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Recommended Items
Runes: Support - Main (Ult Hunter Recommended but not what I play)
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health
Spells:
Flash
Ignite
Items
Threats & Synergies
Maokai
A great Maokai is a bit of a skill matchup, but will punish ANY mistakes you make. He can buffer your stun to avoid it with his warp. He can really throw you out of position. The key to this matchup is poking him outside of his warp range. If he gets onto you and you aren't extremely ahead in the lane, you're probably dead. You need to also beware if he goes on your ADC. You'll have to decide between a trade on him, using your stun after he warps, or walking right past him to make sure his ADC is CC'd or threatened to de-pressure your ADC that is engaged on. Very nuanced decisions here.
Jhin
Love the synergizing CC and heavy dmg
Jhin
Love the synergizing CC and heavy dmg
Champion Build Guide
Pros
- His skins are GOATED and make you feel relatively cool.
- Brand can outtrade most lanes pre-Diamond irrelevant of opponent picks, either giving your ADC a free lane or getting early kills
- Brand is a teamfight MONSTER, and takes focus and pressure off of the adc through threatening huge damage and spread (can do the most damage in the game with 2-3 items)
- Scales well, provides AoE slow/anti-heal team-wide most fights, and can take pressure from the other team focusing your ADC.
- Shreds tanks, squishies, and idiots alike.
- Does well with gold from kills if you do get them.
Cons
- Dude is a squish sack early
- No mobility
- Does not provide a lot of utility to main carries directly (SO BECOME THE MAIN CARRY? K.)
- Main CC is a skill-shot stun that requires a global to prime. (We can argue is main CC is Rylai's/Ult slow, which it is, but stun can deny enemy kills/secure team kills as well)
- VERY susceptible to assassins.
- Lot's of things counter his ult -> weak against Wind-walls, Braum shield, Samira, etc.
- Stun only gets harder to land as you rank up, so your main tools and positioning need to adapt knowing that people avoid skills differently at that point.
This was too big for the Rune note section, so I'm giving more depth here:
[14.20] Meta says Arcane Comet + Taste of Blood.
Not going to lie, the poke + sustain feels good, but then like...idk play Xerath, who is just a better version of a poke-style-only Brand in lane. If you're not going to be able to secure kills, consider Comet + ToB for sure, as it does what it is intended to do.
A consideration for Electrocute + Cheap Shot.
Brand needs to snowball his lane, and/or give his carries a somewhat free lane to farm. You can do this through comet + tob, but you can also do this through electrocute + cheapshot, which plays on all-in strengths (which are huge 1-6, in a very important timing window) and facilitates more aggressive rune choices outside of lane. With Comet/ToB/Eyeball, The meta loses out on Relentless hunter/Ult hunter and dmg from cheap shot. IMO the best poke/sustain is Comet/Scorch/ToB/Eyeball, but the best all-in + map pressure/teamfight pressure is Ele, Cheap Shot, Eyeballs, XHunter, Scorch.
So take Cheap Shot and Ultimate Hunter or Relentless Hunter instead of Taste of Blood and Eyeball Collection?
Well sure, but then you miss out on eyeball AP and are splitting your strengths (poke/sustain vs all-in). 30min game averages are like 2200-2500 comet vs 2000 electrocute, 1700-2000 cheap shot. 700-800 healing ToB and Scorch DMG, Obviously you can go comet + cheap shot + xhunter runes, but you generally want to play to a strength, whether you're poking/sustaining (Comet/ToB) or all in (Ele/CS).
Let's talk about Relentless Hunter vs Ultimate Hunter
Where ultimate hunter is also arguably better for most playstyles here if you run Electrocute and a good choice in general (even though your ult CD is already so low), I almost always go Relentless Hunter, because it gives me huge map pressure/pick potential and a bit of safety while warding and positioning for fights. Brand excels with this pressure (as he does in teamfights with Ultimate Hunter), and when combined with Rylais, it makes him a menace on the map. Hook up with your Jungler level 6-8 if you have the opportunity and run the show. You'll run people down, setup ganks for mid and top, secure your jungle objectives, and once you master you Q, your gank/skirmish potential in this window with any Relentless Hunter stacks is huge and will only put you further ahead.
You should definitely swap around as you like between Electrocute/Comet and all of the runes mentions above as support. Hope this helps you decide and play around to find your favorite Brand playstyle!!!
Rylai's Crystal Scepter vs Liandry's Torment vs Blackfire Torch vs Oblivion Orb vs Seeker's Armguard First Item
Here's how I would decide:
Are you GOATED and have 5 kills, 20 CS from controlling wave after your minion ADC died during the fights, and have too much gold to think about?
- Grab a Blackfire Torch AND Rylai's Crystal Scepter for the catch/kite potential and damage. Do you ever grab a Dark Seal? I mean, depends less on the game state and more on if you wear sunglasses indoors. If yes, Dark Seal is always the right answer.
Does 14.21 patch get you down now that your q costs 20 more and you have 1.65 less mana regen?
- GO Blackfire Torch first for budget Liandry's and sustain. This honestly pairs well with the current poke/sustain meta with Arcane Comet and Taste of Blood. If you're ahead, you can skip this item and read below or feel like you're doing alright on mana. Most of your mana problems where'd you'd calculate mana for combos/kill potential is pre Lost Chapter, so it doesn't really solve much, but experiment with this if you know your team can do the damage it needs to mid-late game.
Do you need CC to secure kills in lane/plan to roam or fight objectives early with jungle?
- GO Rylai's Crystal Scepter for the catch/kite potential
Do you need damage to burn enemies because you have no damage in lane or while fighting objectives early with jungle?
- GO Rylai's Crystal Scepter for the catch/kite potential, because no one has high max HP yet.
Do you need mana in lane to keep poking and don't plan to leave lane ever?
- GO Rylai's Crystal Scepter for the catch/kite potential, get kills in lane and go help your mid/jungle with objectives you bronze pleb. You took Presence of Mind or Manaflow Band, so stop crying.
Do you need antiheal immediately because they have a soraka/mundo mid/other healbots that you can't deal with?
- Grab an Oblivion Orb and then finish your damn Rylai's Crystal Scepter for the catch/kite potential, get kills in lane and go help your mid/jungle with objectives. This one actually has some nuance, as if you're not getting gold and they have a high HP team and you feel comfortable without the utility of Rylai's, you CAN skip it.
Does the enemy team have 2-3 assassins and you can't outspace/outplay them because you're mid (average, not lane)?
- Grab a Seeker's Armguard and then you probably don't go Rylai's Crystal Scepter for the catch/kite potential unless your team has pumper damage and you can be a de-scaled utility bot. This has some nuance, as you generally don't have the gold for both Rylai's Crystal Scepter and Zhonya's Hourglass without sacrificing a ton of damage, anti-heal, or magic penetration.
PASSIVE: Blaze
✦ Brand's abilities light his targets Ablaze, dealing 2% of the target's max health as magic damage over 3.25 seconds. If Brand kills a unit that is Ablaze, he regains 30-50 mana (depending on level). Blaze can stack up to 3 times. When a champion or large jungler monster reaches 3 stacks, the Blaze will detonate after 2 seconds, dealing 9-13% of the target's max health as magic damage to surrounding enemies (depending on level).
Q: Sear
✦ Brand launches a fireball that deals 80 / 110 / 140 / 170 / 200 (+65% of ability power) magic damage to the first enemy hit. If the target is affected by Blaze, they will be stunned for 1.5 seconds.
W: Pillar of Flame
✦ Brand creates a pillar of pure fire, dealing 75 / 120 / 165 / 210 / 255 (+60% of ability power) magic damage. Units that are affected by Blaze take 93.75 / 150 / 206.25 / 262.5 / 318.75 (+75% of ability power) magic damage instead.
E: Conflagration
✦ Brand conjures a powerful blast at his target, dealing 60 / 90 / 120 / 150 / 180 (+60% of ability power) magic damage to surrounding units. If the target is affected by Blaze, the spread range is doubled.
R: Pyroclasm
✦ Brand unleashes a devastating torrent of fire that can bounce to Brand or another enemy up to 5 times, dealing 100 / 200 / 300 (+25% of ability power) magic damage to enemies each bounce. Bounces prioritize stacking Blaze to max on champions. If the target is affected by Blaze, they are briefly slowed by 30 / 45 / 60%.
PASSIVE: Blaze
✦ JUNGLE ✦
- Use level 2 Q->W->Q with 8 Ability Haste rune to 3-combo your camps at level 2.
✦ SKIRMISHES/COMBOS ✦
Max AOE DMG: Q -> E on Q target -> W on most units -> R
Middle of fight and about to die: R -> E -> W -> (probably dead before Q)
General front to back holding stun for assassin/necessity: W -> E for ( E -> W for single target) -> R
General front to back peel: E (faster than W, but W if you're out of range and kiting) -> Q -> Unused E or W/ R
Single Target: E -> Q -> W -> R -> Ignite for max dmg.
Flank on carries and general teamfight: W -> Q (secure pick or kill) -> E -> R (They will flash or mobility away) You can also start R here if they are grouped and then Q to stun. The idea is to prime stun with whatever will setup the most dmg -> stun with Q -> then do max damage/spread if group to them within stun (E).
✦ ✦ WAIT, WHY DON'T YOU START E THEN Q INTO W? Because I'm talking about a grouped burst in a teamfight.
✦ ✦ I often find myself using W -> E -> Q -> R if I'm around the side of their team for max spread dmg/passive. E is better second cast with Rylais/Liandries if you're going to hit multiple units to spread for your slow/burn/R that is incoming.
Q: Sear
Don't forget that you can use Q to SLOW instead of stun if you need to chase or run once you have Rylais. It has a long range and isn't only for stunning.Holding Q will often let you see which direction they are pathing after .5s, which is where they are going after they try to dodge your Q. In teamfights, you should often hold Q to either stun a carry if you are on flank, stun an incoming engage on your backline if you are in back, or hold for assassin/delayed engage to save your carry.
✦ ✦ ✦ IMPORTANT ✦ ✦ ✦
If you're trying to land Q, you should often move one direction briefly for .5 sec then throw your Q to the opposite side of their body, as most scrubs will generally try to distance themselves/move counter to you, thinking it increases their dodge/travel time of stun. 90% of the time pre-masters, you can stun someone by simply moving sideways opposite to your stun direction first.
W: Pillar of Flame
Don't worry so much about getting max dmg out of this with applied blaze. Sure, if you're look at a single target start with E and try to stun to secure W, but starting W to prime a huge spread and holding Q can win fights for your team or max range slow someone to catch them. Your W damage isn't as important as your Liandries/Rylais spread and stun or the range of the W slow to catch someone running.
R: Pyroclasm
Again, don't forget that this slows if blaze is applied or if you can bounce it to someone twice. The amount of times I've gotten picks because R has a slightly longer range to slow with or slow multiple units is absurd. If you're running someone down with a laner and know you can kill with a slow, use your Q (with Rylais) or ult to slow if you can secure it.
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