My Take on a Caitlyn Sniper Rework

Stacona··2 votes·432 views

This is my personal thoughts right here, but Caitlyn offers no real weaknesses or trade-offs and is a walking stat-stick of safety between her ridiculous range for free, too many traps, and having a dash that slows her pursuing target, while dealing insane amounts of damage every time. The thing I agree with her last soft-rework was trying to add skill expression with it by landing skill shots for her damage, but they only did this half-way so you have a combination of high-reward for landing your stuff with a very low risk ability kit.

This is still just a fun thing to do, so it is nothing official, but if you like or dislike something then please say exactly what it is and give your own suggestions of how to improve the post for the future, thank-you very much and have a nice day!


Basic Attack Range: 475 units / 650/750/850/950 units Attack Speed: 0.684 +2% per level Movement: 340 units per second


Snipe (Passive): Ranks: @levels 1/6/11/16 If Caitlyn stands still and does not attack anything for 1.5 seconds then her next basic attack gains 175/275/375/475 bonus range and deals true damage. If Caitlyn is standing in brush then she only needs to stand still for 0.5 second, but removes her ability to brush stealth for 2.5 seconds upon firing an attack.

Mark (Q): Cooldown: 6 seconds; Cost: 20/30/40/50/60 mana; Range: 1000 units Caitlyn fires a flare in the target direction, marking the first enemy struck for 1.5/2/2.5/3/3.5 seconds causing Caitlyn to gain the benefits of Snipe against it and slowing it down by 35% for the duration.

Re-Position (W): Cooldown: 24/20/16/12/8 seconds; Cost: 55/60/65/70/75 mana Caitlyn turns invisible and gains 70/75/80/85/90% bonus movement speed for 1.5 seconds. Upon exiting invisibility, Caitlyn only requires 0.5 second to setup Snipe if she has yet to basic attack.

Light Rifle / Heavy Rifle (E): Cooldown Between Toggles: 2.5 seconds Light Rifle: Caitlyn gains 10/20/30/40/50% bonus attack speed. She also gains 15/20/25/30/35% bonus movement speed for 2 seconds upon firing an attack from Snipe.

Heavy Rifle: Caitlyn loses 20% movement speed, loses 20% total attack speed, and setup time for Snipe is doubled, but her basic attacks deal 120/125/130/135/140% damage and gain 20/40/60/80/100 bonus range.

The Ultimate Shot (R): Cooldown: 130/100/70 seconds; Cost: 100 mana; Range: Global Caitlyn channels in place for 1.5 seconds to take aim, then she releases a powerful shot towards the mouse cursor in a line, stopping at the first enemy champion struck for 500/900/1300(+100%AD)(+100%AP) physical damage. The Ultimate Shot will pass through and damage all struck minions and monsters along the way.

This will execute targets below 30% health.


3 Comments

MagicFlyingLlama1 votes

Not OP.

Stacona1 votes

I hate playing against Caitlyn now, but she has a cool sniper theme. So if there is actual decision making or trade-offs for being a sniper that gives some kind of counter play and weakness for her strengths then it is significantly more balanced.

So my thought here is give the weakness of Caitlyn having super short range if she gets caught out or misses her core skill shot, excluding using Re-Position as a way to correct yourself one-time (but marksmen should have at least one majour defensive spell of some kind), this way there is a way for the opponent to actually attack Caitlyn and win the battle, but if she plays it well and does damage from a safety distance correctly then she gets rewarded for doing so. But giving her super range all the time like what she has now and more reward on top of that is just oppressive and not fun at all to play against, she needs real strengths and weaknesses to be fair to go against and not be something people regret going against every time they see a Caitlyn.

PapiBari1 votes

This honestly sounds like a good idea. I feel like the ultimate should be like a Rek'Sai ult. Basically, it travels at a high speed, but people can hear the sniper shot and maybe it can be point and click, but like there is a window at the end to flash or roll out of the way, but lower the execution health a bit to like 20-25%. Also she should get increased ranged with the heavy rifle, and decreased for the light rifle. Other than that, good idea!

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