
Champion guide
Patch 26.16Katarina
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
Passive
Voracity
Champion kills or assists reduce Katarina's cooldowns by 15 seconds.
QBouncing 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.
WSinister 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.
EShunpo
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.
RDeath 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.