Camille vs Gnar Matchup Guide

Camille

Camille

Top Lane Diver

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

VS
Gnar

Gnar

Top Lane Marksman

Gnar – top lane profile

VerdictSkill matchup EarlyGnar Favored MidSkill Matchup LateSkill Matchup Updated Sep 14, 2025 · Patch 25.18

Champ Select Cheat Sheet — Camille vs Gnar

Runes
Precision: Conqueror, Triumph, Legend: Alacrity, Last Stand
Secondary: Resolve: Bone Plating, Unflinching (or Second Wind vs poke)
Summoners
Flash + Teleport
Start
Doran's Shield (400g) or Doran's Blade (450g) + Health Potion
Core Build
Trinity Force or Sundered SkyPlated Steelcaps/Mercury's TreadsRavenous Hydra/Black Cleaver
Trade Pattern
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
Danger Levels
Respect Gnar at levels 6, 11
First Back
Sheen (900g)
Ideal Back (900–1300g)

Matchup Dynamics

How This Matchup Works

Use E – HookshotE – HookshotCamille pulls herself to a wall, leaping off and knocking up enemy champions upon landing. angles and Q2 true damage to win short, isolated trades; force picks with R – Hextech Ultimatum at 6. Gnar wins extended fights or long lanes. The lane pivots on Wave 4 crash and first item at ~10–11 minutes.

Early Game (1-5)

Gnar Favored - Gnar out-trades early or in long lanes; deny wall access and punish HookshotE – HookshotCamille pulls herself to a wall, leaping off and knocking up enemy champions upon landing. cooldown (16–12s).

Mid Game (6-11)

Skill Matchup - Wave control + jungle decide; pace around Passive shield (18/14/10s) and Q2 timer (1.5s delay).

Late Game (12+)

Skill Matchup - Wave control + jungle decide; pace around Passive shield (18/14/10s) and Q2 timer (1.5s delay).

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.
  • HookshotE – HookshotCamille pulls herself to a wall, leaping off and knocking up enemy champions upon landing. buffer & angle: Cast E – HookshotE – HookshotCamille pulls herself to a wall, leaping off and knocking up enemy champions upon landing. from fog at 700–800u; buffer FlashFlashTeleports you a short distance toward your cursor.>E2 to bypass reaction dashes; only commit when Hop / CrunchE – Hop / CrunchGnar leaps to a location and bounces off the head of any unit he lands on, traveling further.Mega Gnar is too large to bounce and instead lands with earth-shattering force, dealing damage in an area a... or Hyper / WallopW – Hyper / WallopGnar's attacks and spells hype him up, dealing bonus damage and granting him Move Speed.Mega Gnar is too enraged to be hyper and instead can rear up on his hind legs and smash down on the area in fron... is down.
  • W outer cone healHealRestores Health and grants Move Speed to you and target allied champion.: Tag outer edge of W – Tactical SweepW – Tactical SweepCamille blasts in a cone after a delay, dealing damage. Enemies in the outer half are slowed and take extra damage, while also healing Camille. to slow (80% decay/2s) and healHealRestores Health and grants Move Speed to you and target allied champion.; step inside cones from Gnar to deny their healHealRestores Health and grants Move Speed to you and target allied champion./zone.
  • Passive shield typing: Proc Adaptive DefensesP – Adaptive DefensesBasic 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. on first hit; if Gnar 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; SheenSheenGrants a bonus to next attack after spell cast procs amplify trades
  • E – HookshotE – HookshotCamille pulls herself to a wall, leaping off and knocking up enemy champions upon landing. > Wall Dive creates long engage range + stun
  • Adaptive DefensesP – Adaptive DefensesBasic 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. shield by damage type; enables timed short trades

Weaknesses

  • HookshotE – HookshotCamille pulls herself to a wall, leaping off and knocking up enemy champions upon landing. 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

Gnar

Strengths

  • Gnar excels in extended fights or range control
  • Can punish HookshotE – HookshotCamille pulls herself to a wall, leaping off and knocking up enemy champions upon landing. 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 SheenSheenGrants a bonus to next attack after spell cast; 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

Gnar's Win Condition

  • Extend lane; punish HookshotE – HookshotCamille pulls herself to a wall, leaping off and knocking up enemy champions upon landing. cooldown; fight after Camille uses E
  • Stack wave for dive before 6; break freezes with jungler
  • Rush appropriate boots + anti-healHealRestores Health and grants Move Speed to you and target allied champion./armor; kite W outer and Q2 delay
  • Force 5v5 front-to-back when Camille R is down

Laning Phase Guide

Level/Phase Camille Gnar
Level 1 Start Q – Precision ProtocolQ – Precision ProtocolCamille's next attack deals bonus damage and grants bonus Move Speed. (vs ranged start W); last-hit only; slow-push wave 1; trade after Gnar uses a key spell; ward river/tri 2:20. Gnar: 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. Gnar: trade when HookshotE – HookshotCamille pulls herself to a wall, leaping off and knocking up enemy champions upon landing. is down; break freeze by thinning; prep level 3 all-in.
Level 3 Unlock E; threaten E from side brush; only commit if Hop / CrunchE – Hop / CrunchGnar leaps to a location and bounces off the head of any unit he lands on, traveling further.Mega Gnar is too large to bounce and instead lands with earth-shattering force, dealing damage in an area a... or Hyper / WallopW – Hyper / WallopGnar's attacks and spells hype him up, dealing bonus damage and granting him Move Speed.Mega Gnar is too enraged to be hyper and instead can rear up on his hind legs and smash down on the area in fron... is down; prep Wave 4 crash. Gnar: bait E then chase; crash if jungler topside; deny cannon setup.
Level 4-5 Crash Wave 4 ~3:15–3:30; base 900–1300g (SheenSheenGrants a bonus to next attack after spell cast 900g + ward) or hold freeze; thin stacked waves to dodge dives. Gnar: contest Wave 4 crash; call jungler to break freeze; place deep wardDeep WardYour wards in the enemy jungle are Deep, gaining Health and Duration.Level 9: Wards in the river are also Deep. before 3:30.
Level 6 Hit 6 first by slow-push then crash; R isolate if Gnar has no dash/FlashFlashTeleports you a short distance toward your cursor.; else hold R to counter; ping jungle for dive. Gnar: 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. Gnar: 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. Gnar: break freezes with jungler; avoid walls where E angles exist; kite out of R zone if possible.

Power Spikes

Level Spikes

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

Item Spikes

Camille Gnar
Item Description Item Description
Trinity ForceTrinity ForceTons of Damage (3333g) SheenSheenGrants a bonus to next attack after spell cast + MS on-hit lets you stick and Q reset faster Plated SteelcapsPlated SteelcapsEnhances Move Speed and reduces incoming basic attack damage (1200g) Auto damage reduction vs Camille's AA resets
Sundered SkySundered Sky45 Attack Damage400 Health10 Ability HasteLightshield StrikeYour first Attack against a champion Critically Strikes and restores Health. (3100g) HealHealRestores Health and grants Move Speed to you and target allied champion. on crit-like proc; better vs heavy burst duelists Executioner's CallingExecutioner's CallingOvercomes enemies with high health gain (800g) Anti-healHealRestores Health and grants Move Speed to you and target allied champion. vs Hydra sustain
Ravenous HydraRavenous HydraMelee attacks hit nearby enemies, dealing damage and restoring Health (3300g) Waveclear + lifesteal; boosts sidelane pressure Bramble/ThornmailThornmail150 Health75 ArmorThornsWhen struck by an Attack, deal magic damage to the attacker and apply 40% Wounds for 3 seconds if they are a champion. (1000g/2450g) Grievous Wounds + reflect vs lifesteal builds
Spear of ShojinSpear of ShojinReduce damage taken from champions by a flat amount. Attack while near multiple enemy champions to increase this amount for a short time. (3100g) Ability haste on hit; extends Q/E uptime in duels
Black CleaverBlack CleaverDealing physical damage to enemy champions reduces their Armor (3000g) Armor shred for team + stickiness from MS per stack
Death's DanceDeath's Dance60 Attack Damage50 Armor15 Ability HasteIgnore PainA percentage of damage taken is dealt to you over 3 seconds instead.DefyWhen a champion that you damaged within 3 seconds dies, cleanse Ignore Pain's... (3300g) Convert burst into bleed; resets healHealRestores Health and grants Move Speed to you and target allied champion. on takedown
Sterak's GageSterak's GageShields against large bursts of damage (3200g) Big shield + tenacity vs burst/CC comps

Best Build for Camille

Starting Items

Doran's ShieldDoran's ShieldGood defensive starting item (400g) or Doran's BladeDoran's BladeGood starting item for attackers (450g) + Health PotionHealth PotionConsume to restore Health over time

Core Items

Trinity ForceTrinity ForceTons of Damage or Sundered SkySundered Sky45 Attack Damage400 Health10 Ability HasteLightshield StrikeYour first Attack against a champion Critically Strikes and restores Health.Plated SteelcapsPlated SteelcapsEnhances Move Speed and reduces incoming basic attack damage/Mercury's TreadsMercury's TreadsIncreases Move Speed and reduces duration of disabling effectsRavenous HydraRavenous HydraMelee attacks hit nearby enemies, dealing damage and restoring Health/Black CleaverBlack CleaverDealing physical damage to enemy champions reduces their Armor

Runes

Primary: Precision: ConquerorConquerorGain stacks of adaptive force when attacking enemy champions. After reaching 12 stacks, heal for a portion of damage you deal to champions., TriumphTriumphTakedowns restore 5% of your missing health and grant an additional 20 gold., Legend: AlacrityLegend: AlacrityTakedowns on enemies grant permanent Attack Speed., Last StandLast StandDeal more damage to champions while you are low on health.

Secondary: Resolve: Bone PlatingBone PlatingAfter taking damage from an enemy champion, the next 3 spells or attacks you receive from them deal 30-60 (based on level) less damage.Duration: 1.5sCooldown: 55s, UnflinchingUnflinchingGain Armor and Magic Resist when receiving crowd control. (or Second WindSecond WindAfter taking damage from an enemy champion heal back some missing health over time. vs poke)

Summoner Spells

FlashFlashTeleports you a short distance toward your cursor. + TeleportTeleportAfter a brief channel, become untargetable and travel to an allied unit. Upgrades into Unleashed Teleport, which significantly increases travel speed.

Priority Build Path

1
Trinity Force

SheenSheenGrants a bonus to next attack after spell cast + 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; healHealRestores Health and grants Move Speed to you and target allied champion. on takedown; pairs with Hydra

Situational Adjustments

  • Sundered SkySundered Sky45 Attack Damage400 Health10 Ability HasteLightshield StrikeYour first Attack against a champion Critically Strikes and restores Health.: Need anti-burst trade healing and HP
  • Black CleaverBlack CleaverDealing physical damage to enemy champions reduces their Armor: Enemy stacks armor; team benefits from shred
  • Sterak's GageSterak's GageShields against large bursts of damage: Heavy burst/CC; need big shield window
  • Spear of ShojinSpear of ShojinReduce damage taken from champions by a flat amount. Attack while near multiple enemy champions to increase this amount for a short time.: 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 SheenSheenGrants a bonus to next attack after spell cast item or Hydra and IgniteIgniteDeals true damage over time to target enemy champion and reduces healing effects on them for the duration.
Gnar Escape/Counter Combo:

Hold Hop / Crunch or Hyper / Wallop 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
Gnar Quick Trade:

Boomerang Throw / Boulder Toss 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 FlashFlashTeleports you a short distance toward your cursor./dash; <40% for tanks; R cage denies most escape tools
  • Gnar Kill Range: Gnar 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/healHealRestores Health and grants Move Speed to you and target allied champion. Freeze 3–4 minions Q1>wait>Q2 with W outer; disengage before big CD returns Low-Med with IgniteIgniteDeals true damage over time to target enemy champion and reduces healing effects on them for the duration. 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 wardDeep WardYour wards in the enemy jungle are Deep, gaining Health and Duration.Level 9: Wards in the river are also Deep. before push
4-5 Pre-6 stability Crash Wave 4 then bounce SheenSheenGrants a bonus to next attack after spell cast proc trades post-base Medium on bounce Reset 900–1300g (SheenSheenGrants a bonus to next attack after spell cast/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 IgniteIgniteDeals true damage over time to target enemy champion and reduces healing effects on them for the duration. 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 cleanseCleanseRemoves all disables (excluding suppression and airborne) and summoner spell debuffs affecting your champion and gives Tenacity. Track FlashFlashTeleports you a short distance toward your cursor. 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)

  • SheenSheenGrants a bonus to next attack after spell cast (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 TreadsMercury's TreadsIncreases Move Speed and reduces duration of disabling effects component
  • Control Ward (75g)

If vs heavy CC/AP; base on safe wave

Teamfight Tips

Aspect Camille Gnar
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 FlashFlashTeleports you a short distance toward your cursor.>E2 to extend engage; hold W for escape path slow
Track cleanseCleanseRemoves all disables (excluding suppression and airborne) and summoner spell debuffs affecting your champion and gives Tenacity./QSS; pivot to sidelane if denied
Ward walls; cut hooks with control wards; kite R edge and flashFlashTeleports you a short distance toward your cursor. out as it ends