When your frontline can hold the enemy off and you can keep attacking from behind it
Hexoptics C44 makes your attacks deal more bonus damage the farther away the enemy is, up to 10% at 550 units. Your total Lifesteal is +20%, and Bloodthirster turns the overhealing from that Lifesteal into a shield. The shield is capped at 165 - 345, based on champion level. Gunmetal Greaves gives +50% Attack Speed, and each attack that hits restores 12 HP. Unlike build 2, no item here grants a dash, so this build suits attacking from behind your frontline.
Build 2DuoWin rate 53.55%Picks 6,569
Galeforce dash and Movement Speed for repositioning
When your team has little frontline and you have to reposition on your own
Galeforce's active gives you a dash in a target direction on a 60s cooldown, something build 1 does not have. After the dash, it fires 3 missiles at the lowest HP enemy near your destination, prioritizing champions. Stormrazor generates an Energized attack as you move and attack. That attack deals 120 bonus magic damage and grants 45% Movement Speed for 1.5 seconds. Immortal Treads grants 5% Omnivamp, and you deal 5% bonus damage while you have more than 50% HP.
The commentary is AI-written. It is cross-checked against this site’s item data and the official lane assignments before publishing.
Skill Order (Lv 1 - 15)
1
2
3
1
Ult
1
1
2
Ult
2
2
3
Ult
3
3
Max Skill 1 first for its strong poke and wave clear, then level your trap, Skill 2.
Caitlyn Strengths
✓Longest basic attack range of any champion
✓Strong lane control
Caitlyn Weaknesses
×Damage dips in the mid game
×Vulnerable to hard engage
Caitlyn Early Game
Use your long basic attack range and Skill 1 to harass from the start of lane and chip away at turret plates. Place Skill 2 traps in bushes and at the enemy's feet to keep the pressure on.
Caitlyn Mid Game
Once you take the first turret, rotate straight to other lanes to extend the lead. Lay traps around objectives ahead of time so the enemy has a hard time approaching.
Caitlyn Late Game
Once your crit items are complete, a single Headshot takes more than half the health of a squishy target. Hold a position where you cannot be caught and keep dealing damage from your long range.
Caitlyn Teamfights
Trap placement is the key in teamfights. Layer them on your allies' CC or block the enemy's approach routes. Keep them from reaching you and take down the frontline first.
⚠️ Common Mistakes
Playing passively and ignoring the range advantage
Caitlyn's biggest weapon is her long basic attack range. If you only farm without using it, you will struggle for damage later in the game. Harass aggressively from the early game, zone the enemy with Skill 2 traps, and take the turret plates.
Caitlyn Combos
Basic Harass
Poke from long range with Skill 1, then auto-attack from max range.
1▶
AA
Trap Combo
Headshot enemies caught in the trap from Skill 2, then follow up with Skill 1.
2▶
AA▶
1▶
AA
Escape Combo
Slow and create distance with Skill 3, then land a Headshot with Skill 1.
3▶
1▶
AA
Caitlyn Skills
This skill table was checked against the in-game text on 2026-08-15. Changes from 7.2d, 7.3, 7.3a have been applied from the official patch notes.
Passive
Headshot
Every 6 attacks fires a Headshot, dealing bonus physical damage ((60% - 90%) × Attack Damage + Critical Rate × 100% + (Critical Damage - 2) × Critical Rate × 100% × Attack Damage; 60% - 90% scales with level). Trapped or netted enemies trigger a Headshot that has double range.
Attacking from brush builds Headshot twice as fast.
Skill 1
Piltover Peacemaker
⏳ 9s
Fires a narrow piercing bullet that deals physical damage (50 + 125%AD). Hitting an enemy expands the bullet, but reduces subsequent damage by 40%.
Always deals full damage to trapped or netted enemies.
Details
LVL 1
LVL 2
LVL 3
LVL 4
Cooldown
9
8
7
6
Cost
50
60
70
80
Base Damage
50
100
150
200
AD
125%
145%
165%
185%
Skill 2
Yordle Snap Trap
⏳ 0.5s
Sets a trap that enemy champions can spring, immobilizing them for 1.5 seconds and Revealing them for a short duration.
Traps last for 30 seconds and 2 can be active at once. Headshots against trapped enemies deal 40 bonus physical damage (40 + 30% bonus AD).
Details
LVL 1
LVL 2
LVL 3
LVL 4
Traps
2
3
4
5
Charge Time
25
20
15
10
Headshot Bonus Damage
40
90
140
190
Skill 3
90 Caliber Net
⏳ 16s
Launches a net, knocking Caitlyn backwards. The net deals 70 magic damage (70 + 80%AP) and slows by 50% for 1 second.
Details
LVL 1
LVL 2
LVL 3
LVL 4
Cooldown
16
14
12
10
Base Damage
70
120
170
220
Ult
Ace in the Hole
⏳ 65s
Lines up the perfect shot, Revealing an enemy champion for 1.5 second(s) before dealing physical damage equal to (250 + 100% bonus AD + 20% of their missing HP) × (1 + Critical Rate × 30% + (Critical Damage - 2) × 30% × Critical Rate). Enemy champions can intercept the bullet before it hits their ally.
60% - 100% (Based on level) → 60% - 90% (Based on level)
Our take
Attack Speed per level drops from 0.04 to 0.025, so she gains less Attack Speed from levels alone. Headshot's ratio now tops out at 90% instead of 100% at max level, while the level-1 value stays at 60%.
Six more base Attack Damage, and both Headshot and Ace in the Hole now read Critical Damage, so crit buys ability damage as well as auto-attack damage.
A Headshot on a trapped enemy adds 190 plus 30% bonus AD at rank 4, making it far more worthwhile to shoot something standing in a trap.
From 7.3 each champion carries their own Attack Speed ratio. Caitlyn sits at 0.625.
Damage50%-100% AD by level + 125 × crit chance → 60%-110% AD by level + 200 × crit chance
Yordle Snap Trap
Recharge27/22/17/12s → 25/20/15/10s
Our take
Caitlyn was short on late-game damage and on map control from her traps. The crit-chance coefficient rises from 125 to 200, so stacking crit pays off far more, and two seconds off every trap recharge lets her keep replacing them mid-fight.
The gap widens with every level, so this compounds rather than showing up immediately. Caitlyn's opening trades feel the same, but from the mid game onward her auto attacks hit harder before her items come online. For a champion who wins by attacking from outside everyone else's range, that extra damage matters most when chipping at a tower or holding an objective.