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CAITLYN BUILD GUIDE: One Shot. One Kill. [S3] by Chaox

by Chaox (last updated over a year ago)

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9
Greater Mark of Attack Damage(+8.55 attack damage)
9
Greater Seal of Armor( +12.69 armor)
9
Greater Glyph of Magic Resist( +12.06 magic resist)
3
Greater Quintessence of Attack Damage( +6.75 attack damage)
View Rune Details
Summoner Spells
View Summoner Details
21
5
4
mastery 1 mastery 1 0/1
mastery 2 mastery 2 4/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 4/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 3/3
mastery 2 mastery 2 1/1
mastery 3 mastery 3 0/1
mastery 1 mastery 1 2/2
mastery 2 mastery 2 2/2
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 1/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 0/4
mastery 2 mastery 2 1/1
21 Offense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 2 mastery 2 0/1
5 Defense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 3/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 0/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
4 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Headshot
QPiltover Peacemaker
WYordle Snap Trap
E90 Caliber Net
RAce in the Hole
View Skill Order Details

Runes

Masteries

mastery 1 mastery 1 0/1
mastery 2 mastery 2 4/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 4/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 3/3
mastery 2 mastery 2 1/1
mastery 3 mastery 3 0/1
mastery 1 mastery 1 2/2
mastery 2 mastery 2 2/2
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 1/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 0/4
mastery 2 mastery 2 1/1
21 Offense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 2 mastery 2 0/1
5 Defense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 3/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 0/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
4 Utility

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Headshot
QPiltover Peacemaker
WYordle Snap Trap
E90 Caliber Net
RAce in the Hole

Champion Matchups

Introduction

Caitlyn is a very solid and standard AD carry, her greatest strength is that there is nearly no possible way to stop her from farming early on because of her insanely long attack range. Her greatest weakness is that all her abilities have significant cast times, making them not as attractive to cast late-game.

Changelog

S3 Masteries
Runes
Item Build

Masteries

21/5/4 since Caitlyn is mana-starved, and she doesn't really need defensive stats in the laning as much as others phase due to her range.

Runes

Red - Flat AD - Important to last hit
Yellow - Armor too good for trades
Blue - Flat MR - You can also run Attack speed to harass harder in lane.
Quints - Flat AD - Best in slot

Summoner Spells



Explanation:

Flash is absolutely necessary to make plays and manage situations.

Consider other Summoners: ,,

> : If you take Heal and the enemy AD takes Cleanse, then you can always try and force exchanges, because you will win in a full-on engagement. By constantly forcing trades, you will end up pushing them out of the lane. I run Heal most of the time, even without the 10% masteries, since missing out on 20% Buff Duration is a bit too much to pay.

> : For obvious reasons. But Ignite is usually taken on your support if it's an aggressive support such as Taric. But if you're in an aggressive lane such as Ali/Sona and they have CV/Flash, you always have the option of running Ignite. (Don't forget to pick the mastery)

> : Even though they are fairly even in the laning phase, Cleanse's usefulness into late-game is just unrivaled, being able to break all incoming CC is a dream for all AD's. Like Heal, I run Cleanse without the masteries.

: Barrier functions very similarly to Heal. It's very good against Cleanse in lane, but deals with Ignite all in's much better. Barrier also acts as a Giant's Belt, so you can go straight into damage, while skipping certain defensive items.

Skills

Passive: Headshot
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.



Q: Piltover Peacemaker
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.



W: Yordle Snap Trap
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.




E: 90 Caliber Net
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.

Tip: E-Q combo on caitlyn is extremely useful, use your E then spam Q, it'll fire a Q from where you E'd. This is nice because your E slows the target, making your Q very easy to land, and also sets up a nice little burst combo with R to finish off opponents. MASTER THE E-Q COMBO!


R: Ace in the Hole
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).



Skill Order

Q first, pretty obvious.
E second, gives your E-Q combo a nice burst.
W last.
R whenever, obvious.

Early Game

Farm to the best of your ability. Use your range and traps to your advantage, zone them and harass if possible. Try and not to spam Piltovers, your mana is precious and also it is generally a disadvantage to have your lane pushed. If you are low on HP, try and clear the wave with Piltover before returning to base. At level 6, its generally good practice to ult whoever you're laning against, to harass and also test damage.

Mid Game

As an AD carry at this point, it is still your priority to farm. It is late-game where you shine thus do not confuse mid-game with late-game. If you start to be too active with too few items you will not be able to achieve too much and also hurt your farm and scaling during late-game.

If your team attempts to do Dragon at this point, it's important you have 3 traps setup at critical bush positions.

Late Game

Supposing you have farmed very well, it is now where you truly shine. You should be actively staying with your team and doing as much damage as you possibly can in team fights while staying alive.

Team Fights

Positioning is key for any AD carry. You must know where you can stand to do as much auto attack damage as possible while staying away from the threats of the enemy team. Knowing who to focus is also very important; sometimes your best focus is their tank, however if any squishy comes into a "safe" range for you to attack, you should also be acute enough to switch instantly.

Final Comments

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.

Comments

June 29, 2013 - 04:02 PM #1

I much prefer getting the Phantom Dancer to Runaan's Hurricane, because the Crit chance helps with IE's passive, meaning you get more DPS than with the higher AS given by Hurricane. with just the IE and PD, you hvae over 50% Crit chance, so half your hits should be doing 250% damage, and you CAN crit on your headshots, doing massive damage.



Plus, you get attack speed off Blade of the Ruined King and Berserker's Greaves, so you don't really need Runaan's. It's certainly an option, but not one I usually take personally.



I also agree with SparklingACE in that I never get IE first. I usually try to start with BF Sword and Vampiric Scepter for the damage and sustain given to me by the lifesteal (I also use Lifesteal Quints), so the natural progression there is to a Bloodthirster. I will either get my Berserker's Greaves during or right after building my BT.

April 23, 2013 - 12:48 AM #2

Instead of PD, why not Runaan's? It has a higher AS and a great passive (it stacks with Cait's passive) at the cost of some MS and Crit Chance.



If you position yourself correctly, you can escape fairly easily with Flash and E.

April 12, 2013 - 11:58 AM #3

I don't get IE first except if the opposing team sucks and keeps feeding (only in normals though) but most of the time BT is my first item, both normal and ranked cause of the lifesteal and able to survive longer in lane and teamfights.

April 5, 2013 - 01:52 PM #4

One question about items. When should I buy Berserkers? I saw few times that Chaox buys them after dorans. Is that OK, or its too early?

April 3, 2013 - 12:37 PM #5

Oh yea... the build isn't what I do, cmon if you play adc... you should know that this isn't at all the mid game late game build you should use. As far as everything else, solid.

April 3, 2013 - 12:30 PM #6

This is a solid build except a few small things I find work better. This is from some 25-2-8 games with her, these high kills are rare because of early surrenders due to how fed I become. If you substitute a couple of the ad marks, and one quint for armor pen, you end up with 11.?? physical and 5.1 armor pen. Which is more damage hitting champions than dedicating all to physical, and the smaller minions don't have that much armor, so its not a waist of damage either. I lvl-1 her w every time. The q is a lot of mana this early and cant be used but a couple of times before your out unless your lane buddy is Soraka. Also, stacking them makes for easy lvl-1 or lvl-2 double kills early on with ignite, if you lane with a champ that has a slow/snare/stun ect. Early game is vital for Cait, and after about 5-8 kills before lvl-6 I find most teams surrender right when the 20 min mark hits. ;)

April 1, 2013 - 05:42 AM #7

is this guide never gonna be updated again?

March 13, 2013 - 08:43 PM #8

i felt so cool being the second most watched guide, now im only third :/

February 14, 2013 - 01:04 PM #9

it's useless adc atm, 0 dmg, tristana own her

November 12, 2012 - 05:53 AM #10

well thats awkward for you because phantom dancers do stack.

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