Brand Build Guide by Hanjaro
[11.2] Hanjaro's Brand Supporting your way to ChallengerBy Hanjaro | Updated on January 22, 2021
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Runes: Dark Harvest
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+15-90 HP (lvls 1-18)
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+15-90 HP (lvls 1-18)
Threats & Synergies
Xerath has higher range, higher damage and an easier stun to land. Dodge his abilities, ask for a gank - he's very squishy if caught out!
Zyra has better poke damage and an easier time locking you/allies down. Try to dodge her abilities, don't get hit by plants, poke her down when she comes into range. She's immobile and squishy too.
Like all squishy, immobile mages, hook champions are your worst nightmare. Try to dodge their abilities and poke when they're on cooldown. Blitz is squishier than the rest, so you have an easier time to poke him down enough he cannot engage.
Like all squishy, immobile mages, hook champions are your worst nightmare. Try to dodge their abilities and poke when they're on cooldown. Thresh is still scary due to flay, stay out of melee range and be aware of flash all ins.
Like all squishy, immobile mages, hook champions are your worst nightmare. Try to dodge their abilities and poke when they're on cooldown. Nautilus is very tanky and his hook range is longer and wider than you think! If he gets you, you're dead.
Like all squishy, immobile mages, hook champions are your worst nightmare. Try to dodge their abilities and poke when they're on cooldown. Pyke can negate a lot of your damage due to his health regen, and even if he misses his hook he can still kill you with a stun ult combo if his ADC has the damage to bring you down low enough.
Nami can heal up your damage easily while trading back. Dodge her bubble, and all-in on her when she tries to poke you. Ignite is perfect, and build morello's. She's squishy remember!
She's highly tanky, with a huge burst damage lockdown combo. Dodge her abilities, and poke her down enough so she cannot engage without the threat of being turned on. Watch out for her post 6 as her ult has a long range, and one combo can spell your death.
Very strong poke, can negate your damage with her shields, along with mobility and a root. She's squishy, just try to all-in her with a gank and she should die, especially if she cannot get an empowered root.
She's very squishy, but her heals and poke are annoying. Try to catch her out, she will die in one combo! Build morello's as she scales well into late game and can negate a lot of your burst damage in teamfights.
Squishy if caught out, but she can heal a lot of your damage if you let her land her Q's. Avoid her spells, watch out for her silence if you get close to engage. Take morello's as she scales well into late game.
She can shield your damage during the early levels, but after that you can combo her down easily enough, she's squishy - but beware of Monsoon knockbacks, and she has strong disengage with her tornado.
Super scary combo, super high burst damage. Stun someone and they will die. One of the best lanes for an early lead.
She has high burst damage and a self peel with rocket jump. One stun, the enemies should die!
Jhin has high burst especially on his 4th shot, your passive enables him to root targets easier due to it's long duration.
Strong poke champion with built in grievous wounds, opening up an extra slot in your build vs healers. His ult can help you make the most of yours. Immobile with no peel outside his ult though.
Long range lane bully with decent cc, you can set up a trap for her, or vise versa. She has moderately good self peel, and high damage on headshots. You can set up her ult easily.
There's no synergy between you two, he needs protection, peel and enabling, better off with someone like a Lulu or Janna.
Ez has good burst - IF he hits his W Q combo, and you have a less than guaranteed stun, he also cannot fight well in minions. He has good self peel though and you can wave clear for him.
She has high burst damage, but her ult throws you into the middle of the enemies - not where you want to be! Can be used to save you though. She's immobile outside of her dashes, she needs enabling. Better with an engage tank or a Janna.
Vayne's not too bad, she has good burst and a nice stun, enabling yours, but she's immobile outside of her tumble and has no self peel other than her condemn. Better with an enchanter to enable her.
She has good self peel with her ult and root, along with good burst. She's super squishy though and works well with a lot of attack speed - not awful, but not the best either. Prefer Rakan or an enchanter.
A little bit about me
I started playing League in Season 1, towards the end of the season. Since the beginning I was a support main, I enjoyed the 2v2 dynamics much more than 1v1s so I've stuck with it throughout my league career.
I love competitive games and have yet to find anything for me that compares to League.
Aside from League, I am a happily married man, father of 2 kids and I am a beloved pet owner.
If you enjoy playing, or want to learn more about Brand, you can read and discuss more over at
The reasoning behind Ignite is that it gives you a lot of extra pressure in lane, and furthermore adds a 40% healing reduction. This is the best summoner to take on Brand, adding to your DoT damage.
Exhaust is a niche pickup on Brand, used when there are high damage threats on the enemy team, such as Zed, Kayn, Draven etc
It gives you an extra chance at escaping with the damage reduction, as well as the slow it provides. The damage reduction can be used to negate all in damage, from something like a Zed's Death Mark.
|Arcane Comet allows Brand to have stronger laning presence, and can be a reliable source of extra poke with all of your abilities. Sear is a single target ability, meaning it reduces Arcane Comet's cooldown significantly faster than aoe abilities.|
|Brand's mana costs consistently poking the enemy laners can ramp up quickly. Manaflow Band helps negate running out of mana in laning phase as fast, and grants passive mana regen when you reach the 250 threshold.|
Brand has high range on his abilities, and likes to stay at back of fights, allowing him to stay above the 70% health threshold for increased damage from Absolute Focus. Very good vs melee match ups in lane.
If you cannot guarantee your safety, take Transcendence as more CDR is never a bad thing.
|Scorch is used for early game, laning harass. It adds extra damage on your first ability used, and then again after the 10s cooldown. The extra damage can't be missed when using Conflagration due to it being targeted, so abuse this in lane for extra presence and poke.|
|Brand likes to build Zhonya's Hourglass to give himself a safety blanket if he gets dove on, and Perfect Timing saves you 600g by giving you a free stopwatch at 10 minutes. You also gain one extra charge of the stasis effect before your build your Zhonya's Hourglass.|
|Cosmic Insight provides 5% CDR on everything, as well as increasing your maximum CDR by 5%. More spells in a shorter timeframe equals more damage!|
✦ Dark Harvest
Dark Harvest is generally a late game option you can take if you can guarantee that the enemy laners will be able to be poked down consistently enough to gain the stacks you need for any meaningful late game damage.
✦ Taste of Blood
Along with needing to poke down enemy laners to proc Dark Harvest, you can take Taste of Blood to keep yourself topped up in lane, making sure you can keep consistently poking the enemy without fear of being engaged on.
✦ Ultimate Hunter
Brand has excellent AoE damage that can decimate enemies grouped together in teamfights, especially through good use of his Pyroclasm. Ultimate Hunter gives you up to 25% reduced cooldown on your ultimate, meaning more casts, meaning more damage.
Boots of Mobility > MOVEMENT SPEED
Brand, like any support, has the potential to roam, putting other lanes ahead, and Mobi boots help give him the extra movement speed to get around quicker, also helping with warding late game.
Sorcerer's Shoes > DAMAGE
Brand's focus is dealing high damage, and Sorcerer's Shoes further enable him to achieve this. They have +18 magic penetration, helping him melt through tanks easier, along with his % maximum HP damage, and Liandry's Anguish. The best boots to take on Brand.
Mercury's Treads > TENACITY
If the enemy team has a lot of CC, or a lot of AP damage, you can trade Mobi's out for these. They offer +25 magic resist, along with reducing the effect of stuns, slows, taunts, fears, silences, blinds and immobilizes by 30%.
Ionian Boots of Lucidity > CDR
If you're wanting to have a little bit more CDR, you can take these boots, helps with getting your abilities out quicker, and reducing the CD on your summoner spells by 10%. Good synergy with Transcendence and Cosmic Insight
Liandry's Torment > DAMAGE/SURVIVABILITY
In terms of damage output, Liandry's Anguish is the best item on Brand. He has insane burst damage, and a built in DoT with his kit that deals maximum HP % damage, which already melts the enemies health, especially if they're tanks with lots of HP. Liandry's Anguish stacks on this as a burning DoT and enemies take 1% of their maximum health in damage, and lose up to 25% of their magic resistance. Absolutely core on Brand.
Rylai's Crystal Scepter > DAMAGE/UTILITY/SURVIVABILITY
Rylai's Crystal Scepter slows enemies by 20% for 1 second, giving them less chance to escape from your burst. Brand already has a single target stun in his kit, but adding a slow into the mix really helps him excel at burning through enemies. Rylai's Crystal Scepter will increase your burst damage, along with increasing your survivability due to the +300 HP it provides.
Morellonomicon > DAMAGE/UTILITY/SURVIVABILITY
While increasing your overall damage output, and increasing your survivability with an extra 300 HP, Morellonomicon is a brilliant pick up if the enemy team has healers such as Sona, Soraka or enemies like Vladimir, or a Draven with Bloodthirster. Morellonomicon inflicts grievous wounds, reducing their healing on themselves and others by 40% for 3s.
Zhonya's Hourglass > UTILITY/SURVIVABILITY/DAMAGE
Zhonya's Hourglass is core to keeping yourself alive longer, or negating damage spells such as Zed's Death Mark or Ignite. You're a high damage threat, whose also immobile and very squishy if caught out - an easy target. Zhonya's Hourglass can spell the difference between living or dying, along with taking Perfect Timing saving you 600g. You also gain a nice chunk of AP for your burst damage, 45 armor and CDR.
Demonic Embrace > DAMAGE
Much like Brand's passive and Liandry's Anguish, Demonic Embrace offers us another burn to add to the kindling, burning them for 1.5% max health every second for 4s, and provides us with 10 magic resist and armor +2.5% for each additional enemy affected. This helps us survive from any aoe or backline assassins.
Void Staff > DAMAGE
If your team is AP heavy, the enemy team is most likely going to start stacking MR - Void Staff negate's 40% of their magic resist, which then applies magic penetration, making this a very strong item vs MR.
Banshee's Veil > UTILITY/DAMAGE/SUSTAIN
Banshee's Veil offers protection from long range engage, such as Malphite or Blitzcrank, that Zhonya's Hourglass cannot - if you're cc chained, you can't activate it! You gain 60 magic resist, so a good pick up vs heavy AP teams such as Fizz and LeBlanc.
Rabadon's Deathcap > DAMAGE
Rabadon's Deathcap increases the damage of all of your abilities, great, right?! Unfortunately, as a support, Rabadon's Deathcap takes a substantial amount of time to build, and mostly replies on you to be very ahead of the enemy team, as it has a very high cost, and it doesn't offer any defensive stats. It's not a good pick up vs any assassins like Zed, LeBlanc, Rengar etc.
You're better off building other items first, and only consider this when you're ahead.
INNATE: Brand's abilities set his targets ablaze for 4 seconds, damaging them for 3% of their maximum health over 3.25 seconds as magic damage. Abilities used on an ablazed target are empowered and apply other stacks of Blaze while also refreshing the duration of the previous ones. A target can have up to 3 Blaze stacks at the same time and the damage per tick against monsters is capped at 80. Killing an enemy that is ablazed restores 6 − 18 (based on level) mana.
After reaching 3 stacks on large monsters and enemy champions, an area is marked around them, which explodes after 2 seconds, consuming all the stacks. All enemies struck are dealt 12% − 16% (based on level) (+ 1.5% per 100 AP) of their maximum health as magic damage and are applied a stack of Blaze. The explosion will still trigger if the target dies to the third ability or during the delay.
Brand cannot stack Blaze more than once on enemies who have exploded in the past 4 seconds.
TARGET RANGE: 1050
COST: 50 mana
COOLDOWN: 8 / 7.5 / 7 / 6.5 / 6
ACTIVE: Brand launches a fireball in the target direction that deals magic damage to the first enemy it hits.
Blaze: The target is also stunned for 1.5 seconds.
Pillar of Flame (W)
TARGET RANGE: 900
EFFECT RADIUS: 250
COST: 60 / 70 / 80 / 90 / 100 mana
ACTIVE: After a 0.625-second delay, Brand makes the target area erupt in flames, dealing magic damage to enemies within.
Blaze: Pillar of Flame deals 25% bonus damage.
- Try to cast Pillar of Flame where you think the enemy will be walking, as to ensure it hits.
- Cast it under the enemy ADC when he goes to last hit, he won't be able to move while doing so, enabling an easy hit.
TARGET RANGE: 625
EFFECT RADIUS: 375
COST: 70 / 75 / 80 / 85 / 90 mana
COOLDOWN: 10 / 9 / 8 / 7 / 6
ACTIVE: Brand sets the target enemy aflame, dealing magic damage.
Blaze: Conflagration also spreads to enemies around the target.
TARGET RANGE: 750
EFFECT RADIUS: 750
COST: 100 mana
COOLDOWN: 105 / 90 / 75
ACTIVE: Brand launches a fireball at the target enemy that bounces between nearby enemies up to four times, dealing magic damage each time.
If Pyroclasm's current target becomes invalid, it selects a new enemy at no cost to its remaining bounces. If its initial target becomes invalid and there are no other valid targets, Pyroclasm refunds its cost and resets its cooldown.
Blaze: Pyroclasm briefly slows enemies hit up to 60% at max rank.
You'll most always want to start with Pillar of Flame, it's your main harass ability. You can use it to poke from range, and push the minion wave to attain level 2 easily and quicker than your lane opponents.
There are times you'll be able to burn enemy Flashes with your level 2 if you manage to land a Blaze Sear stun, or even potentially gain a kill.
Level 3 is your best time to all-in, as you have your bread and butter combo ready, casting Conflagration onto your target, into a Sear which will stun due to the stack of Blaze, into a Pillar of Flame and throw on your Ignite - this can burst any enemy down very quickly, while stopping their escape and hopefully granting you or your ADC a quick kill.
Your main goal is to poke the enemies anyway from trying to CS, securing a lead for your ADC, and keep an eye out for mispositions to enable a kill.
You have a very high burst combo at level 6, especially if you land a Blaze Sear stun. You want to be going all-in pretty much as soon as you level up, ping your ADC so they know your intention. You're most likely guaranteed to burn at least one Flash with your ultimate, or at best, secure a kill.
Be wary of using your Sear too much, as you are squishy and immobile! It's your only CC, if the opponents come to gank and it's on cooldown or you're out of mana, and out of position, you'll be burning a Flash, Heal or end up dead!
Make sure to ward the brushes nearby your lane, and you can roam to midlane to set up an easy gank with the stun from your Sear if your midlaner can land a guaranteed hard CC.
When you've exhausted your damage combo with your ultimate, you can focus on peeling your ADC with Sear, or slowing the enemy down from engaging - or escaping - with your Conflagration Sear, along with Rylai's Crystal Scepter slow.
When you're roaming, you can throw Pillar of Flame's out, instead of face checking brushes or fog of war - you have Arcane Comet, this will proc if you hit an enemy.
You can proc an enemies Banshee's Veil very easily, especially if it's during a teamfight and they get hit by your AoE Blaze! Use this to your advantage, making them easier to CC and be bursted down.
The main thing to be aware of, is making sure your teams threats stay alive, while removing, or zoning, the enemy teams threats. Remember, you're also a very high damage threat, and very squishy, along with being very immobile if you get caught out! Utilize your Zhonya's Hourglass at critical times to survive burst damage, especially if they have a blue Kayn or a Zed.
You'll want to be sticking close to your ADC, while roaming efficiently and safely as possible to place deep wards.
Control Ward's are a staple part of any support, both to deny your enemies vision, and to provide your team extra vision.
If you enjoyed my guide, you can check out my other guides here, in which I've covered more styles of supports, incase you want to branch out on supports such as engagers ( Nautilus, Pyke etc!).
If you're interested in seeing more of me, please follow my stream! I stream every day but Saturday, from 12:00pm - 11:00pm GMT. I play a wide variety of supports, and I am always engaging with my stream chat.
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