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Spells:
Flash
Ignite
Ability Order
Blaze (PASSIVE)
Brand Passive Ability
Intro
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Welcome to my newest guide on Brand.
I'll write this guide with all the information you need to play a really ****ing strong Brand, I'll try to write in a funny/interesting way so it doesnt get to boring.. anyways just kick back, relax and enjoy.
Glossary :
MP = Magic Penetration
HP = Health Points
AP = Ability Power ( duh )
MS = Movement Speed
MR = Magic Resistance
spaaaaaaaaaaaaaace |
Pros
+ Exceptional Farming tools, such as ![]() ![]() + Outstanding AoE damage with ![]() + His passive ![]() + Can stun single targts with ease + Can decide team fights, and win games. |
space |
Cons
- Mana eater. - Needs to be mastered, that might take a while - Not as squishy as people like ![]() - Focused in teamfights - If you miss the skillshots, he is mostly useless. |
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Greater seal of vitality
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My core rune setup for casters:
Runes
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Why did I choose those runes?
The
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Greater seal of replenishment ,
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Other viable optinal runes:
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But you will feel more squishy, and if you go for
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OPTION 1 OF MASTERIES:
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As we are playing Brand, You have two options for runes, the one above is the first option, with the new masteries, this setup of 21/0/9 will allow us to inflict way more damage.
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In the utilities tree you must get:
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This first option is way better than the second one, the new masteries tree is very good for mages,they contain CD reduc, AP, Magic Penetration, % in damage,making the mages now much more offensive and effective.
OPTION 2 OF MASTERIES
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With this setup that's what you should focus on:
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Comparing both options.
First of all I want to say that OPTION 1 is better, as you can see, the new masteries tree in offense includes almost everything that you would get in the utility side, for that reason, utility tree is not as good for mages as it was before, I think that they added to many options including gold bonuses, which are really just a waste of time, why would I waste 1 point in gaining more 20G at the beggining instead of wasting 1 point in a buff of 10% magic penetration? I don't want to compare them, I really think that riot messed up the utilities tree, but in the other hand, I really love the new offensive tree, it really really works with mages like
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CORE BUILD:
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Why do I use this Core build?
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Sorcere's Shoes Are the best option for
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Build I personally use the most:
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Item explanation:
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* Great amount of HP,AP,MP/regen for early levels ( Stacking is reccomended in some cases)
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* + 20 MP penetration, + Runes/Masteries = + 25MP +- Thats absolutely Great.
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* Huge amount of AP, and AP %, Core item for any Mage.
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* Brand is kind squishy, but not with these, Great amount of HP/AP and the bonus effect of slowing down your *****es, that makes it easier for you to land skillshots like
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*+40% Magic penetration, + 10% from
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* Great amount of MR/ HP AND Mana, makes you less squishy, and protects you from a incoming negative spells, which could completely **** you up, like:
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* Great amount of AP, great amount of ARMOR, nice active effect which may get you another chance of using your skillset once more, in general a great mage item.
VIABLE OPTIONS:
AP OPTIONS:
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+400 Mana +25 Mana Regen per 5 seconds +45 Ability Power Passive: Grants Ability Power equal to 3% of your maximum Mana. UNIQUE Passive: Each time you use an ability, your maximum Mana increases by 4 (3 second cooldown). Bonus caps at +1000 Mana. Does not stack with Tear of the Goddess or Manamune.
This is a very unique item, it gives you all the mana bonuses you could ask for, and a real good boost for AP, I would reccomend this for beginner/intermediate players who are still getting used to
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+60 Ability Power +10 Mana Regen per 5 seconds UNIQUE Passive: +15% Cooldown Reduction UNIQUE Active: Deals magic damage to target champion equal to 30% of their current Health (+3.5% per 100 Ability Power) with a minimum of 200 damage (60 second cooldown).
I dont really use this very often on
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+25 Ability Power +200 Health UNIQUE Passive: +20 Magic Penetration
Arguably a good item, AP+MP+HP, i just dont feel very confortable with the price, I think you can buy better stuff with it, but still if you need early damage, go for it.
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+20 Ability Power UNIQUE Passive: Your champion gains 8 Ability Power per stack, receiving 2 stacks for a kill or 1 stack for an assist (stacks up to 20). You lose a third of your stacks on death. At 20 stacks, your champion gains 15% Cooldown Reduction.
This one is very simple to explain, if you're playing against NOOBS just insta buy it.
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+450 Health +525 Mana +60 Ability Power Passive: Your champion gains 18 Health, 20 Mana, and 2 Ability Power every minute (up to 10 times). UNIQUE Passive: On leveling up, restores 250 Health and 200 Mana over 8 seconds.
Good item for
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+50 Ability Power UNIQUE Aura: Grants nearby allied champions 30 Ability Power and 25% Spell Vamp
I dont include this one in my core build, I dont feel like the spell vamp is a good benefit UNLESS you know how to play
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+75 Ability Power +12 Mana Regen per 5 seconds UNIQUE Passive: +20% Cooldown Reduction
Self explanatory IMO, its a good item for any caster, but I dont usually pick as I dont feel like I need it, but is sure a good option, never a waste imo.
DEFENSIVE/SITUATIONAL ITEMS:
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+70 Ability Power +57 Magic Resist UNIQUE Aura: Reduces the Magic Resist of nearby enemy champions by 20.
Ap boost, Mr boost, if you feel like your most dangerous enemy is a AP kinda dude, you should grab this one, although there are some other better options for MR, this one is the #1 item that balances AP damage and MR.
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+375 Health +375 Mana +50 Magic Resist UNIQUE Passive: Gain a spell shield that blocks the next incoming enemy ability (45 second cooldown).
Very controversial item in my opinion, I personally think this is one of the best magic resist items, it gives you a huge amount of MR, boosts your HP+MP and gives you that OP shield,and you can't deny the fact that, when you're playing
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Or even long range stuns like
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+76 Magic Resist +40 Health Regen per 5 seconds +8% Movement Speed UNIQUE Passive: Restores 0.35% of your maximum Health every second.
Very good defensive item, the regen would make you more durable, the MR more tanky, and the bonus movement speed to initiate/run.
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+99 Armor +500 Mana UNIQUE Passive: +20% Cooldown Reduction UNIQUE Aura: Reduces the Attack Speed of nearby enemies by 20%.
INCREDIBLE item to burn down AD carries, it just gives you this ****ing outstanding amount of armor, and slows their AS down, also gives you huge amount of MANA and CDR.
Very good defensive item imo.
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+68 Armor +38 Magic Resist UNIQUE Passive: Revives your champion upon death, restoring 750 Health and 375 Mana (5 minute cooldown).
Great defensive item overall, Armor + Magic resist and gives you the revive bonus.
Nuff said *****es
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+56 Magic Resist UNIQUE Active: Removes all debuffs from your champion (90 second cooldown).
Personal
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+100 Armor UNIQUE Passive: On being hit by basic attacks, returns 30% of damage taken as magic damage.
If they have HEAVY ad damage, grab it.
Leave any suggestions on the items section if you want!![/color]
Before we start, I asked Aphoteosis if I could take this section and put into my guide, as he said yes, I took it of course :D, but you should check out his guide, it is the #1 guide for
Tryndamere on Mobafire and it has over 4,000,000 views.. anyways here's the link Aphoteosis Guide "Your Tryndamere Resource" Thank you once again bro.
Warding is way too over looked by many teams. I'm going to show you how to ward correctly, or at least how my team and I ward. The ward possibilities are obviously endless for 5s. These are the primary areas that you and your team will be warding each and every game.
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Baron/Dragon Wards:
However you decide to set these up with your team, whether it be orderly among the team or supports only buy wards, make sure these are always laid out! Baron and Dragon are what we're primarily keeping an eye on here. Early in the match it's not as important obviously, however, you still need to know whether top, mid, or bot will be set up for a gank when enemy laners/junglers are wandering about. These early kills can help the enemy sculpt the rest of the match and land a victory. We don't want to be allowing the enemy to kill either Baron or Dragon. That's a good chunk of gold that will distribute among their team, not to mention Baron's handy buff. Again, don't overlook these wards!
Note: I would recommend using
Vision Ward for these locations, especially Baron mid-late game. If not
Vision Ward, then make sure someone, usually the tank, has
Oracle's Elixir for discovering enemy wards.
Self Privacy Wards:
There's orange points at top, mid, and bot hiding locations. I would hope that your entire team would try to ward the areas entitled to them. These wards are not entirely important, however, they are lifesavers. Junglers and wandering laners will use these bushes to set up for early kills. If you're pushing your lane, then it would be a good idea to ward the bush(s) that is closet to you.
Team Privacy Wards:
These are crucial wards to put out when the match can go either way by eliminating possible ambushes when pushing minions or entering your own jungle.
Game Changing Wards:
Of course all of the wards posted on the map are capable of changing the outcome of a game, but these wards are placed in a location that both teams will always drift by. Reasons to go through the wards (for both teams): Getting to Baron and dragon, changing lanes, shifting from allied jungle to the enemy's jungle (either by self or team) to steal mobs/buffs, shifting as a team to gank the enemy team, etc. If you just have a ward on either Baron and/or dragon, you can still miss the enemy slipping by into your jungle never knowing it. This allows enemies to set up ganks. Therefore, these wards change the outcome of a game because you know whats coming.
Invading Wards:
I thought it was appropriate to name these wards in this manner because you can enter their bushes knowing whether they're there or not before you attempt to set up a gank. The enemy usually walks through these bushes hoping to freely enter their jungle for experience/gold and/or buffs.
Buff Wards:
Monitor your's and enemy's buffs with these wards. Good to set in your own jungle if they start playing dirty and snatching buffs early game from your jungle. These wards are primarily for the junglers of each team.
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Warding is way too over looked by many teams. I'm going to show you how to ward correctly, or at least how my team and I ward. The ward possibilities are obviously endless for 5s. These are the primary areas that you and your team will be warding each and every game.
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Baron/Dragon Wards:
However you decide to set these up with your team, whether it be orderly among the team or supports only buy wards, make sure these are always laid out! Baron and Dragon are what we're primarily keeping an eye on here. Early in the match it's not as important obviously, however, you still need to know whether top, mid, or bot will be set up for a gank when enemy laners/junglers are wandering about. These early kills can help the enemy sculpt the rest of the match and land a victory. We don't want to be allowing the enemy to kill either Baron or Dragon. That's a good chunk of gold that will distribute among their team, not to mention Baron's handy buff. Again, don't overlook these wards!
Note: I would recommend using
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Self Privacy Wards:
There's orange points at top, mid, and bot hiding locations. I would hope that your entire team would try to ward the areas entitled to them. These wards are not entirely important, however, they are lifesavers. Junglers and wandering laners will use these bushes to set up for early kills. If you're pushing your lane, then it would be a good idea to ward the bush(s) that is closet to you.
Team Privacy Wards:
These are crucial wards to put out when the match can go either way by eliminating possible ambushes when pushing minions or entering your own jungle.
Game Changing Wards:
Of course all of the wards posted on the map are capable of changing the outcome of a game, but these wards are placed in a location that both teams will always drift by. Reasons to go through the wards (for both teams): Getting to Baron and dragon, changing lanes, shifting from allied jungle to the enemy's jungle (either by self or team) to steal mobs/buffs, shifting as a team to gank the enemy team, etc. If you just have a ward on either Baron and/or dragon, you can still miss the enemy slipping by into your jungle never knowing it. This allows enemies to set up ganks. Therefore, these wards change the outcome of a game because you know whats coming.
Invading Wards:
I thought it was appropriate to name these wards in this manner because you can enter their bushes knowing whether they're there or not before you attempt to set up a gank. The enemy usually walks through these bushes hoping to freely enter their jungle for experience/gold and/or buffs.
Buff Wards:
Monitor your's and enemy's buffs with these wards. Good to set in your own jungle if they start playing dirty and snatching buffs early game from your jungle. These wards are primarily for the junglers of each team.
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Brand unleashes a devastating torrent of fire, dealing 150/250/350 (+0.5) magic damage each time it bounces up to 5 bounces.
If a target is ablaze, Pyroclasm's missile speed increases.
Cost100/150/200 Mana
Range 750
This is
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Brand conjures a powerful blast at his target, dealing 70/105/140/175/210 (+0.55) magic damage.
If the target is ablaze, Conflagration spreads to nearby enemies.
Cost60/65/70/75/80 Mana
Range625
Thats
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After a short delay, Brand creates a pillar of flame at a target area, dealing 75/120/165/210/255 (+0.6) magic damage to enemy units within the area.
Units that are ablaze take an additional 25% damage from Pillar of Flame.
Cost 70/80/90/100/110 Mana
Range900
Thats our second priority, i've seen almost all the
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Brand launches a ball of fire forward that deals 80/120/160/200/240 (+0.65) magic damage.
If the target is ablaze, Sear will stun the target for 2 seconds.
Cost50 Mana
Range1050
Thats our last priority, it is a fire Kamehameha basically, the reasons why is the last priority is that the damage is not as good as
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Amazing skill by the bonuses effects itself, and with the 2% damage it becomes one of the best passive's in my opinion, but remember that the
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It is basically like a small version of
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REMEMBER THE COMBO! (single targets)
Initiate with
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I forgot to mention his passive,
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So basically, when engaging single targets, Open op with
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In teamfights be sure to use your ultimate
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HOW TO LAND YOUR
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So basically the blue circle indicates where you should focus when targeting a target that is standing still, as you will focus right in the middle, he wont have time to walk away.
The yellow circle indicates where you should land whil the targe is moving, as you can see, you should aim the
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HOW TO LAND YOUR
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Its basically the same thing, the red lines indicate where the sear is going, try to predict where your enemy is going to walk,and shoot, if he is standing still, dont hesitate to use it.
Very simple, open up with
Pillar of Flame hitting as many minions you can, then just use
Conflagration in one of them, since they are ablazed, the effect of
Blaze+
Conflagration will make it hit all of them, so its a simple combo that can clear a whole minion wave easily, but only do that when you feel confortable with your mana issues, and always remeber to last hit.
AS I CANT TAKE SCREEN SHOTS IN GAME, I HAD TO DRAW WHERE TO LAND YOUR
Pillar of Flame,HERE WE GO.
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So basically you're playing mid, the black minions are yours, the grey one's are the enemies, try to land your
Pillar of Flamein between the melee and the mage minions (yellow circle), tagging as many as you can, so that
Conflagration Will bounce in all of them and guarantee you some G.
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AS I CANT TAKE SCREEN SHOTS IN GAME, I HAD TO DRAW WHERE TO LAND YOUR
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So basically you're playing mid, the black minions are yours, the grey one's are the enemies, try to land your
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**** YES I LOVE THIS SECTION.
GOOD OPTIONS:
Best summoner spell in my opinion, can be either used to chase/flee and can go through walls, also a great way of initiating on a enemy, overall the best summoner spell.
Increases your damage output,
Blaze+
Ignite is sure a hell of a combo, and that will just increase Brand's arsenal. Great summoner spell for first bloods, and getting kills at any point in the game.
FEEL LIKE USAIN BOLT, literally, run like a ****, anywhere you want, great spell for running or chasing,
Big *** cooldown, but its worth it, with this spell you wont miss the XP in your lane, overall this is a spell that will put you in a better position (level) then your enemies, also could be used in late game for backdoors, etc.
UNDERSTANDABLE OPTIONS:
Meh.. I hate this ****.. but if you wanna go for it, feel free to it.
Would understand since
Brand is mana squishy.. but still don't think its nescessary.
Good for cacthing up with someone.. or making someone like
Tryndamere/
Master Yi useless for a while, but still doesnt make my mind.
If you feel like you're getting ********ed, grab this.
BAD OPTIONS:
Your not a jungler.
Your not a ******ed.
Your not a tank.
Your not a support.
Yor not a troll.
GOOD OPTIONS:
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UNDERSTANDABLE OPTIONS:
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BAD OPTIONS:
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This section will be directed to your personal attitudes against anyone in mid.
Very hard champion to lane against when your opponent actually knows how to play her, especially after level 6 where she can dodge your
Pillar of Flame with
Spirit Rush
She is a skillshot-based kinda of champion, SO ALWAYS BE MOVING, if you stand still and she sees a oppurtunity, she's going to immediatly shoot it,
Also always stay behind your minion wave, you only want to last hit, and never push, and she has that ability
Charm which will hit anyone that it encounters dealing damage and taunting them, therefore always stay behind your minion waves so you dont get caught by a
Charm +
Orb of Deception combo.
Easy champion to lane against in my opinion, first of all she's meelee, which means she will be always in range for your
Pillar of Flame if she wants to farm anything, if she doesnt, she will be outplayed, also just be careful with your range, make sure you want to pull her back for her to hit a Mark of the Assasin so you can hit with your combo, but after level 6, be very careful when trying to land your skills, never initiate with your
Pillar of Flame because she can just jump away from it into your face with
Shadow Dance, therefore make sure you landed your stun before landing your skillshots, and thats the same thing with
Sear, dont blindly shoot her, try to always keep your aim and take a chance as soon as you think its worthy.
Medium champion in my opinion, never had any problems playing with her, once you get the ability to change directions in order to dodge Flashfrost she will be mostly useless before level 6, but after that, becareful with her combo
Glacial Storm + Frost Bite it will **** you up within seconds, also NEVER EVER try to dive
Anivia, her passive
Rebirth will keep her alive with the tower range and you be taking tons of damage, so always, before planning a dive, make sure she has no egg.
Medium/Hard, when people know how to play her she might get really annoying, but its like any other champion we listed yet, dont get caught by combos of
Disintegrate +
Incinerate and after level 6 always stay close to your tower unless you think you're tanky enough to survive to
Summon: Tibbers or else she will just melt you down with all her spells +
Ignite
****ing hard to play against, she counters almost any other AP champion in mid, what I always try to do with her is extend my range as max as I can, buy a
Boots at level 1, so i can dodge her skills, and always try to be agressivly smart, if you just jump in, she will use her set of poisons, but if you go with a plan before, you might harass her alot without taking any damage, she is not a danger like
Akali/
Annie after level 6, her ult won't really make a difference on a 1x1 unless she jumps straight to your face with
Flash so always try to play agressvly smart against
Cassiopeia but never getting caught by too many poisions in a row.
Probally the hardest AP champion you could lane against, for 2 reasons:
-
Brand is a skillshot kinda champion, and
Fizz can just dodge anything or jump right into your face, therefore it's very very hard to get something done,
If you try to
Sear he will use
Playful / Trickster and just dodge it.
If you try to
Pillar of Flame he will jump right in your face with
Urchin Strike dealing tons of damage and dodging everything you throw, and after level 6, that little **** gets
Chum the Waters a very powerful ult,
What I try to do against
Fizz is basically nothing, I dont go for kills because I know when the guy is good I wont probally get any kills, What I do is I farm as MAX as I can, not using my spells on
Fizz but in the minions, so I can get more gold then him, and hopefully overplay him on late game, and with this kinda of play, if you hug your tower, he wont be able to dive on you, so you dont get any kills, but also you dont die, and if you do your last hitting good, you will be secure to kill him later in the game.
Its more unusual to see
Heimerdinger players around, but still if you find one its very easy to deal with it, his turrets can't move, therefore all you got to do is to farm them as if they were minions,
Conflagration +
Pillar of Flame (thats only if you can/has the mana to do it) if you dont, just stay out of his range and try to poke him as much as he can, he doesnt have any big burst damage, so dont worry on dying on a straight 1x1, but becareful with ganks as he can stun/slow you down, other than that, just do your best and you will almost surely be a better mid.
Karthus is a another easy champion to play with, just buy your
Boots and dodge all his
Lay Waste.
Other than that, he is a VERY squishy/mana hungry target, so just play real agressive and he wont have any escapatory since he doesnt have any skill to escape, but always be concerned after level 6, never fall to 30% HP and stay on your lane, he will probally use
Requiem and in many cases, get kills.
Medium, his Null of the void is a pretty annoying spell IMO, and he seems never to run out of mana somehow, but other than that, just keep your range from
Force Pulse and harass as much as you can, your
Blaze will keep him in low HP and when you seek for a kill, go for it, he doesnt have ANY escaping methods before level 6, where he gets Rift Walk and turns into a real danger for
Brand, when he hits 6, just stay close to your tower farming as much as you can and be ready for ganks, its almost impossible to kill a
Kassadin 1x1 when he knows what he's doing.
Hard champion to lane against, as
Akali/
Fizz, she has that
Shunpo that will just make your
Pillar of Flame look useless sometimes, (thats another reason for maxing
Conflagration first, other then that, stay safe but playing agressive before level 6, after that, stay in range to your tower so you make sure she wont hit
Death Lotus.
Easy champion overall, you can dodge his
Thundering Shuriken simply by staying behind your minions, but it might be really frustating for you to hit
Pillar of Flame sometimes as he has Lightining Rush and might just run out of it, other than that, play safe after level 6 where he gets his ult, which will influence anyone on their team to gank you, so be ready&smart.
Hard champion as well, she counters almost any AP caster on the game,and she especially ****s
Brand in the ***, she can silence, she can jump around, she can get you locked, she's basically a *****, I take the same strategy as I take when playing against
Fizz
just stay in your turret range where she won't hit you, unless she uses that combo of
Distortion in, + Sigil of silence and
Distortion out, and whenever she does that, always try to hit
Conflagration +
Sear as fast as you can, if you are able to do that, she will get ****ed and think twice before engaging you, if you can't do that, just play as safe as you can because she is really dangerous, BUT she is also very squishy, with a few
Conflagration she might drop low, so be ready to engage with
Flash and get a kill, but remember her passive also, it works like
Anivia -
Rebirth NEVER DIVE HER, because she will fade away with
Mirror Image and create another ilusion which may get you caught.
Easy peezy lemon squeezy, just stay behind your minion waves, and harass as much as you can, her damage from
Lucent Singularity isn't as big as your combos, so feel free to go for kills, other than that, becareful on getting caught on a
Light Binding which may open oppurtinities for ganks and might get you dead, also, when playing against lux, never go back in a common place, because she can hit you with her Finales Funkeln so always try to go back in unusual places, so she can't touch you
( I'll add a picture later on)
Can't.Farm.More.Than.
Malzahar
he is just the best lane pusher champion in the game in my opinion, but thats good sometimes because he will waste all his mana and he might get into range for your combos, he isnt a very hard champion before 6, where he will get his ult
Nether Grasp and might be able to kill you with 1 combo, other than that just play agressivly smart and you will be fine.
Easy to lane against, but hard to kill
She is a really beefy champion and has that
Black Shield which will just destroy your chances of getting any kills, in a lane against
Morgana you should just do the best you can to get every last hit, you won't probally kill her, but she will never be able to kill you if you haave atleast a decent brain.
Haardddd,
His
Flamespitter+
Electro-Harpoon is a very annoying combo if he hits you,also he has a shield, and a brief bonus movement speeed, and he is very beefy.
What I would reccomend is playing safe and trying to get as many last hits you can, and never letting him touch you, just apply the same strategy as
Fizz/
LeBlanc and you should be fine.
Easy champion, your pokes are bigger then his basically, but he is more of a beefy champion than you are, so dont go into a straight 1x1 fight, but always try to use your
Blaze passive as much as you can, and when he is below 40% hp, use all your combo and grab a kill :)
Could be frustating to play against after level 6,
but before that you can completly own him, just dont stay in range for his bird and always poke him with
Conflagration, this should drop him to a point where you can use your combo and probally grab a kill, but make sure he wont use his ult as that **** heals him too much. other than that just play like any normal ap caster, playing agressevly smart
Oh
Vladimir used to be my main long time ago, over 500 games with him.. good times..
anyways here's the deal,
Vladimir is a easy champion to lane against BEFORE level 7, but AFTER level 7 he becomes a killing machine, his
Transfusion gets into a level where it does to much damage in a short time, so try to play as agressive as you can before level 7, cuz after that he can just crush you easily, so just play agressive before 7/ and defensive after 7.
I dont know, i havent played lol for like 3 weeks now because my computer isnt good enough for it anymore, and I found that PS3 is a WAAAAAAAY better gaming experience then computers overall, Im just making the guide here to help you guys up as much as I can :)
But dont worry, I'll cover all the patch notes and explain any major changes.
Counters almost any mage on the game also,
can be really annoying to lane against as he is a very strong pick, he has that skill
Arcanopulse which does real big damage, just try to buy a
Boots and dodge every single one of them, if you can do that, he is a very easy target, if you can't, apply the same strategy as we use for
Fizz/
LeBlanc/
Rumble
AP CHAMPIONS YOU MIGHT FACE & WHAT TO DO:[/
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Very hard champion to lane against when your opponent actually knows how to play her, especially after level 6 where she can dodge your
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She is a skillshot-based kinda of champion, SO ALWAYS BE MOVING, if you stand still and she sees a oppurtunity, she's going to immediatly shoot it,
Also always stay behind your minion wave, you only want to last hit, and never push, and she has that ability
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Easy champion to lane against in my opinion, first of all she's meelee, which means she will be always in range for your
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Medium champion in my opinion, never had any problems playing with her, once you get the ability to change directions in order to dodge Flashfrost she will be mostly useless before level 6, but after that, becareful with her combo
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Medium/Hard, when people know how to play her she might get really annoying, but its like any other champion we listed yet, dont get caught by combos of
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****ing hard to play against, she counters almost any other AP champion in mid, what I always try to do with her is extend my range as max as I can, buy a
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Probally the hardest AP champion you could lane against, for 2 reasons:
-
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If you try to
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If you try to
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What I try to do against
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Its more unusual to see
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Karthus is a another easy champion to play with, just buy your
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Other than that, he is a VERY squishy/mana hungry target, so just play real agressive and he wont have any escapatory since he doesnt have any skill to escape, but always be concerned after level 6, never fall to 30% HP and stay on your lane, he will probally use
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Medium, his Null of the void is a pretty annoying spell IMO, and he seems never to run out of mana somehow, but other than that, just keep your range from
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Hard champion to lane against, as
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Easy champion overall, you can dodge his
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Hard champion as well, she counters almost any AP caster on the game,and she especially ****s
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just stay in your turret range where she won't hit you, unless she uses that combo of
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Easy peezy lemon squeezy, just stay behind your minion waves, and harass as much as you can, her damage from
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( I'll add a picture later on)
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Can't.Farm.More.Than.
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he is just the best lane pusher champion in the game in my opinion, but thats good sometimes because he will waste all his mana and he might get into range for your combos, he isnt a very hard champion before 6, where he will get his ult
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Easy to lane against, but hard to kill
She is a really beefy champion and has that
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Haardddd,
His
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What I would reccomend is playing safe and trying to get as many last hits you can, and never letting him touch you, just apply the same strategy as
![](/images/spacer.png)
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Easy champion, your pokes are bigger then his basically, but he is more of a beefy champion than you are, so dont go into a straight 1x1 fight, but always try to use your
![](/images/spacer.png)
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Could be frustating to play against after level 6,
but before that you can completly own him, just dont stay in range for his bird and always poke him with
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Oh
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anyways here's the deal,
![](/images/spacer.png)
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I dont know, i havent played lol for like 3 weeks now because my computer isnt good enough for it anymore, and I found that PS3 is a WAAAAAAAY better gaming experience then computers overall, Im just making the guide here to help you guys up as much as I can :)
But dont worry, I'll cover all the patch notes and explain any major changes.
![](/images/spacer.png)
Counters almost any mage on the game also,
can be really annoying to lane against as he is a very strong pick, he has that skill
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I'll be posting results of games that I play with
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Also, if You try the guide, send me the match results and I'll post it here!
* I'll be adding clips of me playing soon.
* Will be checking the guide everyday for updates
* Changed masteries tree ( still 21/0/9, just changed the points into a much more competent option) 21/12/2011
* Reduced the number of items in the Item Sequence just to make it more clear. 21/12/2011
* Changed placemente of some sections. 21/12/2011
* Added images in the sections Skill Sequence/Farming to try and explain how to use
Pillar of Flame and
Sear 21/12/2011
* Changed Runes section layout 21/12/2011
* Added the Aphoteosis Ward section into the guide. 21/12/2011
* Polished overall guide a bit. 21/12/2011
* Changed rune setup. 30/12/2011
* Changed item section. 04/01/2012
* Added the section "Laning ~ Tips & Tricks ~ Analysing Opponents" in the guide, ( this is a unique section for almost any guide, if anyone wants to copy this, please tell me before, it kinda sucks when people use my **** without telling me -.-)
* happy new year
* Will be checking the guide everyday for updates
* Changed masteries tree ( still 21/0/9, just changed the points into a much more competent option) 21/12/2011
* Reduced the number of items in the Item Sequence just to make it more clear. 21/12/2011
* Changed placemente of some sections. 21/12/2011
* Added images in the sections Skill Sequence/Farming to try and explain how to use
![](/images/spacer.png)
![](/images/spacer.png)
* Changed Runes section layout 21/12/2011
* Added the Aphoteosis Ward section into the guide. 21/12/2011
* Polished overall guide a bit. 21/12/2011
* Changed rune setup. 30/12/2011
* Changed item section. 04/01/2012
* Added the section "Laning ~ Tips & Tricks ~ Analysing Opponents" in the guide, ( this is a unique section for almost any guide, if anyone wants to copy this, please tell me before, it kinda sucks when people use my **** without telling me -.-)
* happy new year
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