 / 9 / 8 / 7 / 6
Piltover Peacemaker

Active: After 1 second, Caitlyn fires a projectile in the target direction that deals physical damage to the first enemy it passes through, after which it expands in width but deals only 67% damage to all enemies it passes through thereafter.

「 Physical Damage: 25 / 70 / 115 / 160 / 205 (+ 120 / 130 / 140 / 150 / 160 / 170% AD) 」「 Reduced Damage: 16.75 / 46.9 / 77.05 / 107.2 / 137.35 (+ 80.4 / 87.1 / 93.8 / 100.5 / 107.2% AD) 」

Enemies Sight icon revealed by Yordle Snap Trap.png Yordle Snap Trap always take full damage from Piltover Peacemaker.

Ability Details
Piltover Peacemaker is a linear, pass-through skill shot.

Additional Information:

  • Enemies hit while protected by a spell shield will still be considered when calculating damage for subsequent hits.

Yordle Snap Trap
RANGE: 800 / 67.5
COST: 20 mana
Recharge Time: 45 / 32.5 / 20 / 12.5 / 10
Yordle Snap Trap

Passive: Caitlyn periodically stores a charge of Yordle Snap Trap, up to a maximum amount stored at once.

  • Maximum Traps: 3 / 3 / 4 / 4 / 5

Active: Caitlyn sets a trap at the target location that arms after 1.1 seconds and lasts up to 90 seconds. After the maximum amount of traps is laid down, deploying another immediately destroys the oldest one.

Enemy champions who step on a trap set it off, which Root icon roots them for 2 seconds, during which they take increased damage from Headshot.png Headshot, grants True Sight icon true sight of them for 9 seconds and renders them immune to Yordle Snap Traps for 4 seconds while they remain in the area.

  • Headshot Damage Increase: 10 / 20 / 30 / 40 / 50%
Ability Details
Yordle Snap Trap is a ground-targeted trap.

Additional Information:

  • Traps grants a brief area of sight upon being placed.
  • Traps are visible on the map.
  • Traps are untargetable.

90 Caliber Net
RANGE: 950 / 400
COST: 75 mana
COOLDOWN: 18 / 16 / 14 / 12 / 10
90 Caliber Net

Active: Caitlyn fires a net and dashes in the opposite direction, dealing magic damage to the first enemy hit and Slow icon slowing them by 50% for 1 second.

  • Magic damage: 70 / 110 / 150 / 190 / 230 (+ 80% AP)
Ability Details
90 Caliber Net is a linear, colliding skill shot.

Additional Information:

  • The knockback can be used to pass through terrain.
  • Unlike similar abilities, such as Rocket Jump.png Rocket Jump and Arcane Shift.png Arcane Shift, 90 Caliber Net has a short channel rather than a cast time. This means it can be interrupted.

Ace in the Hole
RANGE: 2000 / 2500 / 3000
SPEED: 3200
COST: 100 mana
COOLDOWN: 90 / 75 / 60
Ace in the Hole

Active: After a brief delay, Caitlyn locks onto a target enemy champion and channels for 1 second. At start of the cast, Caitlyn gains True Sight icon true sight of the target.

If Caitlyn completes the channel, she fires a homing projectile toward the target that deals physical damage to the first enemy champion it hits. Other enemy champions can intercept the shot.

  • Physical damage: 250 / 475 / 700 (+ 200% bonus AD)
Ability Details
Ace in the Hole is a single-target homing missile that collides with the first enemy champion in its path.

Additional Information:

  • If Caitlyn loses sight of her target before she locks on, the skill cancels. It is not put on cooldown nor will it consume any mana.
  • Ace in the Hole grants true sight of the target while locked on, and becoming stealthed during the channel will have no effect. The missile will follow and can still hit stealthed champions, effectively revealing their position.
  • Clones will intercept the missile, as they are classified as champions for targeting purposes.
  • Once Caitlyn has started channeling, she is unable to cancel the ability herself. This is unlike many other channeled abilities, such as Nether Grasp.png Nether Grasp, which can be canceled by commanding Malzahar Malzahar to move.
  • If the target dies or becomes untargetable during the channel, Ace in the Hole will be canceled and put on a 5 second cooldown. This will not refund the mana cost.
  • If the target dies after the bullet has been fired, it will continue toward their corpse and can still be intercepted. The ability will go on full cooldown.
  • The missile will continue to follow untargetable champions, but will fizzle upon reaching them unless they become targetable before it would hit.


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