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Adaptive Defenses
STATIC COOLDOWN: 16 / 13 / 10
Adaptive Defenses

Innate: Camille's next basic attack against enemy champions is periodically enhanced to Hybrid resistances icon shield her for 20% maximum health for 2 seconds from either exclusively physical damage or magic damage, based on which type would mitigate the most damage from her target.

Ability Details
  • The shield-typing is determined based on the total damage the target has dealt to champions that game (as a percentage) versus Camille's current armor and magic resistance.
    • For example, with little bonus resistances Camille would likely gain the most obvious shield-typing - i.e. physical versus marksmen and magical versus mages. However, with a full-armor build - she may gain a magic damage shield versus a target like Kog'MawSquare Kog'Maw, as his physical threat is already mitigated by the armor.
  • What shield she will gain is displayed as an icon beneath an enemy's health bar: Orange for Physical or Blue for Magical.

Precision Protocol
COST: 25 Mana
COOLDOWN: 9 / 8.25 / 7.5 / 6.75 / 6
Precision Protocol

Active: Camille's next basic attack has 175 range, deals bonus physical damage and grants Movement speed icon movement speed for 1 second. Precision Protocol can then be Precision Protocol 2 recast within the next 3.5 seconds at no extra cost.

Bonus Physical Damage:
20 / 25 / 30 / 35 / 40% AD
Bonus Movement Speed:
20 / 25 / 30 / 35 / 40%
Precision Protocol 3

If recast at least 1.5 seconds after the first attack, Precision Protocol's damage is doubled and 40 - 100 (based on level)% of the damage is dealt as Hybrid penetration icon true damage.

Increased Mixed Damage:
40 / 50 / 60 / 70 / 80% AD

Both casts of Precision Protocol reset Camille's autoattack timer.

Ability Details
  • Precision Protocol gains additional 50 autoattack range on both casts.
  • The enhanced attack cannot Critical strike icon critically strike.

Tactical Sweep
ANGLE: 80°
COST: 50 / 55 / 60 / 65 / 70 Mana
COOLDOWN: 15 / 13.5 / 12 / 10.5 / 9
Tactical Sweep

Active: After a brief delay, Camille sweeps her leg to deal physical damage to all enemies in a cone in front of her.

Physical Damage:
70 / 100 / 130 / 160 / 190 (+ 60% bonus AD)
Non-Epic Monster Damage:
35 / 50 / 65 / 80 / 95 (+ 30% bonus AD)

Enemies hit by the outer half of the cone take bonus physical damage and are Slow icon slowed by 80% that decays over 2 seconds, capped at 300 damage against monsters. Camille is Heal power healed for the bonus damage dealt against enemy champions.

Outer Cone Bonus Damage:
6 / 6.5 / 7 / 7.5 / 8% (+ 3.3% per 100 bonus AD) of target's maximum health
Bonus Non-Epic Monster Damage:
3 / 3.25 / 3.5 / 3.75 / 4% (+ 1.6% per 100 bonus AD) of target's maximum health

Non-epic monsters take 50% damage from Tactical Sweep.

Ability Details
  • Camille can move during the delay, but the damage and Camille's model are fixed to the initial target direction.
    • Camille's facing-direction, for effects such as Petrifying Gaze Petrifying Gaze, is the direction she is moving, and not the direction her model is facing.
  • The 50% damage reduction against non-epic monsters applies after the cap. Because of this the actual cap against non-epic monsters is 150 damage.

TARGET RANGE: 800 / 400
COST: 70 Mana
COOLDOWN: 16 / 14.5 / 13 / 11.5 / 10

First Cast - Hookshot: Camille fires a grapple in the target direction. If the grapple collides with terrain, Camille will dash toward and bind to the terrain for 0.75 seconds. While bound to the terrain, she gains the ability to cast Wall Dive Wall Dive.

Wall Dive

Second Cast - Wall dive: Camille dashes in the target direction, stopping at the first enemy hit, Stun icon stunning them for 0.75 seconds. At maximum range or enemy collision, Camille deals physical damage to nearby enemies.

Physical Damage:
60 / 95 / 130 / 165 / 200 (+ 75% bonus AD)

The range is doubled towards enemy champions. If she collides with an enemy champion, she is also granted bonus attack speed for 5 seconds.

Bonus Attack Speed:
40 / 50 / 60 / 70 / 80%
Ability Details
  • Despite what one might assume from a wall-jumping ability, Wall Dive can be used to go through terrain (including the terrain she is bound to).

The Hextech Ultimatum
COST: 100 Mana
COOLDOWN: 140 / 115 / 90
The Hextech Ultimatum

Active: Camille becomes Playful untargetable and leaps toward the target enemy champion.

When she lands, she creates a locked, hexagonal zone around the target for a duration, Silence icon interrupting them and Airborne icon knocking away all other nearby enemies on impact.

Zone Duration:
2.5 / 3.25 / 4

The target can move freely inside the zone, but cannot escape it through any means. While within the zone, Camille's basic attacks deal bonus magic damage.

Bonus Magic Damage:
5 / 10 / 15 (+ 4 / 6 / 8% of target's current health)

The Hextech Ultimatum ends automatically within 1 second if Camille leaves the area or dies.

Ability Details
  • Parry effects will mitigate only the on-hit magic damage, and does not interact with the perimeter.
  • The perimeter applies Knockdown icon knockdown each time the target attempts to leave.
  • Knockaway speed is 1000.
  • The edge of the perimeter is considered to be terrain for dash and charge effects, such as Quickdraw Quickdraw and Unstoppable Onslaught Unstoppable Onslaught, and will cause the champion to be displaced back into the area.
    • Ground-targeted abilities that cause the champion to walk in range will declare an invalid target.
    • Ground-targeted abilities that go off at maximum range regardless of the target location will go off toward the edge of the arena.
  • An active Assault and Battery Assault and Battery on a target outside the perimeter will cause ViSquare Vi to continue her charge until she is able to reach her target. Interestingly, she can knockback and damage secondary targets multiple times.
  • Tahm KenchSquare Tahm Kench's Devour Devour can carry Camille's target outside of the area, but they will be displaced back inside once Regurgitate Regurgitated.
  • Chronobreak Chronobreak's damage will go off at the hologram's location, but Ekko will materialise inside the area.