Camille

Camille Jungle Build 16.11

Camille Jungle build in patch 16.11 has a 40.0% win rate over 10 games. This setup focuses on boots are an early movement purchase built to improve baseline mobility and reduce how punishing bad positioning feels. they are mainly bought to help with spacing, lane movement, and getting to fights or objectives faster.

Camille Roles
Patch: 16.11
10 Matches
Win Rate: 40% / Pick Rate: 7.75%
Mosstomper Seedling
Trinity Force
Ravenous Hydra
Death's Dance
Trinity Force
Ravenous Hydra
Death's Dance
Sterak's Gage
Flash
Smite

Camille Build Guide & Strategy (Patch 16.11)

About Camille

Camille is a precision diver and side-lane duelist who uses hookshot access, true-damage strikes, and The Hextech Ultimatum to isolate targets and force fights they cannot simply walk away from. She is one of the best champions at punishing exposed carries and controlling side pressure, but she is unforgiving when Hookshot misses or when she commits into too many bodies without a clean route back out.

Camille Build Strategy & Items

Boots support a tempo-oriented style where movement matters as much as raw stats, letting you weave in and out of trades, dodge skillshots, and reach waves or skirmishes sooner. They fit gameplans built around cleaner rotations, safer lane resets, and better control over distance in fights. The item supports defensive lane plans where you expect to take physical poke, minion-supported trades, or sustained harassment from auto attacks. It fits champions who want to blunt early AD pressure, farm more safely, and reach later spikes without bleeding too much health. The item supports lane patterns where every auto attack, ability ratio, or short trade becomes slightly more threatening right away. It fits aggressive and tempo-conscious gameplans that want immediate combat value while keeping many future build options open. Boots are an early movement purchase built to improve baseline mobility and reduce how punishing bad positioning feels. They are mainly bought to help with spacing, lane movement, and getting to fights or objectives faster. Cloth Armor is an early armor component meant to reduce incoming physical damage from basic attacks and AD-heavy trading. It is mainly purchased to stabilize lanes or builds against opponents who threaten through repeated physical hits. Long Sword is the basic attack damage component for champions who want a small but efficient increase to their physical output. It is mainly bought to improve trading, farming, and build flexibility without delaying larger item paths. Mosstomper Seedling is a jungle companion aimed at giving junglers a sturdier footing when entering fights and contested spaces. It is mainly for players who want extra durability and more forgiveness while frontlining, diving in, or absorbing early retaliation. Sterak's Gage is a bruiser survival item built to keep melee champions alive through the first burst of a committed fight. It is mainly for fighters and juggernauts that need to keep swinging after diving into danger instead of getting erased on entry.

Camille Key Strengths

Their value shows up everywhere because early movement speed changes how quickly you can reposition, chase, retreat, and respond to map plays. Boots also make trading more reliable for champions that need better angles, tighter spacing, or faster entry into range. Cloth Armor is strong because it directly targets one of the most common early damage patterns, making physical trades noticeably less punishing. It is especially valuable into marksmen, fighters, or lanes where repeated auto attacks matter more than occasional burst from other damage types. Long Sword is attractive because it gives clean AD at a low cost, making it one of the easiest ways to sharpen early damage and last-hitting. It also builds into a wide range of assassin, marksman, fighter, and utility items, so early purchases rarely feel restrictive. Mosstomper Seedling is valuable because it adds defensive confidence to ganks and skirmishes, making risky entries less likely to collapse instantly. It also suits objective fights well, where staying alive in close quarters matters more than squeezing out a bit of extra damage or movement. Sterak's Gage is valuable because it gives bruisers a much better chance to survive the moment when several enemy abilities land at once. It is especially strong on champions that thrive in extended melee fights, since living through the initial collapse often gives them enough time to turn the fight back with sustained damage. Ravenous Hydra is valuable because it turns ordinary farming and trading into much stronger map pressure, especially for champions that want to shove first and move. It is especially good on picks that remain in combat long enough to use both the extra area damage and the sustain, making duels and messy skirmishes much easier to control. Tiamat stands out because it immediately changes how fast a melee champion can manage minion waves, which often matters as much as combat stats for side-lane control. It also improves short-range fighting in packed situations, letting one champion pressure both the wave and nearby enemies at the same time. Trinity Force is valuable because it gives a very complete offensive feel to champions that can use all parts of it, making movement, trading cadence, and sustained threat all improve at once. It is especially strong on spellblade users that want every small opening to become meaningful damage without giving up side-lane tempo. Mercury's Treads are valuable because they answer two common game-losing problems at once: heavy magic damage and chainable crowd control. They are especially useful when the enemy composition wins by catching someone first, since even a little more freedom to move or cast can completely change whether you escape the engage. Death's Dance is valuable because it gives bruisers more room to stay active after diving into dangerous range, which is often the difference between a successful skirmish and dying before the second rotation. It is especially strong on reset-oriented fighters and sustained melee carries, since staying alive slightly longer often lets them completely swing the fight.

Best Camille Runes & Spells

Press the Attack centers on landing a quick sequence of hits to crack open a target for heavier follow-up damage. It is mainly chosen by champions that can stick long enough to complete the trigger and then immediately capitalize on the exposed window. Coup de Grace is a finisher rune that sharpens damage against targets already close to collapse. It is mainly taken to make execution windows cleaner so low-health enemies are less likely to escape after surviving the initial burst or trade. Treasure Hunter is an economy rune built to accelerate item timing through unique takedowns rather than through direct combat stats. Its main purpose is to convert early map activity into faster spikes that arrive before opponents are ready for them. Sudden Impact is a burst-oriented rune that rewards champions for attacking immediately after a dash, leap, blink, stealth exit, or similar repositioning trigger. Its main purpose is to make gap-closing and surprise entry patterns hit harder the moment contact is made. Magical Footwear is an economy rune that delays early boot purchases in exchange for a later movement and gold-efficiency spike. Its purpose is to free up early spending for combat stats or lane tools while still securing stronger baseline mobility once the boots arrive. Triple Tonic is a staged utility rune that delivers multiple timed consumable spikes instead of one constant stat line. Its purpose is to give a player several distinct moments of extra help across lane and transition phases, rewarding planning around when each tonic matters most. Legend: Alacrity is a scaling attack-speed rune made to sharpen auto-based gameplay as stacks accumulate. Its main purpose is to increase how quickly a champion can deliver repeated hits, making sustained DPS and trigger-based attack patterns feel smoother and more threatening. Triumph is a takedown rune that rewards successful fights with a burst of recovery and extra payoff at the moment an enemy falls. Its main purpose is to keep momentum alive after the first kill so a champion can survive the aftermath and continue pushing the skirmish. Flash is an instant repositioning spell built around solving range, angle, and danger in a single moment. It is mainly used to create or escape decisive situations that normal movement cannot cover in time. Smite is an objective and jungle control spell designed around camp clearing, neutral secure, and role-defining tempo. It is mainly taken to manage jungle routes efficiently and to give reliable finishing power on monsters that decide map control.

How to Play Camille (Early, Mid & Late Game)

Camille Laning Phase (Early Game)

In the early game as Camille in the Jungle lane, prioritize consistent farming and map awareness. Aim to secure your Trinity Force as quickly as possible to establish a lane advantage and create opening opportunities.

Camille Mid Game Strategy

During the mid game, utilize your 3 item power spikes to control lane transitions and objective contested zones. As Jungle Camille, your roaming potential and skirmishing power are at their peak.

Camille Late Game Strategy

In the late game, focus on teamfighting effectiveness and critical positioning. As Camille, your role is to maintain utility and pressure in final sieges, coordinated and protecting objectives with your full item build.

Camille Mechanics & Gameplay Tips

Strong Camille players angle Hookshot from terrain that shortens reaction time, then time Precision Protocol so the empowered true-damage hit lands during the part of the trade that actually decides it. Weak Camille play ults targets her team cannot reach, wastes Tactical Sweep spacing by standing too close, or burns both parts of Hookshot before confirming whether the engage is truly safe.

Camille Jungle Build (Patch 16.11) - Best Runes & Items | LoL Quick