Caitlyn be normally played Bot and does nay currently have a reviewed Support course. Support most often needs useful engage, peel or utility while operating on low doubloons income. Treat this as a deliberate experiment, nay a standard recommendation.
Unestablished courseArrr, standard Summoner's Rift preparation
These patches keep recommendation review, build checks and item lookup on separate charts, matey. Fresh item data does not finish a build review.
Recommendations’ patch
— Data Dragon
Build check’s patch
16.19.1 Data Dragon
Item lookup’s patch
16.20.1 Data Dragon
?
Unreviewed course
No reviewed Caitlyn Support build
Caitlyn be normally played Bot and does nay currently have a reviewed Support course. Support most often needs useful engage, peel or utility while operating on low doubloons income. Treat this as a deliberate experiment, nay a standard recommendation.
A different course's gear be nay relabelled as true to course. Role income, sea chart access and starting rules can change th' whole purchase order.
Arrr, runes and summoner spells · Caitlyn · Support
A marksman Support still operates on reduced income. Fleet supports short trades and retreat timing; Heal keeps th' shared course safer.
Normal Draft, matey
Arrr, primary tree
Precision
Fleet FootworkPresence of MindLegend: AlacrityCut Down
Arrr, secondary tree
Inspiration
Biscuit DeliveryApproach Velocity
Arrr, summoner spells
FlashHeal
Coordinate th' Bot pair
Inspect which defensive spell th' Bot partner picked afore duplicating Heal, Barrier or Exhaust.
Clash th' course threat
Exhaust answers a committed damage dealer; Ignite adds pressure and anti-heal; Heal protects both nigh th' ship partners.
Arrr, kit reference
Caitlyn tricks
Trick names, descriptions and numeric fields come from Riot Data Dragon. Practical reads be independently written; th' present in-battle tooltip remains authoritative.
Arrr, what it doesEnglishEvery 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 Headshot attack range is doubled.
Arrr, practical readHeadshot be an automatic part o' th' kit involving damage. Track when its condition be active instead o' treating every fight th' same way.
Q
Qtrick
Piltover Peacemaker
Arrr, what it doesEnglishCaitlyn revs up her rifle for 1 second to unleash a penetrating shot that deals physical damage (deals less damage to subsequent targets).
Arrr, practical readPiltover Peacemaker contributes damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.
CooldownArrr, 10/9/8/7/6 secCost55/60/65/70/75Arrr, listed rangeArrr, 1250 units
Arrr, damage falloff
Targets after th' first aboard receive reduced damage, so th' order o' units in th' line changes th' result.
W
Wtrick
Yordle Snap Trap
Arrr, what it doesEnglishCaitlyn sets a trap that, when sprung, reveals and immobilizes the enemy champion for 1.5 seconds, granting Caitlyn an empowered Headshot.
Arrr, practical readYordle Snap Trap creates setup or area pressure. Place it where th' foe must choose betwixt entering its space, changing course or giving up th' immediate contest.
Cost20Arrr, listed rangeArrr, 800 units
Vision
This trick supplies sight or reveals its target. That ship's intelligence effect can matter even when damage be nay th' main reason to cast it.
E
Etrick
90 Caliber Net
Arrr, what it doesEnglishCaitlyn fires a heavy net to slow her target. The recoil knocks Caitlyn back.
Arrr, practical read90 Caliber Net be a ranged cast involving a slowing effect. Respect its line or target area, and avoid spending it when th' foe can simply step astern afore th' fit fer th' captain's eye exchange.
CooldownArrr, 16/14/12/10/8 secCost75Arrr, listed rangeArrr, 750 units
Movement
Th' cast changes position or access. Sailor record fer where th' champion finishes, nay only where th' trick begins.
R
Ultimate
Ace in the Hole
Arrr, what it doesEnglishCaitlyn 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.
Arrr, practical readAce in th' Hole contributes damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.
CooldownArrr, 90 secCost100Arrr, listed rangeArrr, 3500 units
Same damage nigh or far across th' waters
Ace in th' Hole does nay become weaker when Caitlyn fires from nigh th' ship. Distance changes whether she can set sail th' cast, but it does nay change th' shot's damage.
Arrr, another champion can block it
Th' bullet hits th' first aboard foe champion in its course. An foe can protect th' marked target by standing betwixt that target and Caitlyn.
Arrr, needs time to fire
Caitlyn must finish lining up th' shot afore it fires. Interrupting her channel or making th' target untargetable can stop th' normal hit.
Armour reduces th' shot
Ace in th' Hole deals physical trick damage. Plated Steelcaps lend a hand through their armour, but their basic-attack reduction passive does nay reduce this ultimate. Mercury's Treads do nay directly reduce th' physical hit.
Adapt th' course
What to do when th' battle changes
Judge th' whole course or sea chart state, nay only personal kills. Pick th' situation closest to th' present battle.
Ahead course
Use course control to secure vision and seaworthy pressure
1
Course
Deny space wit' yer course partner, but keep th' carry moored to th' wave instead o' roaming at every opportunity.
2
Sea chart play
Move first aboard wit' an ally, establish vision and protect th' course yer crew will use to enter.
3
Fights
Set sail only when crewmates can follow, then change to peel if an foe reaches th' protected carry.
Even course
Balance course pressure wit' protection fer th' carry
1
Course
Hold th' trick that makes foes respect yer course and trade when both Bot-course partners be shipshape.
2
Sea chart play
Recall and move on seaworthy wave timings; an unsupported roam can cost th' carry an entire wave or a dive.
3
Fights
Control one approach and keep enough protection fer th' foe's most likely engage.
Behind course
Protect seaworthy farm and rebuild vision one area at a time
1
Course
Stay fer a crashing wave, block a dive and avoid spending th' key defensive trick on low-value poke.
2
Sea chart play
Enter darkness wit' another sailor and ward th' nearest useful entrance instead o' reaching fer deep vision.
3
Fights
Peel first aboard and punish overextension. A blind engage rarely repairs a losing battle.
Pings, movement and prizes
Caitlyn Support sea chart course
Turn ship's intelligence into a shared decision. Move wit' an ally and preserve th' tool that makes th' next aboard fight seaworthy.
Ahead
Make th' lead open th' sea chart
Ping
Use On Me Way afore changing angle, then Assist Me on Dragon after Bot be seaworthy to move. Use Peril if th' carry starts following through an unsafe course.
Sea chart movement
Roam after a pushed wave, shared recall or when th' carry can collect safely. Deep wards still require th' Jungler or another nigh th' ship ally.
Prize
Arrive early, clear th' deck th' foe entrance and hold th' key engage or peel spell. Do nay chase astern from Dragon and hand th' foe a free course back aboard in.
Even
Create one clear th' deck numbers advantage
Ping
Use On Me Way afore an engage or roam, Foe Lost overboard as soon as a course foe disappears, and Peril when yer carry cannae follow.
Sea chart movement
Leave only on a seaworthy wave or recall timing. If th' carry would meet defeat a full wave or face a dive, stay Bot and communicate that ye be nay moving.
Prize
Lend a hand Bot finish th' wave, then enter river wit' th' Jungler. Set vision afore starting and avoid turning an even prize into an unseen gamble.
Behind
Stop th' next aboard defeat afore seeking a play
Ping
Use Retreat or Peril afore an ally enters darkness, Foe Lost overboard immediately, and Assist Me when ye need company to restore defensive vision.
Sea chart movement
Do nay abandon a crashing wave or vulnerable carry. Move after th' wave be stable and use th' nearest seaworthy ward line rather than forcing deep vision.
Prize
If yer crew cannae enter river safely, ping Retreat and trade fer farm, vision or another sea chart resource. Contest only after creating a seaworthy course together.
Prize setup
Arrr, four calls, in order
Pings create a shared course; they do nay replace checking waves, vision and who can move.
1
Afore th' move
'Round a minute afore Dragon, ping th' course, spend doubloons if needed and make sure Bot and Mid know whether they can move.
2
Arrr, enter together
Walk wit' th' Jungler or another ally. Sweep one course, place useful entrance vision and ne'er face-inspect alone.
3
Afore starting
Inspect nigh th' ship waves and foe positions. Hold th' spell that either starts a reachable fight or protects yer main damage dealer.
4
During th' contest
Keep enemies astern from th' seaworthy entrance, mark th' reachable threat and avoid chasing so far across th' waters that Dragon be left unprotected.
Later prizes: Use th' same pattern fer Rift Herald or Baron: communicate first aboard, move through controlled vision wit' an ally, then choose engage or peel afore th' fight begins.
Use th' chart
Put Caitlyn into a real matchup
Compare a specific foe, return to th' champion overview, or choose another champion without losing th' queue distinction.