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Camille
Camille is a champion in Wild Rift.[1]
Abilities[]
- The cooldown is gauged by a meter on the health bar.
- The shield-typing is determined based on the total damage the target has dealt to champions that game (as a percentage) versus Camille's current armor and magic resistance.
- For example, with little bonus resistances Camille would likely gain the most obvious shield-typing - i.e. physical shield versus champions primarily dealing physical damage and magic shield versus champions primarily dealing magic damage. However, if she has a sufficient amount of armor against a champion dealing both alternates of physical damage and magic damage, she will receive a magic shield as the physical damage threat is already being mitigated by her armor, and vice versa.
- The type of shield that will be granted to Camille when she attacks any one enemy champion is shown as an icon beneath their health bar: orange for physical shield and blue for magic shield.
- Adaptive Defenses takes priority over all other shields except .
- The true damage:
- Has a special case to factor Spellblade into the true damage conversion of part of her attack's damage.
- Other on-hit effects do not interact with the true damage conversion.
- Is not amplified by modifiers that do not increase true damage such as .
- Is reduced by * passive because the partial conversion of the physical damage to true damage happens after the reduction to the physical damage (both are pre-mitigation on-take-damage events).
- Is dealt prior to the physical damage portion of the attack.
- Precision Protocol applies to structures but does not convert to true damage.
- The enhanced attack will still complete and hit the target when they are untargetable.
- Notes
- Wall Dive count as an ability activation for the purposes of on-cast effects such as Spellblade and triggering passive.
- Wall Dive is disabled while grounded or rooted.
- While perched, Camille's movement will assume control of the target direction if the ability is not being aimed.
- Smart cast will target an enemy in range.
- If is used to override the dash, the dash will still affect champions upon arrival.
- Camille will attempt to basic attack the target upon landing.
- The disrupt is 'nested' into a Silence debuff on the target, but unlike normal silences, this debuff does not actually make the target unable to cast. Instead, this makes sure that the disrupt is prevented by immunity to silences.
- If the target becomes untargetable, dies, or moves 2000 or more units away during the dash, it will be interrupted and the ability's cooldown and mana cost will not be refunded.
- The boundaries are not considered terrain (
- Dashes, blinks, displacements, and other forms of movement will cap their effect range to the boundary. Targets will stop at the boundary even after it expired.
- will still deal damage at the hologram's location.
- An active on a target outside the perimeter will cause to continue her charge until The Hextech Ultimatum ends. She can knockback and damage secondary targets multiple times.
- If the target attaches to a unit, they will only be displaced back inside once they detach. The Hextech Ultimatum does not end nor break the bind to the victim.
- PENDING FOR TEST: allows him to cast it even if his target is outside the area, dashing through the borders and attaching despite being unable to escape.
- PENDING FOR TEST: allows her to bypass the borders if the unit she attaches to leaves the area.
- If the target of is also the target of The Hextech Ultimatum, they can go through the borders while attached to him.
will end at the boundary.
exception), and targets that try to move out of the area will be displaced back inside.
- If Camille enters resurrection during the initial cast, the dash is stopped and the zone is formed immediately.
- The Hextech Ultimatum ends if the target enters resurrection, but not if Camille does.
- The Hextech Ultimatum ends immediately if the target is dragged by .
Patch history[]
- For the expanded patch notes, see here.
- AD ratio increased from 120 / 130 / 140 / 150% AD to 130 / 140 / 150 / 160%
- Mana cost reduced from 50 / 55 / 60 / 65 to 50 at all ranks.
- Base damage increased from 90 / 120 / 150 / 180 to 100 / 130 / 160 / 190.
- Heal damage ratio increased from 40% damage dealt to 50%.
- Bonus attack range increased from 25 to 50.
- Damage against monsters increased from 50% to 80%.
- Stats
- Base movement speed increased from 340 to 350.
- Heal reduced from 50% to 40%.
- Damage against monsters reduced from 100% to 50%.
- Bonus movement speed changed from 15 / 20 / 25 / 30% to 25% at all ranks.
- Bonus movement speed duration increased from 1 second to 1.5.
- Removed: Precision Protocol can no longer recast within 4 seconds.
- New effect: The second empowered attack automatically readies after 1.6 seconds, which converts a portion of the total damage into true damage.
- This effectively increases the attack delay from 1.5 seconds to 1.6.
- Base damage reduced from 90 / 125 / 160 / 195 to 90 / 120 / 150 / 180.
- Health ratio changed from 6% target's maximum health at all ranks to 4 / 6 / 8 / 10%.
- AD health ratio reduced from 3% target's maximum health per 100 bonus AD to 0%.
- Heal reduced from 100% to 50%.
- New effect: Heal is applied only upon hitting with the outer half.
- Stats
- Health growth increased from 115 to 120.
- Base damage increased from 70 / 110 / 150 / 190 to 90 / 125 / 160 / 195.
- Slow changed from 80% flat to 80% decaying.
- Cooldown increased from 16 / 14 / 12 / 10 seconds to 22 / 20 / 18 / 16.
- New Effect: Champion hit will additionally reduce the cooldown by 5 seconds.
- Cooldown increased from 80 / 70 / 60 seconds to 90 / 80 / 70.
- Cooldown reduced from 100 / 85 / 70 seconds to 80 / 70 / 60.
- True damage ratio reduced from 100% at all ranks to 40 / 60 / 80 / 100% (based on level).
- Movement speed reduced from 25 / 30 / 35 / 40% to 15 / 20 / 25 / 30%.
- New Effect: Now has a health bar indicator for the cooldown.
- Outer cone bonus damage health ratio reduced from 6 / 7 / 8 / 9% target's maximum health to 4 / 5 / 6 / 7%.
- Health ratio increased from 10 / 15 / 20% target's current health to 15 / 20 / 25%.
- Zone duration reduced from 2.5 / 3.25 / 4 seconds to 2 / 3 / 4.
- Stats
- Health growth increased from 105 to 115.
- Cooldown increased from 10 seconds at all levels to 18 / 16 / 14 / 12 (based on level).
- Removed: No longer grants attack speed and stops on hitting a large monster.
- Stun duration reduced from 1 seconds to 0.75.
- Cooldown increased from 90 / 75 / 60 seconds to 100 / 85 / 70.
- New effect: Smart cast will target valid terrain in front within 45°.
- Stats
- Base mana regeneration reduced from 18 to 15.
- Regional Closed Beta - September 25 Hotfix
- Stats
- Base attack damage reduced from 70 to 58.
- Attack damage growth reduced from 5.5 to 4.55.
- Cooldown increased from 14.5 / 13 / 11.5 / 10 seconds to 16 / 14 / 12 / 10.
- Removed: No longer refunds 50% cooldown when hitting an enemy champion.