This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
We recommend you take a look at this author's other builds.
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page






Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Recommended Items
Spells:
Heal
Flash
Items
Ability Order
Headshot (PASSIVE)
Caitlyn Passive Ability
Threats & Synergies

Introduction |
||| |
Runes | Masteries | Spells |
||| |
Abilities | Items | Supports |
||| |
Early Game | Mid Game | Late Game |
||| |
Conclusion |


Hi friends, I'm a veteran LoL player who has been playing the game and following the competitive scene for over four years. I main AD Carries/Marksmen with about 1600 normal games played. I don't play much ranked, but last season I was Platinum V for solo queue and Platinum III with my ranked 5s team.
I bought




In other words I like to think that I know what I'm talking about.
If there is any term you do not understand, please check the LoL Terminology before asking.

![]() |
||| |
![]() ![]() ![]() ![]() ![]() On the downside, her mid game is somewhat weak and her aggressive pushing/zoning style of laning invites ganks from the enemy team. She's also not very good in a straight up fight to the death, so if you fall too far behind on ![]() |
︻デ┳═ー
Next Chapter


︻デ┳═ー


The choices are mostly quite straightforward here as far as Offence is concerned. You're an AD carry and your job is to do as much damage as possible, so you want to go deep into the tree picking up all the AD-based masteries while ignoring the AP ones.
![]() |
|| |
I take points in
![]() ![]() ![]() ![]() ![]() ![]() ![]() I like to spend the remaining 9 points in the Defence tree to pick up useful laning masteries. ![]() ![]() |
︻デ┳═ー


![]() |
|| |
![]() ![]() ![]() |
||| |
![]() |
︻デ┳═ー


︻デ┳═ー
Since your





As always level

︻デ┳═ー
![]() |
|| | Every 8 / 7 / 6 attacks (attacks while in brush count as 2, attacks against structures do not count), Caitlyn will fire a headshot, dealing either 150% damage to a champion or 250% damage to a minion. | || | // |


Make sure to try to use the shot on your lane opponents instead of minions whenever possible, because it'll hurt them quite a lot more than a normal attack. At the very least you can use it to zone your opponents back from last hits if they don't want to take the damage. It's worth noting that this charges twice as fast when you shoot from brush, so if you're fighting around brush your damage potential is amplified.

![]() |
|| | Caitlyn revs up her rifle for 1 second to unleash a penetrating shot which deals 20 / 60 / 100 / 140 / 180 (+1.3 per attack damage) physical damage to targets in a line. It deals 10% less damage to subsequent targets, down to a minimum of 50%. | || | Q |


Bear in mind however the 1 second cast time not only requires you to predict your target but also makes you vulnerable as you're forced to stand still for this time. Early in the game if you're fighting you should be sure to weave




![]() |
|| | Caitlyn sets up to three traps which trigger on champions. When sprung, the trap immobilizes the champion, deals 80 / 130 / 180 / 230 / 280 (+60% of ability power) magic damage over 1.5 seconds and reveals the target for 9 seconds. Traps last 4 minutes. When she sets a trap once the cap has been reached, the oldest trap will deactivate itself. | || | W |
This ability is one of the keys to what makes Caitlyn such a strong zoning champion. You can use these to deny brush control to your opponents, or put them in a line of three across your lane behind the enemy minions and make it very hard for your opponents to approach the minions or make any kind of play without receiving a lot of damage in return.
You should be sure to place traps in chokepoints around the area when your team is attempting an important objective such as Dragon or Baron. If the enemy team show up they'll have a tough time navigating around them during the fight. If an enemy gets stunned by an ally, you can place a trap right on top of them to chain your CC. Also use these to block off the path of enemies who are chasing you or your allies. | || |
![]() |
It's very important to keep in mind that these traps give a very brief period of vision when you place them down. This means that you can and should use these to check for enemies in unsafe brush or over walls.

![]() |
|| | Caitlyn fires a heavy net to slow down her target by 50% for 1 / 1.25 / 1.5 / 1.75 / 2 seconds and deal 80 / 130 / 180 / 230 / 280 (+80% of ability power) magic damage. The recoil knocks Caitlyn back. | || | E |
Despite the misleading description the most important part of this skill is actually the recoil. This skill is Caitlyn's escape and it works basically the same as





![]() |
|| | Caitlyn takes time to line up the perfect shot, dealing 250 / 475 / 700 (+2.0 per bonus attack damage) physical damage to a single target at a huge range. Enemy champions can intercept the bullet for their ally. It provides vision of the target for the duration. | || | R |
Usually you'll be using this to pick off low health enemies who would be able to escape otherwise. Bear in mind that even though this can be blocked, the travel time is very fast so it requires close proximity or the use of


Do not use this ability in the middle of a teamfight. The massive cast time actually means that you'll deal much less damage than with autoattacks and you're a sitting duck while it channels. If your team is pressuring the enemy or preparing for a teamfight you can use it for poke on a squishy target without sustain (i.e. the enemy mid laner) assuming it won't get blocked by a tank. This is especially effective against a champion like


︻デ┳═ー






The result is that your opponent has to deal with a hard to see

This is a useful combo because it allows you to gain distance whilst dealing damage at the same time and can take opponents by surprise. You can also follow up by using your ultimate for a surprising amount of burst damage if your opponent is on low health. It also happens to look really cool. The video below is the best example I was able to find, but you should be able to figure it out on your own with a little practice.
︻デ┳═ー


![]() |
|| |
Starting Items
![]() ![]() ![]() Core Items ![]() ![]() ![]() ![]() Late Game Items ![]() ![]() ![]() ![]() Situational Items ![]() ![]() ![]() ![]() ![]() ![]() |

︻デ┳═ー
![]() |
|| |
This item gives you the best possible combination of stats for early laning. You have AD for last hitting and poke, health in case there's a fight or you're bursted and you have lifesteal to sustain every time you attack. If you're forced back with a low amount of gold and/or you're having trouble with sustain you should pick up a second
![]() |
![]() |
|| |
You have a little extra gold left over from
![]() |
![]() |
|| |
This is fairly obviously the best of the three trinkets to start the game with. You get a short duration ward which is pretty useful for helping your support out with warding the lane brushes. Later, swap this out for ![]() |

︻デ┳═ー
![]() |
|| |
This item gives you the highest amount of DPS of anything in the game due to the powerful crit passive and its' synergy with ![]() ![]() |
![]() |
|| |
Boots are a requirement for every champion and these boots give the best stat for an AD carry, however the stats they give really aren't very helpful in most laning situations. If possible you should always focus on building up ![]() ![]() |
![]() |
|| |
AS and Crit chance are must-have stats on an AD carry, combining with
![]() ![]() ![]() ![]() |
![]() |
|| |
This is an incredibly powerful item at this stage of the game, providing you with not only a big chunk of damage but also a huge amount of lifesteal that can allow you to heal up rapidly from the outskirts of a teamfight or from minions if you get poked or chunked while confronting the other team. The shield passive is also very useful because of how long it lasts; provided you attack minions every now and then it's essentially a permanent extra (up to) 350 health. This will protect you from 1-2 abilities, blocking poke and giving you a greater possibility to survive if you get jumped on by an assassin. If the enemy team is stacking armour, however, you may have to delay this item in favour of ![]() |

︻デ┳═ー
![]() |
|| | This could be the number one item that gets misunderstood by newer players and guide writers. Even if the enemy team is fairly low on tanks and only has one or two armour items this is still a requirement to buy on an AD carry and will give you more damage at this point of the game than anything else. Bear in mind that champions building armour are the most likely to be attacking you and moving into your range during teamfights. Once you have this, you are officially at late game god mode and you should be able to obliterate every enemy during fights provided you are able to stay alive and attacking. |
![]() |
|| |
It's pretty rare that you'll reach this point in a game but if you do you'll probably be wanting a defensive item to stop you from exploding instantly. There's a variety of defensive choices which excel in different situations, but
![]() ![]() ![]() ![]() |
![]() |
|| | Free AD and healing when you've finished all your items. Why not? |
![]() |
|| |
You can put this on your boots later in the game once your core is complete if you have some spare money to burn. It helps out somewhat with your kiting but it's not all that noticeable - there are more important things to buy. Alternative items: ![]() ![]() |

︻デ┳═ー
![]() |
|| |
Can replace: ![]() ![]() ![]() |
![]() |
|| |
Can replace: ![]() |
![]() |
|| |
Can replace: ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() |
|| |
Can replace: ![]() |
![]() |
|| |
Can replace: ![]() ![]() |
![]() |
|| |
Can replace: ![]() ![]() |
![]() |
|| |
Can replace: ![]() |
︻デ┳═ー


︻デ┳═ー
![]() |
|| |
![]() ![]() |
![]() ![]() |
||| |
![]() ![]() ![]() ![]() ![]() |
![]() |
|| |
![]() ![]() |
![]() ![]() |
||| |
![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() |
|| |
![]() ![]() |
![]() ![]() |
||| |
![]() ![]() ![]() ![]() ![]() |
![]() |
|| |
![]() ![]() |
![]() ![]() |
||| |
![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() |
|| |
![]() ![]() |
![]() ![]() |
||| |
![]() ![]() ![]() ![]() |
![]() |
|| |
![]() ![]() |
![]() ![]() |
||| |
![]() ![]() ![]() |
![]() |
|| |
![]() ![]() |
![]() ![]() |
||| |
![]() ![]() ![]() ![]() |
![]() |
|| |
![]() ![]() |
![]() ![]() |
||| |
![]() ![]() |
︻デ┳═ー
![]() |
|| |
![]() ![]() |
![]() ![]() |
||| |
![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() |
|| |
![]() ![]() |
![]() ![]() |
||| |
![]() ![]() ![]() ![]() |
![]() |
|| |
Deadly Bloom![]() |
![]() ![]() |
||| |
![]() ![]() ![]() |
![]() |
|| |
![]() ![]() |
![]() ![]() |
||| |
![]() ![]() ![]() ![]() ![]() |
![]() |
|| |
![]() ![]() |
![]() ![]() |
||| |
This lane can be very annoying since it allows Caitlyn to harass with neverending sustain. Unfortunately the problem with
![]() |
![]() |
|| |
![]() ![]() |
![]() ![]() |
||| |
![]() ![]() |
![]() |
|| |
![]() ![]() |
![]() ![]() |
||| |
At one time
![]() |
![]() |
|| |
![]() ![]() |
![]() ![]() |
||| |
![]() ![]() ![]() |
![]() |
|| |
![]() ![]() |
![]() ![]() |
||| |
![]() |
︻デ┳═ー


If your team has a jungler, you'll generally want to begin the game by protecting your team's jungle. For blue team a good spot to stand is the tri-bush next to bottom lane (this can be a dangerous spot if the enemy team has a Blitzcrank). For purple team you can stand just past the opening to your jungle near the dragon pit.
b l u e t e a m |
![]() |
![]() |
p u r p l e t e a m |
If you're on blue team and your jungler is starting with the Krugs or you're on purple team and your jungler is starting with the Gromp you can and should help them out a lot by assisting them with damaging the monsters - just be careful to leave before it dies so you don't risk taking the kill or the exp. Around three autoattacks is generally enough.
If your jungler is not starting on the bottom side of the map then a fairly advanced tactic is for you and your support to take the Krugs/Gromp yourselves before heading to lane. This involves trading aggro with you tanking around 3 or 4 hits and letting your support tank the rest (using a health pot). Some lane combos can do this much faster or more efficiently than others but generally you'll miss 1-2 lane minions and get level 2 more quickly than usual. I don't recommend trying this unless you trust your support, because it can backfire.

![]() |
|| | Assuming you helped your jungler, when you arrive in lane you should find the minions already fighting but none should have died yet. It's very important in bot lane to make sure that you push the lane by damaging minions slightly harder than your opponent does at level 1 to ensure that you gain more experience and reach level 2 first. This gives you a window of opportunity to play aggressively and zone out your opponents since you and your support will have two abilities and better stats. If you're unable to do this and your opponents reach level 2 first you must play cautiously until you can equalize the level disadvantage. |
In general, the best strategy for farming minions is to allow them to fight until one is near death, and then pick them off with a single autoattack. This reduces how much your lane pushes, making it harder for enemies to gank and easier for allies. It also enables you to zone your opponent away from the minion waves much more easily if you get an advantage. However, another more aggressive strategy that works well with


![]() |
|| |
Whenever there are no minions that are on low health, you can and should be taking shots at your opponents instead.
![]() ![]() |

Caitlyn generally isn't the best in all-ins unless her opponents are already poked to low health, but you should always be ready to back up your support. If there is a fight at any point, make sure to kite by moving around in between shots. If you don't issue a move order


Hopefully you're winning the lane. If you feel like you're ahead, you can attempt to place traps across the lane and stand on the minions or even between the minions and your opponents. This forces them to navigate your traps and take free damage every time they attempt to get close to the farm. Regardless of whether you're ahead or behind, it's always a good idea to place a trap into brush your enemy controls to deny it to them. If someone walks into a
![]() ![]() |
|| |
![]() |

If you should fall behind and no longer feel safe to zone and harass, just try to pick up as many last hits as you can without getting into danger and hope your team assists you. As long as you're careful to keep up your cs you can still get yourself back into the game later on. One last thing to remember is to check items. Items like


︻デ┳═ー


This is probably the most vague section of the game and the part that newer players might struggle to understand the most. Mid game generally begins as soon as outer towers start to be destroyed around the map, allowing players to begin roaming to other lanes and moving around in groups to make things happen. It's not uncommon at this stage of the game for a team to attempt Dragon or begin ganking and pushing lanes with 4 or even 5 people which makes it somewhat unsafe for you to continue laning in the river area, especially if your tower is already dead.
This is also the stage in the game where



You can always:
- Try to destroy the enemy bot lane tower if it's not already dead (might require your team to help if you're behind).
- Roam and try to get an advantage by picking up Dragons, kills and the mid lane tower. Bear in mind the enemy bot lane can farm freely while you're gone.
- Take a jungle camp. Try not to steal camps that your jungler is heading towards though, since they gain extra gold.
If you're ahead you can:
- Stay in bot lane and keep zoning and freezing the lane. Bear in mind the enemy bot lane may roam, so be prepared to push out quickly so you can help your team.
- Stay in bot lane and push like crazy with your support. This will put pressure on the enemy team and force more players to come to bot lane to deal with you.
If you're behind you can:
- Freeze the lane by tanking minions before they hit your second tower and only last hitting them. Done properly, this causes the minion waves to stay on your side of the map for a very long time and is by far the best way to catch up when you're behind in cs - however, your opponents are free to roam to Dragon and mid lane and your team may have difficulty without you. If you're really far behind then you probably won't be able to help them much anyway.
Even if there's a lot of action around the map, try to keep an eye on your own lane and return periodically to farm up the gathered minion waves. Keeping up in farm whilst controlling objectives and assisting your team is difficult but very important to the role of AD carry.
︻デ┳═ー


Late game is the point at which it becomes extremely unsafe to be moving around without your team and getting caught or losing a teamfight will result in immediately losing Baron, Inhibitors or even the entire game due to long death timers. Generally at this stage of the game AD carries will have completed most of their core items (in this case




︻デ┳═ー
The most important skill to work on when playing an AD carry is positioning and kiting. This means ensuring that you are never in a position where the enemy team can stun and immediately kill you. Generally you want to stay as far back as possible - ideally, at maximum autoattack range from your target - and target the enemies that are most threatening to you. It's likely that at least one of the enemy team's tanks/bruisers/assassins will try to get to you and either kill you or force you out of the fight. Don't panic and keep moving in between shots. Remember that you have



You may encounter people who tell you to focus carries and ignore tanks but generally these people do not understand how to play AD carry. It's very rare that you'll get an opportunity to properly focus an enemy carry and when you do it's usually because they made a big mistake or got caught. Most of the time you'll be forced to target tanky champions before you can break through to the enemy back line - this is one of the main reasons why you buy

Above all, staying alive is the most important objective. Without your damage your team will probably lose the fight, and you don't do any damage when you're dead. When in doubt, just attack the closest enemy.
︻デ┳═ー


Thanks for reading!
Special thanks go to MissMaw, who did almost all of the coding and pictures for the guide. c:
If you have comments, suggestions or questions please feel free to post here or send me a private message. I will read everything and reply to questions and criticism.
And remember...

You must be logged in to comment. Please login or register.