Caitlyn
CAITLYNSkills
| LV 1 | LV 2 | LV 3 | LV 4 | |
|---|---|---|---|---|
| Cooldown | 9 | 8 | 7 | 6 |
| Cost | 50 | 60 | 70 | 80 |
| Base Damage | 50 | 100 | 150 | 200 |
| Attack Damage | 125% | 145% | 165% | 185% |
| LV 1 | LV 2 | LV 3 | LV 4 | |
|---|---|---|---|---|
| Cooldown | 0.5 | |||
| Cost | 20 | |||
| Traps | 2 | 3 | 4 | 5 |
| Charge Time | 25 | 20 | 15 | 10 |
| Base Damage | 40 | 90 | 140 | 190 |
| LV 1 | LV 2 | LV 3 | LV 4 | |
|---|---|---|---|---|
| Cooldown | 16 | 14 | 12 | 10 |
| Cost | 75 | |||
| Base Damage | 70 | 120 | 170 | 220 |
| LV 1 | LV 2 | LV 3 | |
|---|---|---|---|
| Cooldown | 65 | 55 | 45 |
| Cost | 100 | ||
| Base Damage | 250 | 450 | 650 |
| Range | 1750 | 2250 | 2750 |
Tier by Rank
OfficialTier and numbers
- TierWinPickBan
- Diamond+SS← SS49.7%19.9%4.5%
- Master+SS← SS49.6%19.4%4.1%
- ChallengerS← S49.3%16.1%2.4%
- LegendaryS← S48.5%13.9%2.3%
Tencent official (CN server) / ADC / 2026-11-06
Tier moves SS → S across ranks, a 1.2 point spread in win rate.
Reading the table
The “← A” after a tier is the tier in the previous ranking.
Legendary is the top tiers of the Legendary Queue, a separate ranked queue for top players.
Among ADC
One dot per championBuild Trends
Official Tencent data (China server)Diamond+ / ADCAs of 2026-11-0611/06
Build patterns
Splits into 1 core · 2 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core itemsNearly all one shape
Runes2 patterns
Less common item familiesItems from families under 10% of the Chinese combos, but found in other sources
Core items (3)17 combos, by pick rateby win rate
- CombinationPickWin
- 52.0%
- 53.8%
- 53.6%
- 53.3%
- 50.8%
- 53.3%
- 50.5%
- 52.5%
- 49.2%
- 53.8%
- 49.8%
- 50.4%
- 52.0%
- 56.6%
- 47.8%
- 51.9%
- 49.2%
Runes7 combos, by pick rateby win rate
- CombinationPickWin
- 49.4%
- 50.0%
- 48.6%
- 50.9%
- 51.8%
- 50.4%
- 48.7%
Summoner spells6 combos, by pick rateby win rate
- CombinationPickWin
- 49.3%
- 50.0%
- 50.5%
- 48.4%
- 49.1%
- 47.9%
Official Tencent data (China server)Master+ / ADCAs of 2026-11-0611/06
Build patterns
Splits into 1 core · 2 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core itemsNearly all one shape
Runes2 patterns
Less common item familiesItems from families under 10% of the Chinese combos, but found in other sources
Core items (3)17 combos, by pick rateby win rate
- CombinationPickWin
- 52.1%
- 53.6%
- 54.1%
- 53.5%
- 50.8%
- 53.9%
- 50.5%
- 52.2%
- 50.1%
- 53.2%
- 50.1%
- 50.1%
- 52.0%
- 51.6%
- 56.7%
- 48.0%
- 49.7%
Runes6 combos, by pick rateby win rate
- CombinationPickWin
- 49.4%
- 50.1%
- 48.5%
- 50.8%
- 52.0%
- 50.0%
Summoner spells6 combos, by pick rateby win rate
- CombinationPickWin
- 49.4%
- 50.2%
- 50.1%
- 47.9%
- 49.5%
- 47.9%
Official Tencent data (China server)Challenger / ADCAs of 2026-11-0611/06
Build patterns
Splits into 1 core · 2 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core itemsNearly all one shape
Runes2 patterns
Less common item familiesItems from families under 10% of the Chinese combos, but found in other sources
Core items (3)15 combos, by pick rateby win rate
- CombinationPickWin
- 51.2%
- 52.3%
- 53.6%
- 54.5%
- 48.7%
- 56.9%
- 52.0%
- 47.5%
- 52.0%
- 52.7%
- 50.6%
- 50.6%
- 50.6%
- 54.0%
- 50.3%
Runes9 combos, by pick rateby win rate
- CombinationPickWin
- 48.5%
- 49.6%
- 48.1%
- 50.4%
- 53.4%
- 48.7%
- 53.1%
- 50.1%
- 58.6%
Summoner spells5 combos, by pick rateby win rate
- CombinationPickWin
- 49.0%
- 50.1%
- 49.0%
- 48.2%
- 49.6%
Official Tencent data (China server)Legendary / ADCAs of 2026-11-0611/06
Build patterns
Splits into 1 core · 2 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core itemsNearly all one shape
Runes2 patterns
Less common item familiesItems from families under 10% of the Chinese combos, but found in other sources
Core items (3)17 combos, by pick rateby win rate
- CombinationPickWin
- 52.0%
- 50.7%
- 54.4%
- 54.6%
- 52.9%
- 48.8%
- 52.6%
- 51.7%
- 52.2%
- 48.4%
- 51.5%
- 47.7%
- 48.7%
- 44.2%
- 57.9%
- 44.1%
- 63.0%
Runes9 combos, by pick rateby win rate
- CombinationPickWin
- 46.9%
- 49.1%
- 48.5%
- 50.3%
- 46.9%
- 51.9%
- 50.5%
- 43.8%
- 53.5%
Summoner spells5 combos, by pick rateby win rate
- CombinationPickWin
- 48.3%
- 49.6%
- 48.8%
- 44.8%
- 48.4%
Pick and win rates are Tencent's own figures, shown as published (sample sizes are not published).
Streamer and pro builds8 builds (1 pro)
- Streamer / proCore itemsKeystone, spells
- PRO
Items in these builds
Infinity Edge8 of 8
Dominik’s Regards8 of 8
Gunmetal Greaves6 of 8
Bloodthirster6 of 8
Hexoptics C446 of 8
The Collector3 of 8
Stormrazor3 of 8
Yun Tal Wildarrows2 of 8
Armorcrusher Boots1 of 8
Immortal Boots1 of 8
Guardian Angel1 of 8
Galeforce1 of 8
Rapid Firecannon1 of 8
Blade of the Ruined King1 of 8
Chinese streamer and pro builds published by Tencent (pros first). Support items are not included.
Items
Physical
Runes
Keystone
Resolve
Sorcery
China vs Overseas Builds
Items, runes and spells whose share on this champion differs by 50 points or more between the China server (each lane's most-picked combinations in Tencent's official Diamond+ stats, plus streamer / pro builds) and overseas guides. Not in-game pick rate or win rate as such.
Patch Changes
Ver. 77.3aNerfCombat power Lv15 11,940 → 11,859 (-0.7%)
Base stats
- Attack Speed per level: 0.04 → 0.025
Headshot
- 60% -100% (Based on level) → 60% -90% (Based on level)
7.3Changed
Base Stats
- Attack Speed Ratio: 0.625
- Base Attack Speed: 0.625
- Base Bonus Attack Speed: 0.28
- Attack Speed per Level: 0.04
- Base Attack Damage: 54 → 60
- Attack Damage per Level: 4.5 → 4.2
- Base Bonus Attack Speed: 0.2
Headshot
- Headshot bonus damage: (60% - 110%) × Attack Damage + 200 × Critical Rate → (60% - 100%) × Attack Damage + Critical Rate × 100% + (Critical Damage-2) × Critical Rate × 100% × Attack Damage
Piltover Peacemaker
- Damage: 60 / 110 / 160 / 210 + 125 / 140 / 155 / 170% Attack Damage → 50 / 100 / 150 / 200 + 125 / 145 / 165 / 185% Attack Damage
Yordle Snap Trap
- [New] Headshot attacks against enemies trapped by Yordle Snap Trap deal 40 / 90 / 140 / 190 (+30% bonus Attack Damage) bonus physical damage.
90 Caliber Net
- Slow duration: 1.5s → 1s
Ace in the Hole
- Damage: 200 / 375 / 550 + 200% bonus Attack Damage + 20% target missing Health → (250 / 450 / 650 + 100% bonus Attack Damage + 20% target missing Health) × (1 + Critical Rate × 30% + (Critical Damage - 2) × 30% × Critical Rate)
7.2dBuff
Headshot
- Damage: 50% - 100% (Based on level) Attack Damage + 125* Critical Rate → 60% - 110% (Based on level) Attack Damage + 200 * Critical Rate
Yordle Snap Trap
- Charge time: 27/22/17/12s → 25/20/15/10s
Analysis
Nothing equippedCombat Power at Lv15 is 11,859 (#56 of 142, #5 of 26 Marksman). About the same as #65 at Lv1.
Growth by level
Shape of ability effects
Lv15Growth by level
| Lv | CP | Median | Marksman median | Rank |
|---|---|---|---|---|
| 1 | 5,939 | 5,897 | 5,544 | 65 |
| 2 | 6,395 | 6,459 | 5,924 | 84 |
| 3 | 6,829 | 6,934 | 6,418 | 81 |
| 4 | 7,531 | 7,485 | 6,880 | 67 |
| 5 | 7,941 | 7,899 | 7,352 | 70 |
| 6 | 8,243 | 8,244 | 7,648 | 72 |
| 7 | 8,569 | 8,552 | 7,938 | 70 |
| 8 | 9,011 | 8,948 | 8,262 | 70 |
| 9 | 9,497 | 9,378 | 8,635 | 67 |
| 10 | 9,845 | 9,716 | 8,922 | 64 |
| 11 | 10,174 | 10,018 | 9,168 | 64 |
| 12 | 10,690 | 10,461 | 9,551 | 60 |
| 13 | 11,066 | 10,786 | 9,864 | 58 |
| 14 | 11,496 | 11,138 | 10,153 | 56 |
| 15 | 11,859 | 11,462 | 10,439 | 56 |
Shape of ability effects
Lv15Level 15 values with nothing equipped.
- Bonus physical damage (Headshot, every 6th attack)528G
Combat only: 50%At most once per 8s- Physical damage (initial bullet)2,073G
Combat only: 50%At most once per 8sDamage valued like healingSkill ranks from level- Bonus Headshot damage (on trapped enemies)750G
- Crowd control (root)1,210G
Combat only: 50%Damage valued like healingOne fight per 90sFight length: 10 sChampion medianSkill ranks from level- Magic damage868G
- Slow342G
Combat only: 50%Survival factorMove speed % as flatChampion medianSkill ranks from level- Physical damage570G
- Bonus damage (20% of target's missing health)212G
Combat only: 50%Damage valued like healingSkill ranks from level
Gold values with nothing equipped. Ratios such as AP grow with your build in the Build Lab. Tap a row to see the formula.
Assumptions
Combat only: 50%
Effects that only work in combat or under a condition are counted as active half the time. The same rule applies to every rune and spell.
At most once per 8s
Effects that re-trigger on attacks are counted at most once every 8 seconds, since a single fight only allows so many procs.
Damage valued like healing
Damage to an enemy is valued like healing yourself the same amount, priced with the health regen rate.
Skill ranks from level
A champion's ability values depend on rank, so rank is derived from level. The ultimate ranks up at levels 5 / 9 / 13. Remaining points go to abilities 1 → 2 → 3 in turn (1 / 0 / 0 at level 1, 4 / 4 / 4 at level 15). Which ability to max first is a judgement call, so every champion uses the same order. Abilities with a different number of ranks (such as Jayce's 5) follow the same rule, raising the lowest-ranked ability one point at a time; an ability learned from level 1 starts at rank 1.
One fight per 90s
A 15-minute match is assumed to have 10 fights. Shields and damage blocks that work once per fight are counted as extra health in every fight.
Fight length: 10 s
Crowd control that stops the enemy (stun, charm, etc.) is treated as time you aren't being hit. A fight is assumed to last 10 s, so it counts as holding seconds ÷ 10 × median max health in extra health each fight. Uses are capped like shields: the fewer of cooldown uses and fights.
Champion median
Values that depend on the champion, such as health, use the median of all champions at level 1 and level 15.
Survival factor
Moving faster by some % is counted as that % more effective health, since speed lets you dodge and escape. Value = median max health × the speed gain × the health price.
Move speed % as flat
Move speed % is converted to flat move speed against the median base speed of 350, then priced at the flat rate.
| Lv 15 | Caitlyn | Min | Median | Max |
|---|---|---|---|---|
| HP | 2,392 | 1,832 | 2,422 | 2,732 |
| Armor | 98 | 34 | 104 | 127 |
| Magic Resist | 50 | 45 | 60 | 80 |
| Attack | 119 | 50 | 109.5 | 147 |
| Attack Speed | 1.019 | 0.735 | 0.951 | 1.252 |
| Move Speed | 335 | 335 | 350 | 360 |
| HP regen | 14 | 14 | 19 | 29 |
| MP | 919 | 802 | 1,080 | 1,390 |
| MP regen | 22 | 16 | 25 | 36 |
Rank and min to max are among all 142 champions. Mana stats are among the 119 champions that use mana.




