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Caitlyn Build Guide by Shpjokk

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 Shpjokk

Less Auto-attacking more chopping!

Shpjokk Last updated on February 9, 2012
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Ability Sequence

1
3
5
7
9
Ability Key Q
4
13
15
17
18
Ability Key W
2
8
10
12
14
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

 
 
 
 
 
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 9


Guide Top

Intro

So basically I just became an *** about people playing Caitlyn the way I think is pretty bad. People will probably scream at me for this, but whatever: This build focuses on sniping your opponents, nothing more. If you prefer going other ways with Caitlyn, be my guest. But this is how I build her, and if you're interested you stay and read.


Guide Top

Runes

My basic thoughts are: DAMAGE!!!!
Basically.

I never saw Caitlyn as a champion who you go in and auto-attack with to get kills. And I never will. All I do with her is do sniping, be it with a Piltover Peacemaker or an Ace in the Hole Therefore I love early Attack Damage, since a clean shot from the Peacemaker at leve 2 removes more than a 100 damage from your enemy.

However, I have never had a good experience against Ability Power characcters; That's why I use Magic Resist per level Glyphs, to go against that (to a certain degree).


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Masteries

21/0/9. I don't see any wierd stuff there. Plainly there to dish out heckloads of damage and nothing more. Taking extra mana and mana regeneration can be good however, if you are one of those "Sir Spamalot". And even if you aren't you can't rely on having a Soraka in your team or someone having Clarity in your team to lane with you all the time. And picking Clarity yourself is only waste of space.


Guide Top

Items

As I have been saying, I do NOT focus on auto-attacks to win. I always focus on sniping my enemies, no matter how much hp they have. It might sometimes come down to a Madred's Bloodrazor if I meet something like a Volibear AND a Garen, but otherwise it's usually enough with only Damage. The Piltover Peacemaker does at least 1000 damage when you've reached full build, and Ace in the Hole can probably one-hit Teemo in the enemy team.


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Skill Sequence

Focusing Piltover Peacemaker, no wierdies there.

Now here comes the part where many people probably think I'm mad. But the reason I prioritize 90 Caliber Net is because the cooldown on that at max level is ohnly 10 seconds. I want a good chance of escaping or chasing, and it's far more reliable if the cooldown is low. Usually people want Yordle Snap Trap instead, but I don't. The only thing that happens is lowered cooldown and increased damage (which I might add is very low). The immobilizing and sight effects are both still the same, so I think that since you don't usually use it in the heat of battle, it's fairly unnecessary to level it up.

As a side-note, I usually forget I have traps ;P


Guide Top

Summoner Spells

Usually I use Exhaust and Ghost. Alternatives can be using Flash, Cleanse and Ignite, if any of those suit you better.

Exhaust: for escaping and chasing purposes.
Ghost: same reasons.
The other spells: Ignite is a good finish-off, Cleanse is wonderful if the enemy decides lots of cc is good, and Flash has always been a great spell.