Thứ Sáu, 13 tháng 1, 2012

[guide]-cailtlyn

RUNES>
9 Greater Mark of Strength
9 Greater Seal of Resilience
9 Greater Glyph of Alacrity
3 Greater Quintessence of Strength


SKILL ORDER>
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Headshot (Passive)
Piltover Peacemaker X X X X X
Yordle Snap Trap X X X X X
90 Caliber Net X X X X X
Ace in the Hole X X X
ITEM BUILD>
Opener:

boots-of-speedhealth-potion3 For soloing top or mid

dorans-blade For duo laning bottom


Early game goals:

dorans-bladex2berserkers-greaveszealbf-sword

Buy your B.F sword early if you manage to farm that well, but generally speaking you want to get the 2 Doran's blades early on for lane dominance, then whatever you can afford past that point.



Mid game goals:

the-bloodthirsterphantom-dancer

An alternative is Infinity over BT, while that path offers greater DPS output, it has no sustainability. Meaning if you get low in a fight, you're going to be running instead of doing DPS. If the enemy team doesn't have many divers, and you know for a fact that good positioning is enough to save your neck, then Infinity is the way to go, but very seldom do you actually encounter such a team.



Late game goals:

infinity-edgelast-whisperquicksilver-sash

Pretty obvious.


Introduction
Caitlyn is a very solid and standard AD carry, her greatest strength is that there is nearly no possible way to stop her from farming early on because of her insanely long attack range. Her greatest weakness is that all her abilities have significant cast times, making them not as attractive to cast late-game.
Masteries
21/0/9 since Caitlyn is mana-starved, and she doesn't really need defensive stats in the laning as much as others phase due to her range.
Red - Flat AD - Important to last hit
Yellow - Armor too good for trades
Blue - Flat MR - You can also run Attack speed to harass harder in lane.
Quints - Flat AD - Best in slot
Summoner Spells
[summoners/exhaust.png][summoners/flash.png]

Explanation:


Ghost Flash is also viable, as always.

Exhaust makes fighting certain divers more manageable, and can also handle jungle ganks as well as Ghost. It also makes dueling late-game AD vs AD a breeze, in the case that they run Ghost Flash.

Flash is a necessary tool to make plays and manage situations.
Skills
[skills/caitlyn/p.png] Passive: Headshot

Every 8 / 7 / 6 attacks (at level 1 / 7 / 13) (attacks while in brush count as 2), Caitlyn will fire a headshot, dealing either 150% damage to a champion or 250% damage to a minion.



Explanation:


Caitlyn's passive is very straight forward; bonus damage. It's obviously good.

The bonus damage helps a lot if you're soloing top or duo laning bottom. It also allows Caitlyn to get red/blue buff in a timely manner.



[skills/caitlyn/q.png] Q: Piltover Peacemaker

Caitlyn revs up her rifle for 1 second to unleash a penetrating shot which deals 20 / 65 / 110 / 155 / 200 (+130% Attack Damage) physical damage (deals 10% less damage to subsequent targets, with a maximum loss of 50%).

Explanation:


Piltover is a great nuke, wave clearer and poking tool, but the cast time on Piltover is insanely long. This means that it's always a great farming tool, and like all other nukes, scale very well early-mid game, however late-game it's generally a mistake to use Piltover instead of auto attacking for DPS.
It's very important to recognize when Piltover damage falls behind your auto attacks.



[skills/caitlyn/w.png] W: Yordle Snap Trap

Caitlyn sets up to three traps to find sneaky yordles, which trigger on champions. When sprung, the trap immobilizes the target, reveals them for a short duration, and deals 80/130/180/230/280 (+80% of ability power) magic damage over 1.5 seconds.

Traps last for 4 minutes.

Cooldown 20/17/14/11/8

Cost 50 mana

Range 500


Explanation:


Snap Traps are one of the more interesting skills on an AD carry, it has a lot of uses and can really set apart the good Caitlyn players from the best.

Can chain snare off things like Warwick ult and GA.
Can cover areas at level 1.
Can zone players in lane and at towers.
Can randomly spot ganks and player positioning on the map.




[skills/caitlyn/e.png] E: 90 Caliber Net

Caitlyn fires a net to slow her target by 50% for 1/1.25/1.5/1.75/2 seconds. This deals 80/130/180/230/280 (+80% of ability power) magic damage and knocks Caitlyn back.

Cooldown 18/16/14/12/10 seconds

Cost 75 mana

Range 500


Explanation:


One of the slowest animations on an escape ability.
Can setup a Piltover.
Great for traversing certain thin walls.
Can combo with Flash.


[skills/caitlyn/r.png] R: Ace in the Hole

Caitlyn takes time to line up the perfect shot, dealing 250 / 475 / 700 (+2 per attack damage) physical damage to a single target at a huge range. Enemy champions can intercept the bullet for their ally.

Cooldown 90/75/60 seconds

Cost 100 mana

Range 1900/2050/2200


Explanation:


Her ultimate does a lot of damage, however again, has huge cast time. The best times to use it to either poke(in lane, or before fights), or to finish off an injured opponent.

At level 11, the base damage increases from 250 to 475, which is a HUGE deal, if you can hit that critical level 11 before a fight happens for dragon, it may make all the difference. The same applies to level 16, however at that point the 225 damage increase matters less(due to champion armor, hp, etc).



Skill Order
Back To Top ^
Q first, pretty obvious.
W second, lower cooldown on traps is huge for fights that drag on in the jungle, and just for lane dominance in general.
E last, one level at 4 is enough to escape most situations.
R whenever, obvious.
Early Game
Back To Top ^Farm to the best of your ability. Use your range and traps to your advantage, zone them and harass if possible. Try and not to spam Piltovers, your mana is precious and also it is generally a disadvantage to have your lane pushed. If you are low on HP, try and clear the wave with Piltover before returning to base. At level 6, its generally good practice to ult whoever you're laning against, to harass and also test damage.
Mid Game
Back To Top ^
As an AD carry at this point, it is still your priority to farm. It is late-game where you shine thus do not confuse mid-game with late-game. If you start to be too active with too few items you will not be able to achieve too much and also hurt your farm and scaling during late-game.

If your team attempts to do Dragon at this point, it's important you have 3 traps setup at critical bush positions.
Late Game
Back To Top ^
Supposing you have farmed very well, it is now where you truly shine. You should be actively staying with your team and doing as much damage as you possibly can in team fights while staying alive.
Team Fights
Back To Top ^
Positioning is key for any AD carry. You must know where you can stand to do as much auto attack damage as possible while staying away from the threats of the enemy team. Knowing who to focus is also very important; sometimes your best focus is their tank, however if any squishy comes into a "safe" range for you to attack, you should also be acute enough to switch instantly.    

================

0 nhận xét:

Đăng nhận xét