Main
▾
Traits
Current



Best-in-Slot



Alt Build 1



Alt Build 2



Alt Build 3



Alt Build 4



Fire shots at the 4 furthest enemies. Shots deal 252/378/1181 (
) physical damage to the first enemy they hit.
Headliner Effect: +5%
and fire another shot that deals 60% damage.


Current



Alt Build 1



Alt Build 2



Fire 19 (
) shots toward the furthest enemy. Each shot explodes on the first enemy hit, dealing 54/84/1562 (
) physical damage to all nearby enemies and reducing their Armor by 3/5/20 for the rest of combat.
If Arpeggio ends early, gain Mana based on the number of unused shots.
Headliner Effect: +5%
and Arpeggio fires 3 more shots.
If Arpeggio ends early, gain Mana based on the number of unused shots.

When to Play
AD Item Opener
Strategy
Tips & Tricks
- Shojin is good on Caitlyn, but not mandatory
- The 4 Sentinel Board is much cheaper and easier to hit so most games you will end on it, but eventually you can transition over to the Max Cap board if you have enough gold
- Play Double Caitlyn board if you are able to 2-star both of them. Can eventually go for Caitlyn 3 if uncontested.
Openers
8-Bit





Superfan K/DA





Heartsteel





Strong Conditions
Items



Augments

Economy Strategy
- Level to 4 if you have upgrades and a good item to place on one of those upgrades.
- Level to 5, unless on 3 loss streak.
- Level to 6 if on 4+ win streak (scout to see if necessary in high elo) or can stay above 40g.
- Level to 6, unless you would go below 30g. If you have to stay level 5 due to low gold (rare), then level to 6 on 3-5.
- Level to 7 if you can stay above 30g, otherwise stay level 6.
- Level to 7.
- Level to 8. Roll for desired comp until stable. “Stable” changes depending on rank, items, augments, composition, and patch. Melee carries and tanks get the biggest spike for 2-stars. Usually stable involves 2-star tank or carry and some other supporting 2-stars. Try not to roll below 10g.
- If you are weak (e.g., have no 2-star 4-costs), consider rolling again to 10g here. If you are stable, save gold to go 9.
- If you are low HP and haven’t 2-starred your carry and tank, roll to 0g. If you have medium to high HP with an upgraded + itemized 4-cost unit and some other upgrades, save gold to go 9.
- If high HP, consider waiting until 5-5 to go level 9. If medium HP, consider going level 9 if you can roll 20g or wait until 5-5. If low HP and can afford to go 9, do so even if you have almost no gold to roll on 9. If you can’t afford to go 9 this game, roll every turn for upgrades.
- Level to 9 if possible. From this point onward, look to level to 9. Acknowledge games where level 9 is not possible and roll every turn on 8 to preserve placements.
- For max cap games, you can either roll on 9 or level to 10. If you are itemizing a 5-cost carry and it is 1-starred, roll on 9. If you have all your main itemized units upgraded, level to 10.
No comments found for this patch.