Caitlyn is known for being a very strong early game champion thanks to having the highest attack range in the game. This makes her incredibly strong at poking down enemies, especially in the laning phase. Since Caitlyn's kit is easy-to-learn, it's a great champion in the lower elos, but being a combo-reliant ADC with a lot of high-level mechanics that you may not notice when you first start playing her. This makes Caitlyn a worthwhile champion to main or one-trick.
Caitlyn is a champion that has gone through quite a few nerfs in recent patches. Her overall damage nerfs last patch (12.3) have made her winrates drop, but Caitlyn is still a super strong pick, especially when it comes to the laning phase which is where she has always shined.
My name is C3, and in this extensive guide, you will find all the information you need to know to start playing Caitlyn ADC effectively. I will be talking you through Caitlyn's kit, her best playstyles and builds for patch 12.4, as well as combos, laning tips, and other useful information.
Abilities
Caitlyn's base attack range is the most important trait about the champion. As Caitlyn, remember that you have the highest attack range in the game, so use it to your advantage. Caitlyn's kit revolves around helping you stay at a great range from your enemies while still dealing a great deal of damage.
Ability breakdown
Headshot
Ability
PASSIVE: "Every few basic attacks, or against a target she has trapped or netted, Caitlyn will fire a headshot dealing bonus damage that scales with her critical strike chance. On trapped or netted targets, Caitlyn's attack range is doubled."
Caitlyn's passive is very important to understand as it plays an important role on its own, as well as with her other basic abilities.
When an enemy steps on a trap or is hit by your net, you are granted a headshot and you will have your attack range doubled for the next attack against that target. This effect can stack, meaning that if an enemy steps in a trap and you instantly net him, you will be granted 2 headshots with the double range. (The double range effect is fixed at 1300 range, meaning that Rapid Fire Cannon and a fully stacked Lethal Tempo won't have any effect on its range.
The description for this ability given in-game fails to mention a couple of its key aspects. Though the description "every few basic attacks" makes it sound like it's random, it isn't. Every time you auto attack anything, you gain 1 stack, and the 6th stack will become charge a headshot, meaning that your next attack will be the headshot. Whenever your headshot is ready, Caitlyn's rifle will start to sparkle and you will hear a noise.Knowing this is important as it can help you keep track of when your headshot is going to be ready. The ability description also doesn't mention that when in a brush, your auto attacks grant 2 stacks rather than 1, meaning that you get to proc your headshot more often.
It's also worth mentioning that the headshot stacks and the headshot itself doesn't run out. In other words, your stacks remain active for an unlimited amount of time, and your headshot specifically does not get procced on targets without a health bar, such as jungle plants. However, it still hits towers, inhibitors, minions, and jungle monsters while still granting its bonus damage.
Piltover Peacemaker
Ability
Q: "Caitlyn revs her rifle for 1 second to unleash a penetrating shot that deals physical damage (deals less to subsequent targets)."
This ability has a very good range meaning that it's useful for early game poking. It can also be used for wave clearing thanks to its decent AoE. There are a couple of things you must know when it comes to this ability. First of all, its long charge time and slow travel speed make it easy to predict and dodge. To maximize your chances of hitting this ability in the lane, use it when the enemy is moving up for a minion or save it up until your support lands a slow or immobilizing ability. Secondly, the damage reduction onto subsequent targets is fairly high, meaning that if your support lands a CC, you want to try and move away from the minions in order to get a clean hit on the enemy to maximize your damage. However, this doesn't apply if the enemy is immobilized by your Yordle Snap Trap, this will grant this ability its full damage even if it has traversed through various targets beforehand.
Yordle Snap Trap
Ability
W: "Caitlin sets a trap to find sneaky yordles. When sprung, the trap reveals and immobilizes the enemy champion for 1.5 seconds, granting Caitlyn an empowered headshot."
Yordle Snap Trap is an important ability when used well. It allows her to annoy enemies and limit their movements. When an enemy falls in a trap, they are revealed, granting you a double range headshot, as well as disabling the damage reduction onto subsequent targets from Q. The Traps last 30-50 seconds and you can have a max of 3-5 active at once depending on the ability level. The traps cannot be seen in brushes, making it a great way to deal with laners that like playing around them (such as Pyke and Blitzcrank).
This ability is one of the most influential on Caitlyn's kit and is often overlooked by lower elo players or those who have just started the champion. There is a category further down this guide dedicated to explaining in detail the importance of Trap Placement and the various ways you can use them, as well as other tips and interactions.
90 Caliber Net
Ability
E: "Caitlyn fires a heavy net to slow her target. The recoil knocks Caitlyn back."
When hitting this ability onto a target, they will be slowed by 50% for 1 second and will grant Caitlyn a double range headshot. Unlike Yordle Snap Trap, this ability won't get rid of the Q's damage reduction onto subsequent targets nor will it grant True Sight of the target. Since this ability knocks Caitlyn backwards, it can be used in certain situations to dodge abilities, avoid certain jungle ganks, travel over thin walls, and can also be used as a gap closer.
The main thing you need to know about this ability is that it's great for combos, as all of Caitlyn's abilities can be move stacked with her E (which will be talked about in further detail in the combos section of this guide). This said, you mustn't waste this ability. Offensively, you want to use it when you have the potential to 1 shot your target or to harass them heavily with a full combo. If that's not possible then avoid using the ability at all, as the enemy can easily punish you for not having this ability available.
Ace in the Hole
Ability
ULTIMATE: "Caitlyn takes time to line up the perfect shot, dealing massive damage to a single target at a huge range. Enemy champions can intercept the bullet for their ally."
Caitlyn's ultimate is a high damage, single target shot mainly used to execute low health targets from a great distance. It takes her 1 second to charge the shot and enemy champions are able to see the bullet's trajectory. This means that if you charge your ult at a low HP enemy champion, their ally can block the shot for them if they're at a healthier HP. This ability can also be blocked (and nullified) by spell shields,, Yasuo's Wind Wall and Samira's Blade Whirl. This makes her ultimate a bit useless early into a team fight as the shot is most likely going to be blocked and mitigated by a tankier enemy, so avoid using it when your target is not isolated unless multiple enemies are low HP so they can't block the shot.
If Caitlyn's ultimate is canceled, by getting CC'd, by flashing during charge time or if your target goes untargetable, it will go into a 5-second cooldown.
You don't always need to use your ultimate to guarantee a kill. Sometimes, just forcing an enemy to recall at a bad time is enough to get yourself ahead of the game. You may also use it to help your team chase down an enemy as this ability will grant True Sight of the target for its entire duration, and obviously lower their HP for your team to finish the kill. However, this ability also reveals Caitlyn's location, so be aware of your surroundings before using it so you don't get surprised by an assassin.
Runes
Caitlyn has a fair amount of viable rune pages that she can go, but when it comes to the strongest options, it comes down to just 2 main keystones, and that's Fleet Footwork and Lethal Tempo. There are a few other rune options that work on Caitlyn. Press the Attack is a good choice if you can keep pushing up for constant pokes, and Hail of Blades is great if you want to do a quick amount of burst damage. Remember that like most other ADC's you can build a variety of different runes, it all comes down to personal preference and what you are comfortable with.
I will, however, just talk about the 4 main rune pages that are the best overall for this patch, as well as an additional rune page for a lethality build which I don't recommend for ranked, but is always fun to play and surprisingly strong if you're consistent with your skill shots and are against a squishy comp.
Lethal Tempo
Tempo Alternative
Fleet Footwork
Fleet Alternative
Dark Harvest
RUNE BREAKDOWN
Lethal Tempo
Tempo Alternative
Fleet Footwork
Fleet Alternative
Dark Harvest
Lethal Tempo
Rune
Since the changes to this keystone in patch 11.23, Lethal tempo has been one of the most commonly used runes for Caitlyn, and the reason why is a no-brainer. The ramping attack speed is good on almost all ADC's, but adding on an extra 100 attack range to the champion with the already highest attack range in the game just makes Caitlyn a greater threat. This also gives you great scaling power into the late game as you will be able to break past the attack speed limit.
Presence of Mind
Rune
Caitlyn is an ADC that struggles a bit with mana, especially if you want to keep hard poking in lane and spamming those traps. Presence of Mind provides you with a much greater value than Overheal or Triumph do, so this should always be your main option.
Legend: Bloodline
Rune
'Legend: Bloodline' and 'Legend: Alacrity' are both great options for Caitlyn. I personally have always preferred bloodline because the mid to late game lifesteal makes a big difference, especially as I usually only build a lifesteal item on Caitlyn as a last item. Both are great and completely preference.
Cut Down
Rune
Caitlyn is a champion with one of the lowest base health and health growth in the game. That means that she's almost always lower HP than the whole enemy team, making this rune great on her. Coup de Grace is super strong as well and will definitely help you to finish off low HP enemies and to execute with your R. If you're against a super squishy team composition, take Coup de Grace. If against a tanky comp, Cut Down. If they have a balanced team or if you're unsure, Cut Down is great by default.
Absolute Focus
Rune
The base damage that Absolute Focus provides while above 70% health is great for a champion like Caitlyn who wants to harass the enemies early on. The more damage your poke does, the better. It also gives a small amount of damage scaling. This will help Caitlyn's late game.
Gathering Storm
Rune
Caitlyn often falls off late game compared to other ADC's. Gathering storm helps her to stay relevant for the whole duration of the game thanks to its late game damage scaling.
Lethal Tempo
Rune
Since the changes to this keystone in patch 11.23, Lethal tempo has been one of the most commonly used runes for Caitlyn, and the reason why is a no-brainer. The ramping attack speed is good on almost all ADC's, but adding on an extra 100 attack range to the champion with the already highest attack range in the game just makes Caitlyn a greater threat. This also gives you great scaling power into the late game as you will be able to break past the attack speed limit.
Presence of Mind
Rune
Caitlyn is an ADC that struggles a bit with mana, especially if you want to keep hard poking in lane and spamming those traps. Presence of Mind provides you with a much greater value than Overheal or Triumph do, so this should always be your main option.
Legend: Bloodline
Rune
'Legend: Bloodline' and 'Legend: Alacrity' are both great options for Caitlyn. I personally have always preferred bloodline because the mid to late game lifesteal makes a big difference, especially as I usually only build a lifesteal item on Caitlyn as a last item. Both are great and completely preference.
Cut Down
Rune
Caitlyn is a champion with one of the lowest base health and health growth in the game. That means that she's almost always lower HP than the whole enemy team, making this rune great on her. Coup de Grace is super strong as well and will definitely help you to finish off low HP enemies and to execute with your R. If you're against a super squishy team composition, take Coup de Grace. If against a tanky comp, Cut Down. If they have a balanced team or if you're unsure, Cut Down is great by default.
Taste of Blood
Rune
Taste of Blood's cooldown is fairly high, but the healing helps you sustain through the laning phase and slightly throughout fights. Cheap shot is also a great choice as you will be able to deal extra true damage every time you catch someone in a trap.
Treasure Hunter
Rune
Ravenous Hunter's omnivamp stacks for every kill adds an extra layer of sustain for Caitlyn, this is helpful in all stages of the game.
Fleet Footwork
Rune
Fleet Footwork has always been a go-to rune for Caitlyn, and it's not hard to understand why. Basically, moving and basic attacks generate stacks and when you are at max stacks, you will heal for your next attack. This is a great sustain rune that fits Caitlyn's playstyle very well as a champion who's always basic attacking, meaning that you proc it very often, offering great value. Simply put, if you can keep yourself healthy through lane, then you can keep playing aggressive, and that's what a Caitlyn wants to be doing.
Presence of Mind
Rune
Caitlyn is an ADC that struggles a bit with mana, especially if you want to keep hard poking in lane and spamming those traps. Presence of Mind provides you with a much greater value than Overheal or Triumph do, so this should always be your main option.
Legend: Bloodline
Rune
'Legend: Bloodline' and 'Legend: Alacrity' are both great options for Caitlyn. I personally have always preferred bloodline because the mid to late game lifesteal makes a big difference, especially as I usually only build a lifesteal item on Caitlyn as a last item. Both are great and completely preference.
Cut Down
Rune
Caitlyn is a champion with one of the lowest base health and health growth in the game. That means that she's almost always lower HP than the whole enemy team, making this rune great on her. Coup de Grace is super strong as well and will definitely help you to finish off low HP enemies and to execute with your R. If you're against a super squishy team composition, take Coup de Grace. If against a tanky comp, Cut Down. If they have a balanced team or if you're unsure, Cut Down is great by default.
Absolute Focus
Rune
The base damage that Absolute Focus provides while above 70% health is great for a champion like Caitlyn who wants to harass the enemies early on. The more damage your poke does, the better. It also gives a small amount of damage scaling. This will help Caitlyn's late game.
Gathering Storm
Rune
Caitlyn often falls off late game compared to other ADC's. Gathering storm helps her to stay relevant for the whole duration of the game thanks to its late game damage scaling.
Fleet Footwork
Rune
Fleet Footwork has always been a go-to rune for Caitlyn, and it's not hard to understand why. Basically, moving and basic attacks generate stacks and when you are at max stacks, you will heal for your next attack. This is a great sustain rune that fits Caitlyn's playstyle very well as a champion who's always basic attacking, meaning that you proc it very often, offering great value. Simply put, if you can keep yourself healthy through lane, then you can keep playing aggressive, and that's what a Caitlyn wants to be doing.
Presence of Mind
Rune
Caitlyn is an ADC that struggles a bit with mana, especially if you want to keep hard poking in lane and spamming those traps. Presence of Mind provides you with a much greater value than Overheal or Triumph do, so this should always be your main option.
Legend: Bloodline
Rune
'Legend: Bloodline' and 'Legend: Alacrity' are both great options for Caitlyn. I personally have always preferred bloodline because the mid to late game lifesteal makes a big difference, especially as I usually only build a lifesteal item on Caitlyn as a last item. Both are great and completely preference.
Cut Down
Rune
Caitlyn is a champion with one of the lowest base health and health growth in the game. That means that she's almost always lower HP than the whole enemy team, making this rune great on her. Coup de Grace is super strong as well and will definitely help you to finish off low HP enemies and to execute with your R. If you're against a super squishy team composition, take Coup de Grace. If against a tanky comp, Cut Down. If they have a balanced team or if you're unsure, Cut Down is great by default.
Taste of Blood
Rune
Taste of Blood's cooldown is fairly high, but the healing helps you sustain through the laning phase and slightly throughout fights. Cheap shot is also a great choice as you will be able to deal extra true damage every time you catch someone in a trap.
Treasure Hunter
Rune
Ravenous Hunter's omnivamp stacks for every kill adds an extra layer of sustain for Caitlyn, this is helpful in all stages of the game.
Dark Harvest
Rune
Dark harvest is a very strong keystone when building lethality. Its bonus damage into low targets, especially when paired with The Collector gives Caitlyn's kit, and especially her ultimate the ability to secure kills on targets who most likely first thought they'd be safe. This rune also provides bonus AD damage for every stack which gives you great late game scaling.
Cheap Shot
Rune
Cheap Shot synergizes very well with Caitlyn's kit, as both her W and E trigger the bonus true damage and helps make Caitlyn deal significantly higher damage.
Eyeball Collection
Rune
The bonus permanent AD for every kill gives Caitlyn decent scaling damage which proves essential when building lethality.
Ultimate Hunter
Rune
Ravenous Hunter is also a viable choice, but when building lethality, Caitlyn's ultimate may prove more useful as usually, when nearly full build, Caitlyn has the potential to nearly 1 shot a full HP squishy target with her ultimate alone. Ultimate Hunter's cooldown reduction gives a lot more value for full lethality Caitlyn.
Presence of Mind
Rune
Caitlyn is an ADC that struggles a bit with mana, especially if you want to keep hard poking in lane and spamming those traps. Presence of Mind provides you with a much greater value than Overheal or Triumph do, so this should always be your main option.
Coup de Grace
Rune
Coup de Grace is a standard rune for all assassins and for any champion building lethality. The bonus damage onto low targets provides you with another buff to secure kills.
Inspiration and Additional Stats:
Inspiration as a secondary path is always a viable option for every primary page if you're looking to have that extra lane sustain. Magical Footwear and Biscuit Delivery would be the best options.
Caitlyn's additional stats should always be +10% Attack Speed and +9 Adaptive force. It's a standard pick for all ADC's for obvious reasons. As for the last stat, take +6 Armor if against a heavy AD team, and +8 Magic Resist if against a heavy AP team. If unsure, always prioritize who you're directly laning against.
For the lethality build, the only change is that the first stat should be +8 Ability haste or +9 Adaptive Force. The first one so you can spam your abilities more, the other for more damage.
Summoner Spells
There are 3 options worth noting when it comes to Summoner Spells, and as expected, Flash is part of all of them. This should be obvious as Flash is a must-have spell for all ADC's as you are often the main target of the opposing team, and no other spell will allow you to outplay an assassin the way Flash does.
Summoner Spells
On the other hand, there are 3 spells that pair extremely well with Flash on Caitlyn.
Heal is a very standard choice. The fact it heals not only you but also a teammate makes it very strong for the bot lane 2v2 skirmishes and can save you from many situations, given that it also grants a slight movement speed burst.
Cleanse: is a great spell for an ADC because you want to be kiting your enemies, but you can't do that if you've been hit by a CC. It's also important in 2v2 bot lane skirmishes when getting hit by a stun which could result in a death, and also great for avoiding jungle ganks from the likes of Amumu or Viego. Staying mobile is important, so consider taking this when going against heavy CC. Note that it also cleanses effects such as Exhaust and Ignite's damage (but not the healing reduction), but does NOT work on suppression or airborne effects.
Exhaust: is more aggressive than the other two, which fits Caitlyn's aggressive playstyle. This is perfect for champions that can usually outrun you, such as Vayne and Draven as you will be able to slow them and directly lower their damage done to you, giving you an edge on a 1v1 and 2v2's. This also allows you to solo lane a lot more safely as you will be able to kite most tanks, fighters or bruisers in a 1v1.
Skill Path
Q->W->E
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There is only 1 skill path you should take for Caitlyn, and that's Q max, then W and E. Anything else isn't nearly as strong. Q is your main source of damage early game and the only move to push waves so it should always be the first one. E scales off magic damage, so levelling it up doesn't grant you much other than the cooldown reduction, which isn't a big difference, so W is better as you will be able to place more traps and make them last longer. What you can do though, is learn E second against certain matchups that will be diving onto you at level 2 (such as Galio, Pyke, Shen), allowing you to both dodge and hit them at the same time.
Item Builds
Like most ADC's, Caitlyn has a very straight forward build that consists of the usual same few items that are currently strong in the meta.
I will go into further detail about the builds right below.
Galeforce/Kraken
Lethality
Starter Items
Long sword start with 3 potions is my usual start. This is great because you're usually gonna be looking to be aggressive in lane, having that extra damage is great, plus you'll be one item closer to your mythic item. The 3 potions will allow you to heal a lot and stay in the lane for longer.
The Doran's blade start is the most commonly used and is the safest pick overall. It gives nearly as good attack damage as a Long sword but gives an additional 80HP and a bit of omnivamp, which is more balanced for the early game. You usually want to build this item when you're in a lane where you can't play too aggressively.
Early Items and Ideal First base
When you recall for the first time, the ideal amount for you to have is about 1.3k. You can usually get this amount even without any kills by around minutes 6-7 given that you have been CS'ing well. This is your ideal first back as you will be able to get a Noonquiver which is very strong. You can also choose to get Berserker greaves first, depending on the matchup. But whenever you recall during the early stages of the lane, aim to get one of these items. If you're forced earlier or go back at a bad time, simply build towards those items by buying Long Swords, a Dagger,Boots, and of course, get a Control ward every time you have spare money. If you're building lethality though, Serrated Dirk should always be your first item alongside Berserker Greaves, so if you're forced back earlier, buy Long Swords and Boots.
Core Items
When it comes to the Mythic item, whether you choose to go for the Galeforce or Kraken Slayer build is completely matchup dependent, or what you feel most comfortable with. Galeforce is the overall best option and you will want to use it for most of your games, but consider Kraken Slayer when going against a very tanky team where its passive will have great value. When running lethality, Duskblade of Draktharr is the best for damage and the invisibility on kill is a nice addition. Eclipse is also a good option as it gives slight sustain without sacrificing damage output by much.
Now, boots. Berserker Greaves is always the best option, even for lethality builds. I wouldn't recommend going anything else unless you're going against a 5 AD champion composition or 5 AP, in which case you should consider taking Plated Steelcaps or Mercury's Treads respectively.
As for the legendary core items, The Collector is an incredibly strong item in the current meta and should always be built early on, even for lethality build. Both Rapid Fire Cannon and Infinity Edge are a strong third item, and whichever you go 3rd, the other should be the 4th. IE obviously because the critical strike damage increase scales directly with your Headshot Passive and boosts your damage a lot, and RFC because the extra range is super strong on Caitlyn. Youmuu's Ghostblade is the best third item when building lethality as it gives you a great movement speed buff with its active while still providing you with a great amount of AD and lethality.
Final items/Situational items
Even if the enemy team isn't very tanky, Lord Dominik's Regards is always a good item on Caitlyn since she has a very low amount of health, but obviously, if there are tanks in the enemy team, this item will make Caitlyn melt their HP. Bloodthirster is always a very good option as its base damage is very high and the lifesteal is really useful in fights. Stormrazor used to be one of Caitlyn's Core items, but it has slowly fallen off the meta. Nonetheless, it's a strong cheap item that works great into mobile champions, like Vayne and Kalista. All of the other items are very situational and serve a specific purpose in each game. Get Mortal Reminder if the enemy team has a lot of healing and lifesteal, Mercurial Scimitar if you're against a team with heavy CC in the case you didn't bring cleanse and finally, Guardian Angel is great if you're far ahead and naturally become an even bigger target than an ADC already is.
On the lethality side, there are 3 items that you can build. Edge of Night for the extra protection, Axiom Arc so that you can be spamming that high damage ultimate over and over, and Serpent's Fang if you're against a team comp with a lot of shielding effects. The Flexible build consists of basically adding some attack speed and crit while still having a build focused on armor penetration and sheer flat damage instead of full critical.
Laning Tips and Trap Placement
Caitlyn is one of the strongest early game ADC's, and her range makes her a great laner. Your main playstyle for this champion is simple, play aggressive and use your range to force enemies away from the wave or even from the lane.
Tips
NOTE: This doesn't include general ADC laning tips such as wave management, how to kite, etc. This is specific to Caitlyn.
- This one you should already know. Use your range. It's your best trait and it's extremely important to understand just how much difference it is compared to other ADC's and how to use it to your advantage.
- Your E can be used to travel over thin walls by propelling yourself through them.
- Try to keep track of your passive headshot and use it on your opponent whenever possible rather than on minions to maximize poke.
- Try to also keep track of how many traps you have available and keep always one in yo ur inventory, just incase.
- If you get brush control, try to use brushes to stack your passive headshot a lot faster, as shooting from inside a brush gives 2 stacks rather than 1 for the passive.
- Whenever an enemy steps on a trap, use your Q before AA as they won't have enough time to dodge and your AA will always be in range. Attacking first may make the Root effect wear off in time for them to dodge your Q.
- To maximize Q damage, especially onto targets immobilized by your support make sure you move away so that minions don't get in the way as the damage will be halved for subsequent targets.
- Use your ultimate when you're confident that it will hit your target rather than it being blocked by the full HP teammate instead.
- Even if your opponent isn't low enough for your R to execute, if it leaves them low enough they will be forced back, and you will be able to build a small advantage either way by maybe taking some tower plates, making them miss a wave or 2 or giving you time to help your jungler with objectives or roam. Every small lead counts.
Trap Placement
Caitlyn's traps, despite not dealing any direct damage and the root time not being all that great, play the most important role in her kit. The biggest difference between an average Caitlyn main and a real Caitlyn OTP lies in trap placement. It can be used to pressure enemies or set them up but there's a lot more to it than that.
Small basic tips:
- Always use traps in the middle of your combos or to extend stun times. For instance, if you're playing with a Morgana or Lux and they land a CC, you can place a trap right underneath the target while they're still stunned. The trap should become active before they're out of the stun, so you get to root them for additional time and get a free headshot.
- There are a few very important situations where you should use a trap, such as when an enemy goes into Zhonya's or gets revived by Zilean or Guardian Angel, since you will get them rooted the moment they become targetable again. Among other situations, you can place a trap when Yone goes into spirit form using his E, so that he will be rooted as he returns, in the center of Zac's blobs so he's rooted if he successfully revives, Zed's or Leblanc's shadows to prevent them from juking you, etc. You can also use it on enemies that are using suppression moves such as Malzahar and Warwick ultimates on an ally as they also can't move during this time.
- Caitlyn's traps placed inside brushes cannot be seen by enemies from outside the brush. They get vision on it though once they walk into the brush.
- Even though it's very small, placing a trap in a brush grants a tiny bit of vision inside it. You can use this as a tool to face check a bush, especially since it has a decent range.
- Caitlyn's traps can be teleported to, so if your teammate wants to join in a skirmish but there are no wards around or available, place a trap for them.
Sneaking in traps:
Quite often in low elo or overall by players just a bit oblivious and distracted from the game, placing traps in the middle of your minion waves goes unnoticed. I remember people walking over them all the time when I was first starting League. This probably won't work at all on any player above Silver/Gold, but just thought it was worth mentioning nonetheless.
Anyways first real tip is brush placement. Don't place your traps in the center of a brush, such as this:
What happens here, is that when the enemy walks into that brush, they will most likely notice the trap and back off before they walk into it. What you want to do instead, is place it on the very edge of the brush as shown in the next image. This way, the moment they walk into that bush, they'll fall right into a trap granting you a free hit.
A very old Caitlyn trick that still catches even the best players off guard is placing the traps right behind a tower. This is because when you're farming under turret, there is a very common camera position that you lock onto, which Caitlyn can abuse to hide her traps.
From this position, you may have not even noticed that there is a trap on top of that tower (slightly signaled by a blue glow).
Those are a couple of the sneaky ways to make an enemy walk into your trap without expecting it at all, but there's another way to use traps in the lane.
Manipulating your opponents:
A lot of Caitlyn players don't realize they can do this, and most players who verse a very good Caitlyn don't notice these strategies that I will talk about, so let's break some of them down.
The first one is very simple. You can block the thin path around the tower entirely with 1 trap, which is usually a safe area to cs from, as even Caitlyn can't poke you there without getting hit by the turret. By placing a trap there, you're forcing the enemy to move closer to the other side in order to keep CS'ing (marked in blue below very roughly). A lot of this area Caitlyn can poke at without being hit by the turret.
One extra about that is the fact that the trap also prevents your enemy from running around the turret doing laps when your jungler is coming in for a dive, helping with cleaner tower dives. You can also keep placing traps all along the turret to limit their space and possibly make them miss more CS and pressure them just not to step in a trap.
Additionally, you can use it to make it difficult for them to move further into the lane by creating choke points. In the following example, the enemy would have trouble moving close due to the traps, but also because his own minions are creating a bit of a blockade too.
You can also manipulate your opponent to move the way that you want. Here's a quick example.
This is a simple example of how u can manipulate your opponent. Usually, Caitlyn's Q is very easy to dodge, but by placing a trap first to his right and then aiming the Q far into his left side makes it impossible to dodge if he were to move left, and if he dodges right, he walks into a trap. Either way, you get a free hit. You can use this tactic to manipulate your opponent in many other ways, such as making them walk closer into the brush where your support or jungler are waiting to engage from or trap behind them blocking their escape before they even realize they're about to get collapsed on.
Objective Control:
Caitlyn's W is extremely good at helping your team secure objectives. The most important thing that you need to know is that with just 3 traps, you can completely block any small jungle entrance. This is great for objectives because there are usually 2-3 entrances that the enemy team can take to get near the dragon, so by blocking an entire path you'd force them to take a much longer way around.
You can also block an enemy's flank angle, thus protecting your backline:
Or, in a different situation where the enemy team is already in the river and contesting, you can still place traps in a way that forces them to gather into a choke point if they want to challenge for the objective or engage:
Combos
Caitlyn has great combo potential, mainly because her E can be stacked with all of her abilities and her W has no cooldown if you have a good amount of traps stored. I tried thinking of as many useful combos and interactions as I could, and even though I'm almost sure I include all the important ones, there's a bunch of possible ways to combo as Caitlyn that I may have missed as there are just so many ways that you can build a combo when you can add in Galeforce, flash and the no cooldown on W anytime in the mix: These are the essentials but be creative as Caitlyn, there's a bunch of different options. I will include a very short clip for each of these combos for visual aid.
GF = Galeforce
Basic Combos
Basic Combo | E + Q + AA | Your basic lane combo, great for early game trades when your support lands a CC or the enemy walks too close to you.
Double Headshot| E + W + AA + AA | Great combo that keeps your opponent in place as you dish out a lot of damage from afar. E+W timing/positioning at first may be tricky but won't take long to get consistent. (Don't E+W simultaneously. Wait a tiny bit before you place your W)
Getaway | E + W + AA | Similar to the previous combo, but in this situation you want to escape instead of dealing damage. Place W near yourself or between your enemy to discourage them from chasing you.
E Gap closer | E + Flash + AA | Great gap closer to begin your combos with. Flash + E also works, but E first gives enemies much less time to react.
Lane Travel Chase | E + GF + AA | For this combo you'll want to be using your E as a gap closer then Galeforce forward. This is great for chasing enemies as you still deal a lot of damage. You can also add Q at the same time as you galeforce for extra damage (example of that in the next combo).
Quick Burst | E + Q + GF + AA | Easy burst combo to quickly execute enemies.
Net Dodge | E + Flash(GF) | This is more of a skill you should always have in your kit rather than a combo. You can Flash or Galeforce during E animation. This gives you the ability to dodge incoming skillshots and overall stay mobile, while staying in attack range.
Advanced combos
Caught Lacking | W + GF + E + Q + AA + R | Great combo to execute a nearby enemy who's fallen in your trap without needing to have available traps in your inventory. E + Flash is a lot better and harder to react to, but GF will give you a bit more damage if your enemy doesn't have any means to dodge.
Ranged Execution |E + W + Q + AA + R + AA | Great combo that allows you to kill your enemy from far away. Very useful for your games. The 2nd AA can be done before or after your ultimate, doesn't really matter.
Full damage Combo | W + AA + E + Flash + W+ GF + AA + Q + AA + R | This is a high risk, high cost combo that most times isn't worth trying in-game. But it deals massive damage onto a single target who, even if quite tanky, will regret having stepped in that trap.
Matchups and Synergies
When it comes to matchups, most ADC's outscale Caitlyn in the mid to late game. So you'd consider a favorable matchup that of which you can stomp in the early game and snowball from there. I'm only gonna refer to ADC matchups and not include supports as there are just way too many possible duos. I will also only mention the hard matchups and favorable matchups. Everything else is kind of just a regular matchup that will depend heavily on supports.
When it comes to bot lane Synergies, Caitlyn is at her strongest when paired with a support with heavy CC or heavy poke. Caitlyn needs to be strong in laning phase, so enchanter supports who usually just want to survive the laning phase and play for scaling aren't often good options (with the exception of Karma as she can also deal a great amount of poke damage). I will mention the most notable synergies.
Hard Matchups
Favorable Matchups
Synergies
Sivir
Champion
Despite having a much lower attack range than Caitlyn, Sivir excels in lane as she has very strong poke with her Q and W, and most importantly, her spellshield can block Caitlyn's Q and R, as well as any CC thrown at her, making it very difficult to beat her in laning phase. Sivir can survive lane and outscale Caitlyn later into the game.
Lucian
Champion
Lucian is a champion that also despite having far less attack range than Caitlyn, excels in the early stages. His mobility and potential to deal a great amount of burst in the early levels thanks to his passive, makes him extremely hard to trade with. A good Lucian will be able to punish you for trying to play agressive. You should still be able to CS from range and wait for your support or jungler to make a play. He doesn't scale great so you can usually stay even.
Jhin
Champion
Jhin isn't the strongest early game, but he is one of the easiest champions to play safe as, especially if he builds Fleet Footwork which will help him with sustain. You can poke him easily and out trade him, but the real issue is if he plays out of your range as he can CS easily with his W and Q. If this happens, it will be extremely hard to kill him or set him beh ind, meaning that he can easily play to outscale you into the later game and become a greater threat than Caitlyn in teamfights.
Zeri
Champion
Although Zeri is super overpowered in this patch, she is still a weak early game champion. The fact that her Q doesn't go through minions and doesn't have much range make Zeri an extremely easy champion to poke by using Caitlyn's range advantage. It's easy to get ahead of Zeri if you can force her back a couple times ni lane. Keep in mind however that Zeri outscales you pretty hard in the late game.
Aphelios
Champion
Regardless of having the same basic attack range as Caitlyn at the start of the game thanks to his Calibrum gun, Aphelios is very weak early game. If Caitlyn is paired with an aggressive or hard poke support, it is extremely easy to set an Aphelios far behind as he doesn't have any sort of mobility to save himself when he gets caught in CC and can't match your poke damage or dish out more damage than you do in skirmishes as Caitlyn.
Vayne
Champion
Despite being very hard to deal with the later the game goes, early game should be easy against vayne. You have a lot more range than she does, so as long as you don't let her proc her W true damage passive, you'll hard win trades. And if she rolls forward to poke you, just E to her face.
Blitzcrank
Champion
Blitzcrank is one of the most oppressive early game supports, and Caitlyn is one of the most oppressive ADC's. Not only do you put massive pressure in the bot lane early on, but you can also combo with Blitzcrank. Soon as he pulls an enemy, you put a trap below them for the extra root then dish out your full combo. This almost always results in a kill, and one kill is all it takes for a Blitzcrank+Caitlyn to make the lane unplayable for the enemy duo.
Morgana
Champion
The very long CC from Morgana gives even unexperienced Caitlyn players more than enough time to place a trap right below the enemy hit and her spellshield can really help Caitlyn stay safe in lane. This is a duo that works extremely well and can put out a lot of pressure early game.
Lux
Champion
Similar to Morgana, Lux's CC gives Caitlyn a lot of time to place a trap below the enemy, with the difference being that lux can output a whole ot more damage in the mid game and hard poke in lane. If they get ahead in the first few minutes of the game, then they will make laning phase extremely difficult for the enemies. Both Caitlyn and Lux can use their ults together to execute enemies at great ranges as well.
Renata Glasc
Champion
The new champion has already been causing some havoc specially when paired with Caitlyn. This duo works so well because if Renata hits her Handshake CC she can then throw them into one of Caitlyn's traps, where you may then pull out your combo.
Summary
Caitlyn is a champion that excels in the early stages of the game thanks to her range advantage and high damage poke. Playing agressive is the best option as Caitlyn usually falls off into the m id game, so build an advantage in the laning phase. In the late game Caitlyn offers her team great objective control thanks to her traps. She's great for sieging (both offensively and defensively) and late game she is very strong in teamfights as she can easily attack from a great distance, and is hard to lock down given the mobility from her E, Galeforce and Flash.