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Brand Build Guide by Terroronyou


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League of Legends Build Guide Author Terroronyou

[7.13] Bizzleberry's Brand Support (Diamond/Master)

Terroronyou Last updated on July 1, 2017
Support
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Ability Sequence

2
8
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13
Ability Key Q
1
4
5
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9
Ability Key W
3
14
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Ability Key E
6
11
16
Ability Key R

Masteries

12 Ferocity

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18 Cunning

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0 Resolve

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Threats to Brand with this build

Threat
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Threat Champion Notes
1
Janna Janna for the first couple of levels will block your Flame Pillar with a Shield, however as soon as you are lv3-4 and you land a 3 spell combo on her, she will go to 50% straight away.
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Introduction



Hi, my name is Bizzleberry and I am a longtime League of Legends player, playing since before Season 1. Over the years I have achieved high ranking in solo queue, from Platinum in Season 1 (the highest at the time) to Challenger multiple times throughout the years. I used to stream in season 4-5 and stopped playing League for a year during season 6. I have now returned and am currently in Diamond 1 on EUW as a support main. You can catch me on my stream or my Youtube channel. I try to explain what I am doing in most situations; feel free to ask any questions on stream or leave a comment on the guide!

Here is proof Brand is viable at high-elo.


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Why Brand?

Brand is a fun, skillshot based champion, which I believe is underused currently this season. His ability to melt tanks that disregard Magic Resist will always put you top in team damage AS A SUPPORT! and is by far the highest damage dealing support as his Blaze is very strong with little Ability Power & items.

Brand's Advantages are that he provides a stun( Sear, which when combined with Rylai's Crystal Scepter will provide massive AoE slows that will keep ticking with your Blaze, and of course, his damage output. In lane if you catch someone with a combo it will usually take down any ADC from 100% to 40% and is damn right scary for the enemy to deal with. Also the option to run Morellonomicon can help immensely against the current popular, self-healing champions.

Brand's weaknesses are his lack of mobility and being able to land skill shots. Positioning is always key, and don't be surprised if you die a lot, it's the price you pay for dealing a large amount of damage as a support. Missing Sear can cost you a kill and may even cause your death in some cases. Brand does not do well with late game carries such as Vayne or Kog'Maw as not falling behind in lane is crucial for your team input mid-game.


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Runes

Runes

Greater Mark of Magic Penetration
9

Greater Seal of Armor
9

Greater Quintessence of Ability Power
3

Greater Glyph of Mana Regeneration
4

Greater Glyph of Magic Resist
5


Greater Mark of Magic Penetration x9 These provide much needed Magic Penetration to push towards true damage. These excel greatly when you are the only magic damage dealer on your team as the enemy is unlikely to focus on building Magic Resist. I have had games when I am sitting with 43 Magic Penetration with Sorcerer's Shoes Haunting Guise, 9x Marks and Precision and when 4 of the enemy team were sitting around 40-43 MR, so I am doing true damage or even MORE than true damage.

Greater Seal of Armor x9 Simple stuff. Flat armour for the enemy ADC and support auto attacks.

Greater Glyph of Mana Regeneration x4 Greater Glyph of Magic Resist x5 Brand has mana issues (particularly early on) so flat mana regen helps slightly in being able to throw a couple more spells in lane. A full combo can cost 180+ mana (and Pillar of Flame cost goes up by 10 per point). Magic resist is there for some poke protection against enemy support. If for whatever reason the enemy support is AD, you could have a page giving x9 Mana Regeneration.

Greater Quintessence of Ability Power x3 Brand hasn't got the best AP ratios, but every little helps with the poke. Other viable Quints are Greater Quintessence of Movement Speed to help with your lack of mobility and Greater Quintessence of Armor just to make you a bit less squishy vs Caitlyn & Varus.


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Masteries


Standard AP Thunderlord's Decree Masteries. I would NOT recommend Deathfire Touch as the burst from Thunderlord's Decree in team fights and in lane can be enough to surprise them with your damage for them to use a Heal or Flash. Also getting Thunderlord's Decree links up nicely with Precision which I prefer over Piercing Thoughts as Magic Penetration stacking its better early to mid game.

Ferocity


Tier 1: Of course you will want AP% rather than Attack Speed since you will be mainly casting spells!

Tier 2: You have two options, I prefer Expose Weakness over Fresh Blood . This is because in team fights its not uncommon for you to have your Blaze on multiple enemies for a long duration. This increases your team's damage between 3-15%! Take Fresh Blood against slow tanky supports such as Braum and Galio. But I feel the extra damage from your autos is wasting a lot of potential damage in the mid & late game.

Tier 3: More AP = More Damage

Tier 4: As you have dots and your Pyroclasm takes time to bounce, you will easily be on combat for longer than 3 seconds. In fact, team fights can leave you in combat for at least 15 seconds.


Cunning

Tier 1: You won't be going for minion kills, so this is the only other option. Gives you a minor movement speed buff out of combat.

Tier 2: Between this and Assassin you should be grouped most of the time and the range for you not to be near an ally is quite high, it is fairly useless for a support.

Tier 3: Because of Brand's constant mana issues in the laning phase I feel that this is the one to go for, however, feel free to try out Merciless as it will provide you some extra damage.

Tier 4: Nothing special here, some extra pocket money to buy an extra Control Ward or two.

Tier 5: This will give you more magic penetration and increase your damage output even more. Its level scaling isn't great but better than nothing. Intelligence isn't a great mastery for Brand as you wont be spamming spells in the early-mid game due to mana conservation.

Makes things go BOOM ^_<. The AoE portion on the spell isn't too great, but if the enemy does accidentally stack then it's more free damage for you.


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Summoner Spells

&

Bread and butter, use Ignite before they use Heal to prevent half of the healing on target. Exhaust's attack speed slow was removed in 7.5, making it not as strong in the laning phase, could be useful if you care about an assassin such as Rengar one shotting your ADC.


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Abilities

Blaze

Brand's Passive Blaze is what will do a lot of your damage in team fights, and give you that extra oomph in the laning phase. Blaze does a passive 2% max health damage per stack over 4 seconds.

Let's pretend the enemy has 1000 HP and 0 Mana Resist. If you have one stack of Blaze you will do 20 damage with smaller tick amounts of the duration (such as 5,5,5,5 - 5 damage per second). This stacks up to three times (10,10,10,10 & 15,15) however on the 3rd stack it will only stay on for two seconds, as the Blaze Explosion will trigger and reset the stacks to one. The 2% portion of this damage is nothing crazy HOWEVER, it will trigger slow effects from Rylai's Crystal Scepter and extra damage from Liandry's Torment making it incredibly annoying for the enemy team as explosions will also give enemies one stack of Blaze if hit by a 3 stack explosion. As Blaze Explosion will also give one stack to nearby enemies, if they are clumped together mass enemy Blaze explosions will occur.


Blaze does progressively more damage with more AP and per level, it is common to do 20% max hp damage from around level 11.

Blaze also affects large monsters such a Blue Buff, Drake and Baron. This allows you to do a lot of damage to objectives.

Sear

Skill shot similar to Ezreal Mystic Shot. Will apply one Blaze stack and stun the target if Blaze is present on the target.

Landing this skill shot is the difference between securing a kill and dying, in some cases you want to be patient if your target has a Blaze stack as they will try and zig-zag and dodge your Sear. Remember you have 4 seconds until Blaze falls off, so if they are playing the dodging game, wait 2-3 seconds and throw the Sear during this time. You should be landing auto hits while they are running around doing no damage! Max level Sear after Pillar of Flame as it reduces the cool down per level by 0.5s.

You can start Sear as part of a damage combo, primarily used in lane. WARNING if used you are vulnerable as you will have no stun for the duration of the cooldown. ( Sear into Pillar of Flame into Conflagration)

You can also use Sear as part of a wave clear combo. Try and aim for the cannon minion first with 7 minions clumped around Brand. The combo is ( Sear into Conflagration into Pillar of Flame). However as support you will likely need to do another Pillar of Flame to clear the wave.

For more advanced users, you throw out Sear and while the projectile is still in the air, you can cast Conflagration which, if fast enough, will stun the enemy just before the Sear projectile lands.

Pillar of Flame

Pillar of Flame is your primary poke in the laning phase and the most damaging ability in your kit. It will do 25% more damage if Blaze is present on the target. It has a decent range, but the delay on the explosion is a tad slow. It is easiest to land this when the enemy ADC is about to last hit a minion.

You can use Pillar of Flame to start a stun combo ( Pillar of Flame into Sear into Conflagration).

Conflagration

Conflagration is an easy way for you to get one Blaze stack on the target and is primarily used to start a stun combo with Sear.

One way you can get a cheap stun on the enemy is if you Pillar of Flame the caster minions, then use Conflagration on the minions with the enemy standing near them and the Blaze stack will spread to them. If the caster minions die after the Conflagration you have a clear surprise path to throw out a Sear.

You might want to prepare this combo by auto attacking the caster minions once or twice before or after Pillar of Flame as lower levels / AP will not kill the caster minions with just a Pillar of Flame into Conflagration. Level Conflagration at level 3 and max it last.

Pyroclasm

You should only use Pyroclasm when there are champions stacked up together, as just one single bounce does very little damage. Use when two champions are standing close together, or an enemy champion is standing next to one minion to ensure maximum bounces.

Only use Pyroclasm when no bounce will happen to secure a 3rd Blaze stack that will give you a kill or to get a Blaze stack when Pillar of Flame and Conflagration are on cool down and your Sear is up. (this is very very rare.)

Pyroclasm will slow the enemy ONLY if they have a Blaze so doing a Pillar of Flame or Conflagration beforehand is a good way for them to stop running away and preventing bounces.

Pyroclasm damage potential is greatly increased per level, (more so than most ultimates). Level 6 Pyroclasm gives you 100 damage per bounce with 30% slow if there is Blaze on, and at level 11 Pyroclasm damage is DOUBLED to a potential 1000 damage and 15% more slow. Getting to level 16 is not common as support unless it's a long game, but 1500 damage and the 60% slow is very nice.

In a few rare cases, I have used Pyroclasm to bluff it's a Sear. If you are at the same running straight angle and the enemy is flustered they will Flash thinking it's a Sear. This then enables you to Flash Sear and land a stun!


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Items

Spellthief's Edge


Spellthief's Edge is the most viable starting item in the game for any AP Support Champion. Brand is one of the best at receiving Tribute gold from Spellthief's Edge as Blaze will tick at least 3 times to give you 24 gold every 36 seconds. It is important for you not to be holding on to too many stacks as you are wasting gold, land a Conflagration if you have to, to get the free gold!

Frostfang


Frostfang is quite possibly the most important laning phase item for Brand. It provides increased, much needed, mana regeneration and doubles tribute gold to 15 gold per stack. You should be gaining 45 gold every 36 seconds which is massive! There have been times when I have checked how much gold Frostfang and Eye of the Watchers has generated and it has been over 1000 gold at times. Make sure you constantly have a Blaze debuff on the enemy to make use of it!

Brand is the best support in the game to complete your 650 gold quest in the game, however the move speed at first seems a little pointless, it can actually be pretty useful to help you dodge skill shots after you engage. You will be close to completing this by the time you can afford to upgrade to Eye of the Watchers.

Eye of the watchers


Please don't neglect your primary role of support. Sightstone is key to helping prevent ganks and controlling objectives and brush vision. Upgrade to Eye of the Watchers gives you decent mana regen, 10% Cooldown reduction and an extra 4th ward, which is handy if the enemy Oracle Alteration or Sweeping Lens one of your wards. 99% of the time you will take this over Frost Queen's Claim.

Also Eye of the Watchers increases your gold income slightly more, by generating 3 stacks every 30 seconds rather than every 36 and if you accidentally kill a minion, you will still get the income by hitting towers/champions.

Frost Queen's Claim


ONLY VIABLE AGAINST STEALTH CHAMPIONS (the ghosts will seek out the two nearest targets and reveal stealth, useful when you think Twitch or Evelynn are flanking). Otherwise this item will clunk your bags instead of having space for a Control Ward

Sorcerer's Shoes


Finishing Sorcerer's Shoes before mid game not only gives Brand some much needed mobility, but increases his magic penetration by 15. With Haunting Guise this will put you around 41 magic penetration. Magic Penertation does not pass zero unless the target is afflicted with magic resist reduction from items or effects such as [Wit's End] (.

Rylai's Crystal Scepter


You will often want to buy this as your first big item purchase. Luckily as a support, you are able to buy each component cheaply as you build to it. Blasting Wand at 850g, Amplifying Tome at 435g and Ruby Crystal at 400g make it easy to build.

Once completed you will be dealing a constant 20% slow to, hopefully, a fair few of the enemy champions, making it easier for you and your team to kite and catch them. Rylai's Crystal Scepter will proc off every Blaze tick which happens once every second for the four second duration.

Liandry's Torment


Liandry's Torment is another must have item for Brand. It ticks on every Blaze hit and Haunting Guise also provides much needed early magic penetration. Once obtained it is nice to use to poke before big fights combined with Blaze to make the oncoming team fight a bit easier.

Liandry's Torment is expensive for a support, but luckily again, like Rylai's Crystal Scepter the components are cheap and gradually obtained.

Morellonomicon


Morellonomicon can be a powerful item if against superb healing team comps, such as Soraka Vladimir Nami Fiora Dr. Mundo Tryndamere Aatrox Warwick etc. There is a long list. If you feel that the enemy has a lot of healing on their side, take Morellonomicon as your first item and encourage your team to build earlier Executioner's Calling.

Morellonomicon will also provide a decent AP boost, cooldown reduction and mana regen. Not too shabby but means you will be without Rylai's Crystal Scepter and Liandry's Torment for longer.

Void Staff


Void Staff will likely be one of the last items you purchase as the enemy team should have some Magic Resist at this point. Don't forget that Flat Magic Penetration is calculated BEFORE Percent Magic Penetration! This means if you already reduce the enemies' Magic Resist to around 40, shaving off 14 magic resist isn't going to be worth it; instead wait for a Rabadon's Deathcap or the safer Zhonya's Hourglass to protect against assassins.


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Laning Phase

You want to take Pillar of Flame level 1. This ability will help you poke safely from a distance and help partially push the lane towards level 2. Getting level 2 before your enemy will allow you to get Sear and enable you land a stun on the enemy. Most of the time however it will be a protective stun, particularly against heavy level 2 engages, such as Alistar, Leona and Thresh.

At level 3 you can start to shine and have access to Blaze combo. Conflagration (preferably their ADC), then Sear into Pillar of Flame. I would always use Ignite at this point, hoping to blow Heal and Flash at the very least. This will give you lane control and put you in an easier position if the enemy jungler is intending to gank your lane soon.

Level 4 and 5 will give you nice damage output on Pillar of Flame but be aware of your mana and make sure you always have around 200 mana to be able to use all 3 of your spells (300 mana including Pyroclasm). Try not to misuse Sear too much. When it's on cool down you and your ADC are vulnerable as you will have no CC, so bear that in mind before throwing it out. Also don't be afraid to use mana on the support, even if it's a tanky one, as your 3 combo is usually easier to land on those types of target and will still do decent damage due to how Blaze works.

Try and use Pyroclasm as a gank deterrent (when you are 3v2) or as an opportunity when you stun combo someone and their partner / minions are nearby. Should get a kill or at the very least burn a few summoners.

On your first buy try and get at least a Frostfang and a Control Ward (maybe also a couple of Total Biscuit of Rejuvenation). Then try and get Sightstone and Boots of Speed.

If you do destroy your bot tower first, try and pick up herald for your team as the tower pushing power of herald is immense. If used in a lane with no enemy champions, expect to kill the Tier 1 tower and quite possibly a Tier 2.


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Midgame & Teamfights

If you are winning Bot lane, encourage your Jungler to do Drake. Have a Control Ward ready for it and once you have the enemy low on HP, start sprinting for Drake, even if it's a Cloud Drake, it could prove useful later on in the game. (Cloud Drake doesn't do too much damage, I had a game recently where I tanked the Cloud Drake while my ADC helped kill it, takes around 20s with just two of you). Infernal Dragon will hurt, so make sure your Jungler has a decent amount of health before he tanks it.

Do your best to keep brushes warded, but most importantly keep a ward in the mid lane, just in front of the Tier 1 tower; this in my opinion, one of the most important wards (apart from Baron).

Don't be afraid to sacrifice yourself for your team to get kills, you can deal a lot of damage, but you are also the support. You dying for one or more kills (as long as the one isn't their support) will always be worth it! You die for their Jungle? Great! You team can do Drake / Baron. You die for their mid laner? Great! Your team can now push down a tower.

Brand has low mobility and is squishy, you will die. A lot. However you will always be bringing someone down with you and if you get all four of your spells off, you have done your job.

In teamfights still try and support your ADC, focus on stunning assassins or tanks coming in to take out your ADC. If your ADC is behind, by a lot, then it could be better to assist your next fed person, protecting them, ensuring they are also doing a lot of damage and protect the ADC later in the game when he has more items.

Against teams cowering behind towers, if split pushing is not working, focus on pulling them out with Baron and Drakes. Do one combo on the Baron, Sear or Conflagration first so your Pillar of Flame does more damage, then save your spells for the engage to come. If you can stun the jungler, great, do so, otherwise hurling spells into the middle of their team and trying for multiple Blaze procs will do wonders and cause panic too.


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Conclusion

Thanks for reading my Brand guide, I hope you give it a try in ranked and I wish you the best of luck! For more guides and fun videos please visit my stream or my Youtube Channel

Fun videos:


Thanks to Vapora Dark for layout ideas and jhoijhoi for the BBcode guide!

Special thanks to Lasoor for Images!

Thanks to Ekki for Magic Penetration information update.



Editors notes: