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Spells:
Flash
Exhaust
Ability Order
Headshot (PASSIVE)
Caitlyn Passive Ability
Pre-Face
Old guide incoming totally new in a few days.

-Excellent farming skills
-Great damage dealer
-Using your passive correctly leading to line control
-Can kill low-hp enemies in a great distance
-Smart chaser with the 90 Caliber Net skill
-Can change the outcome of a team fight if positioned correctly
-Can take on both mid and top/bottom line cause of the bushes
-Great range (650) for tactic 'hit and run' / kite
Cons
-Very squishy
-Can't do much in teamfights
-Target in team fights
-No reliable escape tactics
-Skills are partly useless late game
-Very low mana pool
-Her traps are visible
-Easy to counter, by stacking armor
-Ulti can't be reliable because enemies can interrupt it if they step in front of target
Greater Mark Of Desolation- I don't need to point out much in for these runes. Just simple DPS marks which scale through late game. The armor penetration they provide is enough to penetrate most of the champs armor exept heavy armor tanks.









Both survival and chasing spell. You can avoid getting killed in a team fight if you positioning is poor or you can close up the distance between you and your enemies and caught them by surprise and maybe kill them or just harass them. Actually because the distance you move ain't that long i personally use it to pass through thick walls.

Pick this only if you love 1v1 or you go for offensive play style. Use it to save youself by casting in on the most dangerous enemy or you can save your allies by using it in a team fight on a hard melee carry or AP caster.

This summoner spell has several uses. Mobility, ganging and lane control. You can cast it on Sight Ward /






I pick this spell for utility reasons. Your chasing ability is poor so by using it you can run faster, through minions and aid your team in a fight, chase down enemy champions, defend turrets or even avoid dying.

Yes you can choose this spell if you have a hard time escaping gangs. It's the most reliable escape mechanism because it removes all CC from your champion and reduces CC on your champions for a few seconds afterwards. It's usually used by squishy champions like Caitlyn which have a hard time getting a hit because it may lead to their death.
Note:Keep in mind that it doesn't remove Warwicks



It may seem strange but you might choose it. With this spell you can check for incoming ganks and escape even before you engage. You can reveal jungling spots in case of enemy jungler or even you may cast it in brushes in every line to save you allies from an ambush. Use it often since it has low cooldown. Finally it can provide you with the sight you need to finish off someone with your


Well the description says it. It's a DoT on enemy champion which can help you to successfully score a kill when used with a skill combo. Also its effect of reducing healing and regeneration by 50% is helpful when chasing or fighting team fights. Common example is the use of it on


Note:If you run both



This is Caitlyn's passive skill. It's really awesome for harassment and farming. Due to her range (650) and this passive Caitlyn can take top / bottom line too because of the brushes which cause her passive to proc more often. Her passive can lead to an early red lizard kill too to give her the buff for ganging. Another small tip when pushing and hitting the turrets land the 7th hit on the enemy hero go back, to avoid turret hit and then start over.

Spamming this skill is the key to successful push and farm. Using this can clear entire creep waves giving you decent amount of gold each time. This skill has a long range so you can cast it without danger. Be careful though because it has 1 sec charge time which may cause you to miss your shoot.

First of all these traps are visible, which makes them useless in open fights. On the other hand when you use them in team fights were opponents may not pay attention you can grab an enemy really easy. This skill has a fairly long range and a low cool down letting you to spam it. When an enemy steps into one of them he gets stunned for a short amount of time and you can see his location, same as Nidalee's traps. Moreover you can set up these traps, before initiating a fight, in escape routes in case you might catch an enemy. A small detail you might find interesting about this skill is when you set the trap you have a small vision around it for about 0.5 seconds. Use it to your advantage.

90 caliber net is mostly an escape tool. You can knock yourself back into your turret, jump a small cliff, or even use it to increase the distance between you and your opponent. If you're experienced with Caitlyn you can even use it for chase. Obviously when you use it with your back on a big cliff you won't get knock backed. Which means you can still chase down your enemy if you are positioned correctly.

Since Caitlyn is a sniper, her ultimate is a long range rifle. She sits back, locking and aiming an enemy champion. It's a pretty awesome skill for fleeing enemies or even getting a level 6 first blood in middle line. Just keep in mind the following pointers:
1)Your shot has a 2-sec charge time
2)Your shot can be intercepted by another enemy who will take the hit if he steps in front of the target
3)You are unable to move your hero while you charge your shot
4)If the enemy goes into the fog of war during the first second of casting your

If you understand the above pointers you should must have already noticed that you shouldn't use this skill in team fights because it will be difficult to score a kill and you may even die. Use it mainly when you see someone fleeing with low hp from the battle.
Note:If you want to protect your jungler from possible gangs pick

Since the champion is squishy the best item choices with the starting 475 gold is a




Note:If you're going for



Note:In case the enemy team has many AP caster champions you should skip second


Note:Buying a couple of




Sight Ward- It may seem odd without an explenation but yea you should be buying wards by this moment. They are cheaper than they used to be which makes them more attempting to buy. They can prevent incoming gangs which is pretty much what you want to avoid.
















































Note:Kiting with ranged champions goes like this. Enemy starts chasing you. You run away from the enemy. When enemy is far enough away, attack, then run again without being hit. Repeat.
Note:Don't hesitate about buying another



































The game begins, you pick up your items and let's say heading mid (If you have a jungler make sure you secure his area and lure the golem with the blue buff). Your job early game is pretty normal. Focus on last hitting and farming because that is all the you want to do at that moment. Don't bother doing anything else than harrasing and farming. Be careful for early enemy gangs from jungler or invisible champions. Keep pushing, keep an eye on your enemies creep kills and inform your team is your enemy is missing.
You've reached mid game. You must have your core items by now, ward your lane and now it's time for more spicy actions. Try grab a kill on your enemy, if you can't ask your jungler to come or another member of your team. If you're doing a great job in your lane start roaming to grab some kills or assists on other lanes. Your ultimate is really useful when doing roaming. If you think you should stick in your lane do it but i suggest fighting in this point of the game. You might wanna take dragon with your team so prepare for a teamfight if your enemy finds out you're doing dragon.
Late game is here and you should have some luxury items by now. This is the point where you have to stick with your team and never go alone doing crazy rambo stuff. Fight for dragon, fight for buffs and always have baron nashor warded. Remember to always stay back from your team because you are the prior target of the enemies. When you engage the enemy team always focus their carry or their support champion. If you take out those fast other enemies are not a big deal. In this stage of the game one teamfight can cost you the game. Be cautious and always use wards in order to know whats going on in the map. That's the crucial thing in late game, knowledge.
Teaming up with tank heroes is most certainly the safer line. The tank must always focus on buying items which boost up their defensive stats (Health, Health Regeneration, Armor, Magic Resist, and Dodge). The role of the tanks is keeping their allies safe because he can endure much damage and they usually start the team fights. When you are being protected by a tank champion your role on the lane is pretty simple. Farm minions, harass enemy champions when you have a chance and push as much as you can. Successfully fulfilling your role will lead your enemies to hug their turret sooner or later. All tank champions have Crowd Control abilities (Stun, Slow, Taunt, Silence and Toss). Taking these CC abilities into consideration you might come up with some strategies to counter your enemies and why not scoring kills. Remember that the carry should score the early kills in order to rush their item core.
When teaming up with support heroes its like their babysitting your hero, that is their duty. Usually support heroes focus on items with auras for their allies or active items for their allies. About their stats they focus on utility (Mana, Mana Regeneration, Cooldown, Ability Power). Support heroes dont have much defensive stats so they cant sustain many hits with pure defence, they have to use skills to avoid harassment. Most supportive champions use abilities which are beneficial for their allies (Heal, Shield, Boosts). When you are in the same lane with a support hero he can save you when getting ganged or when taking damage. You dont have to worry about your health much and you can stay in your lane longer. Support champions dont have mana issues so your support will be constant.
Sight Ward-Click: Places an invisible ward with 1100 range sight. Lasts 4.5 minutes, Max: 5 Stacks.


Basically this section is a bit off topic. It's actually some hints about ward positioning in the 5v5 map. In other words some areas that must be controlled and checked during the game to ensure a better game, especially early. Blue team is down left and Purple team is up right. Buying Sight Ward is now cheaper than it used to be(they cost 75 gold each) and you can buy up to 5 in each space in your inventory. On the other hand


1)This area prevents incoming gangs from enemy junglers or top lane heroes.
2)This spot works like the first one. Prevents enemy gangs from jungler or bottom lane.
3)This may be one of the critical wards in the game. It keeps dragon safe.
4)This brush is usually warded early on by the support champion or later on by the jungler. It prevents your blue buff from getting killed by the enemy.
5)This location, like the 4th, is warded in order to protect and check on the red buff lizard.
6)This area spots incoming gangs from top or mid and keeps an eye on baron nashor.
7)This ward is a must for the bottom lane. If you don't have dragon ward it can keep you safe as long as you see the enemies coming.
8)Like the 7th ward this one is a must for top lane. Keeps you safe from incoming gangs.
I want to thank Dotter for the information he gave me, SixSonatas for his helpful posts, DEWO for his post on writing guides and Scrax for his feedback on stamps. Remember Caitlyn is a sniper so...
'Go ahead, run. I'll give you a five minute head start.'
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