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Choose Champion Build:
Spells:
Flash
Ignite
Ability Order
Blaze (PASSIVE)
Brand Passive Ability
Introduction

Brand, in my opinion, is one of the best Solo Mid champions in LoL and I'll tell you why: He clears minion waves unlike any champion I have ever played, he's built to zone out champions and making them go where he wants, has a perfect synergy between his fire damage, stun and nuking abilities, making him an amazing choice for any game mode. No matter what your flavor is, Ranked, Normal or even CO-OP AI, Brand is a shockingly fun champion.
On a more serious note Brand can be a difficult champion as he has low health, low attack, but high spell attributes, making him very combo based. Stringing his abilities is CRUCIAL to mastering this hot head, and getting interrupted can result in a very quick but humiliating death. Making sure your fingers twitch in the right order can make you the most valuable player in your own lane and especially in team fights!
If you find yourself in need of providing constructive criticism, I'll review it and add it to my build, no questions asked! Even more, you'll get a cookie in the form of +rep! :) Jerks, on the other hand, will not. None for you.
Thanks to Searz for the awesome guide format! You can find it here.
Mouse-over any items or abilities to see their tooltip.
Pretty self explanatory. Just write whatever you like here to introduce the guide to the readers.
Legend
(for any abbreviations you don't understand)
Why fix what isn't broken, right?
Main rune set
Other runes worth considering





Brand's Passive. Think of it as an Ignite that your abilities activate. The damage from this is
Magic Damage Not True Damage
this means that it IS affected by Magic Resist. In addition, I have noticed that if this passive activates on a champion as they run behind their turret, and you come withing turret range it will still target you because you are still 'technically' attacking the champion (at least according to the turret).- Choosing which ability to activate your passive depends on what combo you need to do, as the starting ability will activate it, and reset the next combo string.
- Getting a lot of Magic Penetration is a VERY good idea on Brand in order to bring this ability to its full damage. This is what I meant when I said that MP plays a little different role for Brand.
Brand's most Important ability; choosing when to throw it out will dictate which combo you use for him.
- Opening with this ability will allow you to do the most AoE damage.
- When fighting champions you want to cast this ability second for the stun.
Brands AoE ability, this is a very good ability to control space and harass enemy's.
- You want to use this ability to Zone out your lane enemy.
- After about level 6 you should be able to wipe out whole minion waves with just this attack.
- Using against champions open with
and
for the stun to hold them while this charges.
This ability Synergises really well with all of his abilities.
- After you use
Or
you can use this to add your passive to nearby minions and champions alike.
- Deciding on when to use this ability is the key to mastering Brand.
This ability can change the outcome of a team fight in the blink of an eye.
- There are many uses for this ULT. Know which one you need to use and when.
Careful Timing of his Ult can change the results of a team fight in the blink of an eye.
- It also has an amazing ability to be use to jump up minion waves to hit a fleeing champion, and can even tower dive for you. Remember it only bounces five times.
Combo #1: Maximum AoE Damage



If you need to wipe out a huge minion wave you will want to hit one minion with Sear, then hit the same minion with Conflagration to spread the Blaze through the whole wave and finish them off with a pillar of flame.
Combo #2: 1v1 champion fights



You are not going to need to spread Conflagration to multiple enemy's so it's safe to open with it. as pillar of flame is charging up you want to get the stun so they are stuck in the center. If you aren't comfortable with the timing you can cast sear before pillar of flame for the stun to hit before the pillar come out.
Combo #3: Team Fight




In a team fight you want to cause as much AoE damage as possible. With this combo you need to be a bit more careful because you wont have your stun at the start. Ideally you want to wait for your tank to initiate, after said tank initiates you will hit the champion closest to the rest of his team with your sear, then you will hit that same champion with conflagration to spread the blaze to his teammates. They should be pretty low by now, finish them off with a combination of Pillar of Flame and Pyroclasm.
Combo #4: Safe Stun


This is the easiest way to stun a champion you wan to hit them with Conflagration then follow up with the stun. This is good for escaping.
Combo #1: Maximum AoE Damage



If you need to wipe out a huge minion wave you will want to hit one minion with Sear, then hit the same minion with Conflagration to spread the Blaze through the whole wave and finish them off with a pillar of flame.
Combo #2: 1v1 champion fights



You are not going to need to spread Conflagration to multiple enemy's so it's safe to open with it. as pillar of flame is charging up you want to get the stun so they are stuck in the center. If you aren't comfortable with the timing you can cast sear before pillar of flame for the stun to hit before the pillar come out.
Combo #3: Team Fight




In a team fight you want to cause as much AoE damage as possible. With this combo you need to be a bit more careful because you wont have your stun at the start. Ideally you want to wait for your tank to initiate, after said tank initiates you will hit the champion closest to the rest of his team with your sear, then you will hit that same champion with conflagration to spread the blaze to his teammates. They should be pretty low by now, finish them off with a combination of Pillar of Flame and Pyroclasm.
Combo #4: Safe Stun


This is the easiest way to stun a champion you wan to hit them with Conflagration then follow up with the stun. This is good for escaping.












Other Items Worth Considering










Other Items Worth Considering











I will list the Pro's, Con's and situations that come out of buying either one first.

- The passive will give you not just the base AP, but will add an additional 30% to all your existing AP.
- Gives a lot more AP than the hourglass, but with that you lose a lot of your survivability.
- I buy it first if my K/D ratio is very high (at least 4/1).

- If bought first, you get the armor that will help you survive more as well as the active that allows you to not only survive a team fight, but also wait for your Cool Downs.
- It gives less AP then Deathcap, but you will be able to stay in fights longer and do more damage over time than if you died first.
- I buy it first when I have a lower K/D ratio (about 4/2).



I will list the Pro's, Con's and situations that come out of buying either one first.

- The passive will give you not just the base AP, but will add an additional 30% to all your existing AP.
- Gives a lot more AP than the hourglass, but with that you lose a lot of your survivability.
- I buy it first if my K/D ratio is very high (at least 4/1).

- If bought first, you get the armor that will help you survive more as well as the active that allows you to not only survive a team fight, but also wait for your Cool Downs.
- It gives less AP then Deathcap, but you will be able to stay in fights longer and do more damage over time than if you died first.
- I buy it first when I have a lower K/D ratio (about 4/2).
Early game/Laning Phase
In mid lane your job is to farm and get high leveled fast. That said, DO NOT auto attack minions, Only last hit. You want to keep the lane in the middle as much as possible. This is not only a great way to Zone your opponent by sending out AoE but also stops you from being an easy gank. If you don't harass your enemy they will harass you. So keep a good balance. If you do need to go back to base to get health, mana or shop then you will want to harass the opponent into going under their turret, or recalling, and advancing your lane. But be quick without you harassing they are free to farm.
Mid Game
Laning Phase ends when a Tower gets pushed. If you laned great and did the right amount of harass that could be your enemy's mid turret. Once you have pushed your lanes Turret you are at an advantage. When that happens you are now allowed to roam. You want to make sure that you keep awareness of your lane after you start to wander to Top or Bottom turret. the safest time to leave is if you push your lane to the next turret. That way the enemy has to fight through 3 or 4 minion waves to reach your turret. You now want to start helping other lanes push their turret's and help in the small team fights that happen around this time. All in all a pretty boring phase for Brand.
Late game/Team Phase
This is the part where two or more turrets have been pushed and now your team has they ability to roam together almost freely. Keep your turrets in mind so they don't get back doored. Back Dooring is a strategy commonly used by the losing team or teams that can sacrifice one damage dealer in a team fight. Your team will want to do their best to bait (or force) a team fight. The location can vary. Some noted Locations to Bait a team fight is at Baron Nashor, Dragon, or Mid turret if your team can fight well while taking shots from it. With the Nashor and Dragon bait it is common for two or three people to make it look like they are going to start taking either epic monster. While the rest of the team sets up in a nearby bush. As long as you know the Enemy team has warded it. Most enemy's will ward Nashor (because fighting in a team fight against a team that buffed is nigh on impossible) and try to stop you from killing him, that is why it is an excellent location to force a team fight. What if they don't try to stop you? Well hey free Nashor. Never fight Dragon without Warding Nashor.
Team Fights and You
I talked a little about team fight Strategy's in my combo section but not enough. There are two roles that brand can play in a team fight.
Role A: Nuke and Stay
This is what I Commonly do with Brand, but only if the other team is bad at focusing me, or if i have my Hourglass. Since you get a Zhonya's Hourglass you can afford to stay in a fight longer then most caster's. Doing this allows you to do a lot of damage over time and a massive amount of AoE damage since most of your ability's will be on a low CD at this point.
Role B: Damage and Get Out
If you are the biggest focus in a fight like you should be. You need to do your team fight combo and get out as fast as possible. Returning only when your abilities except your Ultimate is off of CD. It is suicide to stay in the middle of a fight with no abilities. You will be leaving your team for a little bit but at least you are not feeding. Since Brand's passive is a mini ignite you aren't really leaving the fight.
Remember communication is key to any good team based game.
Early game/Laning Phase
In mid lane your job is to farm and get high leveled fast. That said, DO NOT auto attack minions, Only last hit. You want to keep the lane in the middle as much as possible. This is not only a great way to Zone your opponent by sending out AoE but also stops you from being an easy gank. If you don't harass your enemy they will harass you. So keep a good balance. If you do need to go back to base to get health, mana or shop then you will want to harass the opponent into going under their turret, or recalling, and advancing your lane. But be quick without you harassing they are free to farm.
Mid Game
Laning Phase ends when a Tower gets pushed. If you laned great and did the right amount of harass that could be your enemy's mid turret. Once you have pushed your lanes Turret you are at an advantage. When that happens you are now allowed to roam. You want to make sure that you keep awareness of your lane after you start to wander to Top or Bottom turret. the safest time to leave is if you push your lane to the next turret. That way the enemy has to fight through 3 or 4 minion waves to reach your turret. You now want to start helping other lanes push their turret's and help in the small team fights that happen around this time. All in all a pretty boring phase for Brand.
Late game/Team Phase
This is the part where two or more turrets have been pushed and now your team has they ability to roam together almost freely. Keep your turrets in mind so they don't get back doored. Back Dooring is a strategy commonly used by the losing team or teams that can sacrifice one damage dealer in a team fight. Your team will want to do their best to bait (or force) a team fight. The location can vary. Some noted Locations to Bait a team fight is at Baron Nashor, Dragon, or Mid turret if your team can fight well while taking shots from it. With the Nashor and Dragon bait it is common for two or three people to make it look like they are going to start taking either epic monster. While the rest of the team sets up in a nearby bush. As long as you know the Enemy team has warded it. Most enemy's will ward Nashor (because fighting in a team fight against a team that buffed is nigh on impossible) and try to stop you from killing him, that is why it is an excellent location to force a team fight. What if they don't try to stop you? Well hey free Nashor. Never fight Dragon without Warding Nashor.
Team Fights and You
I talked a little about team fight Strategy's in my combo section but not enough. There are two roles that brand can play in a team fight.
Role A: Nuke and Stay
This is what I Commonly do with Brand, but only if the other team is bad at focusing me, or if i have my Hourglass. Since you get a Zhonya's Hourglass you can afford to stay in a fight longer then most caster's. Doing this allows you to do a lot of damage over time and a massive amount of AoE damage since most of your ability's will be on a low CD at this point.
Role B: Damage and Get Out
If you are the biggest focus in a fight like you should be. You need to do your team fight combo and get out as fast as possible. Returning only when your abilities except your Ultimate is off of CD. It is suicide to stay in the middle of a fight with no abilities. You will be leaving your team for a little bit but at least you are not feeding. Since Brand's passive is a mini ignite you aren't really leaving the fight.
Remember communication is key to any good team based game.
Xerath Patch:
New skin: Cryocore Brand. Beware the Blue Slushie.
V1.0.0.125:
Conflagration: range reduced to 625 from 675.
Pillar of Flame: base damage reduced to 75/120/165/210/255 from 80/125/170/215/260.
V1.0.0.123:
Fixed a bug where Pyroclasm would sometimes disappear if Brand died.
V1.0.0.121:
Fixed a bug where Pyroclasm could instant-kill enemies under some circumstances.
V1.0.0.116:
Pyroclasm:
It no longer gets blocked by spell shields.
Fixed a bug where it could sometimes fizzle if there was an enemy stealthed nearby.
V1.0.0.115: Added. (Original Stats)
Sear: Brand launches a ball of fire forward that deals magic damage. If the target is ablaze, the target will be stunned for 2 seconds.
Pillar of Flame: After a short delay, Brand creates a pillar of flame at a target area, dealing magic damage to enemy units with the area. Units that are ablaze take an additional 25% damage.
Conflagration: Brand conjures a powerful blast at his target, dealing magic damage to them. If the target is ablaze, the conflagration spreads to nearby enemies.
Pyroclasm (Ultimate): Brand unleashes a devastating torrent of fire, dealing damage each time it bounces. If a target is ablaze, Pyroclasm's missile speed increases.
Blaze (Passive): Brand's spells light his targets ablaze, dealing 2% of their maximum Health in magic damage per second for 4 seconds.[/color]
Xerath Patch:
New skin: Cryocore Brand. Beware the Blue Slushie.
V1.0.0.125:
Conflagration: range reduced to 625 from 675.
Pillar of Flame: base damage reduced to 75/120/165/210/255 from 80/125/170/215/260.
V1.0.0.123:
Fixed a bug where Pyroclasm would sometimes disappear if Brand died.
V1.0.0.121:
Fixed a bug where Pyroclasm could instant-kill enemies under some circumstances.
V1.0.0.116:
Pyroclasm:
It no longer gets blocked by spell shields.
Fixed a bug where it could sometimes fizzle if there was an enemy stealthed nearby.
V1.0.0.115: Added. (Original Stats)
Sear: Brand launches a ball of fire forward that deals magic damage. If the target is ablaze, the target will be stunned for 2 seconds.
Pillar of Flame: After a short delay, Brand creates a pillar of flame at a target area, dealing magic damage to enemy units with the area. Units that are ablaze take an additional 25% damage.
Conflagration: Brand conjures a powerful blast at his target, dealing magic damage to them. If the target is ablaze, the conflagration spreads to nearby enemies.
Pyroclasm (Ultimate): Brand unleashes a devastating torrent of fire, dealing damage each time it bounces. If a target is ablaze, Pyroclasm's missile speed increases.
Blaze (Passive): Brand's spells light his targets ablaze, dealing 2% of their maximum Health in magic damage per second for 4 seconds.[/color]
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