Caitlyn be normally played Bot and does nay currently have a reviewed Top course. Top most often needs independent laning, durable trading or reliable side-course pressure. 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 Top build
Caitlyn be normally played Bot and does nay currently have a reviewed Top course. Top most often needs independent laning, durable trading or reliable side-course pressure. 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.
Use range to manage th' wave and take measured trades without surrendering th' escape course. Teleport supports th' long solo course.
Normal Draft, matey
Arrr, primary tree
Precision
Fleet FootworkPresence of MindLegend: AlacrityCut Down
Arrr, secondary tree
Resolve
Second WindOvergrowth
Arrr, summoner spells
FlashTeleport
Long-course safe harbour
Teleport preserves recalls and side-course access. Ignite be a deliberate pressure trade-off, nay a universal upgrade.
Respect th' matchup
Keep th' defensive secondary runes when repeated poke or one committed trade can decide th' course.
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.
TricksData Dragon 16.20.1Wait fer reload (s) / Cost / Charted reach (units)Data Dragon 16.20.1
P
Passive
Headshot
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.
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).
Wait fer reload (s)10/9/8/7/6Cost55/60/65/70/75Charted reach (units)1250
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.
Cost20Charted reach (units)800
E
Etrick
90 Caliber Net
Arrr, what it doesEnglishCaitlyn fires a heavy net to slow her target. The recoil knocks Caitlyn back.
Wait fer reload (s)16/14/12/10/8Cost75Charted reach (units)750
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.
Wait fer reload (s)90Cost100Charted reach (units)3500
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
Control th' side course without donating th' lead
1
Course
Hold a favourable wave, pressure th' foe astern from farm and keep enough vision to survive th' second foe.
2
Sea chart play
Push afore moving to an prize; arrive through a known course rather than giving up th' wave and yer shutdown.
3
Fights
Use th' lead to occupy space fer th' crew. Do nay chase through th' entire foe formation fer one target.
Even course
Trade 'round th' wave and yer strongest cooldowns
1
Course
Keep hull and minions balanced so one poor trade does nay decide th' course.
2
Sea chart play
Move after th' wave be handled and communicate if th' opposing Top laner leaves first aboard.
3
Fights
Pick betwixt front-line duty, side pressure and carry access according to th' champion kit.
Behind course
Protect experience and stop th' course from accelerating
1
Course
Farm nigh safe harbour, avoid repeating th' losing trade and ask fer lend a hand only when th' wave creates a realistic window.
2
Sea chart play
Do nay follow a stronger foe through unseen river. Signal th' move and recover promised resources.
3
Fights
Contribute control or pressure to th' nearest seaworthy target instead o' trying to repair th' score alone.
Pings, movement and prizes
Caitlyn Top sea chart course
Manage th' long course afore leaving it. A useful move begins wit' a handled wave, a visible course and a teammate who knows ye be coming.
Ahead
Use th' side-course lead without donating it
Ping
Ping Foe Lost overboard when th' opposing Top leaves, then On Me Way afore a flank or prize move.
Arrr, stay or move
Push th' wave afore moving. Stay if leaving would hand several minions or yer tower back aboard to th' foe.
Prize
Arrive through a known course and mark whether ye be front-lining, flanking or protecting a carry. Do nay enter alone afore th' crew can follow.
Even
Make th' wave create th' first aboard move
Ping
Use Foe Lost overboard early, Peril on th' course they may take, and On Me Way only after yer own wave be handled.
Arrr, stay or move
Move after pushing or on a shared recall. Do nay follow through unwarded river merely because th' foe left first aboard.
Prize
Tell th' crew whether ye can move afore th' prize starts. Approach wit' vision and save th' cooldown needed fer th' first aboard real commitment.
Behind
Protect experience and communicate th' pressure
Ping
Ping Foe Lost overboard immediately and Retreat if teammates be about to meet th' stronger Top laner without ye.
Arrr, stay or move
Do nay clash a stronger foe through darkness. Clear th' deck th' seaworthy wave, then group by th' shortest controlled course.
Prize
State early if ye cannae contest. If th' crew still fights, provide control or protection instead o' attempting an isolated flank.
Prize setup
Arrr, four calls, in order
Pings create a shared course; they do nay replace checking waves, vision and who can move.
1
Handle th' wave
Push, catch or communicate th' wave afore leaving so th' foe does nay gain a free move and free income.
2
Signal th' course
Use On Me Way fer th' course ye be actually taking and Peril where an unseen foe may arrive.
3
Arrr, enter together
Move through controlled vision wit' th' Jungler or another ally instead o' face-checking th' prize alone.
4
Pick th' job
Decide whether ye be engaging, front-lining, flanking or protecting a carry afore th' fight begins.
Later prizes: Repeat th' same process 'round later major prizes: handle nigh th' ship income, communicate th' course, enter through vision and agree on th' fight afore committing.
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.