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Recommended Items
Runes: STANDARD
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+10-180 Bonus Health
Spells:
Flash
Scorchclaw Smite
Items
Ability Order ABILITY ORDER

Z-Drive Resonance (PASSIVE)
Ekko Passive Ability
Threats & Synergies
Threats
Synergies
Show All
Extreme Threats

Kha'Zix
It's only really scary if he gets ahead.
General:
- He can invade lvl. 3. Read the paragraph in the guide below to see how you can react to early invades.
- You're going to need oracle lens in this matchup for his R.
- His E cooldown is about 20 seconds early game and 10 seconds late game unless he has E evolution and can get resets.
- His R cooldown is about 100 seconds early game and 60 seconds late game.
- Consider buying Zhonyas.
Common mistakes:
- The worst way you can die here is if you find yourself in his melee range he can just chunk you and if you try to run he will either E or R towards you while dodging your W, so you can't really escape him.
Defense:
- Stay out of his E range. If he jumps on you, you can react and E away. Throw out a defensive W or slow him with Q if he chases.
- If possible try to stick as close as possible to your teammates so he doesn't get isolated Qs.
- You should NEVER get into his melee range unless you're playing right next to competent teammates or you're insanely ahead and have R.
- Always play outside of his E range.
- Keep a mental note of where he could be so he can't ambush you.
- Respect his burst and be ready to R as he can one-shot you mid-late game.
Offense:
- Play with your passive movespeed, don't just stay fistfighting melee after triggering your passive or else he just outdamages you.
- The only way you can really land your W in this matchup is if you bait him or catch him off guard. Use W on teammates who are about to get jumped on by him, E+Flash into it so he can't react.
- If he sees himself about to get stunned he will just E or R out of it, so he is most vulnerable when he doesn't have these two abilities up.
- Play with teammates who have CC and can punish his engage.
- If you're confident you can 1v1 him, don't run. If you're moving a lot it's much harder to get your R damage off. Stay in one place so when he gets into melee range to trade, you can get the R damage off on top of the heal.

Camille
Synergies

Camille
Champion Build Guide
This is the skirmisher playstyle. Stay in melee range only when you can actually land a kill or force a trade, and disengage as soon as your cooldowns are used.
The slow on this ability is underrated. Use it first when you're chasing, or throw it across their movement path when you are the one being chased.
This ability counts as a Projectile and can be destroyed by
Once the enemy can see it, they'll react to it, so commit immediately after casting. Either follow with E+Flash, or use it to force their Flash. Don't cast it on someone holding a dash — they'll just dash out and you'll have wasted the cooldown and revealed your position for nothing.
This ability grants vision, so use it in bushes you don't want to walk into directly, or on objectives to check enemy health.
Also, everyone inside the zone is slowed before it fully forms. This can be combined with
Predict where they'll be two seconds out, or place it behind them to cut off their escape route and force a fight.
Expect them to sidestep it. Place it on the side they'll move toward, not on the line they're already walking.
The first part of this ability counts as a Dash and can be interrupted by
You can use it to jump over walls when setting up gank angles without being seen — for example, jumping over the baron pit to avoid brush vision placed by their top laner so you can gank him. Dash through walls to leave an area, or to approach from an angle the enemy isn't watching.
The second cast blinks you to whatever you're currently attacking, so a minion, a jungle camp, a
You can also cast Q or W during the dash animation instead of standing still. If timed correctly, the blink will still land on an enemy even if they use
The heal scales with the damage you took during the rewind window, so diving in and using R on the way out usually heals more than using R the moment you drop low. This isn't always correct, though — if the spot you'd return to is worse than your current position, don't use R. The untargetable window avoids anything already cast at you, but abilities that apply a Tether stay attached to you regardless. Keep this in mind before using R.
Exception: use it for the damage. If someone's about to walk into your bush, W yourself, stun them, then use everything including R to secure the kill. Using the cooldown here is worth it when it actually results in a kill.
IN-DEPTH ITEMIZATION
Beyond those three, there are dozens of other defensive and utility items that can return more gold value than any of them, depending on the game.
Example:
Just make sure the reasoning holds up before buying them: ask yourself why the unusual item is better here than the standard build.
The downside is you have to track your position from four seconds ago without any visual marker. Once you're comfortable doing that, you become much harder for opponents to predict. Levelling it right when you need it takes practice, but it's worth developing.
Practice this until it's automatic, since casting them separately warns the enemy the Q is coming.
The reaction window is short. Anyone who wasn't already anticipating the extended range is unlikely to escape it.
Useful when you need the shield immediately and you're surrounded, or when you need to hold the position until your team arrives.
WHEN CAN THE ENEMY JUNGLER INVADE
Red and
Raptors, since they can loop all the way around from there.If you suspect a level 1 invade could happen, clear raptors while staying in the bush next to them to prevent an ambush.
If they try to ambush while the
Big Raptor is in smite range, try to outsmite it and kill as many of the small ones as possible. It's up to you to evaluate whether you can kill them with a level advantage. Some junglers with
Wolves instead.Concede that side and start
Wolves →
Gromp →
Blue instead. Once your camps are down: free gank first, then an invade, then
Scuttle, then pick up your respawns and play normally.A level 1 invade you rotate away from usually costs you very little. He spent the same time walking that you spent clearing. What actually loses you the game is contesting a camp you were never going to hold, or standing still deciding.
A more serious level 1 threat is a fast clearer starting at your Wolves: Most junglers won't risk it, because walking through your vision lets your team collapse on them, but some try it anyway. The reason this can hurt more than giving up a camp is that you can be left with nothing to do with your tempo (no ganks available, no invades because you don't have lane prio, no objectives because it's early game) until Scuttle, and no info on where the enemy jungler went next. Worse again if their mid and support cover the camps they left behind.If you do spot them on vision before camps spawn, only look to counter invade after clearing your Red side. Also pay attention to which lanes have prio and can move if a fight breaks out.Getting invaded like this is less costly when starting raptors, because you have something to do almost immediately after Scuttle, but it's still worth watching for. |
Blue while you're on
Wolves so you aren't caught by surprise.Only ping your lanes in if you actually win the 3v3 or your team gets there first. If you don't: concede the camp, find a gank, take
Scuttle, and look at invading once you know he isn't contesting.Getting invaded here is survivable more often than you'd think. Keep your laners updated on where he is so they can play the tempo swing with you.
Blue. Ward the river bush near
Scuttle spawn so you can decide before he arrives: finish the camp normally, or smite it and walk.Deciding after he's already right next to you is how you lose the camp and Scuttle in the same thirty seconds. If you spotted him early and you're healthy, a
WHAT TO DO AFTER THE FIRST CLEAR
Take
Scuttle if you can; if it's contested or already gone, move to the other one. Ward enemy
Raptors on the way if the window is free.Avoid ganking the nearest sidelane unless the gank is worth trading your raptors for, since they'll often be invaded by the time you get back. Look for a mid gank instead, come back for your respawned
Raptors and
Krugs, then reset and buy
Wolves →
Gromp, then look for ganks.|
This is the early game you want every single time. Learn the timings until they're automatic.
|
GENERAL JUNGLE FUNDAMENTALS
01
Which side he started, which way he's going, roughly when he'll be where. Almost every decision below gets easier with that information and harder without it.
02
With your camps up, a gank costs you a clear that would have given you gold anyway. With your camps down it costs you nothing. A camps-up gank isn't automatically wrong, just expensive, so it needs to be worth the tradeoff: a kill you're confident in, a dive setup, a tower.
Most bad early games come from taking that tradeoff for a 50/50.
03
If the enemy top is at 1HP and has to push the wave in, show top now and go for the kill. Skip a camp if it means you get this kill. A little tempo is far less valuable than an early 400g.
05
Before or after you make a play, think about what the enemy jungler can do about it and tell your lane. They can't see the map the way you do and they play far better with two seconds of warning.
06
You're already there, you skip the walk, and you come back with items on a side of the map the enemy hasn't accounted for.
07
Know when their cooldowns and summoners are available and when they aren't. A play that works with your mid's ult up is a 50/50 without it, and you're the one who has to track that.
09
If your top laner won't play for objectives, stop building plans that need him there. Play around whichever lane is winning instead: that might mean diving a pushed-in ADC while their support is away at grubs, rather than contesting the grubs yourself.
STEALING OBJECTIVES
Keep at least one
Throw
That last part is why the wall matters. Four seconds before the steal you were standing safely behind it, so your R return point is already on the safe side. You don't have to plan the escape: the E you used to get in sets it up for you.
Blue side isn't impossible, just significantly harder, and you're looking for unusual approach angles rather than the standard one.
In a game you're already losing, that risk is usually still worth taking.
Q, E in, auto, Smite.
- laplace



























































































































































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