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Caitlyn Build Guide by epimetheia

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.


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League of Legends Build Guide Author epimetheia

Competitive Caitlyn

epimetheia Last updated on June 22, 2012
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Ability Sequence

1
3
5
7
9
Ability Key Q
2
8
10
12
13
Ability Key W
4
14
15
17
18
Ability Key E
6
11
16
Ability Key R





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.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
3/
Sunder
Archmage
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 21

 
 
 
 
 
4/
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 0


Guide Top

Introduction

Hello everyone, I'm epimetheia, and welcome to my first guide for Caitlyn, The Sheriff Of Piltover.


Guide Top

Runes

I run flat AD marks, armor seals, magic resist per level glyphs and flat AD quints.


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Masteries

My Caitlyn masteries are 21 9 0, pretty standard.


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Items

Grab boots + 3 pots if you're laning with a non sustain support like Nunu, Janna or Leona. If you're running Sona, Soraka or any healer, take Doran's for the extra health and damage.

You want 2 - 3 Doran's usually, never rush B.F. Sword, as it's a late game item and should only be rushed when you're behind and your only hope is to beat the enemy late game.


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Skill Sequence

Max Q first for harass, but avoid hitting minions as it will push your lane and do less damage to champions.

Then max W and place traps in bushes whenever you can.

Max E last as it's only use is to escape, and maxing it gives you the least bonuses out of her abilities.

Max R when you can at 6, 11 and 16.


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Summoner Spells

I run heal flash, there's a misconception that the support should take heal and the carry take exhaust or ignite, but heal only gives 25% to nearby allies, and since the whole job of a support is to keep the carry alive, it's ******ed to take heal on support. So take heal, and get your support to take an offensive spell instead.

I won't bother explaining flash, it's flash, take it, always.


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Pros / Cons

Pros:
- Good harass
- Strong early game
- Strong push with Q
- Escape mechanism
- Long range

Cons:
- Horrible mid game
- Squishy
- R is pretty useless in teamfights


Guide Top

Final Word

Thank you for taking the time to read my guide, if you have any suggestions/comments please leave a comment.