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.
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 hitYellow - 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
![summoners/cleanse.png [summoners/cleanse.png]](guide/summoners/cleanse.png)
![summoners/flash.png [summoners/flash.png]](guide/summoners/flash.png)
Explanation:
Flash is absolutely necessary to make plays and manage situations.
Consider other Summoners:
,
,![summoners/ignite.png [summoners/ignite.png]](guide/summoners/ignite.png)
![summoners/barrier.png [summoners/barrier.png]](guide/summoners/barrier.png)
>
: 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: HeadshotEvery 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 PeacemakerCaitlyn 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 TrapCaitlyn 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 NetCaitlyn 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 HoleCaitlyn 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.
ProBuilds
Champion Select
LoLCounter






























































or
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vs engages like Malphite/Blitz
vs suppression and CC like Amumu
if they don't have anything outstanding, and HP is all you need to survive.
. You lose around 20 MS, but gain considerable stats. 



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