Caitlyn is a terrifying champion to be up against when you’re in ARAM, simply due to the amount of range Caitlyn has combined with heavy-hitting damage players.
Caitlyn will passively gain stacks of Headshot when she uses her basic attacks. Once Caitlyn has gained 6 stacks (or 5 stacks while in a bush), players will deal more damage from an unstoppable basic attack that will always deal critical damage.
Players can proc Headshot early, though players will consume all the stacks of Headshot they have started to collect, which we will cover shortly.
Caitlyn’s Q, Piltover Peacemaker, deals long-ranged damage in a straight line. The first enemy hit by Piltover Peacemaker will receive full damage, though, Piltover Peacemaker will deal 60% of the damage to all enemies behind the initial enemy. Peaceful Piltover will also grow in width, dealing wider damage.
Caitlyn’s W, Yordle Snap Trap, stores a maximum of 5 traps (upon being upgraded) which will both root and reveal an enemy champion who walks not top of it. Upon ensnaring an enemy champion Caitlyn players will have access to Headshot and will deal more damage.
Caitlyn’s E, 90 Caliber Net causes Caitlyn to recoil (move back) and will both slow enemy champions (or minions) and deal magic damage. Similar to Yordle Snap Trap, enemies affected by 90 Caliber Net can trigger a Headshot.
Caitlyn’s ultimate, Ace in the Hole (R) can be locked onto an enemy and will provide true sight to the target. Caitlyn will then channel, summoning a homing bullet towards the selected target and dealing physical damage to the first enemy it hits.
Unfortunately, Ace in the Hole (R) can be intercepted by another champion, making it a fairly “useless ultimate,” though in many circumstances it can lead to the demise of an enemy champion. More tips on that later.
QUICK RUNDOWN:
SUMMONER SPELLS: Flash and Heal
RUNES: Lethal Tempo, Triumph, Alacrity, Coup de Grace // Eyeball Collection, Ravenous Hunter
ABILITY POWER UP: Q, W, E
FIRST BUY: B.F. Sword
BUILD ORDER: Infinity Edge, Berserker’s Boots, Rapid Firecannon, Bloodthirster, Phantom Dancer, Lord Dominik’s Regards/Mortal Reminder
COMBOS: Caitlyn doesn’t necessarily have a combo, though players will want to ensure that they use a 90 Caliber Net (E), basic attack, then use a Piltover Peacemaker (Q), followed up by more basic attacks and a potential Yordle Snap Trap (W).
Players are encouraged to always take advantage of enemies ensnared in Caitlyn’s Yordle Snap Trap, though if players are struggling to do so or feel unsafe, it is not always a necessity (especially if enemies are too far away).
SUMMONER SPELLS FOR CAITLYN IN ARAM
FLASH
As a general rule, I think it’s a good idea to take Flash when playing Caitlyn in ARAM simply due to the amount of getaway it provides player and quite frankly as a Caitlyn player, you may actually see a big use in flashing forward to secure enemy takedowns.
Due to Caitlyn’s range, players will want to get used to kiting in and out of bushes when damaging enemy champions. If you want to be extra sneaky, Flash out of a bush to secure a takedown, though using Flash to get into a bush can also be an option.
HEAL
Heal is a bit of a staple when playing marksmen. Heal will help provide a little speed boost to ensure that you’re able to get away from dangerous situations, especially when you’re low on health.
RUNE TREES FOR CAITLYN IN ARAM
The most common rune build players can rely on when playing Caitlyn are Precision runes as they provide players with attack speed and some health sustain.
Precision runes are my favourite choice when it comes to Caitlyn as I prefer to be more aggressive and don’t have too many issues with my health when it comes to her.
Caitlyn players should focus on their auto-attacks as standing and attacking will deal much more damage than using her abilities, especially because Caitlyn players do not have very much mana.
Caitlyn players can use similar runes as Vayne, Miss Fortune, Kindred, Tristana, Sivir, Ashe, Varus, Xayah, and Jhin.
ATTACK SPEED/SUSTAIN RUNES FOR CAITLYN
LETHAL TEMPO (OR FLEET FOOTWORK)
After 1.5 seconds of damaging enemy champions, players will gain between 40-110% attack speed ignoring the attack speed cap for 3 seconds. Every attack players continue to take against enemy champions will extend the length of Lethal Tempo by 6 seconds.
Lethal Tempo can be swapped out for Fleet Footwork as Fleet Footwork provides players with a good amount of health, though due to the amount of attack speed Sivir players will have access to, players should probably choose to use Lethal Tempo and instead purchase a piece of Life Steal gear to supplement the damage they take. Not using Lethal Tempo may greatly reduce the amount of damage players produce.
Lethal Tempo will also provide players with early game attack speed, which can help out with securing takedowns against squishies in the early game.
TRIUMPH
Triumph is one of the most powerful runes that players can take while playing ARAM, especially if your team gets a number of kills in a row.
Players will receive 6% of missing health as well as 10 Gold every time they participate in a champion takedown. Players will experience a 1-second delay before they get their health from securing a takedown.
ALACRITY
Alacrity provides players with 3% (+ 1.5% per Legend stack) bonus Attack Speed, up to 18% when players have 10 stacks.
Securing enough kills to receive the 18% Attack Speed can be game-changing, especially if players haven’t died and thus do not have a way to access the shop.
Alacrity won’t help carry you throughout the whole game, but it will make sure that you get a few extra hits whenever you need it. Alacrity is perfect for those of you who need some extra help.
COUP DE GRACE
The fourth Rune is definitely a personal choice, but I always like to choose Coup de Grace because it gives you 8% more damage to enemy champions below 40% health.
EYEBALL COLLECTION
Collect 1 Eyeball per champion takedown, up to 10. Each takedown will provide players with 1.2 Attack Damage up to 12 bonus Attack Damage. Players will gain a total of 18 Attack Damage.
Players can also choose to use Cheap Shot (true damage when enemies are movement impaired) or Taste of Blood (healing when damaging enemy champions) instead.
RAVENOUS HUNTER
Abilities Heal for 1.5% of damage + 2.5% per every champion takedown for a maximum of 5 stacks. Healing is reduced to 1/3 on AoE damage.
While Ravenous Hunter won’t do a great deal of healing, it’s never a bad idea to round out your damage.
HEALTH-RELATED/EXTREME SUSTAIN RUNES FOR CAITLYN (RESOLVE)
It’s becoming a lot more popular to choose tanky runes with Marskmen as Marksmen tend to be too squishy.
Resolve runes can help ensure that Marksmen have at least 3000 health by the end of the ARAM match, however, will not deal as much damage as runes suchwhee
GRASP OF THE UNDYING
Upon entering combat, players will generate one stack of Grasp of the Undying for the next 3 seconds. Players can then proceed to gain additional stacks by re-entering combat after 2 seconds.
Once players receive 4 stacks of Grasp of the Undying they will have 6 seconds to damage an enemy champion to consume stacks and deal 4% of the player’s maximum health in magic damage.
Players will also restore 2% of their maximum health and will also receive 5 bonus maximum health.
Players can refresh their empowered attack each time they reenter combat.
DEMOLISH OR SHIELD BASH
Every 45 seconds players will be able to generate 6 stacks against an enemy turret when they are within 600 units. It will take a minimum of 3 seconds for players to generate all 6 stacks, however, upon the player’s next basic attack the player will deal 100 (+35% max health) bonus physical damage.
If a player fails to successfully use Demolish it will not go on cooldown.
Demolish is great for champions like Singed because he really doesn’t do much damage. If Singed is left alone to attack an enemy turret, chances are he isn’t going to be able to do very much.
The only downside to taking Demolish is that it doesn’t do anything when you’re done defeating enemy turrets. Though, in my experience having Demolish leads to an early push that can potentially end the game before the other team has a chance to properly build.
If players do not want to take Demolish they can take Shield Bash.
Shield Bash will allow players to deal more damage whenever they are shielded by an allied champion. Shield Bash will also proc when players have an overhealing shield, making Bloodthirster and Bloodline a lot more appealing for Caitlyn players.
OVERGROWTH
Players receive 5 bonus health for every 8 minions that die near them, After gaining 15 stacks (80 minions) players will receive an additional 3.5% maximum health.
Do I need to explain how overpowered that is? No? Thank you.
TRIUMPH
Players will receive 6% of missing health as well as 10 Gold every time they participate in a champion takedown. Players will experience a 1-second delay before they get their health from securing a takedown.
ALACRITY
Alacrity provides players with 3% (+ 1.5% per Legend stack) bonus Attack Speed, up to 18% when players have 10 stacks.
Securing enough kills to receive the 18% Attack Speed can be game-changing, especially if players haven’t died and thus do not have a way to access the shop.
Alacrity won’t help carry you throughout the whole game, but it will make sure that you get a few extra hits whenever you need it. Alacrity is perfect for those of you who need some extra help.
SKILL LEVEL UP RECOMMENDATIONS & TIPS ON HOW TO PLAY CAITLYN IN ARAM
PILTOVER PEACEMAKER (Q)
Sending out a linear projectile, Piltover Peacemaker costs 50 / 60 / 70 / 80 / 90 mana and can be sent out every 10 / 9 / 8 / 7 / 6 seconds.
Piltover Peacemaker deals 50 / 90 / 130 / 170 / 210 (+ 130 / 140 / 150 / 150 / 160 / 170% AD) physical damage and will deal 60% of said damage once it passes through the first enemy.
It’s important to note that Piltover Peacemaker has a cast time and while the cast time is under 1-second, it still causes Caitlyn to stand still to take her shot.
Enemies that are revealed by Yordle Snap Trap (W) will always take full damage from Piltover Peacemaker, even if they are not the first enemy champions attacked by the ability.
Due to the high amount of damage Piltover Peacemaker deals it’s a good idea to upgrade it first.
YORDLE SNAP TRAP (W)
Charing up every 30 / 25.5 / 21 / 16.5 / 12 seconds, Yordle Snap Trap grants sight of the area it is placed in. Enemy champions must step on the Yordle Snap Trap to activate it.
Upon activating a Yordle Snap Trap, enemy champions will become rooted for 1.5 seconds and will remain revealed for 3-seconds, taking 60 / 105 / 150 / 195 / 240 (+ 40 / 55 / 70 / 85 / 100% bonus AD) additional damage from Headshot.
Caitlyn can have a maximum of 3 / 3 / 4 / 4 / 5 traps in her reserve and the same number can be placed on the ground. If Caitlyn places extra traps, the oldest traps will be removed from the field.
Traps will also be removed after 30 / 35 / 40 / 45 / 50 seconds making it important to place traps regularly wherever you are fighting.
Yordle Snap Trap is by far one of the most useful abilities Caitlyn players have, especially since Caitlyn players can hide the traps in bushes.
It costs 20 mana to place a trap.
Since players receive more traps and upgraded damage from Headshot, players should upgrade Yordle Snap Traps second.
90 CALIBER NET (E)
Upon using 90 Caliber Net, Caitlyn players will recoil by 400 units. Caitlyn can use her recoil to move closer to enemies (by using it behind her) or can use it on enemies to slow them by 50% for 1-second.
Caitlyn will also deal 70 / 110 / 150 / 190 / 230 ( + 80% AP) to affected champions.
90 Caliber Net costs 75 mana and has a 16 / 14.5 / 13 / 11.5 / 10 cooldown.
Due to its short range and lack of upgrade stats, 90 Caliber Net should be maxed out last.
ACE IN THE HOLE (R)
As mentioned earlier, while Ace in the Hole sounds like a great ability, it doesn’t see much success in ARAM.
Ace in the Hole deals 300 / 525 / 750 (+ 200% bonus AD) as physical damage.
Players must lock Ace in the Hole on a chosen enemy champion and Caitlyn will stand still as she channels the ability.
The good thing about Ace in the Hole is that it has a relatively short cooldown, sitting at 90 / 75 / 60 and if players have 100 mana they should use it whenever it is off cooldown.
If the targetted enemy dies before Cailyn gets a chance to fire Ace in the Hole, Ace in the Hole will be cancelled and put on a 5-second cooldown.
GEAR BUILD FOR CAITLYN
INFINITY EDGE
Infinity Edge deals 80 Attack Damage, 25% Critical Strike Chance and also deals 25% critical damage.
More damage, more power. Infinity Edge is going to be the piece of gear that sets you apart from the other team.
BERSERKER’S BOOTS
I don’t think I have to explain this… Attack Speed Boots for an Attack Speed Queen. You can thank me later for my brevity.
RAPID FIRECANNON
Pairing up extremely well with Fleet Footwork, Rapid Firecannon provides players with a 35% bonus range (+150 range maximum) when players are Energized. Energized attacks will also deal 120 magic damage.
Rapid Firecannon provides players with 30% Attack Speed, +25% Critical Strike Chance, and +5% Movement Speed.
BLOODTHIRSTER
Bloodthirster provides players with 80 Attack Damage and 20% Life Steal.
Bloodthirster can also overheal you by converting excess health into a 50 − 350 (based on level) “shield.” Bloodthirster’s shield will decay when out-of-combat for 25 seconds.
In the situation of Bloodthirster, I kind of think of “go big or go home” and quite frankly, I’d rather have a huge chunk of Life Steal all from one item than a bit of Life Steal and some other meh stats.
PHANTOM DANCER
Providing players with 30% attack speed, 25% critical strike chance, 5% movement speed as well as providing players with ghost as well as 7% bonus movement speed for 2 seconds.
As a unique passive, players will receive a shield that absorbs 240-600 (based on level) damage decaying over 2 seconds every 90 seconds when the player’s maximum health is below 30%.
Honestly, Phantom Dancer is just a nice piece of gear to have on any quick Marksman!
LORD DOMINIK’S REGARDS/MORTAL REMINDER
Providing players with 45 attack damage and 35% armour penetration, Lord Dominik’s Regards is a tank shredder’s wet dream.
Lord Dominik’s Regards will help against enemies who have built a lot of armour, though players should be aware of if enemies are healing too fast.
If players notice that tanks are healing too much or other enemies, they may be interested in grabbing Mortal Reminder instead.
Mortal Reminder provides players with 45 attack damage and 25% armour penetration while providing players with Grievous Wounds on enemy champions for 5 seconds.
Mortal Reminder is awesome against tanks like Dr. Mundo, Nunu & Willump and Garen as they have some sexy sustain in their kits.
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