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Runes:
1
2
Precision
Sorcery
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
1
2
3
Standard
Flash
Heal
Items
Ability Order
Headshot (PASSIVE)
Caitlyn Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Ideal
Strong
Ok
Low
None
Champion Build Guide

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| Range: 1300 | Cooldown: 10 / 9 / 8 / 7 / 6 | Cost: 50 / 60 / 70 / 80 / 90 MANA |![]() |
This is a very strong ability early game, you usually want to use it on the minion wave to gain early lane control. And during fights you can use the E+Q combine, to maximise your DPS.
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| Range: 800 | Static Cooldown: 0.5 | Cost: 20 MANA | Recharge: 30 / 25.5 / 21 / 16.5 / 12 |![]() |
This is a very strong objective control ability, if used correctly, can completely stop enemy advances onto a certain objective/area. You can even use traps in the middle of a teamfight, where it is impossible to react to where you place your traps, therefore constantly snaring enemies in place, it can single handedly win you teamfights/games if done properly.
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| Range: 750 | Cooldown: 16 / 14.5 / 13 / 11.5 / 10 | Cost: 75 MANA |![]() |
This is your main ability to stop enemies getting on top of you and a way to escape from dire situations. This ability combine with the Q ability, forms a nice combo E+Q at the same time towards an enemy, slowing them down which guarantees your Q hit and then the follow up headshot auto attack to maximise DPS.
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| Range: 3500 | Cooldown: 90 / 75 / 60 | Cost: 100 MANA |![]() |
I usually save this ability to execute an enemy who is low on hp. You can even use it at the start of a fight when your team is chasing down the enemies so that your team can have vision over that particular enemy.
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One of the bread and butter combo that you should know. Is by casting your







Another combo is that very similar, except you replace using





If you manage









In the video above I talk about the following concepts:
- Respecting Fog of War
- Hitting/Starting Objectives without a Reason
- Dealing with Assassins
- Knowing what good fights to take and what bad fights to avoid
It is recommended that, you take one of those tips and attempt to apply it in your next game to reap its benefits. Make sure you only do one at a time if it is too overwhelming, otherwise you will not learn from it. Even playing in a normal game will help, it need not be ranked.
In the video above I talk about the following concepts:
- Level 2 Power Spike
- How to punish your enemies with this power spike, or respect it and back off of it
- Knowing how many minions it takes to reach level 2 first in a duo lane
- 3 Clips of 3 Different ADCarry; Tristana, Caitlyn and Ezreal show casing what we have mentioned above.
Make sure you test this out in a normal game first before attempting it in ranked. It is okay to make mistakes, go all out and learn from your mistakes. Best to record with some sort of software so you can go back and watch your own replay to analyse what has happened.
This video is not owned by me but I think it is very well detailed on how to teamfight in general as a carry.
- Direct Initiate
• Create fight or flight response.• Go in 1v5 if you have to.
• Carries DO NOT go in.
- Follow Up Initiate/Hit Tanks
• Tank pressure backline, or tankline.• Forces everyone to use cooldowns/abilities
• Carries stay OUT until tank cooldowns/abilities are used.
- Hit Tanks
• Hit tanks after tank cooldowns/abilities are used.• Forces out backline cooldowns/abilities
• Carries in range of 1 person.
- Kill Backline
• APC flash on backline or finish off tanks.• ADC can dive if no enemy burst cooldowns/abilities are up.
• Tanks can make a flash play.
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