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Choose Champion Build:
Spells:
Flash
Exhaust
Ability Order
Headshot (PASSIVE)
Caitlyn Passive Ability
Overview/Quick Reference
Please comment and try the build and strategies before voting. Thank you.
This guide will cover many aspects of
Summoner Spells:
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Flash should almost always be carried. Ghost if you're up against enemies you need to escape from quickly, Exhaust or Ignite if you're looking to pick up an early kill. Up to preference.
Runes
-Greater Mark of DesolationArmor pen marks and
attack damage quints, to maximize damage early on.-Either
mana regen seals or
attack speed seals - up to preference and also who you're up against in lane, to gauge whether you can just wail on them with your increased attack speed.-
Flat magic resist glyphs. If you know you're not laning against a mage, consider
flat cooldown reduction or
attack speed instead.Masteries
-You pretty much always want to go 21/0/9 to press your early game advantage as much as possible. 15/0/15 is viable but not recommended.
Skill Order
-Always take your
-From then on max R > Q > W > E.
Item Build
-Start with
-Buy up to 3
-If you can afford it on your first trip back, buy
-If not, buy
-Buy
-Buy
-Your core build is:
With boots of your choice. Please note that you should generally sell your Berserker's Greaves in exchange for Mercury's Treads by the time you get your Phantom Dancer.
-An alternative build that goes for early-mid game dominance, but tapers off late-game:
This guide will be covering all three roles but will always capitalize on her strong early-game, transitioning into a powerful ranged DPS mid-game and a decent late-game.
Pros:-HUGE range, making it extremely easy to harass and zone enemies away during all phases of the game
-Powerful zone control with your traps in lane or while pushing a tower
-Ability to spot ganks before they hit you because of your traps
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-Powerful early/mid game harass and finisher in
-Extremely easy to last hit because of your good attack animation, long range, and long-range abilities
-One of the safer carries to play because of her range and
Cons:-Very little CC -
-Slightly tapers off late-game due to that lack of utility that many other carries have - HOWEVER, she isn't a weak late-game carry. People simply build her wrong, and that's where that myth comes from.
-Long casting animations on almost all her skills make her easy to predict and also easy to instantly kill as a burst caster before she can do anything.
I pick up my
Headshot is
Piltover Peacemaker is Caitlyn's Q and it's your primary offensive ability. When you activate it, you shoot a skillshot of pretty decent width in a straight line for about 1000 distance.You should NEVER, EVER SPAM THIS SKILL. Caitlyn's mana pool is terrible. By spamming your Q, you're only pushing the lane and probably laning about 30% of the Qs you shoot anyway. There are three scenarios when you should be using your Q early on:
1. You're ganking or somehow trying to kill the enemy and want as much damage as possible
2. Your minion wave is pushed to their tower and you're trying to zone them out of last hits or harass them while they last hit
3. Your enemy just stepped on a trap and is an easy target for your Q
Because of its 1 second channel time, Q is easy to dodge and will probably not hit the enemy unless it's in one of the three scenarios, where they're not thinking as straight and will have a MUCH harder time dodging it. Other than that, use this skill to farm and to push waves of minions.
Yordle Snap Trap is Caitlyn's W. You should almost always get your Trap as your first skill, to establish what I call the "trap line" in your lane, OR to prepare against an enemy jungle invasion.The mark of a good Caitlyn player is how she uses her traps. If she's using them at level 1 to spot for ganks in lane, she's playing passively and thinking passively. If she's using them to create a line in the middle of the lane that you can't cross and is zoning you out of XP, she's thinking aggressively and wants to kill you.
You need to be very aggressive with your traps early on to gain a lane advantage. The exception is if the enemy has a powerful jungler that can gank you early, and your traps are better used to spot and stop these ganks.
90 Caliber Net is your E skill. When used, it pushes you back a certain distance (across some terrain, if you're positioned that way) and shoots a net out that deals magic damage and slows an enemy. Rarely, if ever, will you be using this skill for the damage or the slow. The blink is the essential part - it lets you escape ganks, as well as tossing you through walls, over gaps, or toward your enemy.With your net, you should almost never die to a jungle gank, unless you've screwed up. Mid and late game, use it for positioning and for hopping over walls to chase or to run.
Ace in the Hole is Caitlyn's ultimate, and her signature ability. It's a long range sniper shot that never misses but can be blocked by another enemy champion, making it a pain to fire in a team fight. In lane, it's strong not only for finishing, but for harassing as well.Don't think your ultimate is a treasure that you have to keep to get kills. At rank 1 it's only on a 90 second cooldown. As soon as you hit six, ult the enemy. You've brought them down a big chunk of health, and you probably weren't going to kill them in the next 90 seconds anyway, so why not get all the harass in you can?
|
Greater Mark of Desolation Greater Mark of Desolation
Greater Seal of Clarity Greater Seal of Replenishment Greater Seal of Replenishment
Greater Seal of Alacrity
Greater Glyph of Warding
Greater Quintessence of Strength
Greater Quintessence of Fortitude |
I run full armor pen marks to increase my damage against squishy characters and all characters in general. Armor penetration is a no-brainer on most AD carries. Never take any other Mark on her. Since Caitlyn doesn't buy any mana or mana regen items, you may also find yourself mana-hungry late game. Since you can't really afford to take blue buff (your AP carry should always have it), you may find scaling MP5 to be just as good late-game while sacrificing only a little early game. You'll have to be smarter about when you use your abilities early on but it will pay off later. Caitlyn needs mana. No doubt about it. Early game is where she needs it most, hence the reason why I choose to go flat mana per 5 instead of scaling by level, since I tend to be very aggressive with her abilities (especially her This gives a noticeable boost to your attack speed early on and is primarily for people who want to prioritize autoattack harass as much as possible. The attack speed helps when last hitting, as you can get two in quick succession that you may have missed otherwise. By running AS Seals, you're going to have to be much more frugal about spamming your abilities all game, because you WILL run out of mana if you're not careful. The glyph of choice for most squishy characters. With the current metagame being AP carry mid and support+AD bottom, if you go mid, you'll often find yourself against a lot of magic damage. Magic resist glyphs go a LONG way to keeping you alive and will greatly increase your chances of winning a lane against Simply put, you want to maximize your early game damage as much as possible. Attack damage quintessences combined with armor penetration marks are the best way to accomplish this on Caitlyn. Also viable (but not as effective) is attack damage marks+armor pen quints, full attack damage marks/quints, or just full armor pen marks/quints. Health seems quite obvious, ESPECIALLY if you don't start with a |
Tier 1 - Obviously, take
Tier 2 - You'll want
Tier 3 -
Tier 4 - Take
Tier 5 -
Tier 6 -
Tier 1 -
Tier 2 -
Tier 3 -
Once arriving to lane, place your traps in a line near the middle of the lane, slightly more toward their side so they have trouble running around. Use this positioning to your advantage and force them to miss last hits. Harass them whenever you can - get free shots off and abuse your long range. Your early game damage is quite huge.
If an enemy hits a trap, punish them for it. Try to get in an autoattack, then hit them with






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