Caitlyn
The Sheriff of Piltover
- By Doublelift
Caitlyn is AD ranged carry with one of the longest auto attacks in the game. She can use her Yordle Snap Traps to for map control or to immobilize enemy champions in team fights. With range and high damage she can punish champions at a distance and use her ultimate to snipe low health champions fleeing from combat.
Required Reading:
AD Carry · Duo Lane · Last Hitting · Pushing · Zoning
- Quick Guide
- Introduction
- Item Build
- Abilities
- Rune, Masteries, and Summoner Spells
- Strategy and Tactics
- Tips, Tricks, Synergies and Counters
Quick Guide
Runes
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Greater Quintessence of Strength+2.25 attack damage
Greater Quintessence of Strength
x3
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Greater Mark of Strength+0.95 attack damage
Greater Mark of Strength
x9
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Greater Seal of Resilience+1.41 armor
Greater Seal of Resilience
x9
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Greater Glyph of Shielding+0.15 magic resist per level (+2.7 at champion level 18)
Greater Glyph of Shielding
x9
Masteries
- Points Available: 30 / 30
Summoner Spells
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HealRestores 120 + (lvl x 25) Health to your Champion and 50% of that to nearby allies. All targets healed will have a 50% reduction in heal amount from other summoner heal spells for 35 secs.AoE range: 600
Heal
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FlashTeleports your Champion to target nearby location under your mouse cursor.
Flash
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CleanseRemoves all disables and summoner spell debuffs affecting your champion and lowers the duration of incoming disables by 65% for 3 seconds.
Cleanse
-
FlashTeleports your Champion to target nearby location under your mouse cursor.
Flash
Skill Order
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Piltover Peacemaker Caitlyn revs her rifle for 1 second to fire a penetrating shot that deals 20/60/100/140/180 (+1.3) physical damage. However, it deals 15% less to subsequent targets, down to a minimum of 40%.
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Piltover Peacemaker Caitlyn revs her rifle for 1 second to fire a penetrating shot that deals 20 (+1.3) physical damage. However, it deals 15% less to subsequent targets, down to a minimum of 40%. |
Piltover Peacemaker Caitlyn revs her rifle for 1 second to fire a penetrating shot that deals 60 (+1.3) physical damage. However, it deals 15% less to subsequent targets, down to a minimum of 40%. |
Piltover Peacemaker Caitlyn revs her rifle for 1 second to fire a penetrating shot that deals 100 (+1.3) physical damage. However, it deals 15% less to subsequent targets, down to a minimum of 40%. |
Piltover Peacemaker Caitlyn revs her rifle for 1 second to fire a penetrating shot that deals 140 (+1.3) physical damage. However, it deals 15% less to subsequent targets, down to a minimum of 40%. |
Piltover Peacemaker Caitlyn revs her rifle for 1 second to fire a penetrating shot that deals 180 (+1.3) physical damage. However, it deals 15% less to subsequent targets, down to a minimum of 40%. |
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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 (+0.6) magic damage over 1.5 seconds.Traps last for 4 minutes.
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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 (+0.6) magic damage over 1.5 seconds.Traps last for 4 minutes. |
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 130 (+0.6) magic damage over 1.5 seconds.Traps last for 4 minutes. |
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 180 (+0.6) magic damage over 1.5 seconds.Traps last for 4 minutes. |
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 230 (+0.6) magic damage over 1.5 seconds.Traps last for 4 minutes. |
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 280 (+0.6) magic damage over 1.5 seconds.Traps last for 4 minutes. |
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90 Caliber Net Caitlyn fires a net to slow her target by 50% for 1/1.3/1.5/1.8/2 second(s). This deals 80/130/180/230/280 (+0.8) magic damage and knocks Caitlyn back.
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90 Caliber Net Caitlyn fires a net to slow her target by 50% for 1 second(s). This deals 80 (+0.8) magic damage and knocks Caitlyn back. |
90 Caliber Net Caitlyn fires a net to slow her target by 50% for 1.3 second(s). This deals 130 (+0.8) magic damage and knocks Caitlyn back. |
90 Caliber Net Caitlyn fires a net to slow her target by 50% for 1.5 second(s). This deals 180 (+0.8) magic damage and knocks Caitlyn back. |
90 Caliber Net Caitlyn fires a net to slow her target by 50% for 1.8 second(s). This deals 230 (+0.8) magic damage and knocks Caitlyn back. |
90 Caliber Net Caitlyn fires a net to slow her target by 50% for 2 second(s). This deals 280 (+0.8) magic damage and knocks Caitlyn back. |
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Ace in the Hole Caitlyn takes time to line up the perfect shot, dealing 250/475/700 (+2) physical damage at 1900/2050/2200 range.Enemy champions can intercept the bullet for their ally.
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Ace in the Hole Caitlyn takes time to line up the perfect shot, dealing 250 (+2) physical damage at 1900 range.Enemy champions can intercept the bullet for their ally. |
Ace in the Hole Caitlyn takes time to line up the perfect shot, dealing 475 (+2) physical damage at 2050 range.Enemy champions can intercept the bullet for their ally. |
Ace in the Hole Caitlyn takes time to line up the perfect shot, dealing 700 (+2) physical damage at 2200 range.Enemy champions can intercept the bullet for their ally. |
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| 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 (+0.6) magic damage over 1.5 seconds.Traps last for 4 minutes. |
Q
Piltover Peacemaker Caitlyn revs her rifle for 1 second to fire a penetrating shot that deals 20 (+1.3) physical damage. However, it deals 15% less to subsequent targets, down to a minimum of 40%. |
E
90 Caliber Net Caitlyn fires a net to slow her target by 50% for 1 second(s). This deals 80 (+0.8) magic damage and knocks Caitlyn back. |
Q
Piltover Peacemaker Caitlyn revs her rifle for 1 second to fire a penetrating shot that deals 60 (+1.3) physical damage. However, it deals 15% less to subsequent targets, down to a minimum of 40%. |
Q
Piltover Peacemaker Caitlyn revs her rifle for 1 second to fire a penetrating shot that deals 100 (+1.3) physical damage. However, it deals 15% less to subsequent targets, down to a minimum of 40%. |
R
Ace in the Hole Caitlyn takes time to line up the perfect shot, dealing 250 (+2) physical damage at 1900 range.Enemy champions can intercept the bullet for their ally. |
Q
Piltover Peacemaker Caitlyn revs her rifle for 1 second to fire a penetrating shot that deals 140 (+1.3) physical damage. However, it deals 15% less to subsequent targets, down to a minimum of 40%. |
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 130 (+0.6) magic damage over 1.5 seconds.Traps last for 4 minutes. |
Q
Piltover Peacemaker Caitlyn revs her rifle for 1 second to fire a penetrating shot that deals 180 (+1.3) physical damage. However, it deals 15% less to subsequent targets, down to a minimum of 40%. |
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 180 (+0.6) magic damage over 1.5 seconds.Traps last for 4 minutes. |
R
Ace in the Hole Caitlyn takes time to line up the perfect shot, dealing 475 (+2) physical damage at 2050 range.Enemy champions can intercept the bullet for their ally. |
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 230 (+0.6) magic damage over 1.5 seconds.Traps last for 4 minutes. |
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 280 (+0.6) magic damage over 1.5 seconds.Traps last for 4 minutes. |
E
90 Caliber Net Caitlyn fires a net to slow her target by 50% for 1.3 second(s). This deals 130 (+0.8) magic damage and knocks Caitlyn back. |
E
90 Caliber Net Caitlyn fires a net to slow her target by 50% for 1.5 second(s). This deals 180 (+0.8) magic damage and knocks Caitlyn back. |
R
Ace in the Hole Caitlyn takes time to line up the perfect shot, dealing 700 (+2) physical damage at 2200 range.Enemy champions can intercept the bullet for their ally. |
E
90 Caliber Net Caitlyn fires a net to slow her target by 50% for 1.8 second(s). This deals 230 (+0.8) magic damage and knocks Caitlyn back. |
E
90 Caliber Net Caitlyn fires a net to slow her target by 50% for 2 second(s). This deals 280 (+0.8) magic damage and knocks Caitlyn back. |
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Items
Starting Items Without Healer
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Boots of Speed
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Health Potion
x3
Starting items With Healer
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Doran's Blade
Mid Game Core Items
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Berserker's Greaves
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Doran's Blade
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Doran's Blade
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Vampiric Scepter
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Infinity Edge
Damage Items
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Phantom Dancer
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Last Whisper
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The Bloodthirster
Late Game Defensive Items
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Guardian Angel
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Quicksilver Sash
Full Game Item Build
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Berserker's Greaves
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Infinity Edge
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Phantom Dancer
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Last Whisper
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Quicksilver Sash
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Guardian Angel
Pros and Cons
PROS
- One of the longest attack ranges
- Traps can help protect you in lane
- Net can slow or help you escape
- Can push lanes quickly
- Can poke in and out of bush for headshots
CONS
- No steroid
- Not as much sustain damage as other AD carries
Counterpicks - General
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- Introduction
Comments
Is there any reason for choosing IE before BT? (sorry if nooby question im still pretty new to the game) I find that i often do much better getting bt since it comes out allot cheaper (assuming you get vampiric septre either way)
The reason you don't go BT first is because so much of the value is tied up in the stacks. The mid game tends to be volatile and youre likely to die and lose those stacks and some of the value.
Hey, after the next patch, do you think it will still be valid to use flat MR blues on a standard AD page?
AD, AP, SoloTop, occasionally support, Need to learn how to jungle.
Yes, losing 1 point of MR means you will now die instantly so flat MR glyphs are not viable. You should now run magic pen glyphs so your traps do OP damage.
It looks like that is what most pages have been changed to.
AD, AP, SoloTop, occasionally support, Need to learn how to jungle.
I believe (and hope) your being sarcastic with RIcochet... Magic Pen glyphs are a no-go, if ever gonna replace those flat MR (which now give you 3.6 less MR total) do it for MR/Lvl, which I tend to use unless against heavily strong gankers like LB on mid.
Nice job
very good guide i saw what have in here and i was empressed
I think the guide should be updated to include in the "Tips and Tricks" section that Caitlyn's 90 caliber net can also effectively get you out of Veiger's stun wall when used correctly. Just found it out recently, so thought I'd mention it.
Usually when I play Cait the other Ranged AD counters me by getting a Wriggles. Of course with that armor buff they are much more resiiant to my harass. Would picking up an early Black Cleaver be a good idea to help counter that?
Nah, just get an IE, you'll still deal enough damage and it's a better item late game.
Ability section guide is being updated!
So I should build Last Whisper no matter what? What if the enemy team didn't build armor? I don't mean to sound rude but I am the kind of guy that really needs explanation on things. I don't just want to take your word for it.
"You should go flat AD Quintessences and Marks because this gives you stronger harrass and easier last hitting early game. People complain that you should get armor penetration, but this is unnecessary as AD carries aren't going Wriggle's Lantern anymore. If you have an enemy AD that you know is going Wriggle's Lantern, it isn't bad to get Armor Penetration runes, but if not, you don't really need them. They may scale better into the late game, but in solo queue, the game is usually decided in the laning phase."
This what I'm talking about. This is from Cop's Graves guide. He does a good job explaining the switch to AD Reds, and I thank him for it.
Very nice guide but to be fair I think Sivir is a very effective counter against caitlyn, its true caitlyn has more range but with sivirs boomerang blade she can easily deal serious damage to caitlyn and can outsustain her by countering caitlyns piltover peacemaker with her spell shield, which can also be used for caitlyns trap and ultimate.
It really comes down to dodging Sivir's BB. If she's not hitting that skill shot Caitlyn will out-lane / poke her all day. Honestly, I just played a game against Sivir and had no problem out poking her and dodging the blades. This allowed me to dominate her in lane by pushing her back to turret with suprerior poke / quick damage output.
Now, if Sivir is laning with someone who has a hard stun, like Taric, then it might be a bit different. However, I feel like most people should be able to dodge BB if you've aware and have good side / random movement in lane.
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