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Red Brambleback
Red BramblebackSquare
Bounty
Gold Gain90
Experience Gain95 - 142.5
Creep Score4
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
Initial1:30
Respawn5:00
ExternalLinks
Game Info Wikiwiki.leagueoflegends.com

Overview[]

The Red Brambleback is a neutral monster found on updated Summoner's Rift replacing Lizard ElderSquareLizard Elder. Slaying the Red Brambleback grants Crest of Cinders 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 Crest of Cinders buff. If the killer did not have Smite Smite, the wisp can only be picked up by a champion that does so.

Once the Baron NashorSquareBaron 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 Crest of Cinders buff. Any remaining Draconic Red Brambleback that are slain respawn as Voidborn instead.

Patch History[]

Patch 14.1

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)
But we also have a non-void related update for our favorite Sentinel and Brambleback! Introducing Draconic Sentinel and Brambleback, these versions appear once the Elemental Rift is locked in as the 2nd drake is slain. Unlike their Voidborn counterparts though, no respawn is required for the buff to become Draconic!
  • 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.


Patch 13.20

  • 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


Patch 13.5

  • Red Brambleback: 80 ⇒ 90 gold


Patch 12.23

  • Red Brambleback Camp Gold Adjusted: 85 Gold ⇒ 80 Gold


Patch 12.22

  • Attack Damage: 78 ⇒ 66
  • Health: 1850 ⇒ 2300
  •  NEW  On-Hit Damage: Red Brambleback now deals 5% of its target’s current health on hit


Patch 11.10

Jungle Camp Attack Damage:

RED BRAMBLEBACK : [82-303 (levels 1-18)] 78-234 (levels 1-18)

Jungle Camp Health:

RED BRAMBLEBACK : [1800-3150 (levels 1-18)] 1850-3238 (levels 1-18)


Patch 10.23

ARMOR : [15-30 (levels 1-8)] 20 at all levels
MAGIC RESIST : [10-20 (levels 1-8)] 20 at all levels
HEALTH : [2100-3675 (levels 1-11)] 1800-3150 (levels 1-11)


Patch 10.3

BASE EXP : [115] 110


Patch 9.2

Jungle Camp Experience

RED BRAMBLEBACK : [115-180]
115-143.75


Patch 8.10

Camp Experience

RED BRAMBLEBACK : [180] 115 - 180 (at levels 1-7)


Patch 7.22

RED BRAMBLEBACK : [200 experience] 180 experience
BASE ATTACK SPEED : [0.6] 0.5 (now matches Blue Sentinel)


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.

MAGIC RESIST : [15/20/26/29/30 (at levels 1/4/8/9/10)] 10/15/18/19/20 (at levels 1/3/5/7/8), matching Blue Sentinel’s armor


Patch 7.1

Monster experience rewards

RED BRAMBLEBACK : [210] 200


Patch 6.22

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.

CANNIBALISM : Small monsters removed. Blue Sentinel & Red Brambleback stats up slightly to compensate
FIND WEAKNESS : Blue Sentinel has negative magic resist; Red Brambleback has negative armor. (Magic and physical damage are increased against them, respectively)


Patch 5.23

MAGIC RESIST : [0] -5
MOVEMENT SPEED : [330] 250


Patch 5.22

ARMOR : [20] 10
ATTACK DAMAGE PER LEVEL [1] 0
EXPERIENCE REWARD : [100] 90
GOLD REWARD : [51] 58
BRAMBLEBACK'S RAGE Crest of Cinders' true damage now applies to turrets


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
  • Blue Sentinel & Red Brambleback
    • EXPERIENCE : 260 100
    • GOLD : 60 42

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