
Camille
Top Lane Diver
The Steel Shadow – mobile duelist with isolation tools and true-damage Q2

Kled
Top Lane Skirmisher
Kled – 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. Kled wins extended fights or long lanes. The lane pivots on Wave 4 crash and first item at ~10–11 minutes.
Early Game (1-5)
Skill Matchup - Wave control + jungle decide; pace around Passive shield (18/14/10s) and Q2 timer (1.5s delay).
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+)
Camille Favored - Hookshot picks + Q2 true damage win short isolations; punish after key dash/CC is down.
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 Jousting or Violent Tendencies is down.
- W outer cone heal: Tag outer edge of W – Tactical Sweep to slow (80% decay/2s) and heal; step inside cones from Kled to deny their heal/zone.
- Passive shield typing: Proc Adaptive Defenses on first hit; if Kled 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
Kled
Strengths
- Kled 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
Kled'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 | Kled |
---|---|---|
Level 1 | Start Q – Precision Protocol (vs ranged start W); last-hit only; slow-push wave 1; trade after Kled uses a key spell; ward river/tri 2:20. | Kled: 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. | Kled: 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 Jousting or Violent Tendencies is down; prep Wave 4 crash. | Kled: 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. | Kled: 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 Kled has no dash/Flash; else hold R to counter; ping jungle for dive. | Kled: 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. | Kled: 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. | Kled: break freezes with jungler; avoid walls where E angles exist; kite out of R zone if possible. |
Power Spikes
Level Spikes
Camille | Kled | ||
---|---|---|---|
Level | Description | Level | Description |
3 | Minor E access unlocks engage; Q2 spacing punishes after enemy dash/CC | 3 | Minor Kled full combo; punish Camille when E is on cooldown |
6 | Major R isolates; kill with jungler on wave bounce | 6 | Major Kled 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 Kled |
13 | Critical 2-item (Tri/Shojin or Hydra/Cleaver) flips most tanks and immobile bruisers |
Item Spikes
Camille | Kled | ||
---|---|---|---|
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
Sheen + MS on-hit for stick + DPS in skirmishes
Choose vs AD autos or AP+CC (1200g/1250g)
Shove and sustain for sidelane control
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
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 IgniteHold Jousting or Violent Tendencies 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 outerTrading Combos
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 returnsBear Trap on a Rope / Pocket Pistol poke/trade; kite W cone; punish after E is on CD (16–12s)
Fight long lane; force Camille to chase without wallsLethal Thresholds
- Camille Kill Range: Kill if target <60% HP without Flash/dash; <40% for tanks; R cage denies most escape tools
- Kled Kill Range: Kled 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 | Kled |
---|---|---|
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 |