VRC.LOL

Game patch 26.20Data Dragon 16.20.1

Reference patch 16.20.1

Camille

the Steel Shadow

Camille is a burst-focused champion who looks for a reachable priority target and a route back out. This overview keeps the explanation practical and leaves patch-sensitive numbers to Riot's structured data and the current in-game tooltip.

TopMostly physical damageMelee attacks
Usual roleTop
ClassFighter · Assassin
DifficultyMedium · 4/10
Basic attacksMeleeMelee basic attacks · 125 range.
Damage profileMostly physical damageMost normal kit pressure is physical. Armour may help, but check whether attacks or abilities are the main source.
Reference patch16.20.1

Strengths and limits

What Camille does well, and what can go wrong

These are kit-level patterns, not a promise that every lane or matchup plays the same way.

Good patterns

  • Threatens reachable priority targets through burst, mobility or an unusual angle.
  • Combines damage and durability in committed skirmishes or extended exchanges.

Limits to respect

  • A failed commitment can leave no clean exit and little value until cooldowns return.
  • Can be worn down or controlled before reaching the range where the kit is strongest.
  • Basic attacks require close access, so enemy range, slows and displacement can deny a clean trade.

Riot ally tips

Use these while learning the champion
1

Try waiting until the other team is distracted with fighting your team, and use Hookshot to pick off vulnerable targets.

2

Use the CC from your abilities to land both of your Precision Protocol attacks on enemies.

Riot opponent tips

What an opponent is told to watch for
1

Camille's shield only works against one damage type, so hit her when she's vulnerable to your damage.

2

The Hextech Ultimatum has a very short range to cast, so try to flash away from her before she gets close.

Source boundaryTip text and kit data come from Riot Data Dragon 16.20.1. VRC.LOL’s strength and limit summaries are independently written.

Practical champion reading

How to read Camille in a real fight

Use these patterns to ask better questions before choosing an item, target or commitment. They describe the kit, not a guaranteed result.

Damage delivery

Primarily physical pressure

Armour can reduce the broad physical profile. Separate basic attacks from physical abilities before relying on an item passive that only affects attacks.

Fight rhythm

Repeated access matters

The threat grows while this champion can keep attacking a useful target. Break target access, create distance or use control before the repeated pattern settles in.

Range and access

Needs close access for basic attacks

Range, slows, displacement and terrain can deny the clean contact this champion wants. Plan the route in as carefully as the damage after arrival.

Typical team job

Threaten a reachable priority target

A clean angle matters more than attacking the nearest unit immediately. Keep an exit, reset or follow-up route in mind before committing.

Control check

Identify the exact movement restriction

Tenacity can shorten only eligible control. Displacements, airborne effects and repeated slows need their own positioning, blocking or movement answer.

Protection and sustain

Check whether recovery changes the fight

Anti-heal or anti-shielding is situational. Buy it only when the effect is materially protecting targets and your champion can apply the answer reliably.

Resource pattern

Mana and cooldowns both matter

A spell being available does not mean the complete sequence is sustainable. Watch the resource bar as well as the setup and escape cooldowns.

Read the whole teamThe same champion can create a different problem after changing role, items or allies. Re-check the visible match before committing to a defensive answer.

Defensive item reference

What can help against Camille?

Start with the threat that is actually affecting the match. These are conditional comparisons, not an automatic counter build.

Pre-game choices
DEFENSIVE BOOTS

Plated Steelcaps usually fit better

Armour and attack reduction address repeated physical basic attacks. The passive does not reduce every physical ability.

Choose Mercury's Treads instead when magic damage or reducible crowd control across the full team matters more.
Repeated attacksDisplacementSlowsHealing or sustainShieldsHealth-scaling or true damage
PHYSICAL DEFENCE

Physical defence

Armour · health · role-appropriate defence

Armour can reduce physical damage, but Plated Steelcaps' passive is specific to attacks.

Match the item to attacks, critical strikes or ability burst rather than buying armour from the label alone.
REPEATED ATTACKS

Repeated attacks

Plated Steelcaps · Frozen Heart

These can reduce attack-focused pressure when their stats fit your champion.

Do not use this as an answer to physical spells that are not attacks.
CONTROL AND ONE KEY SPELL

Control and one key spell

Mercury's Treads · Quicksilver Sash · Banshee's Veil · Edge of Night

Tenacity and a removable-control active can help against the relevant disabling effects. Airborne and displacement effects are not solved simply by stacking Tenacity.

Check the current tooltip and whether the exact effect can be shortened, removed or blocked.
REPEATED SLOWS

Repeated slows

Boots of Swiftness

Slow resistance can be more useful than Tenacity when repeated slowing strength is the main problem.

It gives no armour or magic resistance, so compare the rest of the opposing team.
MEANINGFUL HEALING

Meaningful healing

Bramble Vest or Thornmail · Morellonomicon · Mortal Reminder

A role-appropriate Grievous Wounds item can reduce healing.

Buy it only when healing is materially changing fights and your champion can apply it reliably.
REPEATED SHIELDS

Repeated shields

Serpent's Fang

Anti-shielding can matter when repeated shields are protecting important targets.

Its offensive stats do not fit every champion; another teammate may apply it more efficiently.
HEALTH-SCALING OR TRUE DAMAGE

Health-scaling or true damage

Shields · sustain · positioning · exact resistance check

Raw health or one resistance may be incomplete against percent-health, missing-health or true-damage mechanics.

Read the current ability tooltip before choosing defence; these mechanics do not all use the same counter.
Player decidesChampion identity is a starting point, not an automatic purchase. Compare the full opposing team, current item tooltips and the problem that is actually deciding fights. Never buy two completed pairs of Boots.

Normal Draft and Ranked role map

Where Camille fits on Summoner's Rift

Each lane is assessed separately. Open a role to reach its queue-specific build and matchup preparation.

JungleUnestablished route

Historical reference. Recommendation review pending. Camille is normally played Top and does not currently have a reviewed Jungle route. Jungle usually needs repeatable monster clear, safe pathing and objective control without lane income. Treat this as a deliberate experiment, not a standard recommendation.

Review this role
MidUnestablished route

Historical reference. Recommendation review pending. Camille is normally played Top and does not currently have a reviewed Mid route. Mid usually needs solo-lane safety plus wave control, roaming or reliable burst pressure. Treat this as a deliberate experiment, not a standard recommendation.

Review this role
BotUnestablished route

Historical reference. Recommendation review pending. Camille is normally played Top and does not currently have a reviewed Bot route. Bot usually needs dependable duo-lane scaling and sustained damage with shared early pressure. Treat this as a deliberate experiment, not a standard recommendation.

Review this role
SupportSecondary

Historical reference. Recommendation review pending. Camille Support is a reviewed secondary role. Hookshot and her ultimate create direct pick angles, but low Support income makes failed entries expensive and the team still needs reliable protection or follow-up.

Review this roleOpen matchup

Kit reference

Camille abilities

Ability names, descriptions and numeric fields come from Riot Data Dragon. Practical reads are independently written; the current in-game tooltip remains authoritative.

Abilities Data Dragon 16.20.1Cooldown / Cost / Range Data Dragon 16.20.1
P
Passive

Adaptive Defenses

What it doesBasic attacks on champions grant a shield equal to a percentage of Camille's maximum health against their damage type (Physical or Magic) for a brief duration.

Practical readAdaptive Defenses is an automatic part of the kit involving protection or sustain and damage. Track when its condition is active instead of treating every fight the same way.

Maximum-health interaction

This effect references a maximum-health value. Check whether the current tooltip uses the caster's or the target's health before comparing damage or protection.

Protection

The protection or sustain is part of the cast's value. Compare its timing with incoming damage rather than reading only the offensive effect.

Q
Q ability

Precision Protocol

What it doesCamille's next attack deals bonus damage and grants bonus Move Speed. This spell can be recast for a short period of time, doing significantly increased bonus damage if Camille delays a period of time between the two attacks.

Practical readPrecision Protocol contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

Cooldown9/8/7/6/5 secCost25Listed range325 units
Recast

This button has a follow-up cast. The first activation and recast have different jobs, timing or safety checks.

W
W ability

Tactical Sweep

What it doesCamille blasts in a cone after a delay, dealing damage. Enemies in the outer half are slowed and take extra damage, while also healing Camille.

Practical readTactical Sweep contributes a slowing effect and protection or sustain. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

Cooldown12/11.5/11/10.5/10 secCost50/55/60/65/70Listed range610 units
Protection

The protection or sustain is part of the cast's value. Compare its timing with incoming damage rather than reading only the offensive effect.

E
E ability

Hookshot

What it doesCamille pulls herself to a wall, leaping off and knocking up enemy champions upon landing.

Practical readHookshot is part of Camille's E pattern. Read its listed effect first, then track the cooldown and condition that make the next use valuable.

Cooldown16/15/14/13/12 secCost70Listed range800 units
Movement

The cast changes position or access. Account for where the champion finishes, not only where the ability begins.

R
Ultimate

The Hextech Ultimatum

What it doesCamille dashes to target champion, anchoring them to the area. She also deals bonus magic damage to the target with her basic attacks.

Practical readThe Hextech Ultimatum contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

Cooldown140/115/90 secCost100Listed range475 units
Movement

The cast changes position or access. Account for where the champion finishes, not only where the ability begins.

Levels 1–18

Camille · Health / Mana · Abilities

Base values exclude items, runes, temporary buffs and mode-specific modifiers. Cooldowns are the listed base cooldown before ability haste.

Level 1650 Health375 Mana
Level 3796 Health452 Mana
Level 61,041 Health580 Mana
Level 111,519 Health831 Mana
Level 162,083 Health1,128 Mana
Level 182,333 Health1,259 Mana

Cooldown Data Dragon 16.20.1

Q
Basic abilityPrecision Protocol

Can receive its first point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

Rank 19 secRank 28 secRank 37 secRank 46 secRank 55 sec
W
Basic abilityTactical Sweep

Can receive its first point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

Rank 112 secRank 211.5 secRank 311 secRank 410.5 secRank 510 sec
E
Basic abilityHookshot

Can receive its first point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

Rank 116 secRank 215 secRank 314 secRank 413 secRank 512 sec
R
UltimateThe Hextech Ultimatum

First rank becomes available at level 6; later ranks normally become available at levels 11 and 16.

Rank 1140 secRank 2115 secRank 390 sec
Open every levelHealth and mana from level 1 to 18
LevelHealthManaAbility milestone
1650375 ManaChoose the first basic ability
2721412 ManaAdd another basic ability or rank
3796452 ManaAdd another basic ability or rank
4874493 ManaSpend one ability point
5956536 ManaSpend one ability point
61,041580 ManaFirst ultimate rank normally available
71,130627 ManaSpend one ability point
81,222675 ManaSpend one ability point
91,317725 ManaSpend one ability point
101,416777 ManaSpend one ability point
111,519831 ManaSecond ultimate rank normally available
121,625887 ManaSpend one ability point
131,734944 ManaSpend one ability point
141,8471,004 ManaSpend one ability point
151,9631,065 ManaSpend one ability point
162,0831,128 ManaFinal ultimate rank normally available
172,2061,192 ManaSpend one ability point
182,3331,259 ManaSpend one ability point
How the numbers are calculatedLevel values use Riot Data Dragon 16.20.1 base and growth statistics with League’s non-linear champion-stat growth curve. Queue starting levels can differ: Normal Draft and Ranked normally begin at level 1, while ARAM and Swiftplay use faster starting rules.

Choose the next question

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