Caitlyn Rework Concept

Stacona·12/13/2018, 8:39:15 PM·3 votes·2,149 views

Straight to the point:

  • I want Caitlyn to not be pull-your-hair-out frustrating to play against and offer some kind of fairness to go against. Also remove effects from being purely just great and grant her an actual identity.

  • I want Caitlyn to feel like a proper hunting-sniper ability kit, while offering skill expression for the player and less one-dimensional gameplay, and have her kit flow better with itself. Keeping in mind addressing pain points when against her, she can be allowed to be strong, but it needs to not feel cheap from the opposition either.

  • Caitlyn can either be for the early game lane bully or late game poke-marksman. The initial pass will be creating the kit and then seeing if people would prefer it to be early game lane-bully or late game poke-marksman (so further changes to the concept), no more hyper lane-bully marksman (that phrase alone should indicate how broken it is, she either gets an early game or late game, but not both).


Attack Range: 475 units Attack Speed: 0.700 +2% per level Movement: 335 units per second Attack Damage: Average


Headshot (Passive):

Caitlyn's first basic attack against an enemy champion deals 5% - 12% (+4% per 100AP) [based on level] of its current health as bonus true damage.

Going out of sight from enemy vision will refresh this effect.

Piltover Peacemaker (Q):

Cooldown: 2 seconds; Cost: 14/17/20/23/26 mana; Range: 700+ units

Caitlyn fires an attack in the target direction, stopping at the first enemy in its path and dealing 130/135/140/145/150%, 100%, or 50/60/70/80/90% damage based on if the attack hits the target's hitbox in the centre, near the centre, or at the outside. This counts as a basic attack and consumes your attack timer. Minions and monsters are dealt 170/190/210/230/250% damage.

This ability's range is your attack speed, multiplied by 1,000.

Yordle Snap Trap (W):

Cooldown: 0.5 second; Cost: 12/19/26/33/40 mana; Range: 1000 units

Caitlyn places a trap at the target location that arms after a 0.75 second delay and lasts for 60/120/180/240/300 seconds, maximum of 3 traps can be in play at a time. Placing a trap briefly reveals the area around it.

If an enemy champion steps on a trap, they are immobilized and revealed for 1.7/1.9/2.1/2.3/2.5 seconds, afterwards the same target is immune to traps for 4 seconds. Targets currently trapped are dealt 80/70/60/50/40% physical and 20/30/40/50/60% true damage from Piltover Peacemaker.

Caitlyn can store up to 2 traps at a time, creating a trap every 20/19/18/17/16 seconds.

Tactical Movement (E):

Cooldown: 24/22/20/18/16 seconds; Cost: 40 mana

Caitlyn turns invisible for 2 seconds and gains 12/24/36/48/60%(+12% per 100AP) bonus movement speed. Placing a Yordle Snap Trap during this time will not break invisibility and causes the trap to have invisibility for 0.5 second while arming.

Ace in the Hole (R):

Cooldown: 120/90/60 seconds; Cost: 100 mana; Range: 3000 units

Caitlyn channels in place and takes aim for 1.5 seconds and then fires a powerful shot at the target enemy champion, stopping at the first enemy champion in its path, suppressing it for up to 1.75/2/2.25 seconds based on its current health and dealing up to 300/400/500(+300/375/450%bAD) physical damage based on its missing health.


5 Comments

mylittlep0wnee12/17/2018, 2:02:24 AM2 votes

I don't know man.. Only thing i have with cait is her ULT. The Damage is low... Example Nid who is a skill shot, yes yes.. its a skill shot i know, and can miss. But how many times in a game does a Nid score a kill with those spears that do INSANE!!!! damage.. VS to how many times a cait gets a kill with her ult.

No one steps in to block that NID spear, VS everyone steps in to block the cait shot if they have any sort of minimal health.

Caits Ult should be a penetrating shot that does more damage to its 1st target.. people should fear that ult, and get out of the way.

My 2 cents

FlameHalbrdOkido12/17/2018, 1:17:40 AM1 votes

Im not sure this kit is correctly addressing her current issues, nor do i think it does anything to improve how she fits the sniper theme. I think u need to go back to the drawing board with the majority of this kit. I think Q and W are pretty gud, (tho I don't kno y u put AS scaling on Q unless you made her normally benefits less from AS like Graves/Jhin/Thresh) the passive has potential but needs work.

I think you would benefit a lot from looking at other Caitlyn fan updates who do a great job of exlporing her theme just be reworking her passive alone

I would also reccomend that you check out this discord where others can also give u gud feedback https://discordapp.com/invite/AXGAset