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Brand Build Guide by krazerrr

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.


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League of Legends Build Guide Author krazerrr

Brand, the Slowing AOE Nuker

krazerrr Last updated on August 7, 2011
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Ability Sequence

2
14
15
17
18
Ability Key Q
1
4
5
7
8
Ability Key W
3
9
10
12
13
Ability Key E
6
11
16
Ability Key R





Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Masteries

 
 
 
 
 
4/
Sorcery
Alacrity
 
 
 
 
 
 
 
 
 
 
Brute Force
 
 
 
 
 
 
 
Lethality
Improved Rally
 
 
 
 
 
 
Havoc
 
 

Offense: 9

 
 
 
 
 
Strength of Spirit
Evasion
 
 
 
 
 
 
 
 
 
 
Veteran's Scars
Willpower
 
 
 
 
 
 
Ardor
Reinforce
 
 
 
 
 
 
Tenacity
 
 

Defense: 0

 
 
 
 
 
4/
Awareness
Expanded Mind
 
 
 
 
 
 
 
 
 
 
 
3/
Quickness
Blink of an Eye
 
 
 
 
 
3/
Intelligence
Mystical Vision
 
 
 
 
 
 
1/
Presence of the Master
 
 

Utility: 21


Guide Top

Introduction

Alright guys, this is my first guide, so don't be too harsh. Don't rate before reading the entire guide or at least thinking about the build I have put up.

Now Brand is an amazing champion. Out of rage from an exam, I got back to my room, bought Brand with RP as soon as I got online, and began learning him. I quickly learned how amazing he was in lane and how he can just destroy or sustain himself against almost any other champion. He is one of my favorite AP Carries right now. I have also played Lux, Orianna, and Morgana (who is actually more support, but can carry hard until about 30 or 40 minutes into a game), but Brand definitely has the most lane dominance.


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Pros and Cons

Great Mid and solo laner
Very intimidating early game
Great Nuker
Once you have Rylai's, your utility becomes greatly increased


Very squishy early game and late game
Has almost no escape methods other than a single target stun
Pyroclasm is virtually USELESS unless there are multiple enemy champions or other targets


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Summoners

My Preferrence

Ghost: Great for catching up to other people, and initiating ganks as well as dives. It lets you get in, throw your combo down, and get out as quickly as possible, meaning less damage and less risk for death. With Rylai's Crystal Sceptor, you will almost never not finish off a 1v1 chase

Clarity: Amazing support spell, but essential to HUGE spammers for early game. The best way to use clarity offensively is getting low on mana. If your opponents notice that you are low, then they will think they're safe, so they'll go in for a kill. Pop your Clarity as they try to dive you, and demolishing your enemies. It's also great for keeping your team in lane for pushing as there are MANY times when the entire team is out of mana, and everyone needs to go back or cannot harass as much as they can.

Other great Summoner Spells:

Teleport: ALWAYS a great spell. Getting teleport instead of ghost will help you get to team fights quicker and help gank other lanes like crazy! Teleport is so broken, and use it while you still can.

Exhaust: This cuts down an enemy's damage by 30%, and slows them, which allows you to burst them down with less fear! Great, but honestly, you don't need it imo if you can just lane well with Brand, consistently harassing and pushing the minions.

Flash: Great escape and great initiating spell. Flash in, land a stun, and throw down the rest of your combo. It will make people rage hard. It's almost like a Flash Tibbers Bomb from Annie, which can bring you down to less than 30% hp, if not an instant kill.

Clairvoyance: meh, great for being super cautious, but honestly, Brand is a hard AP Carry! Getting a support spell like Clairvoyance, that doesn't help his laning phase at all when you could just buy wards is a waste. Let the support get cv.


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Runes


This is a standard AP Carry rune setup, giving magic pen, flat mana regen, flat cdr, and flat AP. The main focus of these runes are to give Brand an even bigger early game advantage. Mana regen combined with cooldown reduction, some extra ap, and some magic penetration will allow Brand to truly shine early game. If you can't either zone out or out level the other team in your lane, even just by a little bit, then you're not being aggressive enough as Brand.


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Masteries

The standard 9/0/21 will work fine with Brand. Getting improved Clarity and Ghost is a must if you do follow my build and get those summoner spells. Putting points into boosting the buff duration is always good since as Brand, you will almost ALWAYS be getting the blue buff. The cdr from the offensive tree is also helpful, along with the 15% magic pen.


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Skills

PASSIVE

Blaze - Brand's spells light his targets ablaze, dealing 2% of their maximum Health in magic damage per second for 4 seconds.

This essentially is an ignite. Great for picking up kills when you burst them down to almost nothing. To get the most of of this skill, especially when you are doing early farming, use your next skill at 3 seconds, so the blaze timer will reset when it is just about to end. It takes practice, but it is for just a tiny bit of extra damage.

Sear - Brand launches a ball of fire forward that deals magic damage. If the target is ablaze, Sear will stun the target for 2 seconds.
Brand launches a ball of fire forward that deals 80/120/160/200/240 (+0.65) magic damage.

If the target is ablaze, Sear will stun the target for 2 seconds.
Cost: 50 Mana
Range: 25000

Great spell for poking, but really just used for initiating and stunning enemies. It has a small hitbox, and is a medium speed projectile, so get used to landing these stuns. The true difference between a good and a bad Brand is whether or not you can land this stun consistently.

Pillar of Flame - After a short delay, Brand creates a pillar of flame at a target area, dealing magic damage to enemy units with the area. Units that are ablaze take an additional 25% damage.
After a short delay, Brand creates a pillar of flame at a target area, dealing 80/125/170/215/260 (+0.6) magic damage to enemy units within the area.

Units that are ablaze take an additional 25% damage from Pillar of Flame.
Cost: 70/80/90/100/110 Mana
Range: 900

The bread and butter of your damage. With the 25% damage bonus, you can DESTROY enemies, and make them rage at you so hard. Of course, the delay is hard to get used to, but if you can consistently land this move, then you will dominate your lane, and eventually their entire team. It's an amazing poking skill, as well as farming and CC once you get your Rylai's Crystal Sceptor

Conflagration - Brand conjures a powerful blast at his target, dealing magic damage to them. If the target is ablaze, Conflagration spreads to nearby enemies.
Brand conjures a powerful blast at his target, dealing 70/105/140/175/210 (+0.55) magic damage.

If the target is ablaze, Conflagration spreads to nearby enemies.
Cost: 60/65/70/75/80 Mana
Range: 675

The shortest range skill for Brand, but it is a target shot, unlike Sear and Pillar of Flame. Easiest to use to land a stun, and makes farming so much easier.


Pyroclasm - Brand unleashes a devastating torrent of fire, dealing magic damage each time it bounces. If a target is ablaze, Pyroclasm's missile speed increases.
Brand unleashes a devastating torrent of fire, dealing 150/250/350 (+0.5) magic damage each time it bounces up to 5 bounces.

If a target is ablaze, Pyroclasm's missile speed increases.
Cost: 100/150/200 Mana
Range: 750

Can be frustrating to use, but it is ridiculous if two champions are standing next to each other or in the middle of a team fight. Be aware that this can also bounce off of minions, so if you are 1v1 against a Malzahar, THROW THIS BAD BOY OUT AS SOON AS HE IS ALONE WITH HIS VOIDLING! Try not to use Pyroclasm against a champion around a full wave of minions as 9/10 times it will hit the champion and never come back.


Guide Top

Skill Sequence

Pyroclasm --> Pillar of Flame --> Conflagration --> Sear

Maxing out Pillar of Flame will give you the ability to both zone out your opponent and harass them constantly. Then max out Conflagration so you can further harass your opponent. It is also the most consistent method of dealing damage, as it is a target skill, rather than a skill shot. Sear is maxed last simply because it doesn't have any use other than it's stun, which doesn't increase with higher levels.

Now at level 3, you should have all 3 of your main skills. I use Pillar of Flame and then Conflagration in order to farm minions. When trying to harass or get the kill on an enemy, I prefer to use Pillar of Flame and then Sear.

Pillar of Flame is your bread and butter move. It is the main source of AoE damage, since it gets a 25% boost if the target(s) getting hit are already ablaze. Pillar of Flame can be used to poke at people under the tower, scare people off while running away from them, or even turn an entire team fight around. The burst damage from Sear, Conflagration, Pillar of Flame and Pyroclasm in that order is just ridiculous in a team battle.

Conflagration has a very short range, so I don't use it in order to get the stun down unless they are near me. Conflagration is truly only useful for three things, farming, getting ablaze on multiple champions, and getting down a quick stun.

Sear is honestly only used for the stun, poking, and for initiation. It's damage isn't decent until it is rank 3, which will be at level 16. Now the stun is part of the move, and poking means being able to hit people from far away, but what about the initiation?? This is the highest damage skill combo for Brand:

Sear --> Conflagration on the same target --> Pillar of Flame --> Pyroclasm

Pyroclasm is a huge damage skill, but requires another target around to truly shine.

WARNING: Pyroclasm is an amazing nuke, but very random at times. It only shines in team battles, or when engaging multiple enemies. In a 1v1 situation, Pyroclasm is almost worthless, and is almost a waste of mana unless you can secure the kill.


Guide Top

Items

Okay, so let's go through Brand's core items

CORE ITEMS

Doran's Ring --> Boots of Speed --> Needlessly Large Wand or Giant's Belt --> Rabadon's Deathcap Rylai's Crystal Sceptor --> Sorcerer's Shoes --> Will of the Ancients --> Void Staff --> Zhonya's Hourglass

Doran's Ring: I like to start off with a Doran's Ring. It gives you HP, AP, and mana regen, which is essential on Brand. With the mana regen, along with clarity, you shouldn't have to leave lane for the first 20 items. The only time you should go back is when you're low on HP, which should never happen thanks to his amazing ranged harass, or if you can afford any major items.

Rabadon's Deathcap: Rabadon's is great for Brand. The quick AP boost works wonders, but only start rushing this item if, and i emphasize, IF you can get it within 5 or 10 minutes. If you have 2 or 3 kills by the time you go back your first time or have more than 1600 gp for a Needlessly Large Wand, then definitely start rushing Rabadon's

Rylai's Crystal Sceptor: I usually rush Rylai's first by getting a Giant's Belt. This gives you a ridiculous amount of health early on for an AP Carry. The only issue is that you won't be doing as much damage, but honestly, as Brand, you don't NEED a lot of AP early game. Your poking and harassing should keep people back away from you, which sets up for easy ganks and dives in your lane. Now Rylai's gives you both a slow and 700 HP. The slow will help you land your stun, and let you chase better, even without tier 2 boots. The 700 HP boost also gives you more sustain, allowing you to really take some hits and not be afraid of going in for the kills. Rylai's, i feel, is essential for Brand since it gives him more utility in team fights and helps him sustain his lane better. The slow has also saved me countless times while running away from ganks.

Sorcerer's Shoes: Getting Boots of Speed is a must while rushing or between acquiring Rabadon's Deathcap and Rylai's Crystal Sceptor. You need some kind of boots by 15 minutes in, even if you are rushing another item. I chose Sorcerer's Shoes because they give you some magic pen, which makes Brand even more deadly than before.

Will of the Ancients: One of the best, but very under used, items in the game for AP carries. People don't realize how much spell vamp does for AP Carries, especially when you have a Rabadon's Deathcap already. The spell vamp, along with the HP from Rylai's Crystal Sceptor make Brand much tankier and have much better sustain in team fights. He can continuously stay in team fights while taking damage because his spell vamp will keep his health relatively high. Of course if you get focused down, nothing will save you, but you just have to be cautious in team fights.

Void Staff: This item gives you both AP and 40% Magic Pen, which lets you SHRED through tanks or anyone that has MR. Without void staff, the damage you do could be cut down in half due to Force of Nature and Banshee's Veil. It is essential late game if you see more than 2 characters with either of the two aforementioned items.

Zhonya's Hourglass: Okay, so the hourglass only gives you 100 AP and 70 armor. What's the use of that? More AP is ALWAYS good on Brand, and the extra armor is quite amazing. The last patch also made Zhonya's Hourglass 200 gold cheaper, which makes it easier to get, but the active ability is truly amazing. If you ever are in a team fight as Brand, you will begin to get focused down HARD. He is too much of a threat to be ignored, so when you do begin to get focused, you just activate Zhonya's Hourglass and become untargetable and invulnerable for 2 seconds. This is HUGE. Although you can't cast any spells while the hourglass is active, it allows you to avoid dying instantly, and possibly pull survive the team fight. As soon as the 2 seconds are up though, you have to either throw down ALL of your spells or run away and then throw down your combo.

--OPTIONAL ITEMS--

Banshee's Veil: Not needed for Brand, but it comes in handy when facing a team FULL of cc or against another huge AP carry doing well on the other team

Archangel's Staff: Takes too long to build up the AP, but if you really want to do it, Archangel's does give more AP than Rabadon's Deathcap. You get a huge mana pool by the end of the game, which means that you don't need clartiy, so I would grab either exhaust or flash instead.

Morello's Evil Tome: Great Item, but it doesn't offer as much as the items in the core build do. It gives AP, CDR (which is ALWAYS good), and mana regen, but the mana regen is wasted if you have clarity and mp5 seals. Again, if you do grab this, then you do not need clarity.

STILL UNDER CONSTRUCTION


Guide Top

Summary

Honestly, Brand is a lot of fun, and I played him non-stop for over 2 weeks. He has to be played aggressively in order to keep up with every other champion, simply because he doesn't have as much utility. After getting Rylai's he becomes both an AOE slower as well as a nuker

Hope you liked this guide. As said before, this is my first one, so I don't know how it'll turn out. Please Comment and Rate!