Brand
Jungle SleeperJungle Brand
How to play this build
Clear camps fast with your burn passive and gank when Pillar of Flame (W) can stun an already-ailed target. In teamfights the ult bounces between grouped enemies and with Liandry becomes massive damage.
Strengths
- The burn passive clears camps super fast: quick jungle farming.
- Deadly ganks: Pillar of Flame (W) on a stunned target does huge burst.
- Insane AoE damage in grouped teamfights with Pyroclasm (R) bouncing.
- Scales into a sustained and explosive magic-damage bomb.
Weaknesses
- No escape or mobility: assassins hunt you down.
- Relies on chaining spells to leverage the passive.
- Fragile: if they collapse on you, you fall fast.
- Slower safe early jungle clear than some others.
Key combos
- Gank: Conflagration (E) or Sear (Q) to apply the burn → Pillar of Flame (W) for burst on the marked target → Pyroclasm (R) if there are several.
Matchups
You beat
- Grouped comps: Pyroclasm bounces endlessly between them.
- Immobile targets you lock down with the combo.
Trouble vs
- Spread enemies where the ult doesn't bounce well.
- Fast dive that kills you before you cast.
Game plan
Farm fast abusing the passive and look for early ganks: your combo with a stun punishes hard. Mid-late, stay back and unleash your AoE in grouped fights; Pyroclasm among several enemies is devastating. Watch your position since you have no escape.
Quick tips
- Apply the burn before Pillar of Flame: it hits much harder on already-ignited targets.
- Save Pyroclasm for when the enemy team is grouped.
Skill order
Max priority:
The ultimate (R) is always leveled at 6, 11 and 16.
| Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Q | Q | Q | Q | Q | Q | |||||||||||||
| W | W | W | W | W | W | |||||||||||||
| E | E | E | E | E | E | |||||||||||||
| R | R | R | R |
- Why this order
- Pillar (W) for damage and jungle clear; Q second for the stun setup. E stays at 1 point.
Items and what they do
-
Spirit of the Spectral Wraith AP jungle item: power, CDR, spellvamp and strong sustain while clearing. -
Liandry's Torment AP and pen; your spells burn % health over time (double vs. CC'd targets). -
Rylai's Crystal Scepter AP and health; your spells slow enemies (helps land everything). -
Sorcerer's Shoes Boots with magic penetration. -
Void Staff AP and % magic penetration; a must vs. enemies stacking MR.
Runes
In classic LoL, runes were a system SEPARATE from masteries: bought with IP (Influence Points) and slotted into 4 tiers — Marks (red), Seals (yellow), Glyphs (blue) and Quintessences (purple, the strongest). They gave flat stats: damage, armor, penetration, etc.
Magic pen, armor, AP quints
Masteries: how they work
In classic LoL you have up to 30 points (at level 30) to split across three trees: Offense (damage), Defense (durability) and Utility (mana, cooldown reduction and mobility). The notation 21/0/9 means 21 points in Offense, 0 in Defense and 9 in Utility.
- Masteries
- 21/9/0 — Offense/Defense
- Why this page
- 21/9/0 adds damage and a bit of defense to survive counter-ganks.
Summoner spells
- Lane
- Jungle
- Original role
- Mid/Support Mage