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Spells:
Flash
Ignite
Ability Order
Blaze (PASSIVE)
Brand Passive Ability
Introduction
Introduction
Welcome to my first guide on MobaFire! I'm MTG The Pod and before I go any further I ask that you try the build out before rating, nothing is more frustrating than people down voting a build without trying it. A few things I should mention before I go any further with the build.
You are not a tank, don't play Brand if you want to take a lot of damage
Expect to be targeted first!
Don't be afraid to experiment with different items!
People are going to cry about Brand being overpowered, ignore them.
Don't be afraid to give me constructive criticism I'm human I can miss stuff too.
Most importantly have fun with it, League of Legends is just a game after all
Phew now that all the boring stuff is over with lets continue.

Change Log
x/x/11: Re-vamped.
Pros+High Burst +Awesome passive +Great farmer +Low cool downs |
SPACE SPACE SPACE SPACE |
Cons-Easily focused -Useless without cooldowns up -Lots of "Wahh Brand is OP" comments xxx |
Runes

Magic Penetration: +8.55
Tip: I find that the Magic Pen is the best route to go with any AP caster, considering most tanks tend to build a Force of Nature first and that lowers your damage by a huge chunk.

Mana Regen per 5 sec: +10.53 (0.585 per level)
Tip: Mana is a huge problem for Brand until you get your Archangel Staff you're going to be starving these runes definitely help.

Ability Power: +27.54 (+1.53 per level)
Tip: AP is good, let's move on.

Health: +78
Tip: You can go AP quints but I don't think that they are necessary Brands damage output is crazy as it is. I like the extra survivability more than the little bit of movement speed as well.
Items
Early Game

Effect: +7 mana per 5 sec.
Tip: Mana is a huge problem for Brand early game. I find that a Meki Pendant lets me stay in a lane for so much longer. Also pick up


Effect:
- +350 Mana
- +7 mana per 5 sec.
Tip: If you can try save enough to also grab


Effect: +20 Magic Penetration
UNIQUE Passive: Enhanced Movement 2
Tip:
Mid Game

Effect:
- +400 Mana
- +25 Mana Regen per 5 sec
- +45 Ability Power
UNIQUE Passive: Each time your Champion uses an ability their maximum mana will increase by 4 (capped at 1000). This effect has a 3 second cooldown.
Tip:

Effect: +140 Ability Power
UNIQUE Passive: Increases Ability Power by 30%.
Tip: This item makes your damage EXPLODE. Always try to buy the

Late Game

Effect: +70 Ability Power
UNIQUE Passive: +40% Magic Penetration
Tip: Great if the team is building a lot of MR.

Effect:
- +75 Ability Power
- +12 Mana Regen per 5 sec.
Tip: Great item! It stops you from dying because your rotation isn't getting off cooldown quick enough (Considering without Brands cooldowns he's pretty useless).

Effect:
- +500 Health
- +80 Ability Power
Tip: Lots of AP and a good chunk of health. Definitely a good last item pick.
Situational Items

Effect:
- +350 Mana
- +80 Ability Power
- +30% Magic Resistance
- +7% Movement Speed
Tip: Lots of AP, Movement Speed, an awesome Passive, AND Magic resist? I love this item. Unfortunately Brand doesn't auto-attack very often so it falls into the Situational Items section.

Effect:
- +60 Ability Power
- +10 Mana Regen per 5 sec
Cast range: 600.
Tip: Against a tanky team this can add even more burst to Brand's already bursty rotation.

Effect: +50 Ability Power
UNIQUE Passive: +25 Tenacity
Tip: I haven't tried this one out much but with the new tenacity mechanic it might be usefull against a team full of CC.

Effect:
- +375 Health
- +375 Mana
- +50 Magic Resistance
Tip: If you need the extra defense take this item for sure.

Effect: +50 Ability Power
UNIQUE Aura: Gives nearby allied champions +30 ability power and 25% spell vamp.
Tip: If you have an AP heavy team and nobody else is taking it, this is a game changing item.
Abilities-in-Depth
I like to max out






Tip:

Cooldown: 8 / 7.5 / 7 / 6.5 / 6 seconds
Magic Damage: 80 / 120 / 160 / 200 / 240 (+0.65 per ability power)
Tip: This ability starts the Maximum Damage Combo





Cooldown: 10 seconds
Magic Damage: 80 / 125 / 170 / 215 / 260 (+0.6 per ability power)
Tip: Your main damage combo is




Cooldown: 12 / 11 / 10 / 9 / 8 seconds
Magic Damage: 70 / 105 / 140 / 175 / 210 (+0.55 per ability power)
Tip: When you need to stun someone use



Cooldown: 105 / 90 / 75 seconds
Magic Damage: 150 / 250 / 350 (+0.5 per ability power)
Tip:
Summoner Spells
Recommended Summoner Spells

Tip: Flash let's you do crazy things and still escape and it's harder to predict what you are going to do.

Tip: Ignite works so well with your passive, a full rotation and Ignite is almost a guaranteed kill 95% of the time.
Viable Summoner Spells

Tip: While this is an awesome spell, your melee AD champs should be taking it.

Tip: While very useful early game, it loses its "Umph" late game. On a side note always be cautious when trying to kill a champion with Heal. Nothing is more frustrating than losing because he barely healed enough to kill you before you could finish him.

Tip: As I explained before, I believe Flash is overall a better escape spell. Also if you're trying to go in for a kill Ghost is really obvious. Yet it's really just personal preference. (If you do use ghost make sure to change a point in the Utility tree to get it specc'd.)

Tip: I don't really like it, but some people swear by it. If you hate getting stunned/CC'd or what note sure, be my guest.

Tip: I rush


Tip: If you don't have anyone on your team that will take Clairvoyance you can take it, you'll lose some early kills from the lack of Ignite. (Or gain some deaths from the lack of Flash.
Not Recommended Summoner Spells
Afterword
MTG The Pod



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