Build Guide by
Not Updated For Current Season
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Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
This build was made with the intention of making her damage output as high as possible while allowing her to make up her lack of mana with select items and runes. Sadly she is still very squishy with this build. To make up for that the mobility give buy ruins and build are used to avoid danger with conjunction of her abilities (and with the beefed up mana with this build you can spam them til your heart is content). Caitlyn is a great champion for pushing towers and helping her team in battles. Her slow and stun from her net and trap will land you many assists, not to mention allow you to escape many dangerous situations if used properly. Her excellent range will allow you to pick off runners and low health enemies in the middle of team fights while still sitting safely behind your teammates. While this build leaves her open to being killed swiftly if caught in the line of fire, it also allows you to put out massive damage and use your abilities to as often as possible to protect your teammates and yourself from a number of dangers.
Build Pros / Cons
Solves Mana Problem
Good Team Support with CC's
Great at Picking Off Low Health Champions
Not Very Effective Early Game
For almost any champion, ruins are truly useful to make up for early game weaknesses. This very true for Caitlyn with this build.
Marks for armor pen and Seals for attack speed where chosen to give Caitlyn an edge on damage early game. It is also important since in the very begging of the match, this build focuses on mana over attack speed.
The glyphs are in flat mana regen for more ability use early game.
Quints are in movement speed to allow you escape from a danger of chase down a retreating low health enemy.
Exhaust and ghost are great spells for Caitlyn. They both can be used offensively or defensively. They both allow her to escape sticky situations or allow you to kill an enemy before they can escape. The vast usefulness of these in multiple situations make them ideal for Caitlyn's survivability and killing power. Flash may also be a good substitute for ghost to dodge projectiles or jumping past walls for an escape but ghost is useful in more situations. Clairvoyance could come in handy to see into the fog of war and using you ult on retreating enemies but I wouldn't recommend it over ghost or exhaust.
For Caitlyn priority is as such: r>q>w>e
The first three levels take peacemaker, trap and net in that order. Having all three of these will allow you to do damage, avoid getting ganked and escape if needed.
Focus on maxing Peacemaker first, its your main damage ability, good at killing minion creeps, and picking off enemy champs behind walls or creeps. Of course take you ult when ever available.
Your trap is the reason why enemies will hate you. With them you can control the movements of enemy champions by blocking off a side with traps or you can lay them down in bushes and forest exits to prevent getting ganked. Traps are often overlooked in team battles and enemies will fall right into them, allowing for easily kills for you and your teammates. In every team battle you should lay down a trap. 8/10 times someone will step on it and then 10/10 they will die if you have a team with at least half a brain.
Nets is useful for either slowing down enemies running so your teammates can finish them off or escaping....sometimes both at the same time. Your net's knock back is very helpful in either catching up to enemies running that you can easily slay once in range or running from and enemy that can easily do the same to you.
Start off with Meki Pendent and either 2 health pots or 1 health and 1 mana pot.
Your first trip back you should have enough to get Berserker's Greaves and Tear of the Goddess. If not get your Boots of Speed and Tear +a dagger if you can. Tear will help you with mana for a good portion of the game. You'll find that with it you can lane longer and will be pushing lanes and killing champions more often with peacemaker since you can use it more freely.
Next is attacks speed, life steal, and crits. Get Recurve Bow next, its attack speed is amazing and can be built into a few useful items. After the bow, I either get Emblem of Valor or Zeal. Emblem if I find myself needing health often and Zeal if I don't. After you build one of them, build the other right after. If you happen to do well you can get both at the same time.
At this point, the build focuses on damage and more attack speed. Since this is usually the time when team battles start. The order you build them is situational or to your preference. I like to get a B.F. Sword first. Then I upgrade my Tear into Manamune. Followed by upgrading my Bow and Emblem into Starks Favor. Then Phantom Dancer.
When late game comes around, you will be getting even more damage items. I like to get 2 B.F. Swords, upgrade one into Black Cleaver first followed by Infinity Edge; however, you could focus on each separately, using money that I usually spend on a second B.F. on just one of the items. If you do this, I would recommend getting Black Cleaver first. IMO, the extra attack speed and armor pen is better than extra crit damage.
Most games will end before you finish your last item. However, if you have a really long game or lost of cash, I would swap out Starks Favor for Blood Thirstier for exta life steal and damage, that is if you are comfortable giving away extra life steal, attack speed for you AND your teammates. Swapping Starks for Madred's Blood Razor would be a good option for extra damage without giving up attack speed. Madred's Blood Razor may also be a good substitute for Starks in the actual build if you are facing a team with heath hungry champions and tanks.