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Spells:
Flash
Teleport
Ability Order
Blaze (PASSIVE)
Brand Passive Ability
Hello, and welcome!
My first guide here on mobafire! Please try the build, rate and comment <3

Always keep in mind, individual player skill is more important than items, runes, masteries, etc but even more important is simple common sense! However that's not something I can teach you here cause I'm lacking in this department too :P
Brand has very long range
abuse it...both in team fights and laneing, stay at a safe distance!
Blaze deals 8% target's health in 4 seconds
and all of Brand's abilities trigger this effect! Keep this in mind when harassing, and you will be pushing people out of lane in no time and killing the "braver" ones with much ease...Brand needs his target to be ablaze for many of his abilities to truly come to life
Don't hesitate to sacrifice a traditional skill order to land a sure stun when needed or maximize AoE damage against multiple targets.Brand's Ultimate:
Pyroclasm
This skill bounces between foes...Therefore, its effects are minimal against a single target. However, if multiple enemies are nearby, with each bounce of this skill doing considerable damage it can be truly devastating. The optimal number of targets is normally TWO yet can be very useful in other scenarios as well, including 5v5 team fights. MOST IMPORTANTLY, keep in mind it also hits creeps so try to use it in their absence or in 1v1 situations where there is only one creep remaining alive!
Greater Seal of Replenishment
Brand has amazing good harass ability early game but to take advantage of this he needs mana! Late-game this is less of an issue, thus the flat runes.
Cooldown per level glyphs are very effective on brand. Since, late-game, when team fights are the norm, they can make make or break the confrontations with the added damage from extra casts throughout a fight!
Brand is a full fledged caster, and its pretty much widely accepted there are no better marks for maximizing damage on casters than magic penetration...
Health Quintessences are a very efficient way of increasing max health, and since brand is so squishy at lower levels the flat health runes are very effective.
Brand has amazing good harass ability early game but to take advantage of this he needs mana! Late-game this is less of an issue, thus the flat runes.

Cooldown per level glyphs are very effective on brand. Since, late-game, when team fights are the norm, they can make make or break the confrontations with the added damage from extra casts throughout a fight!

Brand is a full fledged caster, and its pretty much widely accepted there are no better marks for maximizing damage on casters than magic penetration...

Health Quintessences are a very efficient way of increasing max health, and since brand is so squishy at lower levels the flat health runes are very effective.

At 15% magic penetration, arguably the most important/efficient mastery on any caster. I hope we can agree there isn't much need for explanation here.


These two masteries together grant a total of 9% flat cooldown reduction. In combination with the runes this gives brand a total of 17.5% CDR at level 18 without spending any gold.

Brand is always starving on mana, and he can take advantage of every bit of regen he can get! (note that if you do the math Perseverance is a terrible mastery)

Once past early levels, brand should have no problem getting neutral monsters and he can take advantage of both blue and red buffs quite nicely. Although this might not be the most important mastery, since the points must be spent in order to unlock other masteries might as well be in order to lengthen these buffs by a nice 30%.
The core items are the ones shown above. These should provide great damage while making sure to increase the health and mana pools to a comfortable amount and granting useful perks like more CC as Brand is quite lacking in this category.
This item fixes two of Brands biggest flaws (small health and mana pool) while providing a hefty chunk of AP! Rushing this item first by starting with the catalyst the Protector makes sure it reaches its full potential while providing sustainability in early levels when Brand needs it most!
Not much to explain here, just the most cost effective way of maximizing damage on most AP champions like Brand (excluding
Mejai's Soulstealer).
Now this item is amazing on Brand. Other than the obvious boost in health and AP Brand should be craving at this point in the game, this item actually triggers the slow with brands passive:
Blaze. In other words, any target hit with any of your abilities will be slowed for 5.5seconds just because of this item....now that's what I call BOSS!

This item fixes two of Brands biggest flaws (small health and mana pool) while providing a hefty chunk of AP! Rushing this item first by starting with the catalyst the Protector makes sure it reaches its full potential while providing sustainability in early levels when Brand needs it most!

Not much to explain here, just the most cost effective way of maximizing damage on most AP champions like Brand (excluding


Now this item is amazing on Brand. Other than the obvious boost in health and AP Brand should be craving at this point in the game, this item actually triggers the slow with brands passive:

These are the items (two) you will have to choose depending on the scenario you find yourself in.
My personal favorite: this item can give ridiculous amounts of AP for a very low cost, but must be purchased very early in the game to be maximized. Therefore, you must make the assessment of how things are going while still in the late laneing phase. Keep in mind, with Brand being able to sit in the back and cast spells at longer than average range, he is at a diminished risk of death increasing the odds of your investment to pay back. Also with the low cost of the item, if things aren't going your way, you can always resell it at a minimal loss...
Brand might not be the biggest spiker in the game, but he deals massive amounts of damage to multiple targets. This puts his total damage output right at the top allowing the spell-vamp to refill his health in no time. This should give you enough sustainability to make those long team pushes that win games. Not to mention this is an aura, so if you have multiple champions on your team that deal large chunks of damage via abilities (which will most likely be the case as even AD champs do use abilities for damage quite often) this will be greatly helping them too. This item is also quite cheap and the AP it grants is very respectable :)
This adds that extra damage you often need to finish off foes with some other bonuses including movement speed, mana pool and magic resist. This item is less useful in team fights as you must get closer to use it and mainly shines in 1v1s. If you take your time to maximize your damage u can easily get two triggers of it's passive off in one spell rotation giving you a 1000+ damage bonus.
If you think you could take advantage of shorter cooldowns this item is right for you. It gives a nice boost of AP while setting your CDR after runes and masteries at level 18 to a nearly maxed 37.5% while providing the mana regen to take advantage of it! (keep in mind that if you are getting the blue buff regularly this item is quite pointless)
If you see your opponent's stacking of magic resist is considerably hindering your damage, this item can really be be a gem. With your boots, runes and masteries, in addition to this item your magic penetration is high enough to render their investment moot! Magic penetration is also the only way to increase the damage on your passive unless you can some how convince your opponent to purchase health items...but that's counterproductive!
Not much to say here, if you think you need more magic resist but don't want to sacrifice damage this is the item you need to be looking at.
If things are not going your way! And you are often getting targeted by CC then these items can be quite useful as full blown defensive items.
Only buy if you are pushed down to your nexus towers or you are always getting focused first in team fights...otherwise I highly doubt this item would let you cheat death...just delay it a few seconds.

My personal favorite: this item can give ridiculous amounts of AP for a very low cost, but must be purchased very early in the game to be maximized. Therefore, you must make the assessment of how things are going while still in the late laneing phase. Keep in mind, with Brand being able to sit in the back and cast spells at longer than average range, he is at a diminished risk of death increasing the odds of your investment to pay back. Also with the low cost of the item, if things aren't going your way, you can always resell it at a minimal loss...

Brand might not be the biggest spiker in the game, but he deals massive amounts of damage to multiple targets. This puts his total damage output right at the top allowing the spell-vamp to refill his health in no time. This should give you enough sustainability to make those long team pushes that win games. Not to mention this is an aura, so if you have multiple champions on your team that deal large chunks of damage via abilities (which will most likely be the case as even AD champs do use abilities for damage quite often) this will be greatly helping them too. This item is also quite cheap and the AP it grants is very respectable :)

This adds that extra damage you often need to finish off foes with some other bonuses including movement speed, mana pool and magic resist. This item is less useful in team fights as you must get closer to use it and mainly shines in 1v1s. If you take your time to maximize your damage u can easily get two triggers of it's passive off in one spell rotation giving you a 1000+ damage bonus.

If you think you could take advantage of shorter cooldowns this item is right for you. It gives a nice boost of AP while setting your CDR after runes and masteries at level 18 to a nearly maxed 37.5% while providing the mana regen to take advantage of it! (keep in mind that if you are getting the blue buff regularly this item is quite pointless)

If you see your opponent's stacking of magic resist is considerably hindering your damage, this item can really be be a gem. With your boots, runes and masteries, in addition to this item your magic penetration is high enough to render their investment moot! Magic penetration is also the only way to increase the damage on your passive unless you can some how convince your opponent to purchase health items...but that's counterproductive!

Not much to say here, if you think you need more magic resist but don't want to sacrifice damage this is the item you need to be looking at.


If things are not going your way! And you are often getting targeted by CC then these items can be quite useful as full blown defensive items.

Only buy if you are pushed down to your nexus towers or you are always getting focused first in team fights...otherwise I highly doubt this item would let you cheat death...just delay it a few seconds.









TL;DR
For farm, harass and poke:


Stun combo:


Kill combo: follow up the stun with

Multiple champions: use




Other than the obvious no-no summoner spells on Brand, my arguments against






Now you must be wondering why I vote against


As far as the "utility" summoner spells go, take them if you have to but normally that shouldn't be the job of an AP carry...
Finally, I have nothing to say against



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