Innate:Camille's next basic attack against enemy champions is periodically enhanced to 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.
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'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.
Active: After a brief delay, Camille sweeps her leg to deal physical damage to all enemies in a cone in front of her.
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 bonusphysical damage and are slowed by 80% that decays over 2 seconds, capped at 300 damage against monsters. Camille is 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.
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, 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.
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.
Second Cast - Wall dive:Camille dashes in the target direction, stopping at the first enemy hit, stunning them for 0.75 seconds. At maximum range or enemy collision, Camille deals physical damage to nearby enemies.
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 bonusattack speed for 5 seconds.
Bonus Attack Speed:
40 / 50 / 60 / 70 / 80%
Despite what one might assume from a wall-jumping ability, Wall Divecan be used to go through terrain (including the terrain she is bound to).
Active:Camille becomes untargetable and leaps toward the target enemy champion.
When she lands, she creates a locked, hexagonal zone around the target for a duration, interrupting them and knocking away all other nearby enemies on impact.
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 bonusmagic 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.
Parry effects will mitigate only the on-hit magic damage, and does not interact with the perimeter.
The perimeter applies 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 and 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 on a target outside the perimeter will cause Vi to continue her charge until she is able to reach her target. Interestingly, she can knockback and damage secondary targets multiple times.