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Choose Champion Build:
-
Mid Brand
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Sup Brand
Recommended Items
Runes: More Reliable
+8 Ability Haste
+9 Adaptive (5.4 AD or 9 AP)
+10% Tenacity/Slow Resist
Spells:
Flash
Ignite
Items
Ability Order
Blaze (PASSIVE)
Brand Passive Ability
Threats & Synergies
Champion Build Guide
I am a pharmacist, ranked League player, and most importantly, huge Fall Out Boy fan!
Their lyrics are really poetic, Patrick Stump has an awesome voice, and their instrumental skills are top notch.
They've evolved overtime from punk pop to more of a pop & alternative rock style.
Fall Out Boy is truly an artist, and I like how they express their art.
Anyways, I don't want this guide to be a Fall Out Boy guide since I'm writing a Brand guide.
Brand can bring high impact to the game due to the following:
1) Area of effect abilities (W


2) Crowd control potential with Q



3) Now combine 1) + 2); you have area of effect slow-over-time
4) Good damage output
Please enjoy the guide and playing Brand!

Update April 2018
Long time no see fellow summoners.
I have been busy working fulltime as a pharmacist; life is just hard to balance :(
Since my last update of this guide (long time ago lol), mages and mage items still have not seen significant changes; just minor updates and balancing.
Hence, not much change in the item builds and strategies.
In this update, I expanded the rune section to explore Domination route.
Thank you for stopping by and enjoy playing Brand!
Strengths:
Natural tank health shred
Area of effect and over time damage
High utility (CC potential)
Synergizes well with items
BM-ing with CTRL + 3 spam
Weaknesses:
Low mobility
Not exactly an one-shot mage
Dodge-able abilities (you will likely struggle against mobile champs like


Sorcery is a good pick for Brand as Primary to boost his stats.
It'll increase his damage output and poke potential, while helping with mana management.
Keystone:


I like

Spamming spells on opposing champions decreases the cooldown on

The nice thing about those Keystones is that both can be proc'ed from the passive





Second Line:
My pick is

I haven't had much mana issues with a combination of



Third Line:
My choice is

He'll get free 10% CDR at level 10, I'll take it.
This is beneficial since I typically don't build an item on

He won't get to use the other half of this rune (excess CDR being converted to AP), but it's no big deal.

But shouldn't be too hard to keep your health since you're a backline mage.
Fourth Line:

He'll get increasing AP every 10 minutes; not a whole a lot in the beginning, but bigger if the game go late.
AP scaling on his abilities are relatively low compared to one-shot mages, but



Might be a good poke rune in the beginning, but I just don't see much benefit.

Secondary Tree:
My choice is Inspiration for secondary.


I especially like the CDR on summoner spells, but 5% CDR on all abilities is obviously helpful for Brand.
Pick



Domination Pathway:
Now I will briefly talk about the Domination pathway.
Keystone:

When you damage an opposing champion below 50% health, you deal additional damage (increased by the number of soul fragment) and obtain a soul fragment.




Not only that, it can be proc'ed off of damage-over-time (passive


The cooldown on this

But this can be reduced to 1.5 seconds upon champion kill/assist.
Compared to


So should you pick


And proc'ing


My conclusion is


Second Line: Tough choice between




Third Line:



Fourth Line: Tough choice between



Secondary Pathway:


Welp, that wasn't really brief...

Brand's passive ability.
After you damage an opponent with an ability, they get a stack of

This damage over time synergizes well with


Rylai's gets extended slow over time, and Liandry's gets extended damage over time.
That's very efficient.
Subsequent abilities on the target with a stack of

Q

W

E

Each ability (including each hit of R


After 3 stacks, the target explodes (!!!)
That's like having an another spell; supplements his damage output.
There is no cool down on the explosion, so if you can manage to apply 3 stacks of

See the video at the end of this section for that multiple explosions +

(Yes it also applies to jungle monsters)
One thing you might take it for granted is Mana refund when he kills an opposing unit with a stack of

You can apply a stack of




This should be the first spell to be maxed out.
It's a skill shot and deals damage in a circle .
This is your main poke ability and leads to stun with Q

If the target already has a stack of


But I really expect this to be the first ability.

Second ability to be maxed.
Shoots a spell in a straight line; it's a skill shot and has relatively small hit box.
Only hits the first target; will be blocked by a minion or other opposing champs.
If the target has a stack of


Hence, you would want to save it for a target with the stack on it.
Since it has almost no up time, you can also use it to reliably secure a Cannon Minion kill.

Last spell to be upgraded.
Has a short range and doesn't deal much damage to be honest.
But it's not a skill shot and applies a stack of

You can use it to set up for a Q


If the target already has a stack of


Hence you can chain this to other abilities or efficient farming.
W


Another tip on this ability: if an opposing champion is near minion(s) with a stack of


This is a safe way to poke your opponent; mind you



Ultimate for

Throws a fireball to a target (non-skill shot) that bounces UP TO 4 times for UP TO 5 hits.
Emphasis on UP TO since if there is no nearby opposing unit(s) besides the original target, then the ability will stop there.
It also prioritizes the target with higher stack(s) of

For example, let's consider a few scenarios:
1) You target

2) You target


3) You target





Naturally, before casting R


The only exception is when you need only small amount of damage to secure a kill.
However, each hit of

If you are going for kill secure with a single hit, you might want to proc the explosion and use

Additionally, if the target(s) already have stack(s) of


Great ability to cause destruction during team fights.
Combos
1) W





This is the bread and butter combo during the laning phase.
Apply





You can also do


Since your opponent is stunned, this combo leaves little chance for them to retaliate.
However, both W


W

Q

But this combo is very rewarding.
2) E





Alternatively, you can use this combo if you are committing to a 1 vs 1 fight.
E


Then stun the opponent with Q



You can also do


While this combo is easier to hit, you're making yourself vulnerable by getting into the range of your E

You're more likely to get counter poked/retaliated, so use this combo only if you're really committed to scoring a kill.





Core Items

Usually, this item is my priority to finish.
Rylai's is pretty cheap mage item priced at 2600 gold and works highly synergistically with his passive,

The damage-over-time from



This item will add additional CC potential to his spells and passive; quite frankly, Brand is a teamfight monster with


Good chunk of

Unfortunately, these damages don't scale on AP; it's just flat percentage damage based on the opponent's max Health.
They are also reduced by building Magic Resistance.
So, how do you effectively increase his damage output?
Build Magic Penetration!

I won't say


But I highly prefer Sorc's Shoes for its increased damage output.
You also increase chance at one-shotting squishies by building Magic Pen.

Another highly synergistic item on

I always get it after finishing



This item got an interesting update, adding another passive Madness.
Essentially, after you damage an opponent, your damage output increases by 2%.
This stacks every second, up to 10% until exiting the fight.

Two reasons why I consider this item as core: Magic Penetration and Grievous Wounds.
As I explained with



With this item and Sorc's Shoes, you'll start dealing massive damage to squishies as well.
Grievous Wounds is a great passive since many champions are reliant or use some sort of healing as their kit.
Essentially, almost all ADC's will build some sort of Life Steal at one point in the game.
Healing champions (some of them are reliant) include:









Grievous Wounds substantially decrease the effectiveness of healing/life steal.
You could consider getting


Other Items

Arguably the most OP item on League.
It has an on-demand stasis effect which can be used if you are caught out, to reset the momentum, and/or nullify certain abilities such as


Also gives you some AP, armor and CDR, which is nice.
The caveat is that when you pick

Brand doesn't really have a kit where he synergizes with



Pick this item (whether as first or later) for games where you can effectively use the active ability.

Another defensive item.
You will gain a spell shield which blocks the first ability from an opponent once.
The shield's cooldwon in only 40 seconds, which I think is pretty nice.
Essentially, this item will give you an one-time pass to prevent you from getting caught out by a CC ability or getting one-shotted, which will give you better chance at placing and finishing your spell combos.
Also gives you some AP, magic resist, and CDR.

This one is a pure offensive item.
Essentially, you'll gain 40% magic penetration, making your damage from your spells more effective (damage from the spell itself and

This applies to the total magic resistance, so it's still effective if your target has no bonus magic resistance (since they still do have an innate magic resistance).
Although, the more magic resistance they have, the more profound this effect becomes.
For example, if you have two opposing champions but one with MR of 100 and the other with MR of 200.
This item treats the former as MR of 60 (reducing MR by 40) and the latter as MR of 120 (reducing MR by 80).
Remember, for opponents stacking MR, magic penetration is more effective than building AP alone.

This is more of an alternative first item.
In addition to AP, it'll give you a ton of mana plus 20% CDR (10% from the stats, 10% from unique passive) so you can spam your abilities more.
It also has an additional damaging effect to nearby opposing units when your "charge" is at 100.
(I see this item as a mage version of

What's nice is that this effect applies an on-hit effect, hence applies a stack of


Also, when your "charge" becomes 100 while your opponent is being damaged by

It's component,

Hence it's most effective to be built during early game.

This one's a pure AP item.
It gives you a ton of AP and additionally, increases your AP by 40%.
This one's an option if you want more damage from your abilities, but mind you again that your passive

I think he has high utility and works well with any viable team composition.
During team fights, he does the best job when the opposing team is aggregated.
Try to hit multiple opponents with




Brand synergizes well with


While he may lack an ability to one shot squishies, he has a great balance of damage and CC.
Be sure to stay alive during the fights- you're in for the long run.
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