Meta, tier list & top-player builds from the China server · live
卡蜜尔 · 青钢影 Fighter B
✅ Patch 7.2e · stats updated 2026-09-12 · real builds of 20 top-ranked China server players captured 2026-09-11
Difficulty Damage Toughness Utility
How the strongest players on the Wild Rift China server (国服) build Camille: live win/pick statistics by rank bracket, the most-used item and rune sets, and the real loadouts of the top ranked Camille players, captured in-game.
📖 How to play CamilleCounted on 22 real builds captured from the Chinese client, player by player. Independent from the official API above.
Taken from the official in-game China leaderboard. Spells, runes and items of every public top player.
20 of the top 30 players have a public match history; the others keep theirs private.
















































































The toughest lane matchups for Camille on the Wild Rift China server, with why each is hard and exactly how to play it.
Why Jax counters Camille: His Counter Strike cancels your empowered attacks and your passive shield: in long duels his scaling overtakes yours.
How to play Camille into Jax: Trade with Q2 and leave BEFORE his Counter Strike comes out. Use your hook (E) to interrupt his jumps mid-air.
→ JaxWhy Malphite counters Camille: His armor grows against your physical damage and his poke drains your passive shield before every trade.
How to play Camille into Malphite: The true damage of a charged Q2 is the only thing that gets through him. Otherwise splitpush: your mobility is worth more than duelling him.
→ MalphiteWhy Renekton counters Camille: At early levels his short stun trades go straight through your shield: the lane phase is all uphill.
How to play Camille into Renekton: Survive levels 1-5 trading only with your shield up. After 2 items your Q2 cuts through him: wait for your moment.
→ RenektonWhy Fiora counters Camille: A duel of reads: her Riposte against your hook-stun. Whoever reads the other better wins the side lane.
How to play Camille into Fiora: Fake the hook to make her burn Riposte, then commit for real. Your R closes off her escape: use it to finish, not to start.
→ FioraWhy Gwen counters Camille: Her Mist denies your hook-stun, but you punish her the moment she leaves it: similar scaling, opposite styles.
How to play Camille into Gwen: Never throw the hook into the Mist. Trade while her Q is on cooldown and close with R when she tries to reposition.
→ GwenThe champions Camille works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
Crescent Guard (R) knocks back everyone except the target he challenged with Wind Becomes Lightning (W) and blocks damage from outside: the same cage as The Hextech Ultimatum (R). Same target, and nobody gets to peel for it.
Paranoia (R) blinds their whole team's vision: nobody sees the flank you take coming off a wall with Hookshot (E), and nobody runs in to protect the carry you are isolating. Two divers hunting the same target.
Your weakness is that you have to actually land autos: Frenzying Taunt (E) nails the carry into hitting Rammus for the whole 1.6-second Precision Protocol (Q) window, the one where your second hit converts to true damage.
Infinite Duress (R) is a suppress nobody dodges: one second where the target cannot walk, cannot dash and cannot be peeled for, which is the only condition your empowered double auto has ever needed in order to land.
Taste Their Fear (Q) hits far harder on an isolated target, and The Hextech Ultimatum (R) shoves that target's allies away for exactly that reason. Only worth it if you accept Kha'Zix is below average right now and you share one prey.
The split-pusher's real problem is not knowing when four of them are coming: Destiny (R) reveals their whole team and teleports him to you. The gold card from Pick a Card (W) holds a target still while your ultimate winds up.
The Hextech Ultimatum (R) is a dash with no way back: Hero's Entrance (R) is the parachute. It arrives from half a map away into your side lane, shields you and knocks up whoever came four-on-one to collect you.
Command: Protect (E) on you is a shield and resistances during your ultimate's windup, the exact moment when any crowd control cancels the whole combo. It also carries the Ball into their backline along with you.
Ring of Frost (W) roots and Frozen Tomb (R) stuns on top: nearly three seconds where the target cannot move. All of your damage lives in the 1.6-second window after your first empowered auto, and this hands you the whole thing.
While you push a side lane alone, your team has to hold a 4v4 - Swain is a self-healing frontline that does. Vision of Empire (W) hits 50% harder on anything already locked down, and Hookshot (E)'s stun is the green light.
Kog'Maw dies exactly one way: somebody reaches him. The Hextech Ultimatum (R) takes that somebody and locks them in a cage on the far side of the fight, and Void Ooze (E) slows whoever tries to chase you after the dive.
Enchanted Crystal Arrow (R) stuns from off-screen: it is the cue to leap off your wall knowing the target is already frozen when you land. And Frost Shot (P) slows on every hit, because you live off autos that connect.
Deadly Flourish (W) roots anyone who just took damage from an ally: Hookshot (E)'s 0.75-second stun or one Tactical Sweep (W) switches it on, and the target stays put until your second empowered auto has landed.
Arc of Judgment (W) slows a target to nearly a standstill and keeps pulsing: whoever stays inside it never leaves your auto-attack window, which is the only place where your damage actually exists.
Your card says it plainly: hard crowd control before your ultimate connects shuts the whole thing down. Black Shield (E) is that crowd control absorbed, and Dark Binding (Q) holds the target for two seconds while you land the double auto.
With no wall in range, Hookshot (E) does not exist and you are just another auto-attacker: Dark Passage (W) is the second exit out in the open. And Death Sentence (Q) hands you a target already dragged out of position.
Zenith Blade (E), Shield of Daybreak (Q) and Solar Flare (R) chained together hold a target down for longer than your ultimate lasts: someone stuck inside The Hextech Ultimatum (R) and stunned has nothing left to play.
Precision Protocol (Q) is an empowered basic attack, so Tidecaller's Blessing (E) stacks bonus magic damage and a slow on top of it: the hit that converts to true damage now brakes them as well. Aqua Prison (Q) opens the trade.
Your fast empowered autos push Concussive Blows (P) to four marks almost on their own and the stun comes for free. But Braum lives off peeling for other people while you spend half the game alone in a side lane: only worth it grouped.
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Baron | B | 49.59% | 3% | 0.22% | #28 / 41 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Baron | B | 49.57% | 3.1% | 0.24% | #28 / 41 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Baron | B | 49.33% | 3.58% | 0.31% | #26 / 41 |
| Jungle | C | 48.61% | 1.03% | 0.31% | #35 / 42 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Baron | B | 49.36% | 5.22% | 0.7% | #19 / 39 |
| Jungle | C | 50.62% | 1.24% | 0.7% | #33 / 41 |
Camille is a Fighter built for isolating a single target and beating them in an extended duel, leaning on mobility, true damage, and self-sustain rather than teamfight utility. She deals mostly physical damage that spikes hard once her passive-empowered auto-attacks land, and in Wild Rift she's best played as a lane bully and split-pusher who can flank off any nearby wall, trap a priority target, and walk away from the fight healthy.
Skill order: Q > W > E (max R whenever it's available)
Play the lane around your empowered autos: land Q, follow up with a second auto inside its window for the true-damage conversion, and trust the passive shield to eat the return hit. Use Hookshot mainly as a repositioning and escape tool early — remember the stun only lands if you hit an enemy champion during the actual dash off the wall, not the initial grapple. Against lane bullies, play for freezes and short pokes rather than an all-in until you hit your level 3-5 spike with Hookshot online.
Scout a wall before you commit to a fight — Hookshot lets you flank in from an angle the enemy isn't watching. Save your ultimate for a target you can actually kill once isolated, a squishy carry or an overextended threat, not the frontline tank, since its damage scales off current health and hits hardest on someone already chipped down. Once you commit, chain Q's true damage and W's slow/heal onto that target, and keep your second Hookshot charge free to either finish the kill or bail out if the fight turns.