VRC.LOL

Jungle · Ranked FlexMatchup guidePatch 16.20.1

Brand vs Vex

Build, runes, abilities and practical pre-game checks in one queue-aware reference.

BrandVSVex

Matchup guide

Choose the matchup

Search every champion, choose the assigned role, then open the exact queue page.

VS
Role
Selected laneJungle

Choose two champions from the list.

Role fit

JungleBrand

Brand Jungle is a reviewed secondary role. His passive helps clear camps and pressure objectives, while his ranged crowd control supports ganks. It is less common than Support, so check that the team still has reliable front line and early map control.

Reviewed secondary
Historical referenceRecommendation review pending

These patches track recommendation review, build validation and item lookup separately. Updating item data does not complete a build review.

Recommendation patch
16.16 Data Dragon
Build validation patch
16.19.1 Data Dragon
Item lookup patch
16.20.1 Data Dragon

Ranked Flex · Jungle

Evidence-supported Brand Jungle

Follow the completed-item order as a pre-game reference. Components and owned items do not create extra inventory slots.

Reviewed secondary
S
Draft / Ranked opening · separate from item 1

Gustwalker Hatchling

450 gold

Provides Smite progression and the movement-focused Jungle companion.

1
First item

Liandry's Torment

3,000 gold

This item is part of the most-supported coherent core in the frozen prior-patch public role snapshot. Treat the sample as context, then adjust only for a clearly identified matchup problem.

2
Boots

Sorcerer's Shoes

1,100 gold

This is the most-supported Boots choice in the frozen prior-patch public role snapshot; change it when the opposing damage or crowd control calls for a different defence.

3
Core

Rylai's Crystal Scepter

2,600 gold

This item is part of the most-supported coherent core in the frozen prior-patch public role snapshot. Treat the sample as context, then adjust only for a clearly identified matchup problem.

4
Late

Zhonya's Hourglass

3,250 gold

This item is part of the most-supported coherent core in the frozen prior-patch public role snapshot. Treat the sample as context, then adjust only for a clearly identified matchup problem.

5
Flexible

Rabadon's Deathcap

3,500 gold

Keeps a reviewed late option after the prior-patch cross-check; move or replace it only when its stated match problem is present.

6
Repeated spell rotations

Cosmic Drive

3,000 gold

Completes the six-item inventory with movement speed and ability haste for repeated late-game spell rotations.

Complete build choices

Choose the route before play

Recommendation review pending

AlternativeToo much healingMorellonomicon applies anti-heal. Buy it earlier only when healing is already deciding fights.View full route

Best when: Morellonomicon applies anti-heal. Buy it earlier only when healing is already deciding fights.

  1. First itemLiandry's Torment
  2. BootsSorcerer's Shoes
  3. Morellonomicon
  4. LateZhonya's Hourglass
  5. FlexibleRabadon's Deathcap
  6. Repeated spell rotationsCosmic Drive
AlternativeOne spell stops meBanshee's spell shield can protect the first important cast against you.View full route

Best when: Banshee's spell shield can protect the first important cast against you.

  1. First itemLiandry's Torment
  2. BootsSorcerer's Shoes
  3. CoreRylai's Crystal Scepter
  4. Banshee's Veil
  5. FlexibleRabadon's Deathcap
  6. Repeated spell rotationsCosmic Drive
AlternativeThey stack magic resistVoid Staff becomes valuable when the target has bought meaningful magic resistance.View full route

Best when: Void Staff becomes valuable when the target has bought meaningful magic resistance.

  1. First itemLiandry's Torment
  2. BootsSorcerer's Shoes
  3. CoreRylai's Crystal Scepter
  4. Void Staff
  5. FlexibleRabadon's Deathcap
  6. Repeated spell rotationsCosmic Drive

Complete build comparison

Complete build comparison

Recommendation review pending

AlternativeToo much healingMorellonomicon applies anti-heal. Buy it earlier only when healing is already deciding fights.View full route

Best when: Morellonomicon applies anti-heal. Buy it earlier only when healing is already deciding fights.

  1. First itemLiandry's Torment
  2. BootsSorcerer's Shoes
  3. Morellonomicon
  4. LateZhonya's Hourglass
  5. FlexibleRabadon's Deathcap
  6. Repeated spell rotationsCosmic Drive
AlternativeOne spell stops meBanshee's spell shield can protect the first important cast against you.View full route

Best when: Banshee's spell shield can protect the first important cast against you.

  1. First itemLiandry's Torment
  2. BootsSorcerer's Shoes
  3. CoreRylai's Crystal Scepter
  4. Banshee's Veil
  5. FlexibleRabadon's Deathcap
  6. Repeated spell rotationsCosmic Drive
AlternativeThey stack magic resistVoid Staff becomes valuable when the target has bought meaningful magic resistance.View full route

Best when: Void Staff becomes valuable when the target has bought meaningful magic resistance.

  1. First itemLiandry's Torment
  2. BootsSorcerer's Shoes
  3. CoreRylai's Crystal Scepter
  4. Void Staff
  5. FlexibleRabadon's Deathcap
  6. Repeated spell rotationsCosmic Drive

Runes and summoner spells

Runes and summoner spellsBrandJungle

The AP Jungle page rewards completed spell-damage windows after a safe clear. Smite remains mandatory; the movement spell protects pathing and gank exits.

Ranked Flex
Primary tree

Domination

Dark HarvestSudden ImpactGrisly MementosUltimate Hunter
Secondary tree

Sorcery

TranscendenceWaterwalking
Summoner spells
FlashSmite
Keep Smite

Smite is part of Jungle companion progression and objective security. The movement or combat spell beside it is the adjustable slot.

Change the movement spell

Ghost can fit sustained access; Flash can fit one immediate reposition. Use the champion's route and intended fights to choose.

Matchup notes

What changes when Vex is opposite you?

Pre-game kit comparison
Kit comparison

Respect the opponent's reliable threat

Track the cooldown and range of the ability that starts their safest trade. Do not treat this page as a statistical counter claim.

Your plan

Use the route you prepared

Treat Vex as one part of the map state. Their Jungler, nearby waves and which teammates can move determine whether the same trade or rotation is safe.

Ability reminders

Brand reminders

  • You can deter enemies from standing near their minions by setting them ablaze, due to Conflagration.
  • You can use Brand's abilities in a variety of combinations to maximize his damage in different situations.
  • Pyroclasm bounces randomly between enemies, so try to cast it on a small group of enemies if you want to hit the same target multiple times.

Static alternatives

Compare the problem before changing the plan

These choices are not selected from live scores. Use one only after you identify the stated match problem yourself.

Only when enemy healing is deciding fights

Oblivion Orb

Oblivion Orb supplies healing reduction without committing to a completed Morellonomicon. Skip both when healing is not the problem or an ally already covers your target reliably. Healing reduction does not reduce shields.

Conditional component, not a core item. Complete Morellonomicon only when its stats and slot efficiency justify delaying another purchase.
One spell stops me

Banshee's Veil

Banshee's spell shield can protect the first important cast against you.

They stack magic resist

Void Staff

Void Staff becomes valuable when the target has bought meaningful magic resistance.

Ability reference

Compare both kits

Ability reference Data Dragon 16.20.1

Cooldown (s) / Cost / Listed range (units) Data Dragon 16.20.1

Brand

  1. P
    Blaze

    Brand's spells light his targets ablaze, dealing damage over 4 seconds, stacking up to 3 times. If Brand kills an enemy while it is ablaze he regains mana. When Blaze reaches max stacks on a Champion or large monster, it becomes unstable. It detonates in 2 seconds, applying spell effects and dealing massive damage in an area around the victim.

  2. Q
    Sear

    Brand launches a ball of fire forward that deals magic damage. If the target is ablaze, Sear will stun the target.

    Cooldown (s) 8/7.5/7/6.5/6 · Cost 70 · Listed range (units) 1050
  3. W
    Pillar of Flame

    After a short delay, Brand creates a Pillar of Flame at a target area, dealing magic damage to enemy units within the area. Units that are ablaze take an additional 25% damage.

    Cooldown (s) 10/9.5/9/8.5/8 · Cost 60/70/80/90/100 · Listed range (units) 900
  4. E
    Conflagration

    Brand conjures a powerful blast at his target that spreads to nearby enemies, dealing magic damage. If the target is ablaze, Conflagration's spread is doubled.

    Cooldown (s) 13/12/11/10/9 · Cost 90 · Listed range (units) 625
  5. R
    Pyroclasm

    Brand unleashes a devastating torrent of fire that bounces up to 5 times off of Brand and nearby enemies, dealing magic damage to enemies each time bounce. Bounces prioritize stacking Blaze to max on Champions. If a target is ablaze, Pyroclasm will briefly slow them.

    Cooldown (s) 100/90/80 · Cost 100 · Listed range (units) 750

Vex

  1. P
    Doom 'n Gloom

    Vex periodically becomes empowered, causing her next basic Ability to fear enemies and interrupt dashes. Whenever a nearby enemy dashes, Vex applies a mark that can be consumed for bonus damage that also reduces the cooldown of her empowered state.

  2. Q
    Mistral Bolt

    Launch a damaging missile that accelerates mid-flight.

    Cooldown (s) 8/7/6/5/4 · Cost 45/50/55/60/65 · Listed range (units) 1200
  3. W
    Personal Space

    Gain a shield and damage nearby enemies.

    Cooldown (s) 16/15/14/13/12 · Cost 75 · Listed range (units) 475
  4. E
    Looming Darkness

    Summon a damaging and slowing zone that applies Gloom to enemies.

    Cooldown (s) 12 · Cost 70/80/90/100/110 · Listed range (units) 800
  5. R
    Shadow Surge

    Fire a missile that marks an enemy champion. Recast to dash to them and deal damage.

    Cooldown (s) 140/120/100 · Cost 100 · Listed range (units) 2000/2500/3000

Adapt the plan

What to do when the game changes

Judge the whole lane or map state, not only personal kills. Choose the situation closest to the current game.

Even plan

Keep the clear moving and choose high-information plays

1
Pathing

Track opposing camps and lane states instead of forcing the first visible target.

2
Map play

Trade sides of the map when contesting would require weaker lanes to move first.

3
Fights

Save important control for the enemy who threatens your carries or objective access.

Pings, movement and objectives

Brand Jungle map plan

Link each clear to the next informed decision. Pings should tell lanes where you are pathing and whether the team is contesting or trading an objective.

Ahead

Turn tempo into controlled territory

Ping
Use On My Way before entering a lane, Assist Me before an objective and Danger when nearby lanes cannot move to an invade.
Path or gank
Gank when the lane has reach, damage and a safe exit. Do not wait beside a protected target while camps and the next objective disappear.
Objective
Establish vision with the nearest winning lane, keep Smite available and avoid chasing away from the objective after gaining control.
Even

Choose the play with the clearest information

Ping
Use On My Way early enough for the lane to prepare, Assist Me only when nearby lanes can move, and Retreat when the contest has already become late.
Path or gank
Prefer a lane with crowd control, damaged opponents or a favourable wave. A visible opponent is not automatically a usable gank.
Objective
Check Mid and Bot priority before Dragon, or Mid and Top before Herald. Set a safe entrance before beginning the objective.
Behind

Trade the map instead of forcing recovery

Ping
Ping Retreat from lost contests, Danger on likely invades and On My Way when covering a vulnerable lane or remaining camp.
Path or gank
Counter-gank or help only when allies can survive until arrival. Repeated low-chance ganks deepen the camp and level deficit.
Objective
If entry is unsafe, trade for camps, a wave, vision or the opposite objective. Keep Smite and crowd control for a contest the team can actually reach.
Objective setup

Four calls, in order

Pings create a shared plan; they do not replace checking waves, vision and who can move.

  1. 1
    Before the route

    Decide which camps lead toward the objective and ping the nearby lanes before they spend the wave or recall timing.

  2. 2
    Check priority

    Confirm which nearby lanes can move first. Do not convert an isolated objective marker into a forced fight.

  3. 3
    Control entry

    Move with a teammate, sweep one entrance and keep Smite available before committing damage to the objective.

  4. 4
    Finish or turn

    Call whether the team is finishing, fighting or leaving. Mixed decisions are more dangerous than either clear choice.

Later objectives: Repeat the same process around later major objectives: handle nearby income, communicate the route, enter through vision and agree on the fight before committing.

Keep preparing

Use the champion page or choose another opponent

The matchup page is a pre-game reference. It does not predict the result or alter its recommendation from changing live match data.

Open full buildCompare counter options