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"Sniper, No Sniping!" "Then Quit Running"






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Choose Champion Build:
Spells:
Exhaust
Teleport
Ability Order
Headshot (PASSIVE)
Caitlyn Passive Ability
Introduction
Caitlyn - The Sheriff of Piltover
"Sniper, No Sniping!" "Then Quit Running"
Caitlyn is a new champion released alongside the patch for the new year, 1.0.0.108. Even labeled as a Carry by Riot, she fits the role fairly well with her passive along with her great range.
Her range keeps her fairly safe as it is a greater range (650) than most.




This is my first guide/build so please bear with me. :D Please try out the guide before you vote on it, and comment below so I know where to improve. Thanks.
I don't know how to link all items and skills yet so this build will look quite tl;dr wall of texty. :(
Next revision will add gameplay, some maps and screenshots. I'll probably remove Team Work and integrate it somewhere else like into items and game play.
Changelog:
v.0.7 (January 10th, 2011) Fixed my mistake when it comes to the Ultimate,

v.0.6 (January 9th, 2011) Added items for the second build and added the Survivability and Other Items Section.
v.0.5 (January 9th, 2011) Pushed publish... since I forgot to after v.0.2 and also added more icons for the bare chapters. Confirmed

v.0.4 (January 8th, 2011) Added more icons so it doesn't look like a College Essay.
v.0.3 (January 8th, 2011) Added the runes for the 2nd build and the summoner spells for the third.
v.0.2 (January 7th, 2011) Added Icons for the First few sections as well as formatting it so its readable and not just a HUGE WALL OF TEXT.
v.0.1 (January 7th, 2011) Just added the text and underlying basics of "The Carry" Build. Support/ Secondary DPS, and Twisted Treeline builds will follow after
1st Build: Carry
3 x Greater Mark of Desolation Greater Marks of Desolation
3 x

3 x

3 x Greater Quintessence of Desolation Greater Quintessences of Desolation
Your main methods of damage deal physical damage (Auto Attacks, Piltover Peacemaker and her Ultimate: Ace in the Hole) so Armor Penetration in the form of Desolation runes are quite handy. The other two skills scale off ability power but are more useful for their utility than for the damage they produce. Those are just frosting on the cake :D
Like Ashe, Caitlyn has mana issues. Even though this isn't a skill spamming guide, her mana regeneration rate is something that needs to be overcome to optimize her damage output. These runes my change over time to accommodate emphasis on activating her passive more often with Attack Speed (Alacrity), but as it stands, I keep it where it is.
2nd Build: Support/ Secondary DPS
3 x

3 x

3 x

3 x

These runes allow you to enter and leave team fights quickly and safely. Alacrity helps you proc your passive as well as increases the rate at which you can apply your on-hit effects in battle.


The increased speed granted through



1st Build: Carry


2nd Build: Support/Secondary DPS


3rd Build: Twisted Treeline


Personally:

Explained in the Masteries section along with Spatial Accuracy. But in case I've randomly moved this section above that of the Masteries section:

Explained in the Masteries section along with Cripple. Quoted below just in case.
Recommended Alternatives

Run, my friend, run. Helps you get away. Helps you chase. Put a point there instead of teleport if that's your style.

I don't really use Flash since I have 90 Caliber Net, but if jumping 1 wall isn't good enough, jump two! Plus it's quicker to get off and aim than 90 Caliber net.
Flash is added as a summoner spell for 3v3 Twisted Treeline because of the thin walls and great mobility it grants on a smaller map.

Wait... what? I'm not a support. Well, it's great. Get used to it. With Caitlyn being so squishy using it to view into a bush or slightly off lane when somebody on the other team is MIA can save your life. Also? It works very well with your Ultimate. Your Ult's targeting range at level 2 and 3 are much further than your actual viewing and visibility. If you can't target quick enough and they seem to be getting away, Clairvoyance ahead of them.

Mad CC getting you down? Effects slowing your escape? Cleanse. -_- In all honesty, if you're being targeted and focused that much. You're pretty much screwed. Just don't overextend. This is good if you're 1v1ing and can turn the tide in your favor, but don't count on it since its overly long cool down and if you need more survivability and the next wave of disables can come right after. Get Mercs, Banshee's or QSS if necessary.
You can try...

Spamming like crazy? Need more Mana? I guess you can use Clarity.

If you're not jungling, just make use of you high damage. But if you need that extra oomph to finish off minions, then by all means.

I guess...

A great skill, but I'd save this for a support or a tank. Every good team should have this on at least one person. Caitlyn doesn't need this too much since the added damage isn't too effective and she needs survivability and mobility more than anything. Her teleporting to a tower would be better for her.

No.

I don't plan on dying... but when I do, I'll take the time to observe, buy items, and learn from my mistake. The speed boost barely helps you get out of base and the extra health isn't too great if you're just going to get back out to die again. It'll just take them longer to kill you.
1st Build: Carry
I've chosen the 21/0/9 Masteries build for Caitlyn, just to improve her damage output and escape ability without the need to rely on Flash.
Offensive Masteries
(3/3)

Increases Critical Strike Chance for your champion. I don't like to rely om Critical Strike since it is easily shut down with armor, but a little lucky damage comes a long way when dealing major damage through other means as well.
(1/1)

With the new exhaust no longer completely blinding your opponent, it expands beyond the realm of chasing, escaping and shutting down auto attackers and it's actually useful against casters now besides chasing with the dampening of skill damage (ie. Flash Frost, Disintegrate, Spell Flux, etc) and Item Activation damage dealing skills (ie. Deathfire Grasp, Hextech Gunblade, etc.) The improved exhaust gained through the Mastery allows you to lower their armor and magic resistance along with extending Exhaust's duration by a critical .5s. It might not seem like that significant of an extension but sometimes that's all you need to buy yourself some time to fire off a few more shots, or launch yourself over a wall.
(4/4)

I know, I've said this isn't a spamming build, but having your Ace in the Hole, Piltover Peacemaker, and Net available are always nice. The 2 Yordle traps max doesn't allow it to take full advantage of the decreased cooldown of the Sorcery Mastery, unless team fights are really lasting that long and you can keep trapping people over and over (not likely), or a lot of MIAs are being called and you need to get that next trap up ASAP.
(4/4)

Because of her passive, it is advantageous to have her passive proc as often as possible. On attack speed alone, she can't easily out DPS Tristana, but with her passive it helps quite a bit. (I'll need to do the math later to see with similar runes,items and masteries who deals more damage over the same amount of time.) But yeah, Attack Speed is good :P
(3/3)

More Armor Pen = More Damage dealt with Auto Attacks, Piltover Peacemaker, and Ace in the Hole that ignores Armor.
(2/3)

2 Extra Damage is enough. You'll be getting a lot more damage via items and your base stats aren't too bad. The 2 Extra Damage will be nice in the beginning to help last hit, but you shouldn't really consider it a clutch or an ace in the hole.
(3/3)

10% increased Critical Strike Damage. You won't critical strike too much with this build, but when you do it'll hit harder thanks to this mastery.
(1/1)

5% more damage. That's always good to have and should give you more than what an extra point in Brute Strength would have.
Utility Masteries
(1/1)

Being a carry, you should be present at every team fight, while at the same time you need to be pretty well fed in order to purchase all your items. Sometimes, no matter how hard you try, your early game is shot and you can't farm as well as you hoped and need to Recall in order to heal or buy items. Teleport helps you re-enter the fray and return to your lane as quickly as possible.
Team fights can break out at any time, so if you were getting buffs with the help of a teammate while you see the enemy team via your wards and traps zeroing in on teammates pushing a lane, it's best you get there ASAP. If you choose to switch out Teleport for something like Flash or Ghost, choose masteries accordingly.
I don't go down far enough the Utility tree for the

(3/3)

Your low base health and horrible mana regeneration without runes is slightly offset by this mastery. In no way shape or form does this make you able to tank and spam, but it helps your early game when you have low mobility, low health and the mana regeneration due to runes hasn't kicked in yet. It's not much, but every bit of health helps.
(4/4)

Leveling up faster allows you to get better base stats, as well as access to skills. This is never a bad thing. This is chosen over Expanded Mind because Expanded Mind really does little for you.
(1/2)


2nd Build: Support DPS
For this build I've gone the 9/0/21 Build to increase the amount of times your skills can be used, as well as increase your mobility and grant Caitlyn some mana regeneration.
This isn't a mastery build I'll use often, but if there are other great damage dealers on the team or somebody else feels they can fulfill the role of the carry, but you still want to be useful, without actually playing a support champion or a tank: This is what you do to stay effective and still deal damage as support. Team composition is key, and this should only be used if there's no chance for you to actually play a tank or a support character, or if you just really want to play a ranged DPS and still stay relevant on your team. The masteries should be self explanatory, and the purpose of this build will be expanded upon in its item section.
1st Build: Carry
Core Items:







This is the build I strive for in most games. With the remade

















-_- If the game's still dragging on after you've built well, you just have to start pushing as a team.
2nd Build: Support/DPS
Core Items:














No 6th Item? The 6th Item should be determined by your team and your enemy team's composition. Please choose one from the list below as I list Survivability and Other items.
Survivability and Context Items!

One of my favorite items to have. In either build, you can switch this in if you're getting targeted a lot (as you should, you're squishy), but not able to survive the onslaught of enemies even with your team present). Great item to have all around. Switch out



This item is quite the lifesaver if they've broken through your



Underrated, under used item. It's such a great investment. Unlike









People say it's underpowered, and I'd like to agree, but this item can be game breaking for the enemy. If purchased early, you may utilize it to cut down the lane staying ability of many of your enemies, especially casters. Later in team fights, if the enemy has no mana they lose their use in battle while taking 42 more magic damage (assuming they're not using another form of payment for skill costs











It's not as great as a stun, silence or a pop-up, but it'll do its damage over time. I'd like to think of








Life steal, Attack speed, increased health regeneration and armor reduction? Great. This'll help you fight longer and the buff helps your team out in a team fight. Get this if nobody else on your team has purchased it and you have a large number of people who auto attack as a form of damage.

A great new item. It gives you more attack damage, magic resistance, and it saves you when a spell hurts you bad. This has saved me multiple times. With our relatively low HP, it'll activate often, but that also means their combo has gone off. Giving you 300 more HP to escape.

Highest damage from a non-growth item. It's best for champions that make major use of critical strikes with its 250% passive, but it is quite helpful for just pure damage. A farmed







The extra health granted from the item is great. It'll help you survive long enough if you've been targeted to allow your team to mop up. You farm so well, you'll hit that extra bonus quickly. Atma's Impaler Grants you armor, as well as 35 extra damage after your Warmog has hit max growth. It's not much, but armor and health may help you survive later in the game when people have farmed and become fed enough to attack you when your team's protecting you.

60% increased attack speed, and 100 magic damage applied every fourth attack. The active helps you hit champions that dodge often like



Splash damage! You're already doing a great deal of damage. Let it splash and hit other enemies. Great for farming since you can just sell it for a better item later. It's quite expensive to fill such a purpose, but if you need that extra boost in farming, I guess you can. It's also great with your Ultimate


Decent armor and some magic resist. The revive is nice. If you're being targeted and you die, hope that your team is nearby to save you when you respawn and they do hold their own for you to covertly revive and massacre. If you're the last standing, you're out of luck any way. I don't think anybody leaves a temporarily killed dead body after Summoner level 10.




Fortitude and Agility give you boots in accordance with what I've stated above in the Carry Build, but why the other two?








Items to Mull over









What? NO WARDS? -_- Yes Wards
Wards shouldn't be considered a part of the build. Any team and any champion would make use of wards, but













Psst... did you know your






But...







It's a great skill for farming and harassing. It deals 100% of your attack damage on top of the bonus damage from the skill with each enemy hit dealing decreasingly less down to 70% of its damage, so it's still semi-decent down the field. Level this whenever you can, unless it's time to level your ultimate.

It has a rather small activation area and doesn't provide vision, so it's like




A well placed trap can stop your enemy from escaping,stun random enemies while they run around in a team fight and stop other enemies from messing up the aim of your ultimate, Funniest thing was to trap a Rammus trying to take the shot for a low health Teemo, only for the Teemo to die from my ult and allow my team to mop up Rammus since he was the only one left alive.

Level this concurrently with


This is my flash replacement. The increased cool down and the fact that it no longer pops projectiles, makes me look elsewhere for an escape. Although 90 Caliber Net might not have the range of Flash, and takes more time to aim and get off than Flash does, its ability to be available more often is useful. As you get used to its range and aiming with it, it'll be like second nature, and your Flash Replacement as well. Just try out the range of the push to see where you can escape... before you make a fool of yourself like I did in my first game as Caitlyn and shot myself nowhere.
Work with your team to make sure your ult hits the intended target. Skills like Gragas' ult can spread out enemies in a team fight, Tristana's Ultimate can unclump them for you, Ashe's can stun them, Blitzcrank can pull them out of your way (or into your sites if they're at an odd angle, etc. Also: use your Yordle Traps to make sure your teammates ulimates and skills hit too. Oh no. Morde's Ult isn't enough to finish off that straggler and you need some help in this team fight. Move out of the way of blockers and ult them :D. Skill shots in a frenzied battle can be hard to land, so it'd be nice to help your team out. Locking down somebody can make shots like Ezrael's, Nidalee's, Kennen's, Corki, Anivia, etc that much more effective if they target after you've locked them down.
Push with your team when you have a chance. You don't really have any inherently great pushing skills but as a team or with your creep wave, you can. If they're tower hugging, or aggressively pushing your tower take the time to make it work for your team's favor. People just love to trigger your traps at their own tower thinking the damage doesn't mean much since they're safe. Wrong. This allows you and your team to farm better since there's one less factor of harassment and you're dealing them a blow to experience. It makes them hug towers longer. Also more teammates and a tower diver attacking them, they'd think twice. :P Locking them foolishly at your tower after they've dived can mean the end for them.
Like with all guides: Please read and try out the guide before you down vote it. :( Also, please leave a comment on how I could improve it if you can. Leave a comment any way, it'll help me see its progress.
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