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Recommended Items
Runes:

+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
Probably the hardest matchup overall, however 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
That's the skirmisher pattern. Be in their face only when you can actually convert, and get out the moment your cooldowns are down.
People sleep on the slow. Lead with it when you're chasing, or cut it across their path when you are the one running.
Keep in mind this ability counts as a Projectile and can be destroyed by
Once they can see it they'll react, so commit straight away. Either E+Flash into it, or settle for burning their Flash. Don't bother against someone holding a dash. You'll waste the cooldown and give away your position for nothing.
Predict where they'll be two seconds out, or drop it behind them to cut the escape and force the fight.
Anticipate the sidestep. Place it off to the side they'll dodge toward, not along the line they're already walking.
The first half of this ability counts as a Dash and can be punished by
However, you can use it to jump over walls to avoid vision when looking for creative gank angles, 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 get out, or to show up from an angle nobody's watching.
The second cast blinks you to whatever you're attacking, which means a minion, a camp, a
You can also cast during the dash animation, so Q and W don't leave you standing still. And if you time it right, the blink sticks to enemies through
The heal scales with the damage you took during the rewind window, so diving in and ulting out usually beats ulting the second you drop low. Not always, though. If the spot you'd return to is worse than where you're standing, don't R. The untargetable window dodges anything already in flight, but abilities that apply a Tether still stay attached to you. Make sure to keep this in mind before using R.
Default: hold it. You're at your most vulnerable without it, so check for enemy CC before you engage. Getting locked out is how you die, though
Exception: burn it for the damage. If someone's about to walk into your bush, W yourself, stun them, then dump everything including R to close the kill. The cooldown is worth it when it actually converts.
The cost is that you have to track your own position from four seconds ago with no visual reminder. Get comfortable with that and you become very hard to play around. Levelling it the instant you want it takes practice, but it pays off.
Practice this until it's automatic, because the slow version telegraphs the Q.
Strong when you need the shield fast and you're surrounded, or when you need to buy the seconds it takes your team to arrive.
The reaction window is tiny. Anyone who wasn't already respecting the extended range is unlikely to get out of it.
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 occur, clear raptors while staying in the bush next to them to prevent an ambush.
If they try to ambush when 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.Give the 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 is how they get collapsed on, but some try it anyway. The reason this can hurt more than giving a camp is in the case you're 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 are spawned, you should look to counter invade only after clearing your Red side. Also pay attention to what lanes have prio and can move if a fight breaks out.Luckily getting invaded like this isn't as bad when starting raptors because you have something to do almost immediately after Scuttle, but it's still something worth looking out for. |
Blue while you're on
Wolves so nothing catches you blind.Only ping your lanes in if you actually win the 3v3 or your team gets there first. If you don't: give 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 it feels. 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 while he's already on top of you is how you lose the camp and the crab 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 you're not thinking about them.
|
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 read and worse without it.
02
With your camps up, a gank costs you a clear you were going to be paid for anyway. With your camps down it costs you nothing. A camps-up gank isn't automatically wrong, just expensive, so it has to buy something worth the price: a kill you're confident in, a dive setup, a tower.
Most bad early games come from paying that price 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. Don't be afraid to 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 coinflip 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
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 angles rather than the standard one. Be creative about where you can arrive from.
In a game you're already losing, that gamble is usually still worth taking.
You'll get these for free more often than you'd think, either because nobody respects the threat or because your team gives you a safe hover.
Q, E in, auto, Smite.
- laplace



























































































































































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