The Battle Mistress
Sivir is played as an AD Carry
Sivir is a fast-pushing, utility AD Carry that, while having low range, has the ability to increase her movement speed as well as the movement speed of her teammates, as well as having a spellshield to absorb an ability, restoring her mana, giving her a level of safeness, not counting the safety she can gain by simply pushing the wave away from her and ejecting herself from the situation. However, Sivir has some weaknesses and issues that put her in a bad situation at times, let's talk about those.
Passive – Fleet of Foot
Sivir gains a short burst of Movement Speed when she attacks an enemy champion.
Q – Boomerang Blade
Sivir hurls her crossblade like a boomerang, dealing damage each way.
W – Ricochet
Sivir's next few basic attacks will bounce to nearby targets, dealing reduced damage to secondary targets.
E – Spell Shield
Creates a magical barrier that blocks a single enemy ability cast on Sivir. She receives Mana back if a spell is blocked.
R – On The Hunt
Sivir leads her allies in battle, granting them a surge Movement Speed for a period of time. Additionally passively grants Sivir bonus Attack Speed while Ricochet is active.
It's not hard to outrange Sivir, it's actually difficult to NOT outrange Sivir, picking a champion that does so will force her onto the backfoot.
Make sure that you have a "Fodder" ability for her spell shield, or don't need abilities to kill her, before you extend to for kill.
Do not underestimate Ricochet damage, it adds up quickly.
If you dodge her boomerang blade, that's your chance to trade relentlessly. It has a long cooldown, and most Sivirs will max it first.
Don't leave your turret unattended. Sivir will kill it.
Vayne doesn't really use abilities, that effect enemy champions except for Condemn, which leaves Sivir spellshield seeming lackluster. Also, she outscales Sivir and has fifty extra range on her, meaning that in this lane, Vayne gets to scale. A positioning error from Sivir also typically means she'll eat a Silver Bolts proc.
Outscales Sivir, and is autoattack reliant for the most part, thanks to his HP shred.
Autoattack reliant, and can just wait for her to activate the spell shield, before he activates contaminate. He can even increase his autoattack range, from 550, which is still longer than hers.
Obligatory Draven inclusion. He's autoattack reliant and does way more damage than her, and can just bully her all around the lane, and kill her if she makes a mistake.
Build armor, a Frozen Heart is good, since it'll somewhat negate the additional attack speed she gets from activating Ricochet, otherwise health and armor is as good as it gets.
The Headsman's Pride
Urgot is played bot and occasionally mid
Urgot is a champion who has become something of a meme thanks to his disuse, however he does bring things to the table. High early-mid game damage, tankiness and a unique ultimate that brings CC and mispositions an enemy, effectively Insec-ing them at the press of a single key.
However, despite that he has glaring and obvious weaknesses, as do most champions that were designed in his era of League of Legends, and today we'll be looking at those flaws and uncovering how to defeat him.
Passive – Zaun Touched Bolt Augmenter
Urgot's basic attacks and Acid Hunters reduce his targets' damage by 15% for 2.5 seconds.
Q – Acid Hunter
Urgot fires an Acid Hunter missile that collides with the first enemy it hits, slowing the target if he has his Terror Capacitor up. Acid Hunter missile-locks on enemies affected by Noxian Corrosive Charge.
W – Terror Capicitor
Urgot charges up his capacitor to gain a shield. While the shield is active, Urgot gains slowing attacks.
E – Noxian Corrosive Charge
Urgot launches a corrosive charge that damages enemies in an area and reduces their Armor.
R – Hyper Kinetic Position Reverser
Urgot charges up his Hyper-Kinetic Position Reverser, swapping positions with the target and terrifying nearby enemies for 1.5 seconds. His target is suppressed for the duration of the channel. He gains Damage Reduction during and after the swap
Dodge the Noxus Corrosive Charge at all costs, Urgot loses a lot of potential damage if he has to aim the acid hunter.
Urgot is an AD Caster, which means that without his abilities he's far less effective. If his abilities are down (Namely his shield) you can punish him for it.
Urgot has to buy a tear, punish him for that power trough.
If worst comes to worst, just play the lane respectfully and wait for the mid-late game to come. Urgots damage falls off the later the game goes on.
When an Urgot uses his ultimate, use that time to kill him. Supressing someone else is also like stunning oneself in the way that you cannot move or cast other abilities.
Spell Shield the Corrosive Charge and dodge acid hunters or stand behind minions. Your spell shield is good against AD Casters, and Urgot is an AD Caster.
Bard can stun/slow him with his binding or simply prevent him from using his ultimate with his own ultimate. Bard also has the ability to heal any damage with his shrines.
He can never do damage to Soraka's laning partner as long as said partner doesn't run headlong into acid hunters.
Armor and health is what has value against him. QSS is good to stop his ultimate.
The Arrow of Retribution
Varus is played as an AD Carry and midlaner
Varus is a marksman with long range abilities and a slightly longer than normal range. He has CC in both his E and ultimate which is supposed to make up for his lack of defensive stats and mobility. Varus can do a lot of damage with his passive and abilities which stacks blight on targets, which his abilities can consume to do extra damage, causing extreme amounts of pain for anyone who's unlucky enough to get stacked and catch an arrow from him. However, despite his high damage he can still be beaten, and rather easily in comparison to a lot of the champions in the game.
Passive – Living Vengeance
On kill or assist, Varus temporarily gains Attack Speed. This bonus is larger if the enemy is a champion.
Q – Piercing Arrow
Varus readies and then fires a powerful shot that gains extra range and damage the longer he spends preparing to fire.
W – Blighted Quiver
Varus' basic attacks deal bonus magic damage and apply Blight. Varus' other abilities detonate Blight, dealing magic damage based on the target's maximum Health.
E – Hail of Arrows
Varus fires a hail of arrows that deal physical damage and desecrate the ground. Desecrated ground slows enemies' Movement Speed and reduces their self healing and regeneration.
R – Chain of Corruption
Varus flings out a damaging tendril of corruption that immobilizes the first enemy champion hit and then spreads towards nearby uninfected champions, immobilizing them too on contact.
Varus is an immobile champion, that means that picking someone with mobility gives you an edge over him. Running in or away is easier, since he has no way to chase or flee.
Varus is an AD Caster, when one of his abilities (His Q) is down, punish him for it if he missed you with it.
Varus's Q is his main ability and it costs a lot of mana. If you can force trades and cause him to use it and whiff it, or decrease the damage it does by standing in minions, you can get an extreme pressure advantage on him.
Dodge. Varus loses 9/10 duels if you manage to dodge any one of his abilities, as he has no auto attack steroids and is extremely dependent on landing them to do any extreme amount of damage.
Varus is easy to engage on and dies very quickly when it happens. If you have/are playing an engage support, engage on him mercilessly, given that one of his biggest plus sides is that he can do damage from range. Closing in on him is a death sentence.
She has constant pressure on him and will stun him for so long he'll never even be able to stealth to run away. She can also totally deny his teamfight strength by starting a stunlock combo with her ultimate.
Sivir can just deny one of his abilities, totally ruining duels for him, and, with the right support, can engage on him and tear him apart. She also makes ganks nigh inescapable for him with her ultimate.
If Blitzcrank lands a pull on Varus, Varus just dies. There really isn't anything to say. At best he has a wall to flash over, but even then, he has no other way to run away. Also Silence.
Armor and health, QSS if you're worried about his ultimate. There's no need for a thornmail unless you REALLY just need the 100 extra armor, otherwise buying a GA actually has a pretty heavy return since his quiver causes magic damage.
The Plague Rat
Twitch is played as an AD Carry
Twitch is an AD Carry and one of the few with the assassin designation as well. He has the ability to stack damage on targets by poisoning them with his basic attacks as well as his venom cask, can increase his range with his ultimate and, perhaps the most unique of his abilities, is that he can turn invisible, allowing for ganks and roams from the AD Carry, making him a total terror if he's ahead. Still despite his strength, he still has extremely exploitable weaknesses, that we'll be looking at today to figure out how to beat him.
Passive – Deadly Venom
Twitch's basic attacks infect the target, dealing true damage each second
Q – Ambush
Twitch becomes Camouflaged for a short duration and gains Movement Speed. When leaving Camouflage, Twitch gains Attack Speed for a short duration.
When an enemy champion with Deadly Venom dies, Ambush's cooldown is reset.
W – Venom Cask
Twitch hurls a cask of venom that explodes in an area, slowing targets and applying deadly venom to the target.
E – Contaminate
Twitch wreaks further havoc on poisoned enemies with a blast of his vile diseases.
R – Rat-A-Tat-Tat
Twitch unleashes the full power of his crossbow, shooting bolts over a great distance that pierce all enemies caught in their path.
Immobile and squishy, Twitch hates dealing with engage supports like Thresh and Leona, get kill pressure on him and he'll find himself in trouble.
If Twitch tries to run away, keep damaging him, his invisibility takes a long time to trigger if he's taking damage.
Try and keep Twitch pushed beneath his tower, if you can do so safely. A good Twitch will try and find opportunities to gank others given the chance, denying him the ability to do this will save your team some headache.
Do not disrespect the damage increase from Twitches ultimate. If he activates it, he becomes a powerful duelist and teamfighter. When in doubt, disengage.
He can just outtrade him every time they fight, thanks to his Q. A Draven that catches his axes will simply annihilate a Twitch.
Punishment central, at least until six. A Caitlyn can punish and zone a twitch really hard thanks to just how squishy he is, and how strong she is early. Not to mentiont hat she can make stealthing a little more difficult with traps.
She has constant pressure on him and will stun him for so long he'll never even be able to stealth to run away. She can also totally deny his teamfight strength by starting a stunlock combo with her ultimate.
Pretty much the same as Akali, except he has a magic shield to stop him from getting damaged to much and pushed out of lane, and he has extreme roaming power of his own.
Armor, health and vision is how you itemize against Twitch. Frozen Heart is a worthy pickup since most of his damage comes from auto attacks, and a thornmail for the same reason.
The Yordle Gunner
Tristana is played as an ADC
Tristana is a mobile hypercarry marksman with an extreme hatred for enemy towers and anything near them. She annihilates structures quickly, and in the late game, annihilates champions even faster. She has continuously growing range and the ability to peel for herself using her ultimate. Despite all of these strengths, she does have some weaknesses that I'll teach you how to exploit to bring her down.
Passive – Draw a Bead
Increases Tristana's Attack Range as she levels
Q – Rapid Fire
Tristana fires her weapon rapidly, increasing her Attack Speed for a short time.
W – Rocket Jump
Tristana fires at the ground to propel her to a distant location, dealing damage and slowing surrounding units for a brief period where she lands.
E – Explosive Charge
When Tristana kills a unit, her cannonballs burst into shrapnel, dealing damage to surrounding enemies. Can be activated to place a bomb on a target enemy that explodes after a short duration dealing damage to surrounding units.
R – Buster Shot
Tristana loads a massive cannonball into her weapon and fires it at an enemy unit. This deals Magic Damage and knocks the target back. If the target is carrying the Explosive Charge bomb, the bomb detonation radius is doubled.
Tristana's jump is coded as a dash, any CC that hits her will still be activated, and will cancel the jump, such as Thresh's Flay or Blitzcranks Rocket Grab.
Tristana has a rough time farming under turret thanks to her E's passive, if you can push her under her turret you can get an easy CS lead.
Alternatively, Tristana passively pushes, so if you want to let her push, you can easily set up ganks on her by correctly timing your CC.
If you have the health, and your tower has the health, you can stand near the explosion of her charge to take some damage and cause the tower to target her, this is especially good for setting up ganks, as most Tristanas will burn their jump to get out of range.
Ah, I hate using this guy. He feels like a band-aid "Can't think of a Counter? Use Lucian, he can do anything." All that aside, Lucian can be a strong pick into Tristana, as long as he times his aggression correctly he can do extreme burst to her and send her packing.
She gets outscaled very late, but early, you can dominate her. You outrange her something serious, and can push her under her tower without much effort, forcing her behind in CS and pressure.
Thresh can just deny her any chance of escape. Flay or hook her out of her jump and box her in. Pull in your jungler and flay her as she begins her jump, pull in your midlaner to join the party instead, as long as you have the timing to flay her, you have nothing to worry about.
Armor and Health is important, Frozen Heart is a great pickup, as it'll slow her attack speed from her Q. Otherwise Randuins is a great pickup or Thornmail, if you have the health pool for it, since all of her damage comes from auto attacks.
The Iron Revenant
Mordekaiser is such a rare champion that the few one-tricks that play him can play him anywhere except support.
Mordekaiser is a really weird champion. This latest iteration was Riot’s attempt to recreate the meta by building him into a botlane juggernaut, so he has a bunch of odd features like the ability to control Dragons, gain extra experience when with a support and building Relic Shield first. Unfortunately, he’s not a good bot laner and will lose in the vast majority of cases, which leads to him mainly being played top. This means he doesn’t get to benefit from any of his gimmicks. He’s just relegated to the list of forgotten champions.
Mordekaiser is a juggernaut who has good dueling skills and good pushing power.
Unfortunately, he’s really easy to take control of. In this guide, I’ll teach you how to become the master in any lane he’s in.
Passive – Iron Man
Mordekaiser has a shield which fills up whenever he deals damage, and depletes over time.
Q – Mace of Spades
Mordekaiser’s next 3 basic attacks are empowered, dealing extra magic damage. His third attack deals 2 the amount of damage.
W – Harvester of Sorrow
Passive: Mordekaiser gains bonus experience when he has another player in his lane.
Active: First cast: Mordekaiser selects a friendly unit. For the next 4 seconds, they gain bonus movement speed when moving towards one another and dealing extra magic damage in an AOE field if they’re close enough.
Second cast: Mordekaiser deals magic damage to all enemies nearby and heals himself and his ally based on how many enemies were hit.
E – Siphon of Destruction
Mordekaiser deals magic damage to all enemies in a cone in the target direction. He gains extra shield for Iron Man for each enemy hit.
R – Children of the Grave
Passive: If Mordekaiser kills or assists in the killing of a Dragon, he can create a ghost of them.
Active: Mordekaiser places a curse on an enemy champion. For the next 10 seconds, they are dealt magic damage each second and Mordekaiser is healed. If the champion is killed, Mordekaiser takes control of their ghost, which can be used to deal damage.
Mordekaiser heals a lot if he hits you with his W. Stand away and he won’t be able to heal as much.
Mordekaiser does well in sustained fights, but does poorly against burst.
If Mordekaiser has his ult on you, move away from the fight, because it’s when he’s at his strongest. He can turn skirmishes around by deleting you and giving his team an additional champ.
Mordekaiser’s E is how he stacks most of his shield.
Mordekaisers will usually max W, which gives him a huge heal. Don’t be baited.
Mordekaiser has no CC of any sort, so he’ll usually buy a Rylai’s or Hextech Gunblade.
Mordekaiser has no mobility and is easily kited.
You outdamage him and are more useful in midgame. You’re a better dueler. You basically do everything he does but better.
You outtrade him. Don’t let him get near the minion wave.
You can harass him constantly with your auto attacks and blind him on his 3rd Q.
Build damage against Mordekaiser. In most cases, you’ll be able to kill him easily. Boots of Swiftness are also good against him, as he’ll generally build a Rylai’s.
Lucian is played as a marksman.
Legends are told of the Lucian level 2 powerspike. Some say that in ancient times, Lucian was considered a mortal man. Then the gods blessed him with buffs, and he became the terror on the Rift that he is today. Others say that Lucian falls and grows with the seasons, changing with every new patch but never truly becoming weak. Others merely tremble in fear at the memory of Lucian’s peak.
Lucian is a marksman who has a good amount of mobility and deals most of his damage with spells. He has a strong early game, but doesn’t do as well during teamfights in midgame. His lategame is quite fierce, although not quite at hypercarry level like Vayne or Kog’Maw.
During his peaks, Lucian is one of the champions you’ll see most in the bot lane, as he’s just really fun to play. You need to know how to harass him in his power troughs. In this guide, I’ll be teaching you how to send this hunter back to his wife.
Passive – Lightslinger
After using an ability, Lucian’s next basic attack shoots twice, dealing reduced damage on the second shot.
Q – Piercing Light
After a short delay, Lucian fires a laser in the direction of the target enemy, dealing physical damage to all enemies hit by the laser.
W – Ardent Blaze
Lucian fires a shot that explodes in a cross pattern, dealing a small amount of magic damage and marking the targets. If Lucian or allied champions deal damage to the marked target, Lucian gains bonus movement speed.
E – Relentless Pursuit
Lucian dashes a short distance. The cooldown of this ability is reduced each time Lucian lands Lightslinger.
R – The Culling
Lucian fires shots for 3 seconds in a target direction, dealing physical damage to the first enemy hit. While the Culling is activated, Lucian can’t basic attack or use any damaging spells, but can use Relentless Pursuit.
Lucian has a very strong level 2 power spike.
Lucians who build a crit build will have a very ineffectual midgame presence, as most of Lucian’s damage comes from his abilities, which is something crit doesn’t benefit much.
Lucian can often cast Relentless Pursuit multiple times in a teamfight, depending on how often he manages to hit his Lightslinger on enemies. Don’t chase him thinking that he won’t have it up.
The Culling has a decently long range, so if you try to run away, he can try to execute with the ability. He can’t change the direction of the ability, so keep running in a path horizontal to the bullets.
Ardent Blaze does a very small amount of magic damage. Don’t worry about building magic resist against Lucian.
Lucian has a relatively short range, which means he has to come closer to fights in order to do damage.
Lucian’s Piercing Light can actually be dodged, because it’s a skillshot.
You outrange him with your ult, and have a stronger mid-late game. In the early game, you are slightly weaker, so wait until you hit 6 to fight. During midgame, roam around with your invisibility.
You have a far longer range, so can harass him constantly when he tries to farm. Whenever he dashes at you, use your net and he’ll be caught in a world of pain.
You have more burst at early levels, but a weaker lategame. Trinity Force is a far faster power spike than essence reaver. Try to get an aggressive support and treat your character as an assassin. Roam to other lanes when you have your Package ready.
Lucian is a spellcaster marksman who deals primarily good burst in early game, so health is very important, and armor as well.
The Mouth of the Abyss
Kog'Maw is played Bot
There’s nothing like the feeling of getting destroyed by someone you can’t reach. You may be wandering the jungle, low on health, only to be sniped by a stray Kog’Maw ult. Or you could be at the forefront of a teamfight, desperately trying to reach their backline, only to watch amazed as your healthbar melts away. Or you could be cornered into Baron pit, sighing as Azir walls you in and Kog’Maw demolishes you.
One day, you might finally reach up to Kog’Maw. You gaze down at him, salivating at finally being able to catch this creature. You hit him down for the last tick of his health and are content. Then you die. You forgot his passive.Kog’Maw is the marksman with the longest range in the game. He’s meant to be a backline turret, dealing tons of damage, but dying quickly if you reach him. Behind a strong frontline, he’s impossible to kill. However, if you do reach him, you still have to avoid his passive killing you!
I’m going to teach you how to destroy this critter in lane so that he doesn’t destroy you in the rest of your life.
Passive – Icathian Surprise
After dying, Kog’Maw can walk around for 4 seconds. He then explodes, dealing true damage to all nearby enemies.
Q – Caustic Spittle
Kog’Maw shoots a glob of spit which deals damage to the first enemy it hits and reduces their armor and magic resistance for 4 seconds.
W – Bio-Arcane Barrage
For 8 seconds, Kog’Maw gains bonus attack range and deals bonus magic damage on-hit.
E – Void Ooze
Kog’Maw spews a ball of ooze, slowing all enemies on it and dealing damage. If enemies stay on the ooze, it lasts longer.
R – Living Artillery
Kog’Maw launches a ball of acid into the air, which then drops on a target location. If it hits an enemy, it reveals them and deals damage that increases on enemies with low health.
Kog’Maw is very weak when caught out. He needs to be behind a frontline, or partnered with a support. If you seem him alone, assassinate him.
Kog’Maw has no mobility. Using champions like Jarvan IV or Anivia to wall him off works very well.
Kog’Maw relies on Flash to get out of sticky situations. When it’s down, you should engage on him.
Kog’Maw’s Bio-Arcane Barrage does magic damage based on maximum health, which means he can shred tanks quite effectively. Dodge the Caustic Spittle in order to stop him from demolishing you if you’re a tank.
In lane, Kog’Maw has a fairly strong level 2 power spike. If you want to get an early kill, wait until you have a few levels.
Kog’Maw is very susceptible to ganks, but be wary about diving him. His Void Ooze has a considerable slow attached, so you may be stuck under the turret.
Kog’Maw’s ultimate reveals you, so if you duck into a bush he’ll still be able to see where you are.
You outrange him at early levels, and with a strong CC support like Alistar, you can perma-CC him until he dies. Push him under turret, then harass him there.
You can burst him down. Once you hit 6, your ultimate is far stronger than him. Play very aggressive, or he’ll be stronger than you in the late game
You can stun him, dodge some of his attacks with invisibility, and can burst him. Wait until 6 to trade heavily. Go for the crit Vayne build (Infinity Edge, Statikk Shiv) in order to one-shot him.
Kog’Maw does a mixture of physical and magic damage, although he’s primary physical. Items like Guardian’s Angel work well at countering him. If he executes you with his ult, you can just respawn. Items that can slow his attack speed are also quite strong, like Frozen Heart or Randuin’s Omen. Finally, items like Rylai’s or Frozen Mallet can help you keep him in a place where your team can kill him.
The Sherrif of Piltover
Caitlyn is primarily played as an AD Carry
Caitlyn is long range Marksman with high damage potential in the late game and a strong laning phase. Caitlyn has the potential to increase the power of her Yordle Snaptraps and 90 Caliber Net which gives her free 'Headshots' onto any target that activates them, as well as increasing her range until she lands the headshot or the passive wears off. Caitlyn has the ability to pressure opponents with her ultimate, Ace in the Hole, which forces a reaction, or causes the opponent to take a chunk of damage, or kill them in the case of low health.
Passive – Headshot
Caitlyn's next basic attack against enemies rooted by Yordle Snap Trap or slowed by 90 Caliber Net gains 650 bonus range and deals bonus physical damage, modified to 150% AD versus non-champions.
Additionally, Caitlyn permanently gains 10% bonus attack speed and her regular basic attacks each generate a stack of Headshot, doubled when attacking from brush, granting her next basic attack the same bonus physical damage at 6 stacks, though this does not benefit from bonus range nor is it consumed on other instances of Headshot.
Q – Piltover Peacemaker
After 1 second, Caitlyn fires a projectile in the target direction that deals physical damage to the first enemy it passes through, after which it expands in width but deals only 67% damage to all enemies it passes through thereafter.Enemies revealed by Yordle Snap Trap always take full damage from Piltover Peacemaker.
W – Yordle Snap Trap
PASSIVE: Caitlyn periodically stores a charge of Yordle Snap Trap, up to a maximum amount stored at once.
ACTIVE: Caitlyn sets a trap at the target location that arms after 1.1 seconds and lasts up to 90. After the maximum amount of traps is laid down, deploying another immediately destroys the oldest one.
Enemy champions who step on a trap set it off, rooting them for 2 seconds, during which they take increased damage from Headshot, grant true sight of themselves for 9 seconds, and become immune to Yordle Snap Traps for 4 seconds while they remain in the area.
E – .90 Caliber Net
Caitlyn fires a net and dashes in the opposite direction, dealing magic damage to the first enemy hit and slowing them by 50% for 1 second.
R – Ace in the Hole
After a brief delay, Caitlyn locks onto a target enemy champion and channels for 1 second. At start of the cast, Caitlyn gains true sight of the target.
If Caitlyn completes the channel, she fires a homing projectile toward the target that deals physical damage to the first enemy champion it hits. Other enemy champions can intercept the shot.
As a tank, step on Caitlyns traps when she's far away, this way she won't get any use out of them later, this can save a squishy who loses track of their positioning during a siege.
Caitlyns poke is dangerously powerful, but she has a hard time when she gets engaged on. If you see a Caitlyn, look to use reliable point and click CC to keep her in place and engage on her, don't leave things to chance of skillshots, there's a chance she can E out of danger.
Caitlyn has a mid-game power dip if she isn't absurdly ahead of everyone already, you can use this time to catch her out of position, as she'll likely be farming side lanes and lone waves to try and accelerate through this power trough
Caitlyn knows what it feels like to be made second best in her field, when Jhin hits the rift. At 6 he can kill her from half health if he lands all of his ultimate shots, and he'll always outrade her if he has his fourth bullet up, even if she has a Headshot ready. He just really makes her life hard.
Leona can engage on Caitlyn really easily, and that's not what she wants. Her sunlight passive makes for an absurd amount of damage with any AD Carry, and there's no way she can really fight back once she gets engaged on. It's just a bad situation for her.
She can engage on Caitlyn herself, and can solo kill her by ulting and popping her Q if at max stacks. She's made even stronger if couple with a support that has reliable CC, like a Leona.
Early it's pretty rough for Twitch. After Ghostblade and level six he starts to outscale her. Then he reaches this point where he can turn invisible and assassinate her as well as her entire team, and he outranges her when he ults, totally invalidating her for seven seconds.
You get a lot of value from Randuins, since Caitlyn stacks critical strike all the time and Randuins decreases the damage you take from it, as well as her headshoits. Frozen heart is a good buy as well, since stacking critical strike means stacking attack speed as well, and Frozen Heart cuts that attack speed. Dead Man's Plate is good if you have a hard time getting onto her, or are playing a champion without a gapcloser, but more often than not, Randuins is the better buy, same cost, better stats.