
Doran's Blade
450 goldThis is the most-supported Draft/Ranked starting item in the frozen prior-patch public role snapshot. Compare its durability, sustain and damage trade-off before leaving base.
Top · Normal DraftMatchup guidePatch 16.20.1
Build, runes, abilities and practical pre-game checks in one queue-aware reference.
Role fit
Camille has an established solo-lane plan with the income and space needed to trade, manage waves and influence a side lane.
These patches track recommendation review, build validation and item lookup separately. Updating item data does not complete a build review.
Normal Draft · Top
Follow the completed-item order as a pre-game reference. Components and owned items do not create extra inventory slots.

This is the most-supported Draft/Ranked starting item in the frozen prior-patch public role snapshot. Compare its durability, sustain and damage trade-off before leaving base.

Adds health, haste and a strong spell-into-attack power spike.

Reduces physical basic-attack pressure; swap Boots when that is not the draft problem.

Adds attack damage, sustain and faster wave control.

Adds a reviewed part of this champion and role core.

Adds health, attack damage and haste for repeated ability use.

Adds a revive after the damage core is established.
Complete build choices
Recommendation review pending
Best when: Chempunk Chainsword adds anti-heal without abandoning attack damage and health.
Best when: Kaenic Rookern is a defensive answer when repeated magic damage is the real problem.
Best when: Black Cleaver shreds armour during extended fights.
Runes and summoner spells
Use repeated combat and durability rather than gambling the long solo lane on one short trade.
Teleport preserves recalls and side-lane access. Ignite is a deliberate pressure trade-off, not a universal upgrade.
Keep the defensive secondary runes when repeated poke or one committed trade can decide the lane.
Matchup notes
A shielded short-trade pattern can contest range without standing in every return trade.
Mid gameThe clearest window is around first completed items, roams and isolated targets before every fight becomes fully grouped.
Treat Vex as one part of the map state. Their Jungler, nearby waves and which teammates can move determine whether the same trade or rotation is safe.
Static alternatives
These choices are not selected from live scores. Use one only after you identify the stated match problem yourself.

Chempunk Chainsword adds anti-heal without abandoning attack damage and health.

Kaenic Rookern is a defensive answer when repeated magic damage is the real problem.

Black Cleaver shreds armour during extended fights.
Ability reference
Ability reference Data Dragon 16.20.1
Cooldown (s) / Cost / Listed range (units) Data Dragon 16.20.1
Basic 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.
Camille'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.
Cooldown (s) 9/8/7/6/5 · Cost 25 · Listed range (units) 325Camille blasts in a cone after a delay, dealing damage. Enemies in the outer half are slowed and take extra damage, while also healing Camille.
Cooldown (s) 12/11.5/11/10.5/10 · Cost 50/55/60/65/70 · Listed range (units) 610Camille pulls herself to a wall, leaping off and knocking up enemy champions upon landing.
Cooldown (s) 16/15/14/13/12 · Cost 70 · Listed range (units) 800Camille dashes to target champion, anchoring them to the area. She also deals bonus magic damage to the target with her basic attacks.
Cooldown (s) 140/115/90 · Cost 100 · Listed range (units) 475Aurelion Sol's damaging Abilities break down enemies into stacks of Stardust, which permanently improves each of his abilities.
Aurelion Sol channels his dragon breath for a few seconds, damaging the first enemy hit and splashing reduced damage onto nearby enemies. Each second the breath is channeled directly at an enemy will deal bonus damage, which is improved by the amount of Stardust that's been collected. This ability collects Stardust if the target is a champion.
Cooldown (s) 3 · Cost 30/35/40/45/50 · Listed range (units) 750Aurelion Sol flies over terrain in a targeted direction. While in this state, he can cast other abilities. Breath of Light no longer has a cooldown or maximum channel duration and deals increased damage while flying. Astral Flight's remaining cooldown is reduced whenever an enemy champion dies after being recently damaged by Aurelion Sol. Stardust increases Astral Flight's maximum range.
Cooldown (s) 22/20/18/16/14 · Cost 50/55/60/65/70 · Listed range (units) 1500Aurelion Sol summons a black hole, damaging enemies and slowly pulling them toward its center. This ability grants Stardust each time an enemy dies within the black hole and for each second an enemy champion is caught inside it. The center of the black hole executes enemies who are below a certain percentage of their maximum health. Stardust increases Singularity's area as well as the execution threshold.
Cooldown (s) 12 · Cost 90 · Listed range (units) 750Falling Star: Aurelion Sol crashes a star into the earth. This impact deals magic damage and stuns enemies while also granting Stardust for each enemy champion it hits. Gathering enough Stardust transforms Aurelion Sol's next Falling Star into The Skies Descend. The Skies Descend: Aurelion Sol drags a giant star down from the heavens with an increased impact zone and increased damage, knocking up enemies rather than stunning them. A shockwave then spreads from the edge of the impact zone, which damages and slows the enemies it hits. Stardust increases the impact area of both Falling Star and The Skies Descend.
Cooldown (s) 120/110/100 · Cost 100 · Listed range (units) 1250Adapt the plan
Judge the whole lane or map state, not only personal kills. Choose the situation closest to the current game.
Hold a favourable wave, pressure the enemy away from farm and keep enough vision to survive the second opponent.
Push before moving to an objective; arrive through a known route rather than giving up the wave and your shutdown.
Use the lead to occupy space for the team. Do not chase through the entire enemy formation for one target.
Keep health and minions balanced so one poor trade does not decide the lane.
Move after the wave is handled and communicate if the opposing Top laner leaves first.
Choose between front-line duty, side pressure and carry access according to the champion kit.
Farm near safety, avoid repeating the losing trade and ask for help only when the wave creates a realistic window.
Do not follow a stronger opponent through unseen river. Signal the move and recover guaranteed resources.
Contribute control or pressure to the nearest safe target instead of trying to repair the score alone.
Pings, movement and objectives
Manage the long lane before leaving it. A useful move begins with a handled wave, a visible route and a teammate who knows you are coming.
Pings create a shared plan; they do not replace checking waves, vision and who can move.
Push, catch or communicate the wave before leaving so the opponent does not gain a free move and free income.
Use On My Way for the route you are actually taking and Danger where an unseen opponent may arrive.
Move through controlled vision with the Jungler or another ally instead of face-checking the objective alone.
Decide whether you are engaging, front-lining, flanking or protecting a carry before the fight begins.
Later objectives: Repeat the same process around later major objectives: handle nearby income, communicate the route, enter through vision and agree on the fight before committing.
Keep preparing
The matchup page is a pre-game reference. It does not predict the result or alter its recommendation from changing live match data.