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Recommended Items
Runes:
Domination
Sorcery
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health
Spells:
Flash
Ignite
Items
Ability Order
Blaze (PASSIVE)
Brand Passive Ability
About Me
Brand has been in and out of the meta lots of times. He is a mix of burst mage and a sustained magical damager that can easily nuke half the enemy team on his own, provided you are familiar and skilled with him. He excels in his wide variety of combos due to his passive Blaze, which I explain in the Moveset chapter, and therefore can chain CC to kill his enemies. Like most mages, such as Lux, he as a lack of mobility or escape, so he is quite a delicate flower.
+ Quite a high burst of damage that can pair up with other champions
+ Can be used as a mid laner or support
+ His combos with his passive are so powerful, that he can sometimes 1v2
+ Can be played both long and short range (preferably long range)
- His combos take quite a lot of skill to master and utilise
- Lack of mobility (no escape abilities)
- Can be drained of mana very easily
+ Can be used as a mid laner or support
+ His combos with his passive are so powerful, that he can sometimes 1v2
+ Can be played both long and short range (preferably long range)
- His combos take quite a lot of skill to master and utilise
- Lack of mobility (no escape abilities)
- Can be drained of mana very easily
FLASH IS A MUST PICK ON BRAND. Like near-to-every character, flash is the most important spell for Brand, as he has no escapes or mobility.
With Brand, you can pick which second summoner spell you would like, depending on your playstyle. For me, I like to take IGNITE, because I like to play Brand quite offensively to pressure the other mid laner to back to fountain. Sometimes I take TELEPORT, so I can return to clear minions fast and level up for my R, or BARRIER, for the extra protection from ganks or potential death.
With Brand, you can pick which second summoner spell you would like, depending on your playstyle. For me, I like to take IGNITE, because I like to play Brand quite offensively to pressure the other mid laner to back to fountain. Sometimes I take TELEPORT, so I can return to clear minions fast and level up for my R, or BARRIER, for the extra protection from ganks or potential death.
Brand’s passive is extremely useful and very powerful if utilised effectively. Whenever Brand uses a spell on an enemy, they become ablaze, and deals magic damage over a few seconds, and can stack up to 3 times. If he kills someone while they’re ablaze, he regains mana, and if he stacks it 3 times, the fire releases an AoE magical damage circle on the enemy that hits other things like minions or monsters. When ablaze, Brand’s spells have empowered effects.
His Q is a skillshot, and launches a fireball forward that deals magic damage. If the target is ablaze, it will deal magic damage and stun them for a few seconds. This is maxed second, and should be used mainly if the target is ablaze, which is 9 times out of 10 a result of him landing is W. This can be also used to finish off minions from a distance, but usually isn’t used in that way.
His W is an AoE magic damage spell that, after a brief delay, summons a circle of fire. This should be maxed first, as this is how he mass-farms minions. If the target is ablaze, then it will deal additional magic damage. THIS IS YOUR COMBO STARTER (explained in Playstyle/Teamplay)
His E is a definite hitting spell that blasts the target with fire, dealing magic damage. This should be maxed last, as it isn’t really used to kill off enemies. If the target is ablaze, the blast will spread to nearby enemies within a small radius (like dominoes falling).
His R is a massive ball of fire that bounces between target (prioritises champions) that gains magic damage with each bounce, up to 5 bounces. When it locks onto the enemy, after a delay, it will release a powerful AoE fire blast, that spreads to nearby enemies. If the targets are ablaze, it will also slow them for a bit.
His Q is a skillshot, and launches a fireball forward that deals magic damage. If the target is ablaze, it will deal magic damage and stun them for a few seconds. This is maxed second, and should be used mainly if the target is ablaze, which is 9 times out of 10 a result of him landing is W. This can be also used to finish off minions from a distance, but usually isn’t used in that way.
His W is an AoE magic damage spell that, after a brief delay, summons a circle of fire. This should be maxed first, as this is how he mass-farms minions. If the target is ablaze, then it will deal additional magic damage. THIS IS YOUR COMBO STARTER (explained in Playstyle/Teamplay)
His E is a definite hitting spell that blasts the target with fire, dealing magic damage. This should be maxed last, as it isn’t really used to kill off enemies. If the target is ablaze, the blast will spread to nearby enemies within a small radius (like dominoes falling).
His R is a massive ball of fire that bounces between target (prioritises champions) that gains magic damage with each bounce, up to 5 bounces. When it locks onto the enemy, after a delay, it will release a powerful AoE fire blast, that spreads to nearby enemies. If the targets are ablaze, it will also slow them for a bit.
Sorcery is the main rune path that I use with Brand, as he is a mage. For the main rune, I either take Arcane Comet or Summon Aery. I use the former for more burst damage, but run the risk that the comet won’t hit (as most of his spells are delayed), or I use the latter to guarantee consistent damage. Manaflow Band is at it’s strongest right now, and is effective to create a bigger mana pool for Brand, as he runs out of mana quickly. Transcendence is useful due to the CDR and the excess CDR being turned into AP. Gathering Storm is useful because it gives you a bit of an advantage in the late game, as Brand excels in the mid game.
The Inspiration section is useful in my opinion, as the extra CDR from Cosmic Insight is helpful, and the Biscuit Delivery just makes you stay in lane longer, as farming in the early game is very important for Brand.
I don’t recommend using other rune paths. Precision isn’t that useful, as the extra attack speed won’t be needed (Brand is a spell-user), and Resolve denies Brand of having extra AP in the late game. Domination may be used, as he bursts damage, but I don’t recommend it.
The Inspiration section is useful in my opinion, as the extra CDR from Cosmic Insight is helpful, and the Biscuit Delivery just makes you stay in lane longer, as farming in the early game is very important for Brand.
I don’t recommend using other rune paths. Precision isn’t that useful, as the extra attack speed won’t be needed (Brand is a spell-user), and Resolve denies Brand of having extra AP in the late game. Domination may be used, as he bursts damage, but I don’t recommend it.
- Rush Rod of Ages, as this will provide you lane sustain and a bit of damage output
- Then buy Ionian Boots of Lucidity (or Sorcerer's Shoes, whichever you want, as it doesn't
matter)
- Luden's Echo is a must with brand, like most mages
- Hextech Gunblade and Morellonomicon are your main damage output items, as they provide
magic penetration and the kit needed for one-bursting
- End with Rabadon's, as this will end your build of a one-shot AP mage
- Then buy Ionian Boots of Lucidity (or Sorcerer's Shoes, whichever you want, as it doesn't
matter)
- Luden's Echo is a must with brand, like most mages
- Hextech Gunblade and Morellonomicon are your main damage output items, as they provide
magic penetration and the kit needed for one-bursting
- End with Rabadon's, as this will end your build of a one-shot AP mage
Brand is a hybrid when it comes to teamfights. On one hand, he has to go out in front to land his spells in order to combo for the stuns, but on the other hand he is quite squishy and can die easily if caught in the wrong place; you have to alternate positions frequently and make sure you are well protected.
As with his combos, there is quite a bit of background knowledge you need to understand. The reason we start the Blaze combo with is W is because it is the least useful when the target is ablaze and is the easiest to land. After landing your W, you then proceed to stun then with your Q, and then the rest is self-explanatory. ONE WARNING: never chase someone for a long time, as you will be caught off guard.
As with his combos, there is quite a bit of background knowledge you need to understand. The reason we start the Blaze combo with is W is because it is the least useful when the target is ablaze and is the easiest to land. After landing your W, you then proceed to stun then with your Q, and then the rest is self-explanatory. ONE WARNING: never chase someone for a long time, as you will be caught off guard.
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