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Spells:
Ignite
Flash
Ability Order
Blaze (PASSIVE)
Brand Passive Ability
Brand
I. Preface
II. Introduction
III. Skill Explanations
IV. Summoner Spell Explanations
-- Considerable Summoner Spells
V. Rune Explanations
VI. Masteries
VII. Core Item Build Sequence
-- Situational Items
VIII. Laning & Play Style
-- Early Game Phase
-- Mid Game Phase
-- Late Game Phase
-- Late Game Summarized
IX. Tricks & Strategies
X. Closing
XI. FAQs
XII. Changelog
XIII. Patch Notes
This build excels in solo queuing in ranked games. Solo queue is all about getting that early advantage to win the lane. This build will help you stay and survive in lane and get you the farm you need. My top rating in season 1 was 1585 - never played much - and my current top rating in season 2 is 1755...
Abbreviated Terms
- AA = Auto-attack (Basic Attacks)
- AD = Attack Damage
- AP = Ability Power
- AS = Attack Speed
- AoE = Area of Effect
- CC = Crowd Control (Stun, fear, slow, snare, etc)
- CDR = Cooldown Reduction
- DoT = Damage over Time
- ELO = Elo rating (Rating system designed by Arpad Elo that is now used in gaming communities worldwide)
- FB = First Blood
- GP10 = Gold Per 10
- HP = Health
- LS = Life Steal
- MD = Magic Damage
- MP = Mana
- MR = Magic Resistance
- MS = Movement Speed
- OOM = Out of Mana
- SV = Spell Vamp
- DPS = Damage Per Second; also: Strong Auto-attacker
- MDPS = Magical Damage Per Second; also:Strong spells; casters
- MP5 = Mana Regeneration per 5 seconds
- HP5 = Health Regeneration per 5 seconds
- ArPen = Armor Penetration
- MPen = Magic Penetration
spaaaace |
Pros:
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space | space |
Cons:
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- Cost: 50 mana
- Range: 900
- Cooldown: 8 / 7.5 / 7 / 6.5 / 6 seconds
- Magic Damage: 80 / 120 / 160 / 200 / 240 (+0.65 per ability power)

- Cooldown: 10 seconds.
- Range to Center of AoE: 900
- Radius of AoE: 175
- Cost: 70 / 80 / 90 / 100 / 110 mana
- Magic Damage: 75 / 120 / 165 / 210 / 255 (+0.6 per ability power)

- Range: 675
- Spread Radius: 200
- Cost: 60 / 65 / 70 / 75 / 80 mana
- Cooldown: 12 / 11 / 10 / 9 / 8 seconds
- Magic Damage: 70 / 105 / 140 / 175 / 210 (+0.55 per ability power)

- Range: 750
- Cost: 100 / 150 / 200 mana
- Cooldown: 105 / 90 / 75 seconds
- Magic Damage: 150 / 250 / 350 (+0.5 per ability power)










Anything else is not worth getting in the current meta.
There are a few optional rune setups depending on what YOU prefer.

Greater seal of replenishment














why do u use magic pen quints to reach 10 magic pen and 30 with boots? u have your sorcery mastery that has 15% magic pen...if u use standard magic pen reds and boots u get flat 28,5 magic pen. But if u do the math: 15% of 30 : 25,5 magic resist - 28,5 thats enough!
There is a little mistake though. Flat penetration > % penetration (which means flat penetration is applied first, so you won't be reaching the 30 but its very little resist anyway...
Depending on your opponent you want to get 2 or 3

After that you want to build up your damage output really fast.


Remember! Each game there is a different item build! Never use the same every game!










Let's say they have 108 MR. You have 8 flat magic penetration from runes which let's you hit like if they had 100 MR. You have 46% magic pen which will leave them with 54 MR for you to hit on which is quite weak late game.
















Since you're the AP carry you will probably be going to middle lane. Try to outlane your opponent and get as many minion kills (creep score - cs) as possible. And try to not die against champions like


At levels 1-2, There might be a team fight, there might be nothing going on. If there is no team fight try and hit your lane opponent with

At levels 2-5, Pick up stun at level 2 if you can harass the enemy easy. If not, just farm. At level 4 you should have all your skills and


At levels 6-9, At level 6 a two man gank on you can be dangerous to your opponent due to your ulti

Remember to try and 'zone' your opponent whenever possible to deny them creeps and experience! Be careful though as the enemy jungler might come to gank you.
At levels 9-11, Same as early game levels 6-9, but try to take down the turret in your lane or help the side lanes do that after you ganked them. Be ready for more dragon fights. REMEMBER BLUE BUFF
At levels 11-16, Heading towards late game you should be ready for a fight for Baron and more fights for Dragon. Also keep pushing/defending turrets. REMEMBER BLUE BUFF
At levels 16-18, This is where one team fight could end the game. Baron and pushing are the focus points. Makes sure to have a lot of space warded, especially key points around objectives. Also make sure to buy elixirs -- primarily red and blue elixir before the big fights! It could change the outcome of the game completely.
And for the love of god, don't get caught off guard and be held responsible for losing the game!! :)
- Be Farmed
- Buy Elixirs
- Get Blue
- Get Baron
- DON'T GET CAUGHT!
- Let the enemy make the mistake
- Deciding what spell to apply
Blaze first with is a very important factor when engaging the enemy.
If you are able to cast your spells quickly,Brand can actually be very effective at close range. Close proximity allows
Sear to hit a lot easier, so if
Conflagration is used just before the missile hits, the stun is very reliable.
Brand can easily clear minion waves.
Pillar of Flame will allow
Conflagration to deal Area of Effect damage due to the active
Blaze debuff.
- A deadly use of
Brand's ultimate
Pyroclasm is when two enemy champions are standing close to each other.
- By using the bounce of
Pyroclasm,
Brand can cast on a nearby enemy and subsequently hit, or even kill, a weakened enemy Champion who would otherwise be out of range.
- Remember that
Brand, like
LeBlanc, is primarily a combo champion. Using one spell at a time is a huge waste of damage potential and by waiting for your cooldowns on one of your 3 main abilities it is better to stay at the back of the fight.
- When you are focused on one champion, your combo should usually be
Conflagration,
Sear, then
Pillar of Flame. This combo allows
Sear to stun, ensuring the enemy will be in the AoE for
Pillar of Flame and offering little time for them to retaliate. If you are fast enough, you may be able to cast
Sear first and, while the missile is on its way to the target, hit them with
Conflagration before it connects and throw down
Pillar of Flame.
- When you want to do maximum damage to multiple enemies, pick a target, cast
Sear at them, after
Blaze is applied, cast
Conflagration to hit multiple targets and apply
Blaze to each one, then finish with
Pillar of Flame. This combo, if all hits connect, can do huge Area of Effect damage. If your
Pyroclasm is off cooldown, throw it out as soon as enemies are grouped together enough.
Brand makes an excellent choice as a solo laner as the AoE , combo-effectiveness and spammability of his spells allows him to farm minions quite well and keep opponents out of exp range and from last-hitting minions.
This is pretty much what you need to know to play Brand in solo queue ranked games. Early game decides most games, the amount of farm and feed decides most game and of course skill and teamwork decides most game, but without skill you won't get farm and a decent early game. So keep on practicing.
Q. YOUR QUESTION
Ask me some questions and I'll answer them here or update the guide content
28/08/2011
29/08/2011


20/09/2011
23/09/2011

27/09/2011
20/11/2011


22/11/2011
24/01/2012
.125:
- Conflagration range reduced to 625 from 675
- Pillar of Flame damage reduced to 75/120/165/210/255 from 80/125/170/215/260
Small nerfs - nothing really fancy there. The damage reduction is nothing. The range though is quite a nerf. Nerfing the range of spells is always annoying - 50 range though isn't that much but it is noticeable.
.123
.121
- Fixed a bug where Pyroclasm could instant-kill enemies under some circumstances.
.116
Pyroclasm:
- It no longer gets blocked by spell shields.
- Fixed a bug where it could sometimes fizzle if there was an enemy stealthed nearby.
.115
- Champion release
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