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Spells:
Ignite
Flash
Ability Order
Blaze (PASSIVE)
Brand Passive Ability
Introduction


Hey guys, it's my 6th build and this time about

Credits to jhoijhoi for the template, which you can find here.
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Tier 1 I choose
![]() ![]() ![]() ![]() ![]() Tier 2 Here I choose ![]() Tier 3 From here I choose ![]() ![]() ![]() Tier 4 Here I choose ![]() Tier 5 Once again a pick, which is really obviouse once again. Gives really nice amount of increased ability power. Tier 6 This Excecutioner is a must pick for every carry and every single 21 mastery user. It seems not to be as good for last pick, but trust me, it is good. |
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Tier 1 I go for
![]() ![]() Tier 2 Next up, I choose ![]() Tier 3 Finally, but not the least ![]() Tier 4 - 6 I don't have any of these, because lack of points. |
Runes




Greater Quintessence of Ability Power: Really often picked and basic Quint for AP based champions. This will give you nice 15 AP, just like
Doran's Ring does.
Greater Mark of Magic Penetration: This mark is more useful later on when people actually build magic resistance, but it's always really nice to have some early-game also. Consider those 0.95 as extra damage.
Greater Glyph of Scaling Ability Power: Late-game based glyph and it's at it's best when you hit level 18, because the difference grows after leveling up.
Greater Seal of Scaling Mana Regeneration: I thought long time which I would take here, but I think the mana regeneration is the best Seal you can pick for
Brand.
Situational Runes
Well basically there are so many situational runes, but the only differences are flat & growing bonuses. If you prefer early game bonuses, go for flat bonus. If you prefer late game bonuses, go for bonus per level runes. I guess it's also worth of mentionaing, that if you decide to go for more defensive, getGreater Seal of Armor and
Greater Glyph of Magic Resist. Other than that pick runes that give mana/mana rgn/AP.
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You're going to want to max out

- Use
Sear when enemy is blazed, so they get stunned.
- You can proc spell vamp with
Sear and get full lifesteal from it.
- Scout bushes with this


You're going to want to max out

- Use it for 25% extra damage when enemies are on
Blaze.
- You can use this to proc
Blaze on several targets.
- Use this to get minions


You're going to want to max out


- Use this after
Sear to minions for nice farming.
- Try to proc this in team fights.
- Use before
Sear for stun.


You're going to want to level up

- Avoid using it between tons of minions. It does not priotirize champions,
- For maximum damage, use it when 2 enemies are close to each other.
- Don't use it first when you enter team fight. Save it for the last.
Item Sequence









-
:
Doran's Ring is a must for early mana regeneration, health and ability power. It will give you some sustain and you won't be having mana problems unless you spam the abilities like a maniac. I prefer taking two and taking one as first item, but you can go for boots and health potions also.
-
: Boots are always core item and so are
Sorcerer's Shoes. Nice movement speed and the magic penetration bonus is awesome. You will penetrate quite a lot magic damage already. You cna buy level 1 boots as starting item, if you have to dodge skillshots alot.
-
: Core item for every single AP carry I think. It's ability power boost is just amazing. It gives massive 140 ability power + 40% ability power. That's the best source of ability power right there. After this item, especially if you get it early is just powerful. You will deal tons of damage after this one.
- Rylai's Ryal Scepter: This item gives you the most sustain out from core items. It's also really nice source of movement speed reduction against enemies, but the health it gives is really good for
Brand, because he's squishiness. It also provides quite nice amount of ability power. It's like a cherry on top of a cake.
-
: Core item late-game. It's the only source of any kind of health you will get. It also buffs your allies with spellvamp and few ability power. Your
Sear is now the main ability to get health from, followed by
Pillar of Flame. You will gain lot's of health after using your ability comboes.
-
: Very useful and nice alternative. It gives nice amount of cooldown reduction along with good amount of ability power and great active. Take it against a team, which you know that will stack lot's of health like
Dr. Mundo and
Volibear.
-
: Great counter-tank item mid-late game. It's not that useful as first 1-2 items, because the enemy team doesn't have much magic resist so early. Consider this item, if enemy team is having lot's of magic resistance.
-
: Really nice item, if you are getting focused a lot. It's active can save you bunch of times and it gives your team extra time to nuke the enemies. It's ability power is also awesome.
-
: Get this item early, if you feel like going into more sustainable build. You would like to get this early, because of it's passive which regenerates your health and mana each time you level up.
center]Early-game can be hard for










[enter]Mid-game[/center]





You are often focused in team fights, becasue of your huge AoE damage, so don't go first or second, not even third in team fight. Try to find a spot where you cant be easily killed such as in a bush or behind your whole team or behind a obstacle. Your role is to target squishiest targets behind enemies tanks. With




I wish not to see votes without something in return, for example: How to improve this guide. Also I hope you will not judge by 1 item choice you're not happy about, because it's quite original build after all, read situational items for the items, which may fit for you the best, but really It's just up to you :)
Have fun gaming ^^
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