Camille Build Guide by IMissedMyQ
[11.20] Camille JUNGLE | CHALLENGER'S ULTIMATE GUIDE
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Runes: Standard Tri-Force Carry
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
Ability Order E Second so you can GANK/INVADE lvl 2
Threats & Synergies
His level 2 can match yours effectively, and he is also much stronger than you until later in the game. Do not pick camille into this.
He is very easy to deal with. You can smash him early game since you're stronger at every point (lvl 2, 6, and so on). He scales very well, and he has high impact in mid/late game teamfights, but you should be able to bully him and his lanes early mid game.
Elise is a difficult champ for Camille to deal with at level 3 and on. She can one shot you quite easily if she gets the jump on you. Your best bet is to get a level 2 gank off, or you should invade and kill her while she is level 2. Elise's level 2 is extremely easy to take advantage of. Build Merc Treads
Evelynn is like Elise, however you have a much bigger window. Bully and gank as much as you can before she hits level 6. With a sizeable lead, you should be able to handle her post 6 with ease. That is if you build merc treads/hex drinker.
You crush him. Just go into his jungle and spank him. Keep deep vision so that you can track and prevent his ults over walls and you can stomp fid with ease.
Graves is very tough. He has a strong level 2 to match you, and he is very slippery. His high damage and high mobility makes him perfect for countering your kit. The best thing you can do is look to counter gank him. If you're able to catch him by surprise, you may be able to effectively handle him.
You have a great matchup vs hecarim. He does not have cc, nor does he run flash. This makes it very easy to land E and stick to him. Your ult is also perfect for when he tries to run away with E. The only time he can be a problem is when he gets a few kills early and you're not able to 1 v 1 him.
This is a skill matchup. You are slightly stronger pre 6 if you don't let him catch you out. Post 6 is harder until you have finished Tri-force. Play around your spikes, and know when he spikes to play around it.
You should not have a problem with Rengar, as long as you don't fight him around bushes. If you can get the jump on him (and you have EXECUTIONER'S CALLING) you can take him down pretty easily early on. You can also counter his Ult damage with your ult (you become untargetable) if you're fast enough.
Literally any mid with reliable CC pre 6 is fantastic
Literally any mid with reliable CC pre 6 is fantastic
Champion Build Guide
|Press the Attack is a very strong rune for snowballing Camille early. Press the Attack provides good, strong burst early game, while also scaling much harder than Electrocute. Your Q, Precision Protocol, is an auto attack cancel, so you're able to proc Press the Attack with AA, Precision Protocol, AA. This combo takes about .75-1 second flat.|
|Conqueror is a great alternative to Press the Attack. This rune is miles ahead of Press the Attack once you've got a few items under your belt, however Camille jungle MUST snowball early to be a strong pick. I would consider using this rune in the Goredrinker build because of the healing synergy, however otherwise I would only use this rune in matchups against multiple tanks (i.e. Sejuani, Malphite, Alistar, etc).|
|Triumph is a staple in every Precision mastery tree for a reason. The HP gain is incredible in team-fights, turret dives, and skirmishes. When you're chaining multiple Triumph's in a fight, the HP gain is far from incremental. The gold gain is a great cherry on top, especially in games where you are acquiring a lot of assists.|
|Legend: Alacrity is the better early game choice for the Legend mastery choices. It provides some base Attack Speed, while also scaling nicely.|
|Legend: Bloodline is INSANE late game. It can be rough missing out on a kill every once in a while early game because you're running Legend: Bloodline instead of Legend: Alacrity. Keeping that in mind, I still think it may be worth running Legend: Bloodline over Legend: Alacrity in all builds. It will come down to your personal preference.|
|Coup de Grace is a great rune that is very versatile. The other two options in this Precision branch are more situational. I think Cut Down will never be very effective on Camille because of how much HP you build, so I would just stick with Coup de Grace.|
|Sudden Impact is very easy to proc as Camille, thanks to Hookshot / Wall Dive. This does the most damage out of the Domination tree.|
|Ravenous Hunter is the only reason we are using Domination as our secondary tree. It provides an unreal amount of healing mid and late game. Combo's with your Q, it is honestly not balanced. They need to nerf Ravenous Hunter and until they do, you should be taking it on Camille without question.|
|Control Ward's are not just core to Camille, but to every Jungler. This item not only allows you to track the enemy jungle, it allows you to track enemy laner roams, prevents your team from getting picked by an otherwise invisible threat, it controls vision in key areas like Dragon Pit. I could go on and on. Don't be a low elo, high ego player and think you're too good for this item. Any spare gold after a recall should be spent on at least one of these. Don't beat yourself up if you don't remember to buy it every time(I still don't). Just make a conscious effort to improve your vision game by buying these.|
|Emberknife is your first buy. Challenging Smite is stronger than Chilling Smite in every way that matters. More damage and more tankiness. You don't need the slow from Chilling Smite as Camille has a lot of ways to stick to targets built into her kit.|
|Plated Steelcaps are a great versatile item. Everyone in the game auto attacks, therefore it will never be a dead item. They're a huge bonus when you're facing something like Talon mid and Pantheon jungle.|
|Mercury's Treads are a great choice when you're facing an Ability Power jungler ( Elise, Evelynn, Karthus, etc). I would buy these only when there are at least two strong AP sources (one has to be in the jungle) or there is a strong AP source in the jungle and then HEAVY Crowd Control.|
|Hearthbound Axe is the best Trinity Force component for the jungle. It provides Attack Speed, Attack Damage, and Movement Speed, all for only 1100 gold. Sheen is great and all, but not so much when you're trying to clear jungle camps.|
|Trinity Force is everything the perfect item for Camille. All of the base stats of Trinity Force are good strong high priority stats that Camille wants from her items. What makes this item so powerful on Camille, is the empowered Sheen effect. Combined with the second part of Precision Protocol, Camille has an incredible amount of True Damage that she deals. The Sheen effect is dealt as True Damage. Long story short... Buy this item...|
|Ravenous Hydra is an exceptional item for toplane Camille. This is because it helps her clear waves very fast, while also giving her a high amount of Healing. This carries over to Camille jungle, as her clear can be a bit slower than other champions later in the game. The added AOE will allow you to farm your camps quickly, and also push out sidelanes, keeping your farm up. The Omnivamp also allows you to take over a game when combined with Ravenous Hunter.|
|Executioner's Calling is a staple in Season 11. Every champ in every role should probably be building some level of anti-healing. In an age of Ravenous Hunter and Omnivamp Mythics, we need multiple sources of anti-healing. It might be better built on someone other than Camille, but can you really trust your team to build it???|
|Sterak's Gage will allow you to hard engage a teamfight. It can be very hard to be the lead engage on your team as Camille. Sterak's Gage allows you to be the primary engage, and Hookshot / Wall Dive into multiple enemies, unfearful of being bursted down. This is a great item, over Ravenous Hydra, if you're going to be the primary frontline for your team. It can also be built with Ravenous Hydra if you want to wait until your 4th item or so to build Sterak's Gage.|
|Death's Dance will be the primary item that comes after Ravenous Hunter or Sterak's Gage. The only way I wouldn't automatically build this item is if there is very little Attack Damage on the enemy team. As an example, if you're playing against a Veigar or Brand, Death's Dance isn't saving you from that burst.|
|Titanic Hydra this is a great item when paired with Sterak's Gage. It provides additional waveclear if needed, however I would not build this if I just planned on teamfighting, rather than splitting. There are much better teamfight options.|
|Gargoyle Stoneplate is an item that you will only want to take when you HAVE to hard engage, and you are the only frontline/engage on your team. This allows you to Hookshot / Wall Dive into all five members of the enemy team, use Hextech Ultimatum, and still be alive to deal/soak damage.|
|Guardian Angel is a nice item to pick up when you're against assassins, or you need to dive the backline. Guardian Angel allows you to Hookshot / Wall Dive into the back-line and Hextech Ultimatum that pesky Caitlyn or Xerath just long enough for your team to follow up while you wait on the resurrection.|
|Dead Man's Plate is a great tool for making picks. If you recognize that your team will not be able to win teamfights, you should consider this item. It will allow you to collapse very quickly on an immobile champion in a sidelane.|
|Goredrinker is a much different style of Camille gameplay. You will typically be hard engaging with this item as you will have an incredible amount of healing. Remember to use this when you are low, but you should also consider using it early if you think it will be a long fight. That way you can get multiple triggers off.|
|Adaptive Defenses is your passive. Even though its your passive, you should still treat it like an active ability. For the most part, you are able to control when and how you use this. Most of the time, Adaptive Defenses will trigger when you initially engage and there isn't much else you can do. However, if there are multiple champions in the skirmish you are able to choose which damage type you want to absorb. This is especially helpful if one source has not used their burst/cooldowns yet. There is more finesse with this ability once you're in the middle of fighting, as the opponent may not see it coming, and you can time the shield with his burst. This can create a huge swing in a skirmish or a fight that has razor thin margins.|
|Precision Protocol is a two-part ability. Both parts are Auto Attack Cancels. This means that if you press Q, or Precision Protocol immediately after an Auto Attack, then you will cancel the animation of the previous Auto Attack by immediately Auto Attacking with the empowered Precision Protocal attack. This is something that is MANDATORY. Do not play this champion if you are not going to utilize AA cancels. If you are new to AA cancels, do not worry, it is a very easy concept to implement in your game. Just head into the practice tool and give it a 5 minute practice. You'll be AA cancelling like a pro.|
|Tactical Sweep is a simple ability at face value, but provides a lot of depth to the character. This ability has two hit boxes. The smaller, closer to Camille arc has very little damage and no slow. The larger, outer arc has high damage, heals you, and slows. It is very important to hit with the outer arc. We will go more in depth on the uses of this ability later on.|
|Hookshot / Wall Dive is your typical engage method. You will hook onto a nearby wall, followed by a sling-shot off it onto a nearby target. When you hit a champion with Hookshot / Wall Dive, then you gain massively increased Attack Speed. In early game fights especially, it is very important that you connect with a champion so that you gain that increased Attack Speed. Otherwise you are a very weak champion early on without it. It is imperative for dueling early.|
|Hextech Ultimatum is SO good against a wide range of champions. In the age of high mobility champions, it is so nice to have an Lockdown ult that keeps people in place. This ability can also be used to dodge skillshots, and more importantly any targeted ability as well. This is because Camille becomes untargetable when she uses Hextech Ultimatum, therefore any targeted ability that is mid animation and has not reached her yet fizzles. It disappears, and Camille is also locking a target down.|
Extremely specific 10 part combo's are so unnecessary, and are not what makes someone good at a champ. I will list below some of the basic combo's that are necessary and practical to playing Camille. More in depth combo's will be added at a later date, however here are the core combo's that you will use very regularly.
AA + + AA
AA + +
AA + + AA + + AA + +
+ (use this mid-air) This combo is one of the simplest, yet hardest to hit consistently because of how many variables can affect the timing. The goal of this combo is to hit the target with the outer part of your w while in mid-air and also landing the Hookshot / Wall Dive (unless you only want to apply that slow)
NOTE: THIS COMBO IS VERY KEY TO GANKING
Hookshot / Wall Dive + Flash (mid air/flight)
This combo will allow you to get extended range on your Hookshot / Wall Dive. I highly suggest going into practice tool and learning how to consistently do this combo. It will seem a little difficult at first, but once you understand the timing, it is very simple to pull off.
In this section we will go over some of the decision making that you will need to make during the early part of the game. The early game is the most important part of the game as a jungler. It sets the pace for the rest of the game.
Always start at RED BUFF
Always KITE THE CAMPS. If you are newer to jungle and don't know how to kite camps yet, I would suggest watching a quick 2 minute how to on how to kite a jungle camp. It will change your jungling life!
Starting Red Buff allows us to get level 2 and also have the slow from Red. This is all we need to start heavily impacting the map. We have a couple different options after Red Buff that I'll outline below:
1. Walk Mid and Hookshot \ Wall Dive + Flash combo their mid.
2. Walk to the side lane closest to you and Hookshot \ Wall Dive + Flash combo the side lane.
3. Invade the enemy Jungler and kill him at his camps.
4. If none of the above plays are possible, then you should look to kill Gromp and Blue Buff for level 3.
Now that we have made our first decision as Camille jungle, we will go over the options that will further stem from number 1-4.
1. Now that you have gone mid and killed or chunked out their midlaner, you should look to invade the enemy jungle with our midlaner. This is the strongest play that can follow from a successful mid gank. If you are unable to invade, or your gank mid was not very successful, then you should first look to see if a nearby sidelane is gankable. If it is not then consider clearing your Gromp and Blue Buff to get level 3 for a potential scuttle fight.
2. Now that you have gone to a nearby sidelane (we will say bot lane for this example) and successfully killed or chunked out their bot lane, you should (like number 1) look to invade the enemy jungle with your bot lane. Do not do this if the enemy jungler started on that side! This is because there may not be ANY camps in that jungle so you will just be wasting your time. Instead, you can look to roam mid alone, or with a friend :P, and try to get a successful gank off mid. NOTE: The sidelane gank is very risky. If it does not pay off you could potentially fall very behind if the enemy jungle steals your camps in response and is unpunished.
3. Now that you have successfully invaded the enemy jungle at his second buff and killed him/stole his buff, you can look to make an uncontested gank mid or the nearby sidelane. Higher ranked players will be harder to gank after this, since it will be so telegraphed, but most people will still play too far up to be safe from a Camille gank. If no ganks are available, consider taking some of his camps, going back to your jungle(safety) to farm camps, or recalling with your kill gold and possibly invading him AGAIN on the opposite side of his jungle.
4. You're now level 3 with your full skillset at hand. Most laners should still be level 2, so you should check again for nearby lanes that can be ganked. If there are no gankable lanes, then you should consider a Counter-Gank. Usually when your lanes aren't gankable, they are gankable for the enemy. Try to read the enemy jungler and predict his next move. NOTE: This part can and does apply to numbers 1-4 and jungling in general. Tracking the enemy jungle is one of the most important jungle skills there is.
From this point on, cookie cutter jungle paths and strategies fall apart due to the randomness of League. You must take what you've learned from the previous paragraphs and use that thinking to guide your approach to the jungle. Always be on your toes and thinking about the next step.
Red Brambleback > Blue Sentinel > Scuttlecrab > Gromp > Ancient Krug > Greater Murk Wolf > Crimson Raptor
Once you have Tiamat, you can start prioritizing Ancient Krug , Greater Murk Wolf , and Crimson Raptor higher.
1. Look for flanks as Camille. If you can get behind the enemy team, then you won't need to get through the bulky, and CC filled front-line.
2. Camille's kit is very good at making picks. Since you're not top lane, you don't have to be in a sidelane pushing. This allows you to control the jungles with vision which allows for more picks to be made.
3. If you don't have to be the primary engage, don't. If you let someone else engage, like a Malphite or Maokai, then that allows you to find a primary target and stick on them while some of their cooldowns have been used.
4. Make sure that you know you're role. Camille is traditionally a diving champion, however she has other uses. Is there an Akali on the enemy team that keeps diving and killing your backline? Save you Hextech Ultimatum for her. Sometimes you may need to cut through that beefy frontline when they engage. It can be a good idea to hold your Hextech Ultimatum until after their frontline is dead and your team can follow up with you.
I hope this guide has been able to help you. Any comments or criticisms are welcome here or on my stream! If you've made it this far you might as well give me a thumbs up ;).