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Camille Support Quick Guide

TTV VoodooMag1cPeak Master
50 viewsOctober 29, 20269 min read
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Camille Support

Roam, gank, dominate.

TL;DR (at the top because I'm a nice guy). The pictures highlight enough important information to just follow those, I have also bolded the main points. Ward raptors early to help track enemy jungle, play aggressive on the map where the enemy is overextended. Play disengage/peel as you transition into mid/late game.

Camille support currently has a ~47% winrate in every elo from emerald to challenger, so why am I playing it with a 56% winrate all the way through diamond into masters? Simple, Camille is still a super powerful gank machine that turns your solo roles (jungle, mid and top) into more 2v1 fights and converts those advantages into a powerful mid-late game. How do we do this?

First we will start with the rune page setup. Almost every single game, your rune page will look the same: Domination primary, with Hail of Blades, Sudden Impact, Deep Ward and Treasure Hunter. Secondary will be Resolve, Shield Bash and Bone Plating. Adaptive, adaptive, flat health. This page allows for "tons of damage" early game with most of the choices being picked for extra damage. If you are playing into a comp that has lots of tankier enemies and you know you will need to scale, you can swap Treasure Hunter for Relentless Hunter and Shield Bash for Unflinching (vs heavier cc comps) or Overgrowth (I rarely ever take this because there is normally some form of cc that unflinching just always sounds better to me) and then swap flat health for scaling. I sometimes also swap the top adaptive damage run for attack speed, but this is only when I know both adcs want to take extended trades rather than burst trades.

Okay, so now that we have the runes ready, lets talk about how we start the game.
Relying on your mid laner to place this ward on raptors is going to end in disappointment more often than not, I always start my games by running straight down mid lane, going into the side bush of whichever side enemy raptors is on, and placing this ward aligned with the sharp edge of the rock there in front of the raptors. This ward will allow you to see when raptors get pulled (you HAVE to be paying attention to the camp because this ward will not actually see the champion hitting it, but you will see the small raptor at the edge move to start attacking them). The reason we place it here instead of deeper in is because you can see all the way to the river entrance in case the enemy jungler decides to cheese your jungler early game. Things like Shaco and Lee Sin are especially interested in doing this, so this ward can be game changing for your jungler. If you utilize this ward properly, you will know which side the enemy started and can plan according for how aggro you want to play lane.

You want to max your E first for the cooldown reduction and then Q second for the damage.

Most lanes you will be wanting to start E and you can ping that you're going in level 1 to hopefully make your adc position more forward. Camille has an incredibly strong level 1 that you should always be looking to take advantage of. Hail of blades, shield bash, passive, e stun, sudden impact - all of these combine to destroy a nice squishy adc. Usually after I place the raptor ward, I run down river and look to use e engage on the enemy adc as the minions crash. If they were playing safe for this, I am willing to flash ignite them and walk them out of lane, even if a kill is almost certainly not happening. Why though? If we force their recall, my adc gets to farm/get exp for free, and we have already set the enemy behind. Then when we return to lane, you can do it all over again, no flash on the enemy this time though.

After being aggressive in lane and forcing the enemy to recall, this is prime time to start looking for a roam. I almost always start walking up river into mid after the first engage where the enemy has started their recall. It is mostly unpredictable since there hasn't been any wards used in the river yet, and you're probably about half hp and the enemy thinks you just walked into river to recall. The gank mid will normally burn a flash and best case lead to a kill for your laner.

You should be searching for roam timers all through out lane. The best and simplest roam timers are when you have forced the enemy to recall. You can use your abilities on the wave and then recall yourself, leaving your adc to finish fully pushing out the wave. This will skew their recall timer with yours, allowing you to move to another lane quicker than your adc can get back to lane, letting them be solo for less time. When you do this, you need to properly communicate that you are recalling, since there will be a small window for them to be pounced on. Ping back on yourself and make sure if they start pushing too far to ping them as well. Here is a quick video on roam timers courtesy of ShoDesu https://www.youtube.com/watch?v=fkn926N8Th4. This will help you understand more deeply when you can be moving to help your other laners/jungler and maybe make your adc feel less like the baby you dropped off at the fire station.

At some point in the game, you will have to transition from a dive assassin into a peel support. It can be hard to understand when this is without having played a lot of games on Camille, but about the time you start realizing "man I'm not doing a lot of damage anymore" that will be when you need to stop trying to one shot the squishy people. This should also roughly coincide with the time that your adc is powerspiking on 3 items. This idea stated above won't work very well without the proper build though, so let's go over that real quick.


Full build on Camille support typically looks like this in order. Sterak's and Sundered are interchangeable and should be picked depending on the game, but I normally default to Sterak's. Sunder Sky is a better option into enemy team comps that have no burst damage and prefer extended fights.

Camille has a plethora of alternative build options, but the ones I want to highlight are Mikael's, Randuin's and Edge of Night. Mikael's is obviously for games where your important carry can not be hard cc'd or you will lose, and the enemy team has easy to land hard cc like Ashe arrow or Morgana bind. I have never forgone Hexplate for Mikael's first, the damage for early game is important, and you're likely not team fighting very often before you can finish both items anyways. Randuin's is an S+ tier item vs Yasuo specifically. If the enemy team has a Yasuo, I'm very likely to build Randuin's, if the enemy team has Yasuo and ANY other crit building character, Randuin's is a guaranteed 2nd item purchase for me. Finally, Edge of Night is a powerful item when you're playing vs enemies that have good peel abilities that make it otherwise difficult to get on top of them. The most obvious example in Syndra. She has a one and done counter engage that would make it hard to get onto her, but Edge completely trivializes that.

Link to my u.gg https://u.gg/lol/profile/na1/ttv%20voodoomag1c-sup/overview
Link to my op.gg https://op.gg/lol/summoners/na/ttv%20voodoomag1c-sup

After thought: If people ask for matchup guides, I can write something up for that as well. For now, perma ban Janna, characters like Naut/Leona/Alistar, you have to be reactive on your engage: wait for them to go in, then you can e onto the enemy adc and fight them 1v1 for free.


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