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Recommended Items
Spells:
Flash
Barrier
Items
Ability Order
Headshot (PASSIVE)
Caitlyn Passive Ability
Introduction
Hi there!
I'm R3puLsiv3 on EUW and I reached Platinum 1 in Season 3 by mainly playing


I got

I really recommend to read all the in-depth chapters about runes, masteries, items and summoner spells, as the examples above need some explanation and adjustment in some situations.
Please feel free to give constructive criticism or tips in the comments and I really hope you enjoy my work!
This guide will possibly recieve more content in the future, if the reception is well.



Pros and Cons
Pros
+ Very high base range + Great laning phase + Abilities scale well with AD + Good splitpushing/sieging potential + Decent escape/zoning + Lategame beast + Always on the case |
Cons
- ![]() - No attack steroid apart from passive - All her spells can be avoided - Range loses value against gap closers - Weak mid game compared to some other ADCs - Hard to master imo (but easy to play) |
Skill set
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![]() Every 8th / 7th / 6th basic attack deals 150% damage to a champion or 250% damage to a minion or monster. Attacks from brush increase the attack counter by two instead of one. Headshot's counter does not increase from attacking turrets. |

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![]() Range: 1300 Cooldown: 10 / 9 / 8 / 7 / 6 Cost: 50 / 60 / 70 / 80 / 90 mana Active: After a 1 second casting time, Caitlyn fires a projectile that deals physical damage to all targets it passes through. Each target hit after the first takes 10% less damage, down to a minimum of 50% of the original damage. Physical damage: 20 / 60 / 100 / 140 / 180 (+ 130% AD) Minimum damage: 10 / 30 / 50 / 70 / 90 (+ 65% AD) |

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![]() Range: 800 Cooldown: 20 / 17 / 14 / 11 / 8 Cost: 50 mana Active: Caitlyn sets a trap at target location that activates after a brief delay. When an enemy champion comes within 67.5 range of the trap it activates, snaring and dealing magic damage over 1.5 seconds, and revealing them for 9 seconds. Caitlyn can set up to 3 traps and each lasts 4 minutes. Traps are visible to both allies and enemies. If she sets a trap when three are already placed, the oldest trap will deactivate itself. Magic damage: 80 / 130 / 180 / 230 / 280 (+ 60% AP) |

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![]() Range: 1000 Cooldown: 18 / 16 / 14 / 12 / 10 Cost: 75 mana Active: Caitlyn fires a heavy net, knocking herself back 400 units in the opposite direction. The net travels in a line, dealing magic damage and slowing the first enemy hit by 50%. Magic damage: 80 / 130 / 180 / 230 / 280 (+ 80% AP) Slow duration: 1 / 1.25 / 1.5 / 1.75 / 2 |

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![]() Range: 2000 / 2500 / 3000 Cooldown: 90 / 75 / 60 Cost: 100 mana Active: After a brief delay, Caitlyn locks onto a target enemy champion and channels for 1 second. While channeling, Caitlyn gains true sight of the target. If Caitlyn completes the channel, she will fires a 3200-speed homing projectile toward the target that deals physical damage to the first enemy champion it hits. Physical damage: 250 / 475 / 700 (+ 200% bonus AD) |

Everyone has different preferences when it comes to Masteries. Obviously you always have to go 21 points into the Offensive tree as an ADC or u will lose your lane and dish out less damage at all stages of the game. There are still choices that can be made and there isn't one definite build, for each one has it's own advantages and disadvantages. I will go over the three pages that I find the most fitting for

My standard page

This is the masteriepage I use 95% of the time for










The defensive page

This is the page I use in around 5% of my Cait games. I only use this one when I feel that the matchup is uncomfortable, for example if the opponents have a strong all-in botlane like







The utility page

This is another basic ADC masterypage that I honestly don't like too much, but is used by many people, I believe.




The Runes I use are pretty basic ADC runes and to be honest, there aren't a lot of possible alternatives. ADC runepages tend to be pretty dull, but there are still adjustments that have to be considered before every match, just like it was the case with masteries. The following ones are the runes I find worth choosing from.
Runes




Runes




Runes




Runes




This is the runepage that I use the most often on

Runes





There is not much to say about this topic. You play an ADC, so you should be used to limited choices already. Below are the three main choices you have,


No other choice. This often offers you a second chance at life and also let's you chase fleeing enemies. |
Take this if the opponents don't have any cc, that you think is worth being cleansed. It allows you to trade without fear of an all-in situation. |
Pick this one if there is a lot of cc on your lane, like ![]() ![]() |
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I never tested this, but it could be a viable choice against ADCs that solely rely on autoattacks, like ![]() ![]() |
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I do not recommend this as you shouldn't even be in range to cast it most of the time. It's just not worth it to have a little more damage at the cost of easily being ganked early or killed in the mid and late game. The damage part of ![]() |
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I only choose this on ![]() ![]() |
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It's not a bad choice in theory because ![]() ![]() ![]() ![]() |
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Heal is maybe a little underrated or it is just too easily countered by enemy supports with ![]() ![]() |
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Yes, you are the most important member of your team and a second life can win the game later on. But you shouldn't count on dieing when you pick summoner spells and usually your whole team will be dead when you died, for you should be the last person to die, which leads you to a situation where you have to defend the base alone against the remainder of the enemy team. I don't say it's useless but it has a huge cooldown and will make your laning phase significantly weaker, which is usually where you want to shine as ![]() |
There is room for variation and I did not always play

It is obviously necessary to always max





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It's very important to always adjust your itembuild to the ingame situation. Even though ADC builds leave not much room for creativity, it is crucial to buy items in the correct order to maximize the damage output or sustain in the laning phase, or have a bigger impact in mid game.
Starting Items
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The basic start for any ADC with lifesteal runes or sustain support. This allows you to win trades and go all-in. |
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Building your Core
Don't just rush blindly for






Item Sequence






Vampiric Scepter
900

Pickaxe
875

Cloak of Agility
600

Infinity Edge
3450

Berserker's Greaves
1100
Sometimes life hands you lemons and you have to make lemonade. When you have a bad laning phase, don't despair, and don't try to reach your items at all cost. Get more





Item Sequence






Doran's Blade
450

Vampiric Scepter
900

Bloodthirster
3400

Berserker's Greaves
1100

Last Whisper
1450
Now comes the next stage of the game and you have to check if they got a lot of armor already. This is often the case because






Item Sequence






Berserker's Greaves
1100

Zeal
1200

Last Whisper
1450

Phantom Dancer
2650
The late game
Congratulations, you made it to the late game and can now watch, as you shred through enemy tanklines from a far distance. It is time now to finish some defensive items. First we want to transform





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A second life is invaluable, especially on a carry. It also gives some resistances but has no offensive values. Sell it for another defensive item if the effect of ![]() |
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My absolute favorite last item on ![]() |
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This item is invaluably strong against certain champions. Always get this when the opponents got a suppression spell, like ![]() ![]() ![]() |
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Good choice if you fear certain initiation spells, like ![]() |
Other itemchoices
I will list some more items that I find worth noting and explain why they are viable in certain situations.
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Great item if you manage to get it early. This really helps when you are splitpushing or sieging together with your team. A critical strike ![]() |
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Fits as a replacement for ![]() |
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Not horrible, but also often times not really worth it, compared to ![]() ![]() |
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In theory a good item on ![]() ![]() ![]() |
If walls of text bore you, then I fear that this chapter is not what you are looking for, as I try to go a little more below the surface here.
Now that all the preparations are done, I try to give you a general idea of what your role in the game is and what you should do at every stage of the game. This guide cannot replace the many games of training that you will need if you are new to

"I can only show you the door. You're the one that has to walk through it."
Early Game
Buy the appropriate item(s) and head quickly into your own bottom side jungle, to gain vision over jungle paths, to prevent invades. If you are running late and you are too scared to check a brush, pick

When creeps arrive, join them on the lane and start farming, the rule of thumb is that you should strive for a farm of minutes passed times 10. This is often times not possible because you will lose creeps eventually when you fight in lane or get pushed into your tower, but it's good to have a general goal that you try to achieve as good as possible.
I often play very aggressively at all levels, if I have at least equal items. Try to play with your range and don't let your opponent always lasthit for free. Keep an eye on your own creeps, that are getting low, and predict when he will go for a lasthit to punish him with free autoattacks. Remember: He can only attack you or the creeps at the same time. So he either chooses to get a creep and lose health or lose a creep and trade with you. It's usually a win/win situation because you will most likely attack him earlier due to higher range.
When you harass, try to keep up a high mechanical level. For example, don't use

Use your traps consistently and try to always have them all up. I prefer to put some at the edges of a brush which makes it impossible for the enemy support to enter the brush without taking harass. I also put them in the middle of the lane to limit the possibility of movement for the opponents and also to prevent getting jumped on. I rarely put some in the tribrush or the riverbrush because I expect my support to ward these areas so I can focus on zoning with traps in the lane.
Often, people fall prey to early aggression because they don't expect it that early. If your enemy starts


Never go back when you are being pushed. Always push out your lane before you go back, and if possible try to force your opponent back before you push the lane. That way, he loses experience and gold and you build an even greater advantage. If you are being pushed in, ask your jungler for support, to give you a possibility to teleport back. If you forced the opponents out of the lane, you generally want to teleport, even if you don't have too much gold because he will return with slightly more items usually. Ask your support to help you push as fast as possible and go back then at the same time. There is nothing more annoying than an uncoordinated bot lane where everyone goes back as he pleases. A mistake like this is punished severly in high elo. If I find my opponent alone at the lane, I will zone him completely. Every time. Synchronize your teleports.
When you are ahead it is sometimes beneficial to let the tower of your opponents live, to deny them even more. Only do this when it's very early and all your other lanes do fine. If your team struggles and you are ahead then share your power with them by pushing your tower and go fight for objectives, while the enemy botlane tries to recover. Once you destroyed the opponents tower it usually translates to the mid game for you.
Mid Game
You destroyed the enemy tower and probably are about to finish your


In the mid game, when you are not pushing or doing an objective, try to get farm wherever you can. Shove lanes and then proceed to take jungle camps and shove the next lane, always leaving traps at important jungle paths, to gain more map control for your team. Obviously try to take the red buff every time it's up and use the advantage that it gives, by attempting to claim objectives. Only take farm when you feel that it is safe to do so, as your death probably means the loss of objectives to the other team.
Team Fights
Now is the time when team fights are bound to happen most of the time. In a teamfight, like any ADC, it's most of the time best to hit what's right in front of you. It is not your job to reach the enemy carry, but it is obviously good if you get a chance to. There are only rarely exceptions to the rule, but sometimes an enemy is such a low threat that you can just bypass him and attack a higher priority target. If you are not sure, then just stay at the highest possible range where you can still attack. If you are unsure about being jumped and all the major spells of the opponents are still up then it is often advisable to not attack at all. This sounds very weird to some players but imagine this scenario:


Always place new traps in a teamfight when the cooldown comes up, but remember what I said about mechanics, don't let your spells take away important time from you, that you could use autoattacking. If you fear to get jumped, then it is a very good move to place a trap on top of yourself. The opponent has to choose between running around it or running into it, which both buys you a little time usually.
Move in between every attack. Reposition yourself after every attack, according to the situation of the teamfight. This will come naturally after some time, so just keep practicing, but dont just stand there like a sitting duck waiting for your doom.
Late Game
You are soon about to finish your itemset and you are now the most valuable team member. This leads to your number one priority, which is not to die at all cost. Don't ever get caught out, only go to farm if it's safe, stay with your team more often and don't make dumb moves like chasing a tank alone over half the map.
Don't attack if it is not safe. This is now even more important than in the midgame due to the consequences of your death being much, much more grave. If you die, then that means baron gone, inhibitor gone, or game gone, so choose wisely when you have the chance to do damage in fights. Your traps become insanely dangerous and if someone dares to step into one, while being in your proximity, you punish him with a lot more attacks than before. Keep traps up and try to get both buffs if you are allowed to.
Try to make it clear to your team that you are the highest threat and therefor need to be peeled for. In general, communicate with your team alot and use pings when you are being jumped outside of their field of vision, to get them to react faster. Don't ever use your offensive spells in a late game teamfight because the cast times are horrible and you could do over 9000 autoattacks in the time you cast


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I hope I was able to show you the basic principles of how to play


And this also brings me to the most important thing to do when playing

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