
Base stats
Values at level 1
1
Health
625
+95 / lvl
Health regen
0
Does not scale
Armor
30
+4.5 / lvl
Magic resist
32
+2.1 / lvl
Attack damage
60
+2.5 / lvl
Attack speed
0.644
+2% / lvl
Attack range
125
Does not scale
Move speed
340
Does not scale
Abilities

P
Crimson Curse
Innate
Briar's basic attacks on-hit and abilities inflict a bleed against enemies for 5 seconds, refreshing on subsequent applications, stacking up to 5 times and dealing 25% damage for stacks beyond the first.
The bleed deals (50% bonus AD) physical damage over the duration and heals Briar for (12.5% bonus AD). Each subsequent stack increases the damage by (12.5% bonus AD) and the heal by (3.125% bonus AD), up to a maximum of (100% bonus AD) physical damage and (25% bonus AD) healing.
If a target dies while bleeding, she will heal herself equal to 125% of the remaining bleed damage.
Briar has no health regeneration, but she increases healing from all sources by ( per 100 bonus health).

Q
Head Rush
PhysicalActive
Briar leaps to the target unit.
If the target is an enemy, she deals physical damage, applies on-hit effects, triggers on-attack effects, stuns them for 0.85 seconds, and reduces their armor and magic resistance for 5 seconds.
Head Rush resets Briar's basic attack timer.
- Cooldown
- 13 / 12 / 11 / 10 / 9s
- Cost
- 5% current health
- Range
- 475
- Physical Damage
- 60 / 85 / 110 / 135 / 160 (80% bonus AD) (60% AP)
- Resistances Reduction
- 10 / 12.5 / 15 / 17.5 / 20%

W
Blood Frenzy
PhysicalActive
Briar dashes in the target direction.
If there is a nearby enemy upon her arrival, she gains Blood Frenzy for 5 seconds, during which she can cast Snack Attack.
Blood Frenzy: Briar breaks free from her pillory, causing her to become forced to basic attack the nearest enemy.
She reveals the target and gains ghosting, bonus attack speed and bonus movement speed, as well as empowering her basic attacks to have an uncancellable windup and deal physical damage to enemies surrounding her target.
This damage is affected by critical strike modifiers.
Briar prioritizes attacking champions, then large monsters or minions, and then any other unit.
If she casts Head Rush on a non-champion, she will shift her target priority to large monsters or minions, then champions, and then any other unit.
Blood Frenzy causes Briar to become unable to receive movement and attack commands.
The frenzy ends early if there are no longer any nearby valid targets or Chilling Scream is cast. Blood Frenzy resets Briar's basic attack timer.
Head Rush and Certain Death can be cast during the dash.
- Cooldown
- 14 / 13 / 12 / 11 / 10s
- Cost
- 5% current health
- Range
- 650
- Effect Radius
- 275
- Frenzy Radius
- 1000
- Bonus Attack Speed
- 55 / 65 / 75 / 85 / 95%
- Bonus Movement Speed
- 24 / 33 / 42 / 51 / 60%
- Physical Damage
- 60 / 70 / 80 / 90 / 100% AD

Snack Attack
PhysicalActive
Briar empowers her next basic attack within 5 seconds during Blood Frenzy to take a bite out of the target enemy, gaining 50 bonus range, dealing bonus physical damage and healing her for 5% of her maximum health plus a percentage of the post-mitigation damage dealt.
Snack Attack deals 110% damage against minions and monsters, with the damage based on the target's health ratio being capped at 400.
Snack Attack resets Briar's basic attack timer.
- Range
- 350
- Bonus Physical Damage
- 5 / 20 / 35 / 50 / 65 (5% AD) (9% (2.5% per 100 bonus AD) of the target's missing health)
- Heal Percentage
- 24 / 28 / 32 / 36 / 40%
- Non-Champion Bonus Damage
- 5.5 / 22 / 38.5 / 55 / 71.5 (5.5% AD) (9.9% (2.75% per 100 bonus AD) of the target's missing health)

E
Chilling Scream
MagicActive
Briar prepares to unleash a scream in the target direction, charging for up to 1 second, during which she increases Chilling Scream's damage and range, and gains 35% damage reduction and heals herself every 0.25 seconds.
Chilling Scream can be recast within the duration, and does so automatically afterwards.
Chilling Scream's charge cannot be interrupted by crowd control.
Recast
Briar unleashes the scream in the direction she targeted at the time of cast, dealing magic damage to enemies hit and slowing them by 80% for 0.5 seconds.
If Chilling Scream was charged for its full duration, enemies hit are also knocked back 575 units.
If they collide with terrain, they will rebound to take bonus magic damage and become knocked up for 0.5 seconds and stunned for 1.5 seconds.
- Cooldown
- 16s
- Cost
- 5% current health
- Range
- Heal Per Tick
- 2.5 / 2.875 / 3.25 / 3.625 / 4% maximum health
- Maximum Heal
- 10 / 11.5 / 13 / 14.5 / 16% maximum health
- Maximum Magic Damage
- 80 / 115 / 150 / 185 / 220 (100% bonus AD) (100% AP)
- Minimum Magic Damage
- 2 / 2.875 / 3.75 / 4.625 / 5.5 (2.5% bonus AD) (2.5% AP)
- Bonus Magic Damage
- 140 / 215 / 290 / 365 / 440 (240% bonus AD) (240% AP)
- Total Magic Damage
- 220 / 330 / 440 / 550 / 660 (340% bonus AD) (340% AP)

R
Certain Death
MagicActive
Briar kicks her pillory's hemolith in the target direction, briefly granting sight of its surroundings as it travels and marking the first enemy champion hit as her prey.
The mark's application disrupts the target's ongoing channels.
While the target is marked, they are revealed.
If a target is hit, Briar cleanses herself from all crowd control and becomes immune to them over a cast time, afterwards dashing to them with displacement immunity.
Upon arrival, she creates an explosion around the marked target that deals magic damage to them and nearby enemies and fears all non-marked targets for 1.5 seconds, during which they are slowed by 35%.
She then enters a state of Hematomania.
Hematomania: Briar gains all effects of Blood Frenzy as well as bonus armor and bonus magic resistance equal to 20% AD, life steal, and movement speed.
While in the empowered frenzy, Briar prioritizes attacking the marked target over all other units and regardless of range.
If that target becomes invalid, she will shift back to her normal targeting priority until the marked target can be attacked again.
Hematomania lasts until the mark is dispelled by any means, including Briar's or the target's death.
Casting Chilling Scream removes the target's mark and ends Hematomania early.
Head Rush does not shift her targeting priority during Hematomania.
- Cooldown
- 120 / 100 / 80s
- Cost
- 5% current health
- Range
- Global
- Effect Radius
- 575
- Magic Damage
- 150 / 250 / 350 (130% AP)
- Life Steal
- 10 / 15 / 20%
- Additional Bonus Movement Speed
- 10 / 20 / 30%
Specialist
Players and guides for this champion.
Skins
4 in the archive




