Patch 16.9jungle

Brand Jungle Build & Guide — Patch 16.9

Brand

Tactical Dashboard

Difficulty
Damage
MAGIC
Class
AP Jungler / Skirmisher
Patch
16.9

Core Abilities

Blaze
Brand's spells set targets ablaze (damage over 4s, stacks up to 3). At 3 stacks the blaze detonates as a small area-of-effect explosion that re-applies spell effects.
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, the spread doubles — 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 — the move-speed passive on cast lets Brand kite skirmishes
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 pushes ability haste past 40%, Scorch finishes low-HP camps and 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

Slowest jungle clear among AP options pre-Liandry's, 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 spawn (a "grub" is one of the small neutral monsters in the void pit that gives gold and a bonus to the team that kills it), every Scuttle skirmish (Scuttle = the neutral crab in the river that gives vision and a small buff) is a chance for R to bounce between three or four grouped enemies and turn an even fight into a teamwipe.

His game plan is rigid by jungle standards. Clear the first three camps full-clear (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 the slowest single-target clear of any AP jungler — 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 have to answer with disengage they often do not have.

Recommended Build

Starting items: Hailblade Hailblade (default for ranged junglers — gives the smite-pet that buffs camp clear and grants gold) + Refillable Potion Refillable Potion.

Core items (in order):

  1. Scorchclaw Pup Scorchclaw Pup — quest upgrade from Hailblade (auto-evolves around minute 3-4 once you complete enough jungle XP). Default companion for AP burst junglers: extra magic damage proc on the next basic attack after a spell cast, lining up perfectly with Brand's blaze.
  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. The move-speed passive after every cast lets Brand kite skirmishes ("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.

Runes: Primary Sorcery with Arcane Comet, Manaflow Band, Transcendence, Scorch. Secondary Resolve with Second Wind and Overgrowth for jungle sustain.

Pick into / Counterpicks

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

Pick into

  • Group-engage tanks with no escape

    When their R lands, the same pile of enemies stands inside your W. R bounces between every grouped champion and your engage answer to their engage is a teamwipe instead of a 5v5.

    SejuaniAmumuMalphite
  • Bruisers that need to commit forward

    They push into your team to deal damage and have no way to disengage; Brand's E lights blaze, Q stuns the moment they reach you, and R locks the second target before they can pull out.

    HecarimSkarnerVolibear
  • Channel-dependent or stealth-reliant junglers

    Brand interrupts Fiddlesticks fear/ult channel with the Q stun on ablaze and detects Eve's pre-channel position with W prefires; both rely on long setups Brand can break with one rotation.

    FiddlesticksEvelynn

Counterpicks

  • Early-game skirmishers with mobility

    They invade Brand at level 3 before Liandry's is online. Brand has no escape: Lee Sin Q + W chains, Elise rappel, and Graves dash all skip past his Q skillshot, and his clear is too slow to refund the fight.

    Lee SinEliseGraves
  • Mobile assassin junglers

    They blink/dash past the Q projectile so Brand cannot land the stun, then burst him in melee where he has no peel for himself. Even Zhonya's only delays the inevitable in a 1v1.

    Kha ZixMaster YiKindred
  • Vision-deny ganker junglers

    They bypass the wards Brand depends on (no innate vision counter, no flash-engage). Nocturne R cuts vision to your team; Shaco Q stealths through wards. Brand cannot pre-aim Q if he cannot see them coming.

    NocturneShaco

Key matchups

  • Lee Sin: Loses every 1v1 before level 6. His Q + W chain skips past your Q skillshot. Avoid solo skirmishes pre-6, full-clear instead, and ward both of your own jungle entrances on minute 1:30.
  • 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. After Defile is online (his max-rank passive that pulses around him, which is the AOE damage form he uses to kill from grey-screen) 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: Flat counter as a 1v1. Force the fight 5v5 in narrow rivers (drake pit, baron pit) where his W-cleanse cannot save him from chained R 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.
  • Level 6 (R unlocked): First objective spike. Pyroclasm in a Scuttle skirmish (river crab fight) does roughly 50% of a squishy's HP per bounce. 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, Soul Drake, Atakhan ("Atakhan" = a late-game neutral pit boss spawning around 14 minutes; if you are not familiar, treat the spawn as a forced 5v5).

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 — the bounces walk back and forth onto the same champion with damage falloff. Save R for grouped fights, not a 1v1 chase.
  • Skipping vision in your own jungle. Place Stealth Wards on tri-bush and pixel brush at minute 1:30. Brand has no escape; an enemy invade that you do not see coming is a free kill given to a mobile jungler.
  • Smite-greeding objectives without R. Drake and grub HP scale; your smite damage does not. 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 the cast itself does not break stealth or vision. 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 rooted, 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