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Camille

Camille

Top Lane Diver

The Steel Shadow – mobile duelist with isolation tools and true-damage Q2

VS
Fiora

Fiora

Top Lane Duelist

Fiora – top lane profile

Matchup Dynamics

How This Matchup Works

Use E – Hookshot angles and Q2 true damage to win short, isolated trades; force picks with R – Hextech Ultimatum at 6. Fiora wins extended fights or long lanes. The lane pivots on Wave 4 crash and first item at ~10–11 minutes.

Early Game (1-5)

Fiora Favored - Fiora out-trades early or in long lanes; deny wall access and punish Hookshot cooldown (16–12s).

Mid Game (6-11)

Fiora Favored - Fiora out-trades early or in long lanes; deny wall access and punish Hookshot cooldown (16–12s).

Late Game (12+)

Fiora Favored - Fiora out-trades early or in long lanes; deny wall access and punish Hookshot cooldown (16–12s).

Key Interactions

  • Q2 timing window (1.5s delay): Space for 1.5s after Q1; land Q2 for true damage; weave auto resets; cancel if enemy holds hard CC.
  • Hookshot buffer & angle: Cast E – Hookshot from fog at 700–800u; buffer Flash>E2 to bypass reaction dashes; only commit when Bladework or Riposte is down.
  • W outer cone heal: Tag outer edge of W – Tactical Sweep to slow (80% decay/2s) and heal; step inside cones from Fiora to deny their heal/zone.
  • Passive shield typing: Proc Adaptive Defenses on first hit; if Fiora deals AD, trade during physical shield (18/14/10s CD by level).

Camille

Strengths

  • Point-and-click R isolates target; prevents most dashes/flashes leaving zone
  • Q2 true damage shreds high armor; Sheen procs amplify trades
  • E – Hookshot > Wall Dive creates long engage range + stun
  • Adaptive Defenses shield by damage type; enables timed short trades

Weaknesses

  • Hookshot 16–12s CD; losing trades if E down in long lane
  • Mana early; missed W loses tempo; Q cycle gated by spacing
  • Vulnerable to heavy CC/disengage that stops E2 follow-up
  • Struggles vs anti-dive and %HP shred in extended fights

Fiora

Strengths

  • Fiora excels in extended fights or range control
  • Can punish Hookshot cooldown and predictable E angles
  • Snowballs off wave crashes and jungle cover

Weaknesses

  • Hates isolation inside Hextech Ultimatum
  • Telegraphed all-ins can be buffered/Flashed by Camille
  • Poor into short, shield-timed trades with Q2 spacing

Power Curve Comparison EXPERIMENTAL

Power Curve Visualization

Win Conditions

Camille's Win Condition

  • Freeze 4–6 minions 3:30–5:00; deny XP; call jungle for cage dive at 6:00
  • Crash Wave 4 ~3:20; base to Sheen; return to control lane with Q cycles
  • Hover Herald 8:00–10:00; force pick with TP flank then take plates
  • In side lane, threaten E from fog; R isolate carry on rotations

Fiora's Win Condition

  • Extend lane; punish Hookshot cooldown; fight after Camille uses E
  • Stack wave for dive before 6; break freezes with jungler
  • Rush appropriate boots + anti-heal/armor; kite W outer and Q2 delay
  • Force 5v5 front-to-back when Camille R is down

Laning Phase Guide

Level/Phase Camille Fiora
Level 1 Start Q – Precision Protocol (vs ranged start W); last-hit only; slow-push wave 1; trade after Fiora uses a key spell; ward river/tri 2:20. Fiora: start standard poke/CS tool; deny Camille passive proc; ward 1:15 brush cheese.
Level 2 Take W; hold freeze 3–4 minions; Q1 wait 1.5s > Q2; back off before their big CD returns; ward pixel/tri 2:40. Fiora: trade when Hookshot is down; break freeze by thinning; prep level 3 all-in.
Level 3 Unlock E; threaten E from side brush; only commit if Bladework or Riposte is down; prep Wave 4 crash. Fiora: bait E then chase; crash if jungler topside; deny cannon setup.
Level 4-5 Crash Wave 4 ~3:15–3:30; base 900–1300g (Sheen 900g + ward) or hold freeze; thin stacked waves to dodge dives. Fiora: contest Wave 4 crash; call jungler to break freeze; place deep ward before 3:30.
Level 6 Hit 6 first by slow-push then crash; R isolate if Fiora has no dash/Flash; else hold R to counter; ping jungle for dive. Fiora: hold dash/defensive for Hextech Ultimatum; fight only after Camille spends R or E.
Level 7-8 Complete first item (Triforce/Sundered/Hydra); extend trades; hover Herald; TP (300s) only to stacked waves/objectives. Fiora: punish Camille mana on wave clear; shove and roam if R is down; track TP windows.
Level 9 Max Q; choose freeze vs duelists or slow push to roam; threaten E from fog; swap sides for objective timers. Fiora: break freezes with jungler; avoid walls where E angles exist; kite out of R zone if possible.

Power Spikes

Level Spikes

Camille Fiora
Level Description Level Description
3 Minor E access unlocks engage; Q2 spacing punishes after enemy dash/CC 3 Minor Fiora full combo; punish Camille when E is on cooldown
6 Major R isolates; kill with jungler on wave bounce 6 Major Fiora ultimate window increases all-in or escape potential
9 Major Q max lowers CD to 5s; Sheen procs stack quickly 11 Major First item + rank spike for Fiora
13 Critical 2-item (Tri/Shojin or Hydra/Cleaver) flips most tanks and immobile bruisers

Item Spikes

Camille Fiora
Item Description Item Description
Trinity Force (3333g) Sheen + MS on-hit lets you stick and Q reset faster Plated Steelcaps (1200g) Auto damage reduction vs Camille's AA resets
Sundered Sky (3100g) Heal on crit-like proc; better vs heavy burst duelists Executioner's Calling (800g) Anti-heal vs Hydra sustain
Ravenous Hydra (3300g) Waveclear + lifesteal; boosts sidelane pressure Bramble/Thornmail (1000g/2450g) Grievous Wounds + reflect vs lifesteal builds
Spear of Shojin (3100g) Ability haste on hit; extends Q/E uptime in duels
Black Cleaver (3000g) Armor shred for team + stickiness from MS per stack
Death's Dance (3300g) Convert burst into bleed; resets heal on takedown
Sterak's Gage (3200g) Big shield + tenacity vs burst/CC comps

Best Build for Camille

Starting Items

Doran's Shield (400g) or Doran's Blade (450g) + Health Potion

Core Items

Trinity Force or Sundered Sky → Plated Steelcaps/Mercury's Treads → Ravenous Hydra/Black Cleaver

Runes

Primary: Precision: Conqueror, Triumph, Legend: Alacrity, Last Stand

Secondary: Resolve: Bone Plating, Unflinching (or Second Wind vs poke)

Summoner Spells

Flash + Teleport

Priority Build Path

1
Trinity Force

Sheen + MS on-hit for stick + DPS in skirmishes

2
Plated Steelcaps/Mercury's Treads

Choose vs AD autos or AP+CC (1200g/1250g)

3
Ravenous Hydra

Shove and sustain for sidelane control

4
Death's Dance

Mitigate burst; heal on takedown; pairs with Hydra

Situational Adjustments

  • Sundered Sky: Need anti-burst trade healing and HP
  • Black Cleaver: Enemy stacks armor; team benefits from shred
  • Sterak's Gage: Heavy burst/CC; need big shield window
  • Spear of Shojin: Need longer Q/E uptime in 1v1s

Key Patterns

Lethal Combos

Camille Full Combo (Level 6+):

E – Hookshot > (buffer Flash if needed) > E2 stun > Q1 > wait 1.5s > R – Hextech Ultimatum > Q2 > W outer edge > autos

Lethal from ~55–65% vs non-tanks with Sheen item or Hydra and Ignite
Fiora Escape/Counter Combo:

Hold Bladework or Riposte to deny E2 or escape R edge; re-engage after Camille E is down

Survive initial burst; win extended if Camille misses Q2 or W outer

Trading Combos

Camille Short Trade:

Q1 > step back 1.5s > Q2 (true) > auto reset; add W outer when they retreat

Use Passive shield as a trade clock; disengage if key CC returns
Fiora Quick Trade:

Lunge poke/trade; kite W cone; punish after E is on CD (16–12s)

Fight long lane; force Camille to chase without walls

Lethal Thresholds

  • Camille Kill Range: Kill if target <60% HP without Flash/dash; <40% for tanks; R cage denies most escape tools
  • Fiora Kill Range: Fiora wins if Camille wastes E or misses Q2/W outer; build early armor/MR as needed
  • Critical Levels: 3: E access; 6: R isolation; 9: Q max; 13: 2-item spike

Level by Level Game Plan

Level Primary Goal Lane Position Trading Opportunities Kill Windows Setup Opportunities
1 Establish Q trade timer Hold wave outside tower; slow push 1 Q1 then wait 1.5s for Q2; proc passive shield first Low; need minion lead Ahead: stack wave; Even: hold; Behind: thin & ward 2:20
2 Add W slow/heal Freeze 3–4 minions Q1>wait>Q2 with W outer; disengage before big CD returns Low-Med with Ignite Track jungle 2:45; ward pixel/tri
3 Enable E engage Prep Wave 4 crash E from side; only commit when enemy dash/CC is down Medium with gank Deep ward before push
4-5 Pre-6 stability Crash Wave 4 then bounce Sheen proc trades post-base Medium on bounce Reset 900–1300g (Sheen/Long Sword + Ward)
6 Convert R picks Control brush; threaten cage E2>Q1>R>Q2>W-outer High vs dashless or Flashless Ping jungle for dive on cannon wave
7-8 First item leverage Freeze vs melee; shove vs ranged Extend with Tri/Sundered/Hydra Medium-High with Ignite Hover Herald; TP (300s) to objectives
9+ Q max pressure Slow push for roam or freeze for deny Cycle Q every ~5s Medium; pick squishies Deep wards in river/jungle chokes
Mid Game (11-16) Side-lane threat & flanks Play long lane with ward net Skirmish then collapse with TP High on carries without cleanse Track Flash timers; contest Herald/Dragon
Late Game (16+) Backline access Flank from fog; avoid front-to-back Explode priority then disengage High with team follow Control jungle entrances; time TP with waves

First Back Goals

Ideal Back (900–1300g)

  • Sheen (900g)
  • Long Sword (350g)
  • Control Ward (75g)

Crash Wave 4 (first cannon) then base; preserves tempo

Standard Back (700–900g)

  • Long Sword (350g)
  • Boots (300g)
  • Control Ward (75g)

Base on bounce; keep TP for cross-map plays

Anti-AP Back (1100–1400g)

  • Null-Magic Mantle (400g)
  • Mercury's Treads component
  • Control Ward (75g)

If vs heavy CC/AP; base on safe wave

Teamfight Tips

Aspect Camille Fiora
Primary Role Diver/Flanker—isolate carry in R Frontline or peel depending on kit
Target Priority Enemy ADC
Burst mage
Jungler if isolated
Stop Camille engage
Peel for backline
Objective Control Force picks before Dragon/Herald
TP flank behind pits
Start on spawn; punish Camille R cooldown
Positioning Approach from fog/side walls; avoid pinked brushes Spread in chokes; hold CC for E2
Other Tips Buffer Flash>E2 to extend engage; hold W for escape path slow
Track cleanse/QSS; pivot to sidelane if denied
Ward walls; cut hooks with control wards; kite R edge and flash out as it ends