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Patch 16.2.1
Split push to draw pressure, then use your mobility to join fights faster than your opponent. In teamfights, your goal is to find a flank, lock down the ADC with , and execute them with 2.
Camille is a high-mobility diver and split-push specialist who focuses on precise timing and terrain-based engagement. You win by isolating targets and using true damage to bypass defenses.
Gives a shield (Physical or Magic) based on the target you auto-attack. Look at the enemy's items/stats; the game calculates which damage type they deal more. Do not trade without this up.
Auto-attack reset. Use Q1, wait for the sound cue and the bars over your head to turn true (1.5s), then use Q2 for massive true damage. Q1 gives MS to help you stick or kite while waiting for Q2.
Cone attack. Only the outer half heals you and slows them. Use this while walking away from a trade or mid-air during to guarantee the hit.
Hookshot to a wall, then recast to dash. If you dash toward a champion, the range doubles and you get a massive Attack Speed buff. This is your most important skill to land.
Dashes to a target and creates a zone they cannot leave. It also knocks away other enemies. Use it to dodge key ultimates or CC—you are untargetable during the jump animation.
Wait for the main CC to be blown, then use from a screen away to jump the backline. Use to isolate the carry so your team can follow up.
If your own ADC is extremely fed, use defensively to knock away divers like Zed or Talon and peel with the stun.
Pre-load Q1 on a minion so your Q2 is ready the moment you land your stun. W while walking back ensures they can't chase you.
Standard engage for picking off a squishy. resets tower aggro and keeps them in range for the Q2 true damage strike.
Extends the stun range of significantly. Flashing mid-air during the second part of E allows you to hit enemies who think they are safe.
Used when is too risky. Use the slow to walk up, proc , and get a quick Q2 off before the shield expires.
| Spike | Why |
|---|---|
| Level 3 | You have access to your full trade pattern. + stun makes you very hard to out-trade if played correctly. |
| Level 6 | provides immense utility for jungle ganks and the ability to dodge crucial enemy spells like Darius R or Garen R. |
| Level 9 | is fully maxed, maximizing your true damage conversion and lowering the cooldown for consistent DPS. |
| Level 13 | is maxed. Your mobility is at its peak with a very short cooldown on your primary engage/escape tool. |