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Caitlyn Build Guide by CrystalPaw

Caitlyn-Laning Goddess

Caitlyn-Laning Goddess

Updated on October 5, 2011
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League of Legends Build Guide Author CrystalPaw Build Guide By CrystalPaw 4 2 6,003 Views 6 Comments
4 2 6,003 Views 6 Comments League of Legends Build Guide Author CrystalPaw Caitlyn Build Guide By CrystalPaw Updated on October 5, 2011
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Legend

Colour/color Codes
  • Red-Important (mostly Attack Damage)
  • Purple and Grey-Important as well,just slightly less than Red
  • Others-Take Note of these words
Abbreviations/Short forms
  • CC-Crowd Control (Stun/silence/snare/slow)
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Introduction

Introduction



Caitlyn,a hero with lane domination,she can be used to COMPLETELY Zone out/Harass/Melt almost any lane opponents.She has Insane Range,snare and an Awesome Ultimate as well as a skills that scales well with Attack Damage.





This is my . very first guide,please feel free to point out any mistakes,give suggestions and constructive criticism as well as anything that I might have missed out on.As I play on the South East Asian server,I have no idea how much my guide will profit/help NA and EU players..


Credits to jhoijhoi for the template, which you can find here.
My sister(StrayedShot),PiscesAzure,Friends for the Corrections and Suggestions

Please pardon me for the many usage of coloured words,I colour those that i feell are important,which happens to be quite alot of them ><


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Pros/Cons

Pros / Cons

spaaaaaaace
Pros


+ Highest Auto Attack Range.
+ One of the Best Lane Dominators (Fear me Annie).
+ One of the Best Laning skill with Piltover Peacemaker.
+ One of the few Range Heros.
+ Late Game Carry.
+ Long Range Ultimate.
space
space
Cons


- Squishy!!!!!!
- No escape spells except for 90 Caliber Net.
- If 90 Caliber Net is on Cooldown,she effectively has NO escape spells except for Summoner Spells.
- Always aimed by opponent teams .
- Player must know how to RUN from opponents and know that she is important .
- Should never be the first to Die
.


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Summoners Spells

Recommended Summoner Spells

Ghost-Run fast,No collision,Run fast and oh,did I mention Run fast? It can be used for chasing or Running,Mostly Running though.

Flash-*Blink* I'm gone,One of the more amazing spells,pity it is only available at level 12.The downside of this spell is its long cooldown and short range.HOWEVER! you can flash pass a impassable terrain despite its short range(e.g most walls) to run from or chase opponents.

The reason I take 2 Escape Summoner Spells is because whenever I play her
  • She will always get aimed,thus without these Summoner Spells you can only depend on her Yordle Snap Trap and 90 Caliber Net to escape,both of which has long cooldown.

Assuming if you picked Exhaust and Flash.

A gank from your team fails and you are retreating and it so happens that when the opponents are chasing you and your Yordle Snap Trap, 90 Caliber Net and Exhaust are all on cooldown because you used them in the Clash,all that you are left with is flash,which you use to flash across the wall,if the opponents are chasing you,odds are they have flash as well and would not hesitate to use it to chase and kill you.
  • Your priority as an Attack Damage Range is to NOT.DIE.
Optional Spells


Cleanse-Viable,Not recommended because you can always buy quicksliver sash (waste of money though).You should not even be close enough to get CC-ed.

Exhaust-The 2nd most popular Summoner Spell in game (in SEA server anyway),I don't recommend this personally because of one flaw....you,as a Attack Damage Range should never ever ever ever get close enough to use it.Odds are,when you get close enough to use it,it's the last action that you do before your death.(Of course its a personal preference,if you think Exhaust works for you feel free to pick it)

Teleport-For insane Pushing and Defending,however it can't help you run in the face of trouble unless of course,the opponents or opponent chasing you has no CC But if you teleport,your team will lose an Attack Damage that might help them win a Clash.



Useless Spells

Clairvoyance-For supports mostly,not for Attack Damage Champions.

Clarity-Sorry to say this but its for new or unskilled players.

Fortify-For tanks,even they don't really take this spell.

Heal-The same as Clarity.

Ignite-Almost the same as Exhaust in terms of dealing damage to the opponent,just more useless.

Rally-Does anyone even take this spell in normal and ranked games?!

Revive-A no-brainer,seriously.

Smite-Seriously?.....


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Masteries

Masteries


The standard 21/0/9 for Attack Damage Champions.I choose to take Alacrity over Archaic Knowledge although Archaic Knowledge gives you extra magic penetration simply because her only 2 skills that deals Magic Damage is Yordle Snap Trap and 90 Caliber Net.

To me the damage dealt by either might be alot however they are 'chance' skills,meaning that the Opponent must step/activate to get damaged and half the time they don't,reason being Yordle Snap Trap is a skill that is visible to the Opponents and 90 Caliber Net is used to escape or chase rather then used to damage the Opponent.However it is completely up to you if you rather pick Archaic Knowledge .

Alacrity on the other gives you 4% Attack Speed which goes well with Greater Seal of Attack Speed and Zeal both Later in the game and during Early game.The rest are self-explanatory.

As for why I take Greed is because I .....like.....gold! who doesn't?granted that it only gives 1 gold per 10 sec which isn't very good and people might argued that it doesn't do much but I think its better then Meditation and Utility Mastery .

While Meditation might give you more mana regeneration I find that with proper control you will never be short of mana.

While Utility Mastery gives you longer buff duration it is only useful if your jungler is willing to give you Red Buff,without it that is one Mastery Point wasted.


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Runes


  • greater quintessence of desolation: This is for the Armour Penetration which works wonders with your Auto Attacks, Piltover Peacemaker and your ultimate, Ace in the Hole.
    -Alternatively you can also choose Greater Quintessence of Health for the added health early game or great quintessence of strength for the added damage to your Auto Attacks and Piltover Peacemaker early game.



  • greater mark of desolation: Standard marks for Attack Damage champions.
    -Alternatively Greater Mark of Attack Damage is viable for her as well because it increases her Piltover Peacemaker damage.
    - Greater Mark of Attack Damage is for early game domination while greater mark of desolation will help you more throughout the game.
    -As an Attack Damage Carry,you should look slightly more into mid/late-game rather than early game.



  • Greater Seal of Attack Speed: For the Attack Speed it gives,which is good throughout the Entire game.
    -Alternatively you can choose Greater Seal of Scaling Mana Regeneration which would allow you to spam your spells early game and late game,however,if I find that if you use mana wisely (e.g not spamming every opportunity you get) you'll be fine.



  • Greater Glyph of Cooldown Reduction:Simple,because I like the cooldown it gives,it allows me to have my skills at the ready when I need it.
    -Alternatively you can use Greater Glyph of Attack Speed for the Attack Speed.
    -As Glyphs are the most flexible runes slots because they give mostly support effects,they can be filled with Glyphs of your choice which would suits your playstyle.


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Skills

Skill Explanation


  • Headshot (passive):-Every 8 attacks (attacks while in brush count as 2), Caitlyn will fire a headshot, dealing either 150% damage to a champion or 250% damage to a minion.

    'Boom,Headshot'.Her heashot is what makes her one of the best laners in LoL,it deals a whooping 150% more Damage to opponent champions and 250% to minion every 8 Shots which would make last hitting easier for you.what is so good about it is that it applies item on-hit effects and can CRITICAL,in other words it goes especially well with Infinity Edge.

    It is a skill which can bring down the opponents Health fairly quickly,combined with Piltover Peacemaker it will provide the perfect opportunity for a Kill both before and after level 6



  • Piltover Peacemaker (Q):-Caitlyn revs up her rifle for 1 second to unleash a penetrating shot which deals physical damage (deals less damage to subsequent targets).

    Her main laning skill,it scales with 1.3 Attack Damage to targets IN A LINE and deals 15% less damage to every subsequent targets,down to a minimum to 40%.Therefore,it is best that you use it when the opponent is the 1st target it meets(this would Require practice,don't worry if you miss).However this does not mean you should hesitate to use it even if the opponent is behind 2 or 3 minions,the damaged reduced isn't too much,so fire away.Max this ASAP!

    I use this skill to harass the opponent as well,however I usually use it on minion waves when they arrive in a line,thus making their Health lower and making it easier to last hit (If you happen to hit the opponent champion,well thats a bonus),when used to harass properly it is able to take off 1 bar or more of the opponent Health and like stated above,create the perfect opportunity for a kill




  • Yordle Snap Trap (W):-Caitlyn sets a trap to reveal sneaky yordles. When sprung, the trap immobilizes the champion and deals magic damage over 1.5 seconds.

    The reason I pick this as my 1st skill to add is because the skill allows me limit the opponent's movement by plant 3 traps even before the minion waves arrive,it can limit their movements after the wave arrive as well.It can also be placed in Brushes to prevent the opponent support from going in or to prevent possible Ganks.It can also be used in team clashes to either snare a running opponent or to help your team's retreat.It can be used to Reveal Stealthed opponents as well(e.g. Akali's Twilight Shroud, Talon's Shadow Assault, evelyn's Shadow Walk etc. etc.).

    I use this awesome skill to not only limit the opponents movement in laning phase but during Clashes as well.I would place 2 traps if possible before a gank,1 placed at the route I think the opponent would take to retreat so they would get caught and killed,1 placed at the route I'm sure my team would use to Run so it can provide them and me with a safe retreat,lastly would use the remaining one in the Clash to help my team.



  • 90 Caliber Net (E):-Caitlyn fires a heavy net to slow her target, the recoil knocks Caitlyn back.

    Its her one and only escape mechanism (not including Summoner Spells),Although a well-placed trap and the Damage done by 90 Caliber Net (if landed on) just might allow you to be the hunter instead of the hunted.

    I use it to mostly run from opponents by using it with a thin wall behind me,i seldom use it to chase but it is viable,using the same method of firing it with a thin wall behind you.Here is a video of places that it can be done.(ps:I'm not sure of certain places,if this video is old/out of date please point it out to me)

  • Ace In The Hole (R):-Caitlyn takes time to line up the perfect shot, dealing massive damage to a single target at a huge range.

    Her long range ultimate (1900/2050/2200 range per lvl) which can deal up to 1000 Damage.It should be never used in a gank,always use it after,reason being that it requires a 2-second channeling time which could prove fatal to you and in turn your team.Another thing to note is that it can be intercepted by another opponent champion instead of the one you aimed (which is another reason you don't use it in a clash as it can easily hit the wrong target),so don't be surprised if you did not kill your target as well as if your target is running and enters Fog Of War,your ultimate will immediately be stopped and put on a Short Cooldown.Armour affects the Damage Dealt as it is Physical Damage,therefore do not expect to deal the exact Damage stated.

    There's nothing much I can mention about this skill except that it hurts...ALOT,feel free to pick a escaping target,pray no Fog Of War kicks in and no other opponent come in to block it




Skill Sequence Order


> > >

The 4 abilities above are in the order of which could and should be maxed first

I max Piltover Peacemaker for the simple reason that its her main laning/harassing skill (Besides her Auto Attacks,I follow it up by 90 Caliber Net because I want the Shorter Cooldown it gives,of course you can pick Yordle Snap Trap anytime but I prefer my ONLY escape mechanism to be available most of the time and of course add your ultimate whenever it is available Ace in the Hole then Yordle Snap Trap.


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Item Build


  • : Good starting out item,with or without a support,it provides 100 health which would bump up Caitlyn's squishy 4 bar health to slightly better 5 bars,the 10 damage is awesome as it increase's your Piltover Peacemaker damage as well as your Auto Attack damage.The 3% lifesteal is just a bonus.
  • : This 2nd doran's blade is for the 100 Health to make you slightly tanky-er in lane and should be bought on your 1st trip back,along with the Pickaxe.
  • : This is to give you even more insane lane control during laning and will be used to make Infinity Edge or Last Whisper if and only if the opponent is stacking armour.(you can also choose to buy a Boots rather then a Pickaxe)
  • : If you still have enough on your first trip back,grab 1 or 2 of this for Survivability.
  • : Well....the eariler you get one of this the faster you can run from or chase a opponent.(If you bought Boots instead of Pickaxe this would be the time to get your Pickaxe)
  • : If all goes well you should have gotten kills,even if you din't you should have at least farm well ( if its neither,it means you should ask for a lane change or gank),go back and grab one of this and go back to the lane and show them what a well-farmer/well-fed Caitlyn can do.
  • : Now that you have your damage,its time to get your Attack Speed,the bonus Movement Speed is awesome as the 8% can help you flee or hunt down those unlucky enough to fight you.
  • : Lifesteal,which would provide the sustainability to stay out longer and survive in a clash longer.
  • : Time to exploit the Critical and Attack Speed that Zeal gives as well as your passive, Headshot.
  • : More Attack Speed to proc your Criticals.Boots is one of the most Situational items in the ENTIRE GAME,if you are being focused get a Mercury's Treads and the rarely bought Boots of Swiftness if the opponent has no CC but has the ability to chase and kill you or if you like fast moving things.
  • : For the Health and Slow,with Health being the main reason for buying it as it enables you to survive longer,the 25% chance of Slow being a nice bonus.Sell a Doran's Blade to buy this item.
  • : The item that your Vampiric Scepter is made into,it gives insane damage and lifesteal when fully stacked,need I say more? oh,don't die though,you'll lose all your stacks.
  • : You,my dear friend,to have reached this item,you should be quite well-fed.Grab it and fire away~ show them what they did by dying to you or by letting you farm for too long.
  • : Watch them Attempt to Run!!!!The slow from mallet would allow you to hunt down your opponent at your pace,the Health that it gives is awesome as it pushes up your chances of surviving.
  • : If you have reached this item it means 2 things,either you are well-fed or the game is dragging along for too long.This slot is for Survivability Item,to keep you alive(what else is a survivability item suppose to do?) therefore feel free to change it with other items like Banshee's Veil, warmog's armour etc. etc.

Of course you can choose to not follow this Sequence exactly but the Core Items are important,which is why they are Core Items




Core Items

Depending on your own playstyle the Core Item might vary.Here is this build's Core Items at the respective phases.

Early Game/Laning Phase

Reasons for these Items are stated above,these Items are strictly for Laning Phase only,you cannot Roam with these items,not that you should anyway.

Optional Early Game/Laning Phase Core Items
This is a Alternate starting Core Item Build,however I do not recommend these Items as it doesn't provide enough Survivablility.




Mid Game/Ganking/Cover Laning

Since Mid Game is generally longer there are different items you can get depending on how well-farmed or well-fed you are.


Assuming you are very well-fed

I sell one of my Doran's Blade for a Ruby Crystal as in this stage of the game I can afford to lose the 10 damage that my Doran's Blade provides in favour of more health from Ruby Crystal which would allow me to survive longer.


Assuming you are not that well-fed but not that bad-off either

As I am not that well-fed I would want to make Farming and Killing my priority and slow work my way up from there.


Assuming the worse AKA got crippled/aimed/bad day to play LoL


It rarely happens rarely but it does! therefore when this happens you would want to make Survivability and Farming your 2 main priorities!



Late Game/End Game

There is only 2 kind of build at this stage of the game.I AM WELL-FED! build or I HAVE BEEN CRIPPLED FOR THE WHOLE GAME! build.

I AM WELL FED!

These are the items you can get most of the time before the game ends.(at least for me these are it)

I HAVE BEEN CRIPPLED FOR THE WHOLE GAME!
sight ward

Uuhhh...this...rarely happens as well but sadly rarely doesn't mean never. mercury treads for the CC because if you are THIS Cripple it would most probably mean either your team is not protecting you well enough or you are getting Aimed/CC-ed.Either way your main priority now is Survive!,Farm if possible,ask your allies to give you the minion waves which are close to your towers and are safe to kill.The sight wards are there if you want to push out a little bit,it would be good to ward the jungle or anyway to reach the lane.


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Laning

This section would be split into several parts
  • General way of Laning with Caitlyn
  • Lane partners
  • Lane opponents
  • Do(s) and Don't(s) of laning with Caitlyn



General way of Laning with Caitlyn

Nothing much to say except for PRACTICE PRACTICE PRACTICE.Practice balancing Last Hitting and Harassing.It is possible to get the entire minion wave and Harass the opponent to Low Health at same time,if done properly it would most of the time mean you would have a Extremely Awesome early game which would almost mean you will have a Superb game.

Always know your partner's and your limits.Meaning know when to Harass hard,when to back out to base or otherwise,when to be careful.A small mistake such as Over-extending might cause your deaths because of an opponent Jungler or you Assuming your ally's skills are up and diving.
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This Guide is currently Incomplete

This guide is currently incomplete and will be completed in about a few (less then 24 xD) hours time My bad,as I have too much things to Rectify,the guide will not be completed as early as I like it to be ><.please look forward to it.To those who spent time reading it,THANK YOU!


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Change Log

  • Oct 1 2011-Creation of guide And the First 9 Chapter
  • Oct 2 2011-Correction of errors and Improvement of guide
  • Oct 3 2011-Improvement of guide
  • Oct 4 2011-Finishing up of Item Build Chapter and Creation of Laning Chapter


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