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Caitlyn Build Guide by Daniator
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Lifesteal, crit chance, crit damage, attack speed, and ofcourse attack damage.
This guide isn't to complex, as I don't have that much experience with Caitlyn, but you will find it enough for your first time with Caitlyn.
Please vote, write some comments, points of improvement would be great to. Thank You!
-Ult has huge range.
-Your 90 Caliber Net grants mobility and evasion.
-Your traps will give you a big tactical advantage.
-Squishy like hell.
-May be mana hungry.
-One CC and she's out.
Armor penetration marks are ofcourse typical for every AD-carry to be able to handle tanks.
Greater Seal of Replenishment
I prefer these as mana may become a problem when you want to continue laying down your traps and harass with your Peacemaker.
Greater Glyph of Attack Speed
As I buy two attack speed items, yet some more attack speed will be nice. This way you can last-hit better, so you will farm easier.
Greater Quintessence of Attack Damage
Just for that little more attack damage in early-game, so you can get first blood more easily.
If you are playing vs. a mage you won´t find Exhaust useful and rather take Ignite or Ghost over it.
Your #1 AD-carry item. It grants you health, lifesteal and attack damage, so you'll be able to sustain in lane much longer. I don't find items like Dagger or Vampiric Scepter alternatives. Feel free to get more blades if early-game isn't going well.
I doubt this needs a explanation; it gives movement and attack speed so it's pretty much your #1 choice. Though you might want to exchange them for Boots of Swiftness when your build is complete so you can catch up with your team easier and won't we chased down that easily.
With this item you'll get to a nice 18% lifesteal combined with masteries and your Doran's Blade. With this amount of lifesteal you will have even greater survivability. I don't think
you should start mid-game without a Vampiric Scepter.
After the Vampiric Scepter you can choose between attack damage and crit strike/attack speed. I choose for the last because a Zeal will grant you easier minion farming, the crit chance may make you the winner in a 1 vs. 1 fight and the movement speed will grant you more mobility and gank survivability.
Your basic attack damage item. From now the 300-crits will be fired off.
Now the fun begins. Massive attack damage, more crits and heavier crits. This item is fundamental for your damage output and MUST be bought in any AD-carry build.
Now you'll hit even higher and you'll gain some more lifesteal. After your Infinity Edge you can also get a Phantom Dancer. If you think you can farm minions and therefore charge your Bloodthirster you should take it, otherwise you'll want to take a Phantom Dancer.
Nice. 800-Crits, 21% lifesteal and >1.5 attacks/sec. Everyone WILL die. I think this is a obvious choice.
You pretty much got 4 main item choices to be your last 2 items:
A must when fighting a lot of tanks or just Rammus.
Again a Bloodthirster? So what, it stacks!!! You'll get tremendous crits and lifesteal. Choose this if you don't die often and you're plaing versus squishys.
One of the survivability items. Especially take this if you need the magic resist and if you are being focused in teamfights. The shield passive will stop the first CC so you can keep on shooting. It also makes a good anti-thornmail item.
This is your armor survivability item. Buy it whenever their AD-carry is fed, because it will tear them apart if they don't buy a banshees or something.
Max your Yordle Snap Traps the second. It may seem a kind of useless to upgrade, but upgrading your net is even more useless. Your traps themselves are not useless at all, actually. You can use them for gank protection, to 'rule the bushes' to gain space when fighting a melee champion or to stop someone chasing you. In teamfights you want to spam them as no one notices them there.
Max your 90 Caliber Net the last. You should take a point in it at lvl 4 as it grants gank survivability and it works as a distance closer, but it's upgrades are just to useless.
The 90 Caliber Net can be used to slide through thin walls and as a evasion ability.
Ofcourse max Ace in the Hole when possible. Don't forget that enemys WILL catch the bullet for their allies, so try to use it only when the target is alone, or you'll end up wasting your ult on their tank.