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All Guides Camille Guides [6.24]The Camille Compendium(COMING MON. or TUES THIS WEEK)
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2 years ago
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Camille Statistics for NotASloth

Author's performance with Camille compared to the ranked average.

Value
Average
Games Played
3
7
Win %
33
40
Kills
4.7
5.3
Assists
3.0
6.1
Deaths
6.3
6.6
KA:D Ratio
1.2
1.7
Gold Earned
10.2K
10.3K
Creep Score
117.3
145.4
Average

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  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

The obvious one-
4.png- Ayyyyyyy, the summoner that most champions have to pick because Riot decided not to get rid of it.

Top Lane - 
12.png- Teleport is also a standard pick for the island of Top Lane. I recommend this once you become more familiar with Camille.

3.png - With Camille being such a strong duelist already, Exhaust makes it where you can whiff your wall jump stun, not get the true damage from Precision Protocol, Tactical Sweep the wrong direction, Flash in place and STILL be able to 1v1 the opponent while smashing your face into your keyboard. If you think you'll have trouble in a match up or want a free lane, pick this over TP. Your team might hate you for it, but you'll have more fun :^)

Jungle - 
11.png- You can't survive in the jungle without jungle items -> can't buy jungle items without smite -> pick smite
Calcu-mutha-fuckin-lations

New Runes Back to Top

Masteries Back to Top

WARLORDS vs FERVOR


So patch 6.24 has buffed Fervor a noticeable amount, so we're back to the "Warlords vs Fervor" debate. Personally, i'm thinking the new Fervor change, along with Camille being able to reset her AA with Q multiple times, might make Fervor a stronger option. Getting an extra 64 AD late game with the combo AA -> Q -> AA -> Hydra enables her next AA -> Q(true damage) will heavily increase the true damage part to the attack, as it scales with AD.

However, being able to attack so much makes Warlord's is a strong option for any duelist so i'll make the change after some time has passed and Camille's build gets more refined. For now, i'll put up my first iteration with Warlord's and see if Fervor is better as season 7 starts.

For Jungle, go 18/12/0 going Savagery -> Runic Affinity -> Merciless -> Green Father's Gift for early help in the first clear before Tiamat and longer buff durations

Abilities Back to Top

Q
E
W
Q
Q
R
Q
E
Q
E
R
E
E
W
W
R
W
W
Passive
Q
1
4
5
7
9
W
3
14
15
17
18
E
2
8
10
12
13
R
6
11
16
*Images and Text used from LoL wiki's page on Camille*

TL;DR MAX ORDER 
R > Q > E > W

Adaptive Defenses
STATIC COOLDOWN: 20 / 15 / 10
Adaptive Defenses

INNATE: Camille's next basic attack against enemy champions is periodically enhanced to shield her for 20% maximum health from either exclusively physical damage or magic damage, based on which type would mitigate the most damage from her target's damage.

 [show


Passive - THIS. IS. SO STRONG. For Top Lane, go for trades when your passive is up to essentially get free damage in. Be careful for the early game, as the type of damage it blocks maybe "off" for mage champions. Explained further below in *Tips and Tricks*. For jungle, having an extra 20% health when ganking makes it where you can dive further and still make it out alive, though it's cooldown is low enough where you shouldn't ever NOT have it when you gank. Just too good.

Precision Protocol
COST: 25 MANA
 
COOLDOWN: 9 / 8.25 / 7.5 / 6.75 / 6
Precision Protocol

ACTIVE: Camille's next basic attack deals bonus physical damage and grants her bonus movement speed for 1 second. Precision Protocol can then be recast within the next 3 seconds at no extra cost.

  • BONUS PHYSICAL DAMAGE: 20 / 25 / 30 / 35 / 40% AD
  • BONUS MOVEMENT SPEED: 20 / 25 / 30 / 35 / 40%
Precision Protocol3

If recast at least 1.5 seconds after the first attack, Precision Protocol's damage is doubled and 55 - 100 (based on level)% of the damage is dealt as true damage.

  • DOUBLED MIXED DAMAGE: 40 / 50 / 60 / 70 / 80% AD

Both casts of Precision Protocol reset Camille's autoattack timer.

 [show

Q - "Both casts of Precision Protocol reset Camille's autoattack timer."
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
That right there is where a majority of your damage will come from. If you go titanic hydra, you can get 6 attacks where you would normally get 3, more than doubling your damage in any trade. Also, if you can, ALWAYS wait the 1.5 before the 1st and 2nd Protocal Proc. Late game the scaling goes to 100% true damage and doubles the initial damage, and when you hit 600+ true damage a hit, everyone will melt. Be patient and play Camille enough to get used to the 1.5 timing so you don't have to think about it as much.

Tactical Sweep
COST: 50 / 55 / 60 / 65 / 70 MANA
 
COOLDOWN: 15 / 13.5 / 12 / 10.5 / 9
Tactical Sweep

ACTIVE: After a brief delay, Camille sweeps her leg to deal physical damage to all enemies in a cone in front of her.

  • PHYSICAL DAMAGE: 65 / 95 / 125 / 155 / 185 (+ 60% bonus AD)

Enemies hit by the outer half of the cone take bonus physical damage and are Slow icon slowed by 90% that decays over 2 seconds. Camille is healed for the bonus damage dealt, capped at 10% of her maximum health versus non-champions.

  • OUTER CONE BONUS DAMAGE: 6 / 6.5 / 7 / 7.5 / 8% (+ 3% per 100 bonus AD) of target's maximum health

Non-epic monsters take 50% reduced damage from Tactical Sweep.



W - The damage and shields just weren't enough huh rito. You just had to give her an AOE %health heal on ALL targets hit. With a bruiser build getting Camille to around 200 bonus ad, the outer cone will hit for ~14% OF EVERYTHING HITS health and heal Camille for that amount. Even after armor is factored in, if enough champions are hit, you will see a spike up in your health bar, and when dueling and trying to survive in team fights, landing the outer cone will make or break fights. 

Hookshot / Wall Dive
COST: 50 MANA
 
COOLDOWN: 16 / 14.5 / 13 / 11.5 / 10
Hookshot

HOOKSHOT - FIRST CAST: Camille fires a grapple in the target direction. If the grapple collides with terrain, Camille will dashtoward and bind to the terrain for X seconds. While bound to the terrain, she gains the ability to cast Wall Dive.

Wall Dive

WALL DIVE - SECOND CAST: Camille dashes in the target direction, which has double range if leaping toward a visible enemy champion. Upon hitting an enemy or reaching maximum range, Camille deals physical damage to all nearby enemies.

  • PHYSICAL DAMAGE: 70 / 115 / 160 / 205 / 250 (+ 75% bonus AD)

If Camille hits an enemy with Wall Dive, they are Stun icon stunned for 1 seconds and she gains bonus attack speed for 5 seconds.

  • BONUS ATTACK SPEED: 40 / 50 / 60 / 70 / 80%


E - Dodge, Duck, Dip, Dive and Dodge. HookShot/WallDive is a versatile move that can help you escape, initiate and dodge skillshots. An important fact about this is it isn't stopped by rooting effects like Lux bind. If you get snagged by CC AFTER the Hookshot is thrown out, you will be moved by the hookshot anyways. I will say that if the CC is short enough, you can even use the WallDive to escape or re-engage , however, if the CC is longer, you will continued to be immobilized on the wall hooked to until the CC wears off.
*Will compile a list of cc that can be dashed through


Hextech Ultimatum
COST: 100 MANA
 
COOLDOWN: 140 / 115 / 90
Hextech Ultimatum

ACTIVE: Camille dashes toward the target enemy champion, becoming untargetable during the leap. When she lands, she creates a locked, hexagonal zone around the target for 4 seconds, Airborne icon knocking away all other nearby enemies on impact.

The target can move freely inside the zone, but cannot escape it through any means.

While within the zone, Camille's basic attacks deal bonus magic damage.

  • BONUS MAGIC DAMAGE: 5 / 10 / 15 (+ 4 / 6 / 8% of target's current health)

Hextech Ultimatum's effects end automatically if Camille leaves the area.



R - The Arena - Oh boy, Legion Commander made it to League. Her ultimate makes her one of the best 1v1 duelists in the game and let's you pick precise targets to focus down in bigger fights. With her high AD damage, True damage on the 2nd Protocol Proc and now %hp MAGIC damage, she's the full package. Given a little bit of space and she will shred through anyone. There are some interactions with her ult that I will provide in *Tips and Tricks* below as well.

Items Back to Top

Starting Items

    Standard - For when you want to fight your opponent.
    Against poke and ranged tops (Primarily for Jayce)
    The jungle start, lets go
    I really don't see a game where you won't buy these items

Core Items

    The Holy Trinity of Bruiser Camille. it feels reaaaalllll nice to be able to 1 combo a carry and have enough resistances to just walk out
    Jungle Build - seems pretty familiar to something..
    Bruiser #1 Balanced Defense and offense
    Bruiser #2 - against heavy AD
    Bruiser #3 - Against Heavy AP
    Jungle Build - Might change warrior for bloodrazor
    More Offensive bruiser/snowball standard

Situational Items

    For tank heavy games (replaces a defensive item or possibly a hydra if you don't need the sustain
    Against those pesky sustain matchups
    A strong item that helps you sustain with your mainly single target damage. Can replace a Maw or Visage for the cdr and health gain
    This might overtake Warrior enchant for the optimal jungle item. More testing needed, but does a lot of %damage with all the auto cancels
    Gives another AA reset, but not as good sustain. A viable pick up if enemy has many grevious wounds

The Holy Trinity - 

The sheen part of Tri-Force can ALWAYS be proced off your double Q if you space it out to get the True damage. 
Hydra helps reset yet another auto and gives health for your Passive shield too.
GA gives you some needed Armor and MR and makes you a threat with the ability to revive, just a solid set of items.

Additional items -

Matchups Back to Top

Click on a champion below to see the author's notes on that particular matchup.

Tips, Tricks and Combos Back to Top

Ultimate Interactions with Other Champions - 

-MOST USEFUL - When channeling the Ultimatum, Camille will be immune to damage while in the air. All though the window is short, it can be used to dodge damage if timed correctly

-Since leaving your ultimate cancels the Ultimatum, be wary of ulting with displacement abilites (Lee Sin Dragon's Rage or Alistar Headbutt) being available.

-Though the ultimate does pretty much anything from leaving, Tahm Kench does have the ability to eat people and pull them out of the circle. However, don't lose hope friends. If he ults right when you do, just wait in the circle. Once Tahm spits them out, they will immediately be dragged back inside the ult where you can finish them off. If he ults late into your 4 second ult timer, then chase em down.

-NEED TO TEST - Kalista should be able to pull champions out like Tahm and returned after they leave Kalista's Fate's call

 

COMBOS -

AA -> Q -> AA -> Titanic Hydra -> AA -> Q(True Damage)

This is your Bread and Butter combo. This is the ideal sequence to maximize damage on a single target and is optimized to hit the True Damage 2nd Proc without having to think about

IMPORTANT -  After getting a triforce and a few points in your E, your attack speed will be too fast where this combo won't work as is. You will have to add another AA before or after hydra to hit the timing for the true damage naturally. Add 2 AA if you have Triforce and Bloodrazor 


AA -> Q -> W(Use the speed to help land the outer cone) -> AA -> Q(True Damage)

The Bread and Butter for those who didn't go Tiamat/didn't get it yet. The timing of waiting for the W to hit makes it optimized to land the 2nd Q proc for true damage as well.


E -> E -> R -> BreadAndButterCombo

The All-In. Go hard or go home


HOOKSHOT/WALLDIVE TIPS

-The Fade Away : Simply walk one and throw the hook the other way. It can fake out your opponents to stutter step or throw a skill shot the wrong way. This is more of a mind game then anything, but any advantage can help.

-When preparing for a dive, don't stand next to the wall you are jumping to, as it makes it harder to get the correct angle. Try to stay between walls in lane and in the jungle to have more options to jump to.

-Using a full length Hook Shot/Wall Dive and Hextech Ultimatum covers a large amount of distance, so don't give up on chases too easily when you know the enemy is alone.

-You can also not activate the Wall Dive and see if the enemy overthinks and jumps the wall before you do. It happened to me, and it can happen to you. Don't be a dummy

-Like Gragas E, you can re-position where the Wall Dive will land with Flash at any point in the dash for some sick outplays.

-After Hook Shot, an indicator will pop up where enemies are in range to get the bonus range and bonus attack speed. Useful when you don't have vision on the other side of a wall.

-You can either reactivate the E or Right click to use Wall Dive 

-MAKE SURE to right click the target you want to focus after using Wall Dive. Otherwise, you might use your attacks on a minion or a nearby tank instead.


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