See Brand's counters
Patch 26.18jungle

Brand Jungle Build & Guide — Patch 26.18

Brand

Tactical Dashboard

Difficulty
Damage
MAGIC
Class
AP Jungler / Skirmisher
Patch
26.18

Core Abilities

Blaze
Brand's spells set targets ablaze (damage over 4s, stacks up to 3). The third stack on a champion or a large monster detonates after 2s for 6-12% of their max health in an area and re-applies Blaze.
Sear
Sear
Linear skillshot that deals magic damage. If the target is already ablaze, it stuns them — your gank lock and your skirmish stun setup.
Pillar of Flame
Pillar of Flame
Delayed area-of-effect zone after a short tell. Targets that are ablaze take +25% damage. Main jungle clear tool.
Conflagration
Conflagration
Targeted blast that bounces to nearby enemies. If the primary target is ablaze, it bounces to twice as many enemies — bounces between camps speed up your clear.
Pyroclasm
Pyroclasm
Long-range fireball that bounces up to 5 times between enemies, prioritising ablaze targets. Massive damage in skirmishes around drake and grub pits.

Skill Order

1
W
2
E
3
Q
4
W
5
W
6
R
7
W
8
W
9
E
10
E
11
R
12
E
13
E
14
Q
15
Q
16
R
17
Q
18
Q

Primary Combo

EWQR

Core Items

Scorchclaw Pup
Liandry's Torment
Sorcerer's Shoes
Rylai's Crystal Scepter
Rabadon's Deathcap

Situational Items

Zhonya's Hourglass
Zhonya's Hourglass
vs early-game divers (Lee Sin, Xin Zhao, Hecarim, Diana) — stasis covers your zero-mobility weakness during their gap-close
Cosmic Drive
Cosmic Drive
when ahead and the enemy team has no magic resist — Spelldance speeds you up when you damage a champion, so it only pays inside a fight
Void Staff
Void Staff
swap when any priority target buys their first Magic Resist item (Mercury's Treads counts)
Banshee's Veil
Banshee's Veil
vs single-target magic CC engages (Ahri R, Lissandra R, Nautilus hook)

Runes

Primary · Sorcery
Arcane Comet
KeystoneArcane Comet
Manaflow Band
Manaflow Band
Transcendence
Transcendence
Scorch
Scorch
Secondary · Resolve
Second Wind
Second Wind
Overgrowth
Overgrowth
Stat shards
Adaptive ForceAdaptive ForceHealth Scaling
Offense · Flex · Defense
Why these runes

Sorcery primary: Arcane Comet procs on every W or E hit, adding free burst on top of blaze. Manaflow Band is mandatory — Brand jungle is mana-starved on early clears. Transcendence adds 10 flat ability haste by level 8, and Scorch finishes ganks.

Why secondary

Resolve secondary: Second Wind sustains you through camps without buying potions (Brand has no innate jungle sustain like Fiddlesticks heal or Warwick lifesteal). Overgrowth gives bonus health that scales with monsters killed — direct counter to your no-defenses fragility.

When to switch secondary

Vs heavy early-game invade comps (Lee Sin + Pyke roam pressure, Elise + Galio), swap Resolve to Inspiration with Biscuit Delivery (mana sustain on your weakest clears) and Cosmic Insight (more Smite uptime around drakes).

Win Condition

Skirmish around objective pits with R bouncing through grouped enemies. Gank lanes after pushing a wave with E (the spread sets up a free Q stun). Powerspike window is minutes 8-18.

Weakness

Slow single-target clear until Liandry's is online, no escape, and no innate jungle sustain. Weak to early invades by mobile junglers and to enemy junglers who can match Brand's AOE with hard CC.

Overview

Brand jungle is an AP skirmisher built around objective fights and post-6 ganks rather than fast clears or solo invades. The kit is identical to mid Brand — set targets on fire, stun ablaze targets with Q, bounce R between grouped enemies — but the role is different. As a jungler you trade lane priority (the lane-by-lane edge laners get when they push the wave first) for control of the river: every drake fight, every grub window, every Scuttle skirmish is a chance for R to bounce between three or four grouped enemies and turn an even fight into a teamwipe. Grubs are the small neutral monsters in the void pit: three of them, once per game, from 8:00 until the camp is gone for good at 14:45, and the team that kills them gets gold and a team-wide bonus. Scuttle is the neutral crab in the river that gives vision and a small buff.

His game plan is rigid by jungle standards. Full-clear the first three camps (red → krugs or blue → gromp, depending on side), gank a lane at level 3 only if it has a clean W → Q stun window, recall for Liandry's Torment components, and from minute 8 onward camp the next objective. Brand has no escape, no early dueling power, and a slow single-target clear until Liandry's Torment is online — invades will end your game if you do not ward your jungle entrances. The payoff is the post-6 spike: Pyroclasm in a grouped river fight is one of the highest-damage ultimates in the game, and the kit asks the enemy team a question they can only answer with a disengage tool they often do not have.

Recommended Build

Starting items: Scorchclaw Pup Scorchclaw Pup (default jungle pet companion that buffs camp clear and grants gold as it evolves, 450g) + 1 Health Potion Health Potion (50g). That is the full 500 gold you start with; the Refillable Potion is a first-back purchase, not a start.

Core items (in order):

  1. Scorchclaw Pup Scorchclaw Pup — the jungle companion. It grows as you hunt monsters, empowering your Smite along the way, and completes the Jungle Quest once it is fully grown; that is a question of camps cleared, not a fixed clock, and it lands well after minute 4. Grown, it periodically charges your next attack or ability to burn and slow the target, and killing a large monster readies it again immediately. The "or ability" is the whole point on Brand: it fires off W, so you never have to walk into melee for it.
  2. Liandry's Torment Liandry's Torment — first complete item. The percent-HP burn punishes objective HP pools (drake, baron, herald) and stacks on top of every blaze tick.
  3. Sorcerer's Shoes Sorcerer's Shoes — flat magic penetration, the cheapest power spike between core items.
  4. Rylai's Crystal Scepter Rylai's Crystal Scepter — the slow on every spell hit closes Brand's biggest weakness (no chase, no escape). Lets you walk down kited enemies and gank without Flash.
  5. Rabadon's Deathcap Rabadon's Deathcap — late-game scaling slot. Buy this fifth unless you are 4+ kills ahead, in which case rush it earlier for snowball ("snowball" = early lead that grows: kill → gold → item → more kills).

Situational items:

  • Zhonya's Hourglass Zhonya's Hourglass — into early-game divers (Lee Sin, Xin Zhao, Hecarim). Stasis is the only answer Brand has when a dash chain crosses his front line (the tanks and bruisers up front who normally absorb hits for you).
  • Cosmic Drive Cosmic Drive — when ahead and the enemy team has not started building magic resist. Spelldance gives Move Speed for 4 seconds when you deal magic or true damage to a champion — not on every cast, and not on clearing a camp. It arrives only once you are already hitting someone, which is when you want to kite ("kite" = move backward while attacking, holding distance).
  • Void Staff Void Staff — the moment any priority target buys their first magic resist item. Mercury's Treads Mercury's Treads (the magic-resist boots) count as that first MR item.
  • Banshee's Veil Banshee's Veil — into telegraphed magic CC engages (Ahri R, Lissandra R, Nautilus hook).

Boots: Sorcerer's Shoes Sorcerer's Shoes is default. Swap to Mercury's Treads Mercury's Treads if the enemy team has 3+ hard CC threats with magic damage.

Skill order: Max W first (highest base damage and primary clear tool), E second (clear-speed boost between camps and gank spread), Q last. Take a point in R at levels 6, 11, and 16. Patch 26.13 flattened Conflagration (E) to 90 mana at every rank, up from 70 at rank 1, and your second point in it only lands at level 9 — so the first full clear and the level-3 gank are the part of the game that pays the new price. The same patch also cut the Blaze detonation from 8-12% of maximum health (levels 1-17) to 6-12% (levels 1-18), so your early clears lean on W rather than on the explosion.

Runes: Primary Sorcery with Arcane Comet, Manaflow Band, Transcendence, Scorch. Secondary Resolve with Second Wind and Overgrowth for jungle sustain. Do not drop Manaflow Band: the base mana regeneration Riot raised from 9 to 11 per 5 seconds in patch 26.13 refills you between camps, but only the extra pool lets you spend E twice inside the same clear.

Pick into / Counterpicks

Draft-level matchups: when this pick shines and which champions are picked against it. Mechanical reasoning, not winrate.

Champions Brand beats

  • Group-engage tank with no escape

    Glacial Prison (R) is a single-engage AOE stun — when it lands, the same pile of enemies stands inside Pillar of Flame (W). Pyroclasm (R) bounces between every grouped champion and Sear (Q) stuns the ablaze targets for a teamwipe.

    Sejuani
  • Group-engage tank with point-click R

    Unstoppable Force (R) groups enemies in a tight AOE knock-up. Pillar of Flame (W) plus Conflagration (E) blaze on the airborne pile lets Sear (Q) stun-chain into Pyroclasm (R) bounces — full teamwipe before Malphite can disengage.

    Malphite
  • Bruiser that needs to commit forward

    Onslaught of Shadows (R) plus Devastating Charge (E) commit Hecarim into Brand's team with no disengage tool. Conflagration (E) lights blaze, Sear (Q) stuns the moment he reaches Brand, and Pyroclasm (R) locks him before Spirit of Dread (W) drains.

    Hecarim
  • Channel-dependent jungler

    Sear (Q) stun on ablaze interrupts both the Terrify (Q) fear cast and the Crowstorm (R) channel. Conflagration (E) lights the blaze remotely from a bush ward, breaking Fiddlesticks's setup before A Harmless Scarecrow passive can deceive.

    Fiddlesticks
  • Stealth-reliant assassin jungler

    A Pillar of Flame (W) that catches her breaks Demon Shade outright — champion damage interrupts it and starts its cooldown, so a prefire is both vision and denial. Sear (Q) stun on ablaze then catches her once Whiplash (E) commits, and she dies before Last Caress (R) matters.

    Evelynn

Champions that beat Brand

  • Early-game skirmisher with mobility

    Lee Sin invades Brand at level 3 before Liandry's is online. Sonic Wave (Q) plus Safeguard (W) chains a dash through the Sear (Q) skillshot, and Dragon's Rage (R) kicks Brand into the team before Pyroclasm (R) bounces.

    Lee Sin
  • Mobile assassin jungler

    Leap (E) blinks past the Sear (Q) projectile so Brand cannot land the stun. Taste Their Fear (Q) isolation damage bursts him in melee where he has no peel for himself, and Void Assault (R) double-resets the dive.

    Kha Zix
  • Vision-deny ganker jungler

    Paranoia (R) cuts vision to Brand's team — he depends on wards to pre-aim Sear (Q). Shroud of Darkness (W) eats the Q stun while Duskbringer (Q) closes the gap, and Unspeakable Horror (E) tether catches Brand during Pyroclasm (R) cast.

    Nocturne
  • Burst-knock up bruiser jungler

    Warrior Trickster (W) decoy eats the Sear (Q) stun on the clone, not on Wukong. Cyclone (R) knock-up chain bursts Brand pre-Rylai's before Pyroclasm (R) can finish bouncing, and Crushing Blow (Q) armor shred punishes his low-armor base.

    Wukong
  • Form-shifting mobile jungler

    Both Kayn forms outscale Brand's slow clear. Shadow Assassin's Shadow Step (E) wall-walk bypasses the Sear (Q) skillshot, while Rhaast all-ins through Pyroclasm (R) bounces with the Umbral Trespass (R) execute lifesteal heal.

    Kayn

Key matchups

  • Lee Sin: Loses every 1v1 before level 6. His Q + W chain skips past your Q skillshot. Avoid solo skirmishes pre-6 and full-clear instead. Ward the jungle entrance furthest from your first camp at around 1:30 — which entrance that is depends on your map side and on where you start, and you ward both only if he has already shown as missing.
  • Hecarim: Even matchup. He out-runs your kite but groups for R bounces in teamfights. Save Q for the moment he commits forward — if you stun a charging Hecarim, his entire engage timer is wasted.
  • Karthus: You out-gank, he out-scales. Force fights pre-16 around drake. Once Defile (E) is maxed, the damage aura around him is his main output, and Death Defied (P) is what lets him keep casting it after he dies. You cannot walk into his team without Banshee's Veil.
  • Sejuani: You feast on her. R bounces through every champion she ulti-pulls into a stack; engage on her engage. Pre-6 she still beats you in 1v1s — do not invade her, group with mid for grub fights.
  • Master Yi: A flat counter in a straight 1v1. Force the fight 5v5 in narrow rivers (drake pit, baron pit) where he has no room to step out of the R bounces. Meditate (W) heals and cuts incoming damage; it removes no crowd control at all, so it is the narrow pit, not his cooldowns, that beats him: he has nowhere to step out of the bounces. Buy Zhonya's Hourglass second item if he hits Wit's End.

Power spikes & win conditions

  • Level 3 (W + E + Q): First gank power. With one point in each ability the E → W → Q stun combo is online. If the enemy laner overextends without flash, you have a kill setup. Budget the mana for it: the E that opens the combo now costs a flat 90, so leave the camp before the gank with something in the bar instead of clearing it dry.
  • Level 6 (R unlocked): First objective spike. Pyroclasm decides a Scuttle skirmish (river crab fight). At level 6, before Liandry's, a bounce takes a chunk out of a squishy rather than half their health bar. The "half a health bar" figure you may have seen quoted elsewhere belongs to a finished build against a carry with no magic resist. Fight every Scuttle when R is up.
  • Liandry's Torment online (~ minute 9-12): Clear speed flips and objective DPS (DPS = damage per second, here against drake/baron/grub HP pools) doubles. From this point you should be the one initiating drake fights, not the one reacting.
  • Rabadon's Deathcap online (~ minute 24-30): R full-bounce sequence one-shots squishies. Force grouped objective fights — Baron and Soul Drake, the two late objectives that drag all ten champions into one pit.

Common mistakes

  • Trying to clear like a fast-clear jungler. Brand has no innate sustain or attack speed. Do not race Lee Sin to Scuttle pre-6 — full-clear, hit level 6, then start ganking and skirmishing.
  • Naked Q for poke in jungle. Q without ablaze is a slow projectile that misses on dashing junglers. Always lead with W on the spot they will land or E onto a minion that will spread blaze.
  • Ulting one isolated enemy. R bounces are wasted on a single target — with one target the missile bounces back and forth between Brand and that champion, so half the bounces land on nobody. Each bounce that does land deals full damage, the waste is in the targets, not in a damage falloff. Save R for grouped fights, not a 1v1 chase.
  • Skipping vision in your own jungle. Place a Stealth Ward on the entrance away from your first camp at around 1:30, and adjust for your map side and for whether the enemy jungler has already shown. Brand has no escape; an enemy invade that you do not see coming is a free kill given to a mobile jungler.
  • Contesting objectives with Smite but without R. Drake and grub health pools grow faster than your Smite does, even though the companion empowers it as it grows. If you contest a drake without R off cooldown and the enemy jungler does, you lose the smite war and the drake.

Advanced tip

Practice the invisible-W gank. Approach a lane from the river side hidden by fog of war ("fog of war" = the unrevealed area outside your team's vision). Cast W on the spot the enemy laner will next step on (predict their path based on the wave) — Pillar of Flame has a delay before it lands, and casting it does not reveal you. The moment the W lands and applies blaze, fire Q through the stun window. Done correctly, the enemy never sees a champion on their map: they see a W appear on their feet, get stunned, and die before their teammate can even ping. This sequence is what turns a "decent Brand jungle" into a Brand who carries.

Past patches

No previous versions available.

Related jungle guides