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Caitlyn Strategy Guide; Know anything about Caitlyn? Share it here!
Topic Started: May 24 2015, 10:16 AM (589 Views)
Tofuology
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Nya Nya~
Reserved for Caitlyn guide/strategies. Feel free to share what works for you.
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ShadowKnight1224
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Not gonna give any mechanical tips because I'm sure there are people more mechanically competent than me to talk about it, so I'll just offer some tips that I feel are not terribly common.

Sharing some of my favourite (wacky) Caitlyn builds:

AD Caster Cait: Black Cleaver, Lucidity Boots, Infinity Edge, Last Whisper, Essence Reaver or BT, [Defensive Item]. Mostly arpen runepage. 5% CDR from masteries. Back before the BC change, ER+BC+Lucidity+masteries got you 40% CDR. Nowadays you can get it with BC+Lucidity+Masteries alone, so you can trade out the ER for a BT. You can also go BC+ER+5% from masteries+5% from runes and skip the Lucidity.

AP Support Cait: Frost Queen's Claim, Liandry's Torment, Ruby Sightstone, Sorcerer's Shoes, Luden's Echo, [Utility Item]. Mostly magpen rune page (see Phreak's "greedy support" page).

AP Support Cait is full-on whack (use at your own risk), but I've won games with it, mainly from people's obsessive-compulsive disorder for stepping on traps. Once you get Liandry's, people just don't understand the sheer amount of damage they take from stepping on a trap. Your E also has a comparable AP scaling to Annie's Q, and also procs Liandry's double damage.

AD Caster Cait is actually very viable and I've won games with it (and it's my favourite ARAM build for her). It's really powerful early on, but extremely mana-intensive (you could, I suppose, replace the Essence Reaver for a Muramana, but I don't consider she has enough single-target spells to make the purchase worth it).

I'm sure everyone knows the E+Q combo, but something cool I've picked up with Cait is that you can psychologically trick the enemy botlane by keeping them both low and then ulting the ADC, knowing the support will block it and die. If you time everything right, the ADC will be lulled into a false sense of security by the support's death, thinking they just foiled you, and then you can E into them and finish them off with a Q or passive-charged auto.

Also, once you've played enough Cait games, you'll pick up when someone's within auto+Q or auto+Ult health. It's always cool when you're on skype with your friends and you're like "If I can land my Q and one auto on her, she's dead" and you do exactly that. :D
Edited by ShadowKnight1224, May 24 2015, 10:46 AM.
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Kwon Ri Sae
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I'd like to share trap placement, how it works, when to use them, and other stuff.

As soon as I have time.



After heavy (not really) experimenting with Cait:

•I've always like the pre-lane set-up, where you place three traps in a line in the lane, so that your opponent had trouble weaving in and out of them during laning phases. (I'd show a picture, but that takes too much work, so I'll wait for a featureds match to show an example.

•During laning, I place the traps in a triangle (like the way Pink Ward places his Shaco boxes) so when I get ganked, the jungler runs into the traps. This doesn't work against Amumu, as I sadly learned.

•Out of laning, well. . . ah. . . place it in front of Dragon and Baron? Who knows. I place it randomly across lanes and just hope we teamfight around there or something.
Edited by Kwon Ri Sae, May 24 2015, 03:05 PM.
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ShadowKnight1224
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Note that they nerfed Cait traps in bushes by making them more visible, so you can't get cheeky kills that way anymore.
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AbiwonKenabi
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As far as Caitlyn traps go, they are great for sieges later in the game. It is hard to engage on a team whaling on your tower when there's a line of snares you have to tip-toe around.
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C Drive
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If you don't know the e q combo, you need to learn the e q combo. Since cait naturally outranges all adc in early laning, where this combo is most effective, using e at the start of a trade can mean you get several free hits in to their one or two. But to put the icing on the cake, since you already can't auto during the e travel, if you cast q directly after e, you'll spend that down time going through the channel time of q, so you get two spells off in the time it would take to cast either of them alone, plus still get the range advantage for the trade, plus likely land the q because of the e slow.

Plus you look mlgx420xproscopes doing it.
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ShadowKnight1224
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I'm probably wrong about how I place my traps, but something I like to do is to change my trap placement depending on the lane.


  • Vs. bush-camping supports: Spam your traps in the bushes. Supports loooooove to step on them thinking they're so clever, and eventually you end up burning through their potions. Sometimes it's just better to let the Cait waste her mana for 1 second of vision in a bush, instead of actually validating her mana expenditure by letting the trap damage you. Especially at low levels when the traps pack a bit of a punch. This goes double if you're a squishy support.
  • When I'm pushing the lane: In a straight line covering the river entrance to the lane. Doesn't work against people with mobility skillshots (Lee Sin, Amumu, etc.), but pretty much guarantees the jungler has to gank from lane or waste time snared on a trap.
  • When I'm falling behind and getting bullied: Right in plain sight, between the minions, as they adopt an aggressive stance. You can turn around lane-bullies if they step on one of your traps as they harass you and you can get a guaranteed Q (plus minion aggro).
  • When I'm pushing them to tower: Covering potential jungler gank entrances (blue-side tribush) or directly next to the tower, to add more pressure while they're CSing and possibly guaranteeing a Q for a chunk of damage.
  • After laning phase, before teamfights: In chokepoints throughout the jungle, where you sense teamfights might happen (around dragon, baron, midlane, your splitpushing teammate). A lot of people tunnel-vision on the fight and step on your traps, which buys your team time to retreat or reposition.
  • After laning phase, during teamfights: If you know someone's prone to diving you and forces you to E away every single time, consider dropping a trap directly under your feet as the teamfight breaks out. You might buy yourself more time by walking away while they're snared and then Eing away once they start chasing you proper. You also give your Janna time to reposition if she wants to ult that person away.
  • After laning phase, when chased: Plot your escape routes and drop traps in chokepoints through the jungle. Place them directly under you as you go through the chokepoint so that the enemy has to choose whether to keep chasing and get snared, or give you up.
  • With a Heimerdinger: Near his turrets, assuming they lack champions that can destroy them from a range. You and Heimer can burn down even tanks if they step on a trap while the 3 turrets are focusing them. In fact, you might discourage people from trying to take out Heimer's turrets (even if they could) by just placing traps around them. The psychological effect cannot be discounted.
  • Needless to say, every time you need to scout a bush and you're confident you won't get instakilled if you walk within trap range, you can drop a trap in it to give yourself brief vision.
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Purple Bavarois
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I was unsure about this, so I tested it with a friend and found out a few things.

-Traps aren't visible to the enemy if they don't have vision of them, and they stop seeing them if they lose vision, even if they've already spotted them once.
-Traps inside brushes aren't visible to enemies outside the brush even if they're next to it and have vision of the surroundings. Same as before, they stop seeing the trap if they lose vision of the inside of the brush.
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Kwon Ri Sae
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How to Build Cait

Just stop it. Stop it with the vamp scepter. Don't even go there.

I recommend Infinity Edge rush into a Phantom Dancer for being cookie cutter. Take another Phantom Dancer if they have no armor, Last Whisper if the target you're attacking does have armor. Bloodthirster is like, 5th item.

Oh, and no boots, since we're running two Phantom Dancers, we'll have all the movespeed we need.

So it goes like IE->PD->PD->LW

Alternatively, you could go IE->PD->Zeal->LW->Finish PD.

Or go double zeal, that's fine also. No Stattik Shiv please.
Edited by Kwon Ri Sae, Jun 1 2015, 03:01 PM.
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ShadowKnight1224
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I find that Furor Zerks are really good on Cait. Not sure how they compare vs. a second PD, though.
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Tofuology
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Nya Nya~
You're obviously going to be losing some movement speed by going double PD or PD/Shiv combo. But with Cait's long range, this is prolly the reason why Konata suggested even doing this build with no boots. Cait is the type of adc that can outrange anything and hit everything with ease. If they can't reach her, then there's no need in getting boots, I understand this. But if we're really going to be replacing boots, I rather have Zephyr more than anything else. It gives the most movement speed % in any item, has tenacity, and still gives ad/as. Cait is not a huge attack speed sort of champ, like Vayne is. She's more of a "stack AD and just smash your way through" champ. I mean, it's doable, but I just rather not go for double PD. If anything, go double lifesteal.
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Whitakker
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Can I assume the reason Konata's build includes two PDs is to maximize the use of Cait's passive?
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Tofuology
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Cait's passive has nothing to do with movement speed. If anything, her build is there for kiting, but you're obviously getting more movement speed from boots, so you'd have to ask her.
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Kwon Ri Sae
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2 PDs is for more crit and more damage and more movespeed. Basically, you're trying to maximize damage output, since Cait is such a safe adc.

I really like building Cait as more of an attack speed late game crit carry rather than decent ad caster that falls off mid game.

Posted Image

So like, here's an example of what Cait should build, maximum DPS.

As heavy pointed out in game, I didn't have lifesteal, which actually made me lose a 1v1 to Nagga around mid-game because he had BT. I think that the Red Elixir gives out Life Steal effectively enough, so I just bought that all the time past 30 minutes.

And yes heavy's Vi carried, but so did Mike, and it was really close :P
Edited by Purple Bavarois, Jun 7 2015, 05:35 PM.
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Tofuology
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Nya Nya~
And that looks like an imba game lol.
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Kwon Ri Sae
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In which way? Because Light, Neb, and Nagga are all scary, as well as Rust.
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Tofuology
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Imba, as in imbalanced in favor of them.
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Kwon Ri Sae
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I reasoned it out to be like this:

Heavy=Nagga
Poncho=Rust
Wist=Light
Mike=Neb
Obelisk=Dark

Rank was also fair ish, but I understand how its a bit imba towards them.
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Tofuology
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Passive buff went through! Ignores 50% bonus armor when headshot is active. This is something that's really going to keep her relevant throughout the game.
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ShadowKnight1224
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We might be able to beat Shurima now, and take out Noxus if it tries to pull off any sort of tank cheese.

Jayce buffs also went through, as did the LeBlanc, Sivir and Kat nerfs and the Orianna QoL change.

It's a sign, you guys. Riot wants Piltover to win this arc. :D
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