Arrr, good patterns
- Arrr, threatens reachable priority targets through burst, mobility or an unusual angle.
- Arrr, combines damage and durability in committed skirmishes or extended exchanges.
Game patch, matey 26.20Data Dragon 16.20.1
Arrr, reference patch 16.20.1
the Steel Shadow
Camille be a burst-focused champion who looks fer a reachable priority target and a course back aboard out. This overview keeps th' explanation practical and leaves patch-sensitive numbers to Riot's structured data and th' present in-battle tooltip.
Arrr, strengths and limits
These be kit-level patterns, nay a promise that every course or matchup plays th' same way.
Try awaiting until th' other crew be distracted wit' fighting yer crew, and use Hookshot to pick off vulnerable targets.
Use th' CC from yer tricks to land both o' yer Precision Protocol attacks on enemies.
Camille's shield only holds water agin' one damage type, so hit her when she's vulnerable to yer damage.
Th' Hextech Ultimatum has a very short range to cast, so try to flash astern from her afore she gets belay.
Arrr, practical champion reading
Use these patterns to ask better questions afore choosing an gear, target or commitment. They describe th' kit, nay a promised result.
Armour can reduce th' broad physical profile. Separate basic attacks from physical tricks afore relying on an gear passive that only affects attacks.
Th' threat grows while this champion can keep attacking a useful target. Break target access, create distance or use control afore th' repeated pattern settles in.
Range, slows, displacement and terrain can deny th' clean contact this champion wants. Course th' course in as carefully as th' damage after arrival.
A clean angle matters more booty than attacking th' nearest unit immediately. Keep an exit, reset th' course or follow-up course in mind afore committing.
Tenacity can shorten only eligible control. Displacements, airborne effects and repeated slows need their own positioning, blocking or movement captain's answer.
Anti-heal or anti-shielding be situational. Buy it only when th' effect be materially protecting targets and yer champion can apply th' captain's answer reliably.
A spell being available does nay mean th' shipshape sequence be sustainable. Watch th' resource bar as well as th' setup and escape cooldowns.
Defensive gear reference
Set sail wit' th' threat that be actually affecting th' clash. These be conditional comparisons, nay an automatic counter loadout.
Armour and attack reduction address repeated physical basic attacks. Th' passive does nay reduce every physical trick.
Pick Mercury's Treads instead when magic damage or reducible crowd control across th' full crew matters more booty.Normal Draft and Ranked role sea chart
Each course be assessed separately. Unfurl a role to reach its queue-specific loadout and matchup preparation.
Old chart, matey. Recommendations await inspection. Camille has an established solo-course course wit' th' income and space needed to trade, manage waves and influence a side course.
Old chart, matey. Recommendations await inspection. Camille be normally played Top and does nay currently have a reviewed Jungle course. Jungle most often needs repeatable monster clear th' deck, seaworthy pathing and prize control without course income. Treat this as a deliberate experiment, nay a standard recommendation.
Old chart, matey. Recommendations await inspection. Camille be normally played Top and does nay currently have a reviewed Mid course. Mid most often needs solo-course safe harbour plus wave control, roaming or reliable burst pressure. Treat this as a deliberate experiment, nay a standard recommendation.
Old chart, matey. Recommendations await inspection. Camille be normally played Top and does nay currently have a reviewed Bot course. Bot most often needs dependable duo-course scaling and sustained damage wit' shared early pressure. Treat this as a deliberate experiment, nay a standard recommendation.
Old chart, matey. Recommendations await inspection. Camille Support be a reviewed secondary role. Hookshot and her ultimate create direct pick angles, but low Support income makes failed entries expensive and th' crew still needs reliable protection or follow-up.
Arrr, kit reference
Trick names, descriptions and numeric fields come from Riot Data Dragon. Practical reads be independently written; th' present in-battle tooltip remains authoritative.

Arrr, what it doesEnglishBasic 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.
Arrr, practical readAdaptive Defenses be an automatic part o' th' kit involving protection or sustain and damage. Track when its condition be active instead o' treating every fight th' same way.
This effect references a maximum-hull value. Inspect whether th' present tooltip uses th' caster's or th' target's hull afore comparing damage or protection.
Th' protection or sustain be part o' th' cast's value. Compare its timing wit' incoming damage rather than reading only th' offensive effect.

Arrr, what it doesEnglishCamille'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.
Arrr, practical readPrecision Protocol contributes damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.
This control has a follow-up cast. Th' first aboard activation and recast have different jobs, timing or safe harbour checks.

Arrr, what it doesEnglishCamille blasts in a cone after a delay, dealing damage. Enemies in the outer half are slowed and take extra damage, while also healing Camille.
Arrr, practical readTactical Sweep contributes a slowing effect and protection or sustain. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.
Th' protection or sustain be part o' th' cast's value. Compare its timing wit' incoming damage rather than reading only th' offensive effect.

Arrr, what it doesEnglishCamille pulls herself to a wall, leaping off and knocking up enemy champions upon landing.
Arrr, practical readHookshot be part o' Camille's E pattern. Read its listed effect first aboard, then track th' cooldown and condition that make th' next aboard use valuable.
Th' cast changes position or access. Sailor record fer where th' champion finishes, nay only where th' trick begins.

Arrr, what it doesEnglishCamille dashes to target champion, anchoring them to the area. She also deals bonus magic damage to the target with her basic attacks.
Arrr, practical readTh' Hextech Ultimatum contributes damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.
Th' cast changes position or access. Sailor record fer where th' champion finishes, nay only where th' trick begins.
Arrr, levels 1–18
Base values exclude gear, runes, temporary buffs and mode-specific modifiers. Cooldowns be th' listed base cooldown afore trick haste.
Cooldown Data Dragon 16.20.1
Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
First aboard rank becomes available at level 6; later ranks normally become available at levels 11 and 16.
| Rank | Health, arr | Mana, arr | Trick milestone |
|---|---|---|---|
| 1 | 650 | 375 Mana, arr | Pick th' first aboard basic trick |
| 2 | 721 | 412 Mana, arr | Stow another basic trick or rank |
| 3 | 796 | 452 Mana, arr | Stow another basic trick or rank |
| 4 | 874 | 493 Mana, arr | Spend one trick point |
| 5 | 956 | 536 Mana, arr | Spend one trick point |
| 6 | 1,041 | 580 Mana, arr | First aboard ultimate rank normally available |
| 7 | 1,130 | 627 Mana, arr | Spend one trick point |
| 8 | 1,222 | 675 Mana, arr | Spend one trick point |
| 9 | 1,317 | 725 Mana, arr | Spend one trick point |
| 10 | 1,416 | 777 Mana, arr | Spend one trick point |
| 11 | 1,519 | 831 Mana, arr | Arrr, second ultimate rank normally available |
| 12 | 1,625 | 887 Mana, arr | Spend one trick point |
| 13 | 1,734 | 944 Mana, arr | Spend one trick point |
| 14 | 1,847 | 1,004 Mana, arr | Spend one trick point |
| 15 | 1,963 | 1,065 Mana, arr | Spend one trick point |
| 16 | 2,083 | 1,128 Mana, arr | Arrr, final ultimate rank normally available |
| 17 | 2,206 | 1,192 Mana, arr | Spend one trick point |
| 18 | 2,333 | 1,259 Mana, arr | Spend one trick point |
Pick th' next aboard query
Pick a queue-aware loadout, compare a course foe, or return to th' full champion library.