Build Guide by Maelovelance
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.
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.
This build focuses a lot on both group fight AoE, and being able to open well with Pillar of Flame. You'll also find it necessary to have the Blue Buff as much as possible during the game, and may even consider swapping Clarity for Ignite, although I carry Ignite around for heavy healing heroes such as Mundo or Vlad.
Runes are fairly standard for most casters. I play very aggressively as Brand, so I took health seals to eek out that last turret hit, but again mana regen is fine if you're having issues.
Spell Pen is too important to pass up. Almost always pair your casters with Spell Pen.
AP runes coupled with Spell Pen give you a great source of through damage at the start of games.
DISCLAIMER: Never take any build guide's order as gospel!!! Always use your judgment as the game progresses as how to build.
The long range and "fire and forget" mechanic of Pillar of Flame almost beg for an AP start. Maxing out PoF first and a little spell vamp means with decent mana regen, you'll be laning for hours. It's fairly common with this build to be between 2k and 3k before having to return to base.
Tear I get early to start building up stacks. AA's more of a long term game item, if we're looking very strong mid game, I'll get Morello's instead.
Spell Pen is extremely important. You need all your hits to be as close to the damage you see when you mouseover your abilities. Players can stack resistance faster than you can build AP, so any amount of Pen you have is always useful.
Rylai's simply for the health and slow.
Against a DoT heavy team, can switch out Rabadon's for Zhonya's.
We're maxing out Pillar first. Conflag before Sear? Yes, you can harass far better with a Conflag/Pillar combo than the 2 sec stun Sear offers. Sear's my 4th ability, purely for the stun, and left alone until I have no other options on the table.
Brand's a bit tricky when it comes to cast order, because it DOES matter. If it's one hero, you want Conflag/Pillar/Sear. Pyro has a relatively short cooldown, so feel free to use it, but keep in mind with no one to bounce to, it's ability to hurt is limited.
With group fights, you want to Pillar a couple, Conflag to spread it around, then Pyro as quickly as you can. Save your Sear for those who either chase too far, running out, or are channeling and need to be interrupted.
Pros / Cons
Extraordinary laning potential. Does very well pushing creeps in any lane, and has plenty of range and damage to be lethal anywhere.
Long range and quick combo's make him extremely dangerous at the first enemy mistake.
Conflag/Sear stun and flash make it very easy to avoid ganks.
You will make money. Lots of it.
Mana intensive!!! I can't stress this enough. The fatal flaw of this build is mana consumption.
As most casters, extremely squishy. Limited escape options outside of flash and Sear stun.
Spell order is important. If you misclick the order, it could have a wide range of results.
For very long matches, build has to be adjusted for more AP. This build as is simply doesn't work past an hour.