Red Brambleback | |
---|---|
Bounty | |
Gold Gain | 90 |
Experience Gain | 95 - 142.5 |
Creep Score | 4 |
Statistics | |
HP | 2300 (+230 per level starting at level 3) capped at 6210 HP (normal form) 2990 (+299 per level starting at level 3) capped at 8073 HP (voidborn form) |
MS | 275 |
AD | 66 - 198 |
AS | 0.493 |
AR | 42 |
MR | 42 |
Timers | |
Initial | 1:30 |
Respawn | 5:00 |
ExternalLinks | |
Game Info Wiki | wiki.leagueoflegends.com |
Overview[]
The Red Brambleback is a neutral monster found on updated Summoner's Rift replacing Lizard Elder. Slaying the Red Brambleback grants Crest of Cinders.
When the map transforms into the Elemental Rift, the Red Brambleback becomes Draconic, gaining this form if alive and respawning in it each time. Killing it in this form leaves behind a buff wisp at the camp's location for 60 seconds. The wisp can be picked up by an allied champion moving near it, granting them the Crest of Cinders buff. If the killer did not have Smite, the wisp can only be picked up by a champion that does so.
Once the Baron Nashor spawns at 20:00, the Red Brambleback becomes permanently corrupted by the Void if it is not Draconic, transforming into a Voidborn with 30% increased health. Killing it in this form grants you and all your allied champions, if alive, the Crest of Cinders buff. Any remaining Draconic Red Brambleback that are slain respawn as Voidborn instead.
Patch History[]
VOIDBORN SENTINEL, BRAMBLEBACK, AND…. SCUTTLER?
Once Baron Nashor emerges onto the Rift at 20 minutes, the next time Blue Sentinel and Red Brambleback respawn they will rise again as Voidborn Sentinel and Voidborn Brambleback respectively with 30% more health. This transformation also comes with increased durability making them harder to take down, but fret not because this extra effort is worth it! Now, once slain, Blue and Red will grant their buffs to the entire team of the player that takes them down (excluding any allies that were dead).
Speaking of Blue and Red, their respective buffs are also getting some changes! (Note: These adjustments apply to both the base Sentinel and Brambleback as well as their Voidborn counterparts.
- When the buffs become Voidborn they no longer transfer to opponents upon the owner’s death (mainly to prevent giant messes with everyone having buffs all the time)
- Upon death, Draconic Sentinel and Brambleback will give the champion that slayed them a version of their respective buff (buffs unchanged) and drop a duplicate of their buff at their original spawn location. Only one buff will be shareable with allies while the other must be claimed by an allied champion with a jungle item in their inventory (unchanged vs live).
- Starting at 20 minutes, once slain the Draconic Brambleback and Sentinel will respawn as their Voidborn counterparts.
- Blue/Red Buff sharing mechanics are no longer tied to Jungle item progression.
- Red Brambleback Health: 2300-4600 (levels 1-11) ⇒ 2300-6210 (levels 1-18)
- Health Scaling - Red Brambleback & Blue Sentinel: 100/120/140/160/180/200% of base health (levels 1/3/5/7/9/11) ⇒ 100/100/120% of base health (levels 1/2/3), +10% per level up to 270% at level 18
- Red Brambleback: 80 ⇒ 90 gold
- Red Brambleback Camp Gold Adjusted: 85 Gold ⇒ 80 Gold
- Attack Damage: 78 ⇒ 66
- Health: 1850 ⇒ 2300
- NEW On-Hit Damage: Red Brambleback now deals 5% of its target’s current health on hit
Jungle Camp Attack Damage:
Jungle Camp Health:
Jungle Camp Experience
RED BRAMBLEBACK : | [115-180] | |
⇒ | 115-143.75 |
Camp Experience
Patch 7.6
Magic resist down.
Per our pre-season changes, Red Brambleback is meant to be resilient against magic damage, while Blue Sentinel offers the same challenge against physical damage. Those numbers didn’t line up, so we’re standardizing them now.
Monster experience rewards
Blue Sentinel & Red Brambleback
The Red and Blue Buff camps are like mini-bosses, and we wanted to make room for each buff to have unique character. The Sentinels weren’t adding much, and there were already plenty of three-monster camps anyway. Removing the Sentinels and pushing those stats back into the buff monster lets the Sentinel and Brambleback hold onto all of the strength of their camp. To distinguish the two camps from one another, Blue Brambleback is easier for magic damage dealers to take, while Red Brambleback dies more quickly to physical damage.
v4.20
The jungle is harder, but rewards have been increased as well. Just don't die to the Brambleback.
- "The 2014 jungle was just too soft. 5 minutes into a game, sustain no longer became an issue as junglers mauled their way through camps while recovering via Spirit Stone's recovery mechanic. This meant that junglers who specialized in sustain got overshadowed by junglers who could clear faster because, really, there's no way you can sustain past full health. This bears repeating: as a result of sustain being so easy to access, 'optimal' junglers become ones who can hit that low sustain cap while doubling up on their gank power (Lee Sin, Kha'Zix, Elise, Evelynn, or Rengar come to mind).
- Part of our big answer for this preseason is to increase the difficulty of the jungle. By doing so, we can better differentiate between the junglers who clear fast versus those who can stay healthy. This puts a higher premium on that mitigation-focused jungler who can still gank after clearing a camp, while a high-damage jungler might be more effective at ganking but will have a tougher time keeping up. Combine these changes with our below jungle itemization changes (and Smite reward changes above!), and you've got a pretty diverse jungle that caters to a number of different styles. "
- RED BRAMBLEBACK : Red Brambleback is also scarier
- BASE HEALTH :
1500⇒ 1800 - DAMAGE :
60⇒ 80
- BASE HEALTH :
- RED BRAMBLEBACK : Red Brambleback is also scarier
- Blue Sentinel & Red Brambleback
- EXPERIENCE :
260⇒ 100 - GOLD :
60⇒ 42
- EXPERIENCE :
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