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Spells:
Exhaust
Ignite
Ability Order
Headshot (PASSIVE)
Caitlyn Passive Ability
An Introduction to Caitlyn






Passive:



First Spell: Caitlyn's


Second Spell: The



Third Spell: This spell is usually used as a defensive weapon, allowing




Ultimate:



Since I started playing
Caitlyn, there have been two styles of play that tend to suit her quite well, particularly in the early game. Middle and late game, these play styles tend to blur together, as
Caitlyn is a ranged DPS carry. During the early game, I usually tend to play an aggressive play style, forcing my enemy back to their turret early and often. This is not a bad idea, as it keeps them from getting as many last hits on the minions early, due to the turret. However, if you are getting beat in the early game,
Caitlyn can also be played well with a passive early game, sitting close to your own turret and keeping your enemy back from the minion wave a little by the threat of the turret. Either way, the
Piltover Peacemaker is a crucial early game weapon, both for farming minions and for early game harass.











I may be very wrong about this, and it would not surprise me if I was, but, for the most part, the middle game with ranged DPS carries seems to go very badly. Either they do not have the right items, or they do not have as many items as they would need to carry the team. This might also just be the way I build my champions; I just do not seem to have the damage output and damage per second necessary for the early ganking phase. Use these ganks to your advantage and make sure to deal damage to multiple targets, as if you do not get the kill, you can get money for the assists. Do not waste your
Ace in the Hole, as you will wish you had it, come the end of each of the team fights. Also, when you get the chance, run around and place your
Yordle Snap Trap in random patches of grass where enemies are likely to camp.


This is your time to shine. Your damge output will be high, your attack speed up, and everyone will love you. You will wind up KSing a bunch because you can't help but eliminate targets too quickly. During team fights, focus on their damage dealers, particularly those with range. Your range is longer than most, so use that to your advantage and do not forget to spam your
Piltover Peacemaker. Make sure you keep enough mana to use your
Ace in the Hole, but otherwise have at them.


The Masteries:
The masteries are completely up to personal choices. I would recommend these masteries because
Caitlyn is based completely off of damage. These masteries increase the damage output, attack speed, armor penetration, and grant a very small amount of lifesteal. The defensive masteries can get you back on lane faster and support the summoner spells.
Runes:
These runes on the first build are all attack speed, which boosts
Caitlyn's attack speed to almost one attack per second to start. If you choose to take different runes, such as I exemplified in the second build, I would recommend moving the
Zeal to just after the
Berserker's Greaves in order to grant the extra attack speed. As for the second build, these are just runes that I would probably take.
Summoner Spells:
I have chosen these summoner spells for several reasons. Usually, I take
Heal and
Clarity with DPS carries, particularly with
Ashe and
Vayne, but the
Vampiric Scepter grants
Caitlyn enought lane sustainability to avoid taking
Heal. I no longer take
Claritywith
Caitlyn, but be very careful with your mana, as
Caitlyn can be very mana hungry, especially when using her
Yordle Snap Trap and
Piltover Peacemaker often. I have since changed from
Teleport to
Exhaust, which is much better for an AD carry, especially one that has an escape built in. If you choose to change these, just make sure to take the mastery points that support them.
The masteries are completely up to personal choices. I would recommend these masteries because

Runes:
These runes on the first build are all attack speed, which boosts



Summoner Spells:
I have chosen these summoner spells for several reasons. Usually, I take














Starting with a
Vampiric Scepter is a good option, as it gives lane sustainability and allows you to stand and fight enemy champions without needing to back down. After the scepter,
Boots built into
Berserker's Greaves increases your attack speed quite well. After this, always prioritize damage over attack speed, critical chance, etc. with the exception of
Zeal. This is about all you will get for some time, as you need to save for your first
B. F. Sword. Build this into a
Black Cleaver, as it will boost your attack speed and allow you to dominate enemy champions with its armor reduction. After that, build another
B. F. Sword and a
Pickaxe, followed by a
Cloak of Agility to build an
Infinity Edge. A third
B. F. Sword will combine with your
Vampiric Scepter to create
Bloodthirster. At this point, your damage will be high, but you will not have enough armor penetration to do much damage. Building a
Last Whisper from a
Pickaxe will help immensely. Finishing with a
Zeal built into a
Trinity Force will boost your attack speed a little more and add more damage.


















Take this skill at levels 1, 3, 5, 7, and 9. It makes for incredible early game harass and can keep enemies off of the minions. Also, I have encountered people stupid enough to recall by their turret during the laning phase. You can't do that against



Take this skill at levels 2, 8, 10, 12, and 13. The early game trap can deal quite a bit of damage, but is better used to do two things. In outside lanes, the use of the traps can cut off the grass from the opposing side and can guard against ganks when put in that patch of grass towards mid. In general, just use it to restrict you enemies' movement in the lane. In middle lane, use it to guard against ganks by putting the traps in the grass on either side of the lane. I have been saved from ganks several times over by these traps being set off and giving me visibility of the enemy champion set to gank.

Take this skill at levels 4, 14, 15, 17, and 18. The early net is used as an escape mechanism throughout the entire game. It can be used to slow an escaping enemy, but I don't put much stock in it. To be completely honest, this spell is next to pointless beyond the first level. Use it to escape ganks and lost teamfights. NOTE



Take this skill when possible, at levels 6, 11, and 16. The idea behind this skill is great, but actually implementing it takes practice and quite a bit of luck. This shot takes about 2 seconds to shoot and deals massive damage to the first enemy champion it encounters. If all else fails, it will hit your intended target, usually killing them. This works great at level 6 when used in a combo with your

Pros / Cons
spaaaaaaaaaaaaaace |
Pros
+ Armor shred + Good early game harass + Massive amounts of damage + Fed ![]() + ![]() + Escape mechanism |
space |
space |
Cons
- Squishy early game - Incredibly expensive build - Singled out as the DPS carry - Early game farm dependent - Not farmed=big problem - ![]() |
Early Game
Farm up. You need everything you can get. Last hit EVERYTHING and keep their carry off the minions if possible. It is OK if you don't get every last hit, but make sure you get most of them. Sacrificing one last hit to throw a harass shot with your
Piltover Peacemaker is OK. At this point, all you are trying to do is to get fed and keep them from getting fed.
Middle Game
This can be debated several ways. In general you have three options to keep sustaining your farm:
1) Set up and participate in ganks - this can be somewhat difficult, as you have no CC
2) Join in ganks and teamfights outside of your lane - use
Teleport to get there
3) Stay in lane and farm - my preferred option, as I am guaranteed farm and an easy escape
No matter what you do, make sure not to feed their carry at all.
Late Game
Gank and teamfight your a** off. You have damage and attack speed. You have armor penetration. You are the reason your team will win. You should be 2nd in and stay in for the entire fight, if you can survive. If things collapse, get out, as your team needs you alive. Take kills, use your skills, and don't be afraid to (don't make it blatant) KS.
Farm up. You need everything you can get. Last hit EVERYTHING and keep their carry off the minions if possible. It is OK if you don't get every last hit, but make sure you get most of them. Sacrificing one last hit to throw a harass shot with your

Middle Game
This can be debated several ways. In general you have three options to keep sustaining your farm:
1) Set up and participate in ganks - this can be somewhat difficult, as you have no CC
2) Join in ganks and teamfights outside of your lane - use

3) Stay in lane and farm - my preferred option, as I am guaranteed farm and an easy escape
No matter what you do, make sure not to feed their carry at all.
Late Game
Gank and teamfight your a** off. You have damage and attack speed. You have armor penetration. You are the reason your team will win. You should be 2nd in and stay in for the entire fight, if you can survive. If things collapse, get out, as your team needs you alive. Take kills, use your skills, and don't be afraid to (don't make it blatant) KS.
Masteries
Since
Caitlyn is mainly a DPS carry, offensive masteries are the best option. The extra attack speed and damage are helpful, particularly in the early game, when you do not have much health or damage output. There are other spells in the utility column because there is no other true place to put them. The improved recall is not necessary at all, nor is the difference in death time. These are just to waste extra points. However, the rest of the points are used in improving my summoner spells.
Summoner Spells
I particularly chose
Exhaust and
Ignite because my particular style of play tends to be very aggressive early on. This combination can usually secure a kill when done right.
Other recommended spells are:
Flash - Good both offensively and defensively
Heal - Not really necessary, but nice
Cleanse - For that pesky tank crowd control
Surge - Great for extra DPS
Ghost - Offensive use: yes, defensive use:NO
Bad spells are:
Rally - Really?
Clairvoyance - You have teammates for a reason
Fortify - NO
Promote - What are you thinking?
Revive - How crazy can you get?
Since

Summoner Spells
I particularly chose


Other recommended spells are:





Bad spells are:
































I welcome the challenge of answering your questions as completely as possible. Also, please post your variations. I will try to get around to answering as many questions as possible and if there are enough suggested variations, I will add another section for posted variations. As such, this guide is as complete as it will be for some time unless someone can tell me how to get replays from LoLReplay and the KDR page from the summoner profiles onto here.
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