Caitlyn General Guide by Lorensen
Not Updated For Current Season
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Possible to change with
Build should look like
Possible Early Game
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.
Caitlyn is a ranged Attack Damage carry, a role that specializes in building massive amounts of damage and annihilating enemies from a distance.
Caitlyn's strengths compared to other ADCs are her considerably superior range; the average ADC has a range of 550 whereas Caitlyn's is 650, allowing you to hit your opponent without receiving damage in return. Caitlyn's abilities combined with this range allow you incredible poking and zoning potential and make her a very safe, strong pick that has very few losing matchups.
On the downside, her mid game is quite weak and her aggressive zoning style of laning invites ganks from the enemy team. She's also not the best in a straight up fight to the death.
Pro & Cons
Pros / Cons
+ Third longest range in the game (650).
+ Great range; it allows you to poke and move back, before they get to touch you. "Hit and run".
+ Great damage early, mid and late game.
+ Amazing harass abilities.
+ Easy to last hit with.
+ Wonderful passive. If used correctly, it will help you gain control over the lane and scare your enemies.
+ Piltover Peacemaker got a nice amount of damage, and is easy to aim.
+ Great zoning with Yordle Snap Trap, and if placed correctly can help you get away from a sticky situation, through lurking them into a trap or avoid a gank.
+ A nice escape/chase mechanism and a decent movement speed.
+ Can finish off low health enemies in a great distance.
+ With the correct position, you can change the outcome of a team fight.
+ Extremely fun to play, you will be in love with this Champion.
- A very low mana pool.
- Focused in team fights (especially if fed)
- Yordle Snap Trap can be walked around, due to visibility.
- Ace in the Hole isn't reliable if there is more than 1 enemy in the lane. Enemy champions can intercept the bullet for their ally.
- Spamming abilities will oom you quickly, try and avoid spamming them unless you're sure about hitting. - On the other hand, who doesn't oom quickly when you spam abilities? (Except for those without a mana pool! :P )
Versatile Spell, can be used for offense or defense.
Best when conserved for an escape.
Can be used to move between terrain obstacles.
Does NOT cancel incoming projectiles.
Increases lane endurance.
Can also be used to heal allies.
Double effect on user, more appropriate for ADC to take over support.
Can be used to bait enemies into a losing fight.
Best if used before ignited or after duration ends.
True damage-over-time provides large damage boost.
Reduces incoming heals for duration, counters Heal.
Best if applied before enemy decides to escape.
Grants very strong Early-Game DPS advantage.
Removes all de-buffs, counters Hard-CC champs and Exhaust.
Reduces incoming de-buff durations.
Best if applied after an enemy applies a Hard-CC.
Highly useful in Late-Game.
When this passive is active, your rifle glows red.
The 250% damage to minions allows you to quickly collect buffs.
Can be comboed with Piltover Peacemaker for burst damage.
This effect increments at twice the rate when firing within brush.
Good poke ability.
Hits very hard early.
Eats mana, spamming is inadvisable.
Hits the first target for full damage and subsequent targets for less.
1 second charge time means you'll have to anticipate movements.
Becomes less effective late game due to charge time.
Charge time leaves you vulnerable.
Yordle Snap Trap
At Level 1 can be used to detect or deter jungle invasion by placing in brush.
Only works against champions.
Can Zone the enemy.
When fleeing, can be set in your opponents path to immobilize.
Can be placed near enemy turrets to hinder their defense.
If tripped near an enemy turret, the turret will attack you.
Can be placed in brush to detect ganks.
Can be spaced around a friendly turrets to assist in defense.
Trapped enemies are vulnerable to Piltover Peacemaker.
90 Caliber Net
Natural Escape Ability.
Slows enemies on contact, preventing them from pursuing you.
Ability propels you through certain terrain obstacles.
Can be fired behind you to close distance on an enemy.
Can be used to kite a charging melee opponent.
Ace in the Hole
Only targets champions.
High damage will kill most champions below 25% health.
High range makes ideal choice for killing fleeing champions.
Gives vision of target once activated.
Long animation leaves you vulnerable.
Should only be used as the final blow, not to initiate.
Enemy champions can intercept the bullet, cannot be avoided otherwise.