Caitlyn Build Guide by Shadows Slave
Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.
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.
To start off, this is my first guide so please, feel free to give me feed back on what I can do to make this better.
Now then. Welcome to my guide for Caitlyn - The Sheriff of Piltover.
Caitlyn has slowly been taking my favorite place as a favorite AD carry. Her abilities give her the potential to go in any lane on either Twisted Treeline, or Summoners Rift. This guide, however, will be for Summoners Rift.
A lot of people tend to have questions on whether to get seals for mana regen, or for armor. On an AD carry, it is best, in my opinion to get armor seals. By getting flat armor seals you are able to provide free poking ability on your opponent without taking much damage from the creeps. The glyphs can be interchangeable for either magic resist for attack speed. I prefer having that extra defense later game though. Taking flat damage marks and quintessences, it gives you great harassment on you opponent and great last hitting ability.
The only thing i have to say for this is that the Offensive tree stats are a must. You can switch the Utility over to defense, although, your seals give you good enough armor to be able to have the Utility masteries.
Okay, I can already see the comments now, why would you get a Madreds Bloodrazor on Caitlyn? The answer is simple. When playing Caitlyn, people tend to think that the best choice is health, armor, and worst of all, Thornmail. Armor and Thornmail are both avoided by Madreds Bloodrazor. And health is fully countered by Madreds Bloodrazor.
Your summoner spells also depend on your support. There are 3 spell combinations that your support should have. Either flash and heal, flash and exhaust, or flash and clairvoyance. If you support gets flash and heal, then you should pick up flash and exhaust. If they pick up flash and exhaust, you're going to want to pick up heal. Even if you have a sustainable support such as Soraka, Sona, or Taric. It will be more than likely that you will need the extra heal. Now on to flash and clairvoyance. If your support picks up these 2, it is really your choice with whatever you feel most comfortable with. Personally I would pick up heal with flash, so that I can get out of sticky situations if your support sees a ganker in the bush and he goes for you.
Caitlyn is one of the best carries that can harass her enemies out of lane.
Yordle Snap Trap is great for both preventing ganks and ensuring kills, if placed in the correct areas.
Caitlyn's passive, Headshot can be great for both pushing an enemy out of lane, or farming minions.
90 Caliber Net is great for escape. Not much for chasing, but can be used effectively for both.
Caitlyn, like most AD carries, can be rather squishy, especially when caught out of position.
When spamming her abilities, she runs out of mana. Fast.
Team fights decide games. What I love most about Caitlyn is that no matter where she is in a fight (unless shes right next to all the enemies) she makes a huge difference. When playing Caitlyn in a team fight, you should always hit who's available in your range. However, you see an opening to get one of their carries, take it. Although, if you find yourself pretty far away from their carry and don't think you can get to them, take out whoever is available, hitting the most deadly opponent. I'll give you an example, if your Caitlyn, and you can't get to the carries, and say that the 3 closest enemies are Malphite, Rumble, and Olaf. Don't aim for Malphite unless the other 2 drop. Who you prioritize first all depends all on how fed they are. Say Olaf is 5/4 and Rumble is 7/3. Aim for Rumble immediately. Then go for Olaf. After those 2 are down, see if you are able to get to their carries. If not then take out Malphite then the carries, aiming for the more fed one of course.
Piltover Peacemaker has a rather annoying cast time. It should really on be used during the initiation to the team fight to deal a good ammount of damage early. After that, it is good to only use your 90 Caliber Net, and that is only if you need to get away from an enemy that has hopped on to you. Never, and I mean never, place a Yordle Snap Trap during a team fight, unless you are stopping someone who is trying to run away that you are trying to kill. Yordle Snap Traps are best used to initiate on someone that is out of position. Going back to Piltover Peacemaker, like I said before it is best used during the initiation of a fight, but is also very effective for picking up runners, or near the end of a fight.
Thanks for reading my guide to Caitlyn. I realize that it needs to be a bit prettied up, and I will be doing that in the future. For now this is what I have to offer to you. Please give me comments and thoughts on what I can do to make it better. Thanks.