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Spells:
Flash
Exhaust
Ability Order
Headshot (PASSIVE)
Caitlyn Passive Ability
Intro
How to carry! Featuring,

No time for intros, we have *** to kick!












- You need a ranged carry: A lot more where she came from.
- Someone who can bring utility AND damage to the team: Doing this will allow you to both; get kills and assists, and fumble like an idiot and still not get raged at (Trust me).
- Someone who just flat out wrecks people if left alone:
Caitlyn has 2 strong damage abilities:
Piltover Peacemaker, and
Ace in the Hole (more on this later.) A ward-like snare tool, that is almost utterly useless. And the jumpy net. When you get a few kills, and a few minions, it adds up.
- Someone who can remain behind the tanks, yet not cower like a wimp:
Caitlyn may often seem useless, camping at the tower but she's still an AD carry, kicking *** and taking names, with that huge gun, and amazing auto attack range.
- Someone fun: I find
Caitlyn to be ridiculously fun to play. She just rocks so hard, her voice is yeah and her kit is just fun to play with. I guess I'm trying to say, SHE IS GOOD, seeing as how, there is only one ****ty, British, police officer;
Caitlyn.
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Runes



Either attack damage or armor penetration here, really no other ones you can take. Or attack speed, sub-optimal though.
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Runes



Also, the only viable seals for



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Runes



Only one choice here, without them, you get ripped by the AP carry.
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Runes



It gets a bit trickier here, choosing between three quints, maybe four, the last which I won't mention.


Greater Quintessence of desolation: Great pairup with the marks, just punches early-game armor in the face. You deal lots of damage grabbing these, although your skills don't hit harder.
Also, movespeed is acceptable.
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This is what I run on

Now, seeing as how you're a ranged AD, you want to be as offensive as possible, while still maintaining a bit of defence.
21/9/0, gives you attack damage, attack speed, lifesteal, armor pen, attack damage per level, crit damage, bonus damage vs <40% targets, armor, and lots of hp.
I like it, moving on!
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Probably the most versatile summoner in the game, get you into fights, get you out, and anything in between, the main uses for
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Since most AD carries only have a slow, snare, and 2 have stuns.. you need some way to keep enemies near you without them being a problem, and
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If you aren't taking
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It's
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Also very useful, it helps steal... secure kills well, you could take this spell over
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If you hate
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Tips and Tricks:
If you drop
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Caitlyn sets a trap at the target nearby location. The trap triggers when a champion walks over it. This trap is visible to both allies and enemies. When sprung, the trap immobilizes the champion for 1.5 seconds, dealing magic damage over the duration and additionally revealing the target for 9 seconds. Caitlyn can set up to 3 traps and they last 4 minutes. When she sets a trap once the cap has been reached, the oldest trap will deactivate itself, dealing Magic Damage: 80 / 130 / 180 / 230 / 280 (+0.6 per ability power). A single target snare that lasts for 1.5 seconds just wrecks the unlucky duck that steps on it. A great disrupting skill, it's no ![]() |
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Caitlyn fires a heavy net in front of her, knocking herself back in the opposite direction. The net will slow down the first target hit by 50% and will deal magic damage to it dealing Magic Damage: 80 / 130 / 180 / 230 / 280 (+0.8 per ability power). Hey look! It's ![]() ![]() ![]() ![]() ![]() |
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Ace in the Hole:
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Caitlyn marks an enemy champion at a huge range and channels for 2 seconds to line up the perfect shot, providing vision of the target for the duration. She then fires the projectile to deal massive physical damage. Enemy champions can intercept the bullet for their ally dealing Physical Damage: 250 / 475 / 700 (+2.0 per bonus attack damage) Once this skill is accessible, ![]() ![]() ![]() |
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The main idea here is to max out




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: The only useful choice for a ranged AD carry. They're boots, they give attack speed. Win win?
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: Theoretically speaking, this is the MOST cost-stat efficient mid-late game item, 18% lifesteal 15% crit, and an active that rapes
Dr. Mundo and pops
Banshee's Veil, awesome lane item.
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: Gives good lifesteal, and armor. Lets you farm WAY easier too. The free ward doesn't hurt either, vision while pushing is a good thing.
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: Seeing as how
Caitlyn has one of the lowest base movement speeds in the game, and that
Phantom Dancer gives movement speed, critical chance, AND attack speed, I thought... Sweet.
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Infinity Edge, every ranged AD carry's best friend, lets you hit harder and... harder? But mostly harder.
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: Lifesteal is really our only form of survivability, if you can even call it that. This gives a TON of lifesteal and attack damage to boot. I'm thinking that we got enough damage as it is. But too bad.
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: A very useful item for punching holes in tanks, even if they don't have a tank it's still useful. From criting 1k to criting 1.8k. No jokes, I've hit that hard O.o
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: A good item if you know that you're going to get focused ASAP. Not useful if you get focused while they have lots of CC.
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: Not the preferred boots of a Ranged DPS, but some times we just have to change. These are good if the enemies have a LOT of CC, or alternatively...
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: A quite good choice if you feel you're getting outran by everybody, including
Ashe and
Anivia. No don't worry, I'm not going to suggest getting
Ninja Tabi... yet.
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: One of the more rare items, along with
Moonflair Spellblade. It's usable, however not much you can replace it with, aside from your
Phantom Dancer. Not advised but still plausible.
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: Really useful if the enemies have an HP tank, like
Cho'Gath or
Dr. Mundo.
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: A fairly good item to get, only if the enemies DIDN'T stack armor, because
Last Whisper does that job better.
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: Really good if the enemies have a lot of spellcasters, or have a
Teemo. You never know.
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: The lifesteal and spellvamp are really good, it gives attack damage, and some AP, but who really cares? The spellvamp is particularly useful if you use
Ace in the Hole on someone while you have low health.
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: Gives great stats. Armor penetration, and cooldown reduction are really useful. The active gives you that extra edge you need when one on one fighting.
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: Lots of health, gives a perma-slow, so now people wont be getting away anymore. Slight AD, but it's unnoticeable.




























































By now, you should love the


Again, credits to jhoijhoi for the template, which you can find here.
And thanks to CasterMaster for showing me jhoijhoi's guide on guides.
Thanks to Searzocom for being a ****, and pushing me harder so my guide could truly be what it truly can be.
12/23/11- Got yelled at and fixed guide.
12/24/11- Added: Other possible runes section. Few minor changes.
12/24/11- Added: Champions to mess with, and

12/25/11- Added:

12/26/11- Added: Champions to love, and



1/1/12- Added:

1/9/12- Changed: Glyphs from alacrity to warding.
3/12/12- Massive re-vamp of the guide, got almost half done.
5/20/12- Hit #1

Good job Mobafire, no wonder I quit.
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