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  • Infinite Crisis has shut down.

    With its departure, Dawnbase will be going into permanent read-only mode and will remain as both an archive of information about Infinite Crisis, and a reminder of the times we all had with the game.

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    Infinite Crisis builds for Catwoman

    Cat Got Your Tongue (updated)

    A Catwoman guide by c077x
    Last updated: Apr 9th, 2015
    Link to guide: www.dawnbase.com/guides/2266-Catwoman-Cat-Got-Your-Tongue-updated-
    3,127 0


    Ability levelling order
    01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19
    Starter items
    Core items
    Offensive items
    Defensive items
    Stolen Powers
    Cat Got Your Tongue

    Catwoman excels at many aspects of the game. She has a long ranged poke, and escape mechanic and has the power to chase and mow down enemies with the simple click of a button. She fits into a small category of being a melee blaster, but that doesn't stop her. This guide will help you understand the basis of Catwoman. For additional explanation, please see the refereed section.

    4.9.2015 -- Changed over augments / modifiers, while what was there was nice. It felt lack luster. Explanations updated. (Still need to talk about augments/modifiers)

    Passive - Cat Burglar
    Her passive is one of the most unique, when catwoman strikes a foe either it be an auto-attack or a spell she will create a credit on the ground that can be picked up by a fellow champion, or stomped.

    12/10/8/6 Second Cool-Down
    5/10/15/20 Credit is Created

    Q Ability - Whip Strike
    Whip Strike is her main poke/damage through the course of the game. Taking your first point in this, and maxing it first is the way to go When combined with her Acrobat Skill (E), whip strike receives bonus damage.

    4 Second Cool Down
    70/105/140/175 + 60% of your Power Damage
    10/15/20/25% Bonus Damage

    W Ability - Cat's Paw
    Cat's Paw is another source of damage, which slows the enemy used upon and deals damage. When combined with her Acrobat Skill (E), she will knockdown the enemy in place.

    12 Second CD
    60/100/140/180 + 60% of your Power Damage
    30/35/40/45% Slow

    E Ability - Acrobat
    Catwoman does a cartwheel in the target direction, and empowers her other abilities when used within a 5 second period of time.

    8 Second CD

    Ultimate Ability - Bad Kitty
    Catwoman's ultimate will make her skills and auto attacks add a bleeding effect. Additionally Acrobat gets upgraded to Savage Acrobat, which deals damage if Catwoman passes through an enemy, has a 2 second CD.

    60/90/120/150 + 45% Power Damage (Bleed Effect)
    40/70/100/130 + 50% Power Damage (Savage Acrobat)

    Using Abilities
    Generally, you want to use your e to get into range and poke with your whip for the extra damage. Using e / q when it's up and safe to do so, is the best way to win the game and the best way to get damage out. With her ultimate, using e and q/w on cooldown will give Catwoman incredible burst.

    Catwoman, excels at using her skills so Power Damage items are the way to go. Starting off with the Nil Ring, and Health Potions to stay alive. You want to get to level three of Fatality's Energy Lance. Then rushing that of Cosmic Staff / Psi - Scimitar, the choice is yours. Personally I believe the Cosmic Staff is the overall better pick., but there is an argument to be made for Scimitar. Since her ult, puts her e on cd and you are attacking a lot, scimitar will add a lot of damage to go along. My play-style is to poke with Q, and I really never get in range for an auto-attack. Which is why in 99% of games I go with the Staff. Next is the addition off Dreamstone. Dreamstone with augmentation is really overpowered in my opinion. At tier two, it gives 25 will regen, and 1% per will missing. Which adds a lot of sustain in lane, and through out the game. Upgrading it to tier three after Cosmic Staff / Psi-Scimitar is generally what I do. Since at tier 3 (with augmentation) adds 35 Power Damage, and 10 CDR it makes it worth the price.

    Offensive Items
    The items diamond, and book are great additions. The Book gives greater damage, raw power damage, with penetration. Good in cases where the enemy has a lot of power armor. With the diamond giving power damage, life steal, and more damage for health missing. Sustain wise, the diamond has it going., but for more damage the book is better.

    Defensive Item
    The two bets items are Metallo's Heart, and Neron's Contract. Metallo's heart give health and cooldown reduction. While the contract gives damage, armor, and a "stasis" Personally I grab the contract in most of my games.

    Stolen Powers
    Stolen Powers are really personal preferences. Super Speed, Teleport, Heal, Invulnerability, and Surveillance Camera's are all viable option. I personally go with teleport and speed or heal if it looks like I might have problems in lane.

    While solo-laning top lane, where Catwoman shines. I really like taking a form of wards (robin so I don't have to back so often). To ward the top stealth pad, and one of the bottoms one closest to my turret. The 2nd power could be teleport (Catwoman's has a shorter cooldown), Invulnerability, or Healing Wave. Teleport is good for getting across the map quickly, often I find myself using it to go bot for raider, or for a gank and push. Then a quick teleport back to top to defend my tower. Healing wave and Invulnerability, healing wave give more health and can be increased with one of the enhanced stolen powers to give a buff. While Invulnerability gives you a shield that might just be able to get you from one point to escape.

    I feel though super speed isn't as worth it, while running faster is nice, the added bonus only apply if you run through an enemy in most cases, and with catwoman's e, she can escape without the need for super speed.

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