- Quick Guide
- Author / Skins
- Item Build
- Rune, Masteries, and Summoner Spells
- Strategy and Tactics
Rune, Masteries, and Summoner Spells
Greater Quintessence of Swiftness+1.5% movement speed
Greater Mark of Magic Penetration+0.87 magic penetration
Greater Seal of Mana Regeneration+0.41 mana regen / 5 sec.
Greater Glyph of Scaling Ability Power+0.17 ability power per level (+3.06 at champion level 18)
Brand uses standard mage runes for Marks, Seals, and Glyphs. He does, however, have several good options for Quintessences. The first option is flat ability power (Greater Quintessence of Ability Power). Using three of these gives you a Doran's Ring worth of Ability power at level one (fifteen) and can help give you stronger exchanges. The only downside to flat AP is that Brand's passive, Blaze, does not have an AP ratio, and his scaling is only strong when you use all of his abilities, which won't happen often in lane.
Greater Quintessence of Movement Speed+1.5% movement speed
Movement Speed (Greater Quintessence of Movement Speed ) is another excellent Quintessence option for Brand. Movement Speed quints can give Brand a massive advantage in lane against certain characters due to his exceptional range. These runes can allow Brand to get away with free harass and give him complete control over his opponent, but I would only recommend using them if you're comfortable with Brand and know his match ups.
Greater Quintessence of Health+26 health
Flat health (Greater Quintessence of Health) quints are the final option, and give Brand a small amount of survivability. I'd recommend this to someone inexperienced with Brand, as the flat health does not scale well, but can give you an early advantage while you're getting used to the character.
- Points Available: 30 / 30
To add extra burst to his damage, I opt to go 21 in offense to add to your burst. While also going 9 in utility for that longer lasting blue buff to harrass more and extra mana/mana regain beforehand.
IgniteIgnites target enemy champion, dealing 70-410 true damage (depending on champion level) over 5 seconds and reduces healing effects on the target for the duration.
FlashTeleports your champion a short distance toward your cursor's location.
Core spell for every character. I shouldn't even have to explain this to you. A perfect example of multi functionality for both offense and defense.
Very strong in lane, but later game it's used almost entirely for the reduced healing effect. The damage is never negligible, but the damage potential and utility of other summoners outweighs ignite later in the game if the enemy team does not have direct heals/characters with strong sustain.
Ghost is fine on Brand since he's really lacking in any escapes, but I prefer something more aggressive.
I like exhaust on Brand since it functions as both an escape mechanism and an offensive spell. It gives you a free win against any character one vs one if you use it at the right time, and later in the game you can use it to peel melee characters off you or buy time for your team to help you. The only downside is the range, but that just takes some getting used to.
Teleporting into a fight as Brand is a lot less impactful than teleport ganking with other characters. If you're taking top solo then you should pick up teleport, but you should really be aiming for mid as Brand.
The Laning Phase
Brand can bully the majority of champions in lane, but is exceptional against melee carries and tanky dps. His ability to deny a zone with conflagration tends to make him strong against ranged carries as well, but his major weakness in lane is against strong crowd controllers/bursters or heavy sustaining champions. Brand lacks natural self-sustain, so he is unable to trade 1:1 with characters like Warwick, Nidalee, Udyr, or Mordekaiser. He can still win these lanes with gusto if he plays well, it's simply not an easy win like most of his match ups.
Due to Brand's passive, landing any ability is exceptionally punishing. The base damage on his spells is average, but the passive itself more than makes up for the (comparatively) lower up front damage. In conjunction with the range of his spells and his combo oriented nature, you will tend to notice people shying away from exchanges.
Once Brand gains control of the lane he excels at keeping control. Throwing a Pillar of Flame onto the creeps causes Brand's threat zone to increase from a circle around him to a circle around the creeps as well. Anyone who stands near the creeps can be harassed by Brand with very little threat of counter attack, often causing Brand's opponent to miss out on last hits because of possible punishment.
Strengths: Last Hitting
Brand's auto attack animation is exceptional; he last hits well without using mana. By spending mana, Brand can become an exceptional pusher or a precise last hitter. As Brand, you have total control of your lane and can stop or start pushing whenever you want. Keep in mind that although the animation and base damage of Brand's auto attack is excellent, the range is on the shorter side of average.
Timing and Positioning
Brand survives by using the right spells at the right time. Unlike most characters, Brand's spell effects change if the opponent had a spell cast on them previously. When disengaging from a gank, a different spell order is required than when you're attempting to control your opponents in lane or when you're team fighting. Brand must worry about his opponent's positioning more than his own to effectively utilize his spells. Brand likes to fight in chokes to force his opponents to make bad decisions about his ultimate, so make sure to capitalize on your opponents' approach.
Brand is best put middle because of his limited mobility and the difficulty that comes along with ganking middle. When you’re playing Brand there is very little you have to do when it comes to controlling your lane. Last hit your creeps, Conflagration (E) your opponent anytime they make themselves available for it, and do not go for a major exchange unless your full combo is up. If you find that you’re having trouble exchanging, do not be afraid to Sear (Q) or drop a Pillar of Flame (W) onto your opponent's creeps. If he walks near the creeps at any point in the next eight seconds, cast Conflagration (E) on the cree they're closest to.
Brand is a prime target for ganks because of his lack of an escape. If you’re getting ganked as Brand, you want to run in a manner that would force your opponents as close together as possible. Smarter opponents will have one disengage to avoid the devastating reign of a two target Pyroclasm (R), but that’s still a win for you since a single disengaged opponent means you only have to stun one target.
Brand usually doesn’t duo lane, but it’s hard to ignore the pain that the Taric/Brand lane can lay down. In this situation, you’d want Pillar of Flame (W) maxed and just follow through on any target that your Taric stuns. Make sure not to overlap stuns and always try and make sure your Pillar target is ablaze.
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