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Spells:
Exhaust
Flash
Ability Order
Headshot (PASSIVE)
Caitlyn Passive Ability
Caitlyn's Story
One of the reasons Piltover is known as the City of Progress is because it has an extraordinarily low crime rate. This hasn't always been the case; brigands and thieves of all sorts used to find the city-state an ideal mark for plunder, primarily due to the valuable resources it imports to fuel its techmaturgical research. Some even theorize that it would have fallen long ago to the chaos of organized crime if not for Caitlyn, the Sheriff of Piltover. Born the daughter of a wealthy statesman and a pioneering hextech researcher, Caitlyn discovered her natural gift for investigation when, at age 14, her father was assaulted and robbed on his way home. She snuck out of her house that night with her father's rifle and tracked down the muggers from the crime scene. At first, her parents did their best to discourage her from such risky hobbies, but she was incorrigible. Wishing to protect her daughter in the only way she knew how, Caitlyn's mother began outfitting her with techmaturgical devices tailored to her sleuthing needs.
Caitlyn quickly gained notoriety, both because she was single handedly defeating crime in Piltover and also because she soon developed into a ravishing beauty. She never backed down from a case or a challenge, and she was one of the sharpest shots in the city-state. Her services were soon requested by Demacia to help track down a mysterious outlaw who had begun committing high-profile heists. The bandit, who always left a card with an ornate 'C' at the scene of the crime, became Caitlyn's arch-nemesis. To this day, Caitlyn still searches for this cat burglar, and the chase has led her all across Valoran. She has joined the League to hone her skills and gain the influence necessary to track down the only quarry that has managed to evade her.
Caitlyn is a great AD carry, her range and zoning are the main points you must abuse to be successful, balancing her auto attacks with her cast times at each stage of the game is also very important. Like any other AD carry, play safe, farm, position well in good fights, and you will win many of your games.
-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'
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


For duo laning bottom

Early game goals:




Buy your B.F sword early if you manage to farm that well, but generally speaking you want to get the 2 Doran's blades early on for lane dominance, then whatever you can afford past that point.
Mid game goals:


An alternative is Infinity over BT, while that path offers greater DPS output, it has no sustainability. Meaning if you get low in a fight, you're going to be running instead of doing DPS. If the enemy team doesn't have many divers, and you know for a fact that good positioning is enough to save your neck, then Infinity is the way to go, but very seldom do you actually encounter such a team.
Late game goals:



Pretty obvious.


Explanation:
Ghost Flash is also viable, as always.
Exhaust makes fighting certain divers more manageable, and can also handle jungle ganks as well as Ghost. It also makes dueling late-game AD vs AD a breeze, in the case that they run Ghost Flash.
Flash is a necessary tool to make plays and manage situations.

Every 8 / 7 / 6 attacks (at level 1 / 7 / 13) (attacks while in brush count as 2), Caitlyn will fire a headshot, dealing either 150% damage to a champion or 250% damage to a minion.
Explanation:
Caitlyn's passive is very straight forward; bonus damage. It's obviously good.
The bonus damage helps a lot if you're soloing top or duo laning bottom. It also allows Caitlyn to get red/blue buff in a timely manner.

Caitlyn revs up her rifle for 1 second to unleash a penetrating shot which deals 20 / 65 / 110 / 155 / 200 (+130% Attack Damage) physical damage (deals 10% less damage to subsequent targets, with a maximum loss of 50%).
Explanation:
Piltover is a great nuke, wave clearer and poking tool, but the cast time on Piltover is insanely long. This means that it's always a great farming tool, and like all other nukes, scale very well early-mid game, however late-game it's generally a mistake to use Piltover instead of auto attacking for DPS.
It's very important to recognize when Piltover damage falls behind your auto attacks.

Caitlyn sets up to three traps to find sneaky yordles, which trigger on champions. When sprung, the trap immobilizes the target, reveals them for a short duration, and deals 80/130/180/230/280 (+80% of ability power) magic damage over 1.5 seconds.
Traps last for 4 minutes.
Cooldown 20/17/14/11/8
Cost 50 mana
Range 500
Explanation:
Snap Traps are one of the more interesting skills on an AD carry, it has a lot of uses and can really set apart the good Caitlyn players from the best.
Can chain snare off things like Warwick ult and GA.
Can cover areas at level 1.
Can zone players in lane and at towers.
Can randomly spot ganks and player positioning on the map.

Caitlyn fires a net to slow her target by 50% for 1/1.25/1.5/1.75/2 seconds. This deals 80/130/180/230/280 (+80% of ability power) magic damage and knocks Caitlyn back.
Cooldown 18/16/14/12/10 seconds
Cost 75 mana
Range 500
Explanation:
One of the slowest animations on an escape ability.
Can setup a Piltover.
Great for traversing certain thin walls.
Can combo with Flash.

Caitlyn takes time to line up the perfect shot, dealing 250 / 475 / 700 (+2 per attack damage) physical damage to a single target at a huge range. Enemy champions can intercept the bullet for their ally.
Cooldown 90/75/60 seconds
Cost 100 mana
Range 1900/2050/2200
Explanation:
Her ultimate does a lot of damage, however again, has huge cast time. The best times to use it to either poke(in lane, or before fights), or to finish off an injured opponent.
At level 11, the base damage increases from 250 to 475, which is a HUGE deal, if you can hit that critical level 11 before a fight happens for dragon, it may make all the difference. The same applies to level 16, however at that point the 225 damage increase matters less(due to champion armor, hp, etc).
If your team attempts to do Dragon at this point, it's important you have 3 traps setup at critical bush positions.
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