Tuesday, January 4, 2011

Caitlyn, the Sheriff of Piltover

A first look.

Piltover Peacemaker [Q]
Mana: 50/60/70/80/90
Damage: 40/70/100/130/160 +100% of base+item AD physical
Cooldown: 10/9/8/7/6 seconds
-6% damage per target hit, minimum 70%

Yordle Snap Trap [W]
Mana: 60
Damage: 80/130/180/230/280 over 1.5 seconds, magic
Cooldown: 20/17/14/11/8
1.5 second root
lasts 4 minutes
champion only
not targetable, similar to nidalee traps, delay before activation, etc
limit of 2 active at a time

90 Caliber Net
Mana: 90
Damage: 80/130/180/230/280, magic
Cooldown: 18/16/14/12/10
50% slow for 1/1.25/1.5/1.75/2 seconds
skillshot
can be used to jump over terrain

Ace in the Hole
Mana: 150
Damage: 250/400/550 + 200% of item AD
Range: 1400/1800/2200
Cooldown: 90/75/60 seconds
if target dies during cast, 5 second cooldown

High mana consumption, maybe Manamune user?
Assumed skill order Q... W E... W...
Armor penetration/reduction key due to Q/R/auto all being physical
aspd/crit still very viable due to relative safety with autoattacks, not reliant on skills for damage
trap's low cd make it viable to just cluster traps and use them for protection from melee if given a small amount of time to set up
initiate with a Q shot while tanks go in? traps/net to establish safety for autoattacks, if you run out of safeties use net to get to another safe spot, Q again, then re-establish position for autos
R is forgiving if you use it on a target that's going to die anyway, but don't let that make you too aggressive with it; [does it still burn mana?] it's still wasted time if you don't need the shot

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