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Katarina

Champion guide

Patch 26.16

Katarina

The Sinister Blade

  • Assassin
  • Mid

No resource to manage, no limit except her cooldowns. A kill resets them, and that's where everything tips over.

Where these numbers come from

They are pulled from the mode's own files for patch 26.16, the one currently live. The source is community-run rather than an official Riot API, and the game shifts with community votes, so a gap with your own game is always possible.

Base stats

Health
505+80
HP regen (per 5s)
7.5+0.55
Attack damage
56.2+3.2
Attack speed
0.658+2.74 %
Armor
24.5+3.5
Magic resist
31.25+0
Attack range
125
Move speed
345

Abilities

Katarina, Voracity

Passive

Voracity

Champion kills or assists reduce Katarina's cooldowns by 15 seconds.

  • Katarina Q, Bouncing BladeQ

    Bouncing Blade

    5 ranks
    Cooldown
    10/9.5/9/8.5/8 s
    Cost
    No cost
    Range
    675
    Damage
    60/85/110/135/160 (+45 % AP)

    Katarina throws a dagger that bounces from enemy to enemy, dealing magic damage.

  • Katarina W, Sinister SteelW

    Sinister Steel

    5 ranks
    Cooldown
    4 s
    Cost
    No cost
    Range
    400
    Damage
    40/75/110/145/180 (+25 % AP +60 % AD bonus)

    Whirls daggers in a circle dealing 40/75/110/145/180 (+25 % AP +60 % AD bonus) magic damage. If she hits an enemy Champion, Katarina gains 15/20/25/30/35% Movement Speed for 1 second.

  • Katarina E, ShunpoE

    Shunpo

    5 ranks
    Cooldown
    12/10.5/9/7.5/6 s
    Cost
    No cost
    Range
    725
    Damage
    60/85/110/135/160 (+40 % AP)

    Moves to a target's location. Deals 60/85/110/135/160 (+40 % AP) magic damage if the target is an enemy. After using Shunpo, Katarina takes 15% reduced damage for 1.5 seconds.

  • Katarina R, Death LotusR

    Death Lotus

    3 ranks
    Cooldown
    60/52.5/45 s
    Cost
    No cost
    Range
    550
    Damage
    40/57.5/75 (+37.5 % AD bonus +25 % AP bonus)

    Katarina becomes a flurry of blades, throwing daggers with unrivaled speed at up to three nearby Champions.

In short

Katarina spends neither mana nor energy. She's limited only by cooldowns, and her passive cuts them sharply on every kill or assist. She's the one champion on the roster who literally speeds up as a fight goes her way.

Shunpo blinks her to a target, friend or enemy, and reduces the damage she takes afterwards. It's her entry, her escape and her repositioning tool all at once. Played well, she crosses an entire scrum hopping from target to target. Played badly, she lands in the middle of five enemies and dies in a second.

Strengths and weaknesses

Her ability to chain is unique. A single kill brings her whole kit back, and a team that collapses hands her a chain reaction nobody can stop halfway. Death Lotus hits several targets at once, which makes her one of the few assassins genuinely dangerous in a grouped fight rather than on an isolated pick.

Her weakness is brutal and singular: she depends entirely on a channelled ultimate. Any stun, any silence, any forced displacement interrupts it and deletes half her damage. She's also extremely fragile, and a badly chosen entry cannot be walked back.

Laning phase

Bouncing Blades is your only safe pressure: throw it at the wave so it bounces onto the enemy champion. It costs you nothing and lets you harass without ever stepping up.

Resist offensive Shunpo until you have your ultimate. Blinking in to land Sinister Steel puts you in range of their whole kit with nothing to finish with. Keep Shunpo as an exit: it also targets a minion or a ward, which gets you over a wall and out of a gank. You are everyone's favourite jungle target, so ward early.

Power spikes

Your ultimate changes everything. Before it you're a mediocre poke mage. After it you have a window where a squishy target dies, and that window opens others through your passive.

After that, raw ability power matters more than penetration early, because your problem isn't cutting through resistances, it's killing fast enough for the channel to finish. An item that returns health while you channel changes the nature of the champion: you go from an assassin who enters and dies to one who enters and stays.

Teamfights and positioning

You never enter first. Wait until the enemy's crowd control has been spent on someone else, then choose your entry point. Shunpo can target a ward placed on the flank, which is the clean way to arrive behind their line rather than in the middle of it.

Once you commit, the ultimate needs to hit several targets to be worth its cost. Position between two enemies rather than on one. And keep track at all times of who on their side can interrupt you: that person, not the carry, decides whether your fight happens at all.