VRC.LOL

Game patch 26.20Data Dragon 16.20.1

Reference patch 16.20.1

Brand

the Burning Vengeance

Brand is a spell-focused champion who plays around range, cooldowns and controlled areas. This overview keeps the explanation practical and leaves patch-sensitive numbers to Riot's structured data and the current in-game tooltip.

SupportMostly magic damageRanged attacks
Usual roleSupport
ClassMage · Support
DifficultyMedium · 4/10
Basic attacksRangedRanged basic attacks · 550 range.
Damage profileMostly magic damageMost normal kit pressure is magic. Magic resistance may help, but control, penetration and true damage still matter.
Reference patch16.20.1

Strengths and limits

What Brand does well, and what can go wrong

These are kit-level patterns, not a promise that every lane or matchup plays the same way.

Good patterns

  • Uses spells to shape space, punish predictable movement or control an approach.
  • Can create value through control, protection, setup or pressure that does not depend only on personal gold.
  • Ranged basic attacks can contribute without entering melee distance when spacing is preserved.

Limits to respect

  • Important pressure falls while key spells are unavailable or miss their intended area.
  • Reduced income makes item timing and safe cooperation more important than on a solo-lane carry.

Riot ally tips

Use these while learning the champion
1

You can deter enemies from standing near their minions by setting them ablaze, due to Conflagration.

2

You can use Brand's abilities in a variety of combinations to maximize his damage in different situations.

3

Pyroclasm bounces randomly between enemies, so try to cast it on a small group of enemies if you want to hit the same target multiple times.

Riot opponent tips

What an opponent is told to watch for
1

Brand must land an ability before his combo is able to get started. Dodging his Sear or Pillar of Flame will disrupt his rhythm.

2

Try to move away from allies when you see Pyroclasm being cast. The initial missile speed is slow, which should give your team time to react.

3

Brand's passive allows him to excel against teams that cluster together. Be sure to split up against him.

Source boundaryTip text and kit data come from Riot Data Dragon 16.20.1. VRC.LOL’s strength and limit summaries are independently written.

Practical champion reading

How to read Brand in a real fight

Use these patterns to ask better questions before choosing an item, target or commitment. They describe the kit, not a guaranteed result.

Damage delivery

Primarily magic pressure

Magic resistance can reduce the broad spell profile, but positioning and cooldown tracking still decide whether the important abilities connect.

Fight rhythm

One short window carries much of the threat

Track the key setup and highest-impact cooldown. A missed or blocked opening can create a safer window before the full rotation returns.

Range and access

Spacing protects repeated output

Ranged attacks are useful only while a safe line to the target remains. Flanks, hard control and blocked escape routes can remove that advantage quickly.

Typical team job

Enable allies and control access

Protection, setup and information can matter more than personal damage. Position so the next useful spell can reach the ally or target that needs it.

Control check

Identify the exact movement restriction

Tenacity can shorten only eligible control. Displacements, airborne effects and repeated slows need their own positioning, blocking or movement answer.

Protection and sustain

Do not buy a counter that has no target

Reserve anti-heal and anti-shielding for a visible problem in the full team composition; they are not default answers to every champion.

Resource pattern

Mana and cooldowns both matter

A spell being available does not mean the complete sequence is sustainable. Watch the resource bar as well as the setup and escape cooldowns.

Read the whole teamThe same champion can create a different problem after changing role, items or allies. Re-check the visible match before committing to a defensive answer.

Defensive item reference

What can help against Brand?

Start with the threat that is actually affecting the match. These are conditional comparisons, not an automatic counter build.

Pre-game choices
DEFENSIVE BOOTS

Mercury's Treads usually fit better

Magic resistance addresses the broad damage profile, while Tenacity can shorten reducible control.

Choose Plated Steelcaps instead only when physical basic attacks from this champion or the rest of the team are the larger repeated threat.
Reducible controlSlowsHealth-scaling or true damage
MAGIC DEFENCE

Magic defence

Kaenic Rookern · Force of Nature

Magic resistance can reduce the broad spell profile.

Choose a role-appropriate option only when repeated or burst magic damage is the problem.
CONTROL AND ONE KEY SPELL

Control and one key spell

Mercury's Treads · Quicksilver Sash · Banshee's Veil · Edge of Night

Tenacity and a removable-control active can help against the relevant disabling effects.

Check the current tooltip and whether the exact effect can be shortened, removed or blocked.
REPEATED SLOWS

Repeated slows

Boots of Swiftness

Slow resistance can be more useful than Tenacity when repeated slowing strength is the main problem.

It gives no armour or magic resistance, so compare the rest of the opposing team.
BURST WINDOW

Burst window

Zhonya's Hourglass · Banshee's Veil · Edge of Night

Stasis or a spell shield can deny one decisive engage or spell when the item fits the build.

These do not replace positioning, vision or ordinary durability.
HEALTH-SCALING OR TRUE DAMAGE

Health-scaling or true damage

Shields · sustain · positioning · exact resistance check

Raw health or one resistance may be incomplete against percent-health, missing-health or true-damage mechanics.

Read the current ability tooltip before choosing defence; these mechanics do not all use the same counter.
Player decidesChampion identity is a starting point, not an automatic purchase. Compare the full opposing team, current item tooltips and the problem that is actually deciding fights. Never buy two completed pairs of Boots.

Normal Draft and Ranked role map

Where Brand fits on Summoner's Rift

Each lane is assessed separately. Open a role to reach its queue-specific build and matchup preparation.

TopUnestablished route

Historical reference. Recommendation review pending. Brand is normally played Support and does not currently have a reviewed Top route. Top usually needs independent laning, durable trading or reliable side-lane pressure. Treat this as a deliberate experiment, not a standard recommendation.

Review this role
JungleSecondary

Historical reference. Recommendation review pending. Brand Jungle is a reviewed secondary role. His passive helps clear camps and pressure objectives, while his ranged crowd control supports ganks. It is less common than Support, so check that the team still has reliable front line and early map control.

Review this roleOpen matchup
MidSecondary

Historical reference. Recommendation review pending. Brand has a secondary role listed in this historical reference. It is less common than the primary roles, but it has a recognisable role-specific plan.

Review this roleOpen matchup
BotExperimental route

Historical reference. Recommendation review pending. Brand Bot is a player-chosen AP carry strategy. His burn and crowd control can pressure a duo lane, but the team may need sustained physical damage from another role.

Review this roleOpen matchup

Situational AP purchase

When should you buy anti-heal?

Buy healing reduction when enemy healing or regeneration is deciding fights and you can keep damaging the relevant target. Grievous Wounds reduces healing; it does not reduce shields, magic damage or crowd control.

Start with the component

Oblivion Orb can provide healing reduction without immediately paying for a completed Morellonomicon. Fit the component around your core damage, mana and survival needs; check the current queue's item tooltip.

Finish when it fits the fight

Complete Morellonomicon when its stats and slot efficiency suit your build. Do not treat it as a mandatory first item just because your champion deals magic damage.

Coordinate coverage

Multiple Grievous Wounds sources do not add their percentages together. Another reliable applier may cover the same target, but you may still need your own source for a separate fight or target.

Repeated spell damage and damage over time can maintain coverage more reliably than a single hit. Match the purchase to your actual spell access, enemy sustain and the teammates who can apply the debuff.

Will the fight last long enough?

If you die before dealing damage, you apply no healing reduction. If your target dies before healing, there is little healing to prevent. The debuff applies on qualifying damage immediately; it does not need to build up. It remains briefly after your last hit, so teammates can benefit even after you disengage.

Only healing during the active debuff counts. For example, 40% reduction prevents 80 of a 200-point heal, or 400 of a 1,000-point heal, before other modifiers. Compare that with the damage, penetration or survival you delayed; neither example guarantees a kill. Healing after the debuff expires is unaffected.

See the Oblivion Orb and Morellonomicon references for current effects and queue availability. These are situational decisions, not a measured best-build claim.

Kit reference

Brand abilities

Ability names, descriptions and numeric fields come from Riot Data Dragon. Practical reads are independently written; the current in-game tooltip remains authoritative.

Abilities Data Dragon 16.20.1Cooldown / Cost / Range Data Dragon 16.20.1
P
Passive

Blaze

What it doesBrand's spells light his targets ablaze, dealing damage over 4 seconds, stacking up to 3 times. If Brand kills an enemy while it is ablaze he regains mana. When Blaze reaches max stacks on a Champion or large monster, it becomes unstable. It detonates in 2 seconds, applying spell effects and dealing massive damage in an area around the victim.

Practical readBlaze is an automatic part of the kit involving damage. Track when its condition is active instead of treating every fight the same way.

Q
Q ability

Sear

What it doesBrand launches a ball of fire forward that deals magic damage. If the target is ablaze, Sear will stun the target.

Practical readSear contributes hard crowd control and damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

Cooldown8/7.5/7/6.5/6 secCost70Listed range1050 units
W
W ability

Pillar of Flame

What it doesAfter a short delay, Brand creates a Pillar of Flame at a target area, dealing magic damage to enemy units within the area. Units that are ablaze take an additional 25% damage.

Practical readPillar of Flame contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

Cooldown10/9.5/9/8.5/8 secCost60/70/80/90/100Listed range900 units
E
E ability

Conflagration

What it doesBrand conjures a powerful blast at his target that spreads to nearby enemies, dealing magic damage. If the target is ablaze, Conflagration's spread is doubled.

Practical readConflagration contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

Cooldown13/12/11/10/9 secCost90Listed range625 units
R
Ultimate

Pyroclasm

What it doesBrand unleashes a devastating torrent of fire that bounces up to 5 times off of Brand and nearby enemies, dealing magic damage to enemies each time bounce. Bounces prioritize stacking Blaze to max on Champions. If a target is ablaze, Pyroclasm will briefly slow them.

Practical readPyroclasm contributes a slowing effect and damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

Cooldown100/90/80 secCost100Listed range750 units

Levels 1–18

Brand · Health / Mana · Abilities

Base values exclude items, runes, temporary buffs and mode-specific modifiers. Cooldowns are the listed base cooldown before ability haste.

Level 1570 Health469 Mana
Level 3725 Health500 Mana
Level 6985 Health552 Mana
Level 111,491 Health653 Mana
Level 162,090 Health773 Mana
Level 182,355 Health826 Mana

Cooldown Data Dragon 16.20.1

Q
Basic abilitySear

Can receive its first point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

Rank 18 secRank 27.5 secRank 37 secRank 46.5 secRank 56 sec
W
Basic abilityPillar of Flame

Can receive its first point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

Rank 110 secRank 29.5 secRank 39 secRank 48.5 secRank 58 sec
E
Basic abilityConflagration

Can receive its first point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

Rank 113 secRank 212 secRank 311 secRank 410 secRank 59 sec
R
UltimatePyroclasm

First rank becomes available at level 6; later ranks normally become available at levels 11 and 16.

Rank 1100 secRank 290 secRank 380 sec
Open every levelHealth and mana from level 1 to 18
LevelHealthManaAbility milestone
1570469 ManaChoose the first basic ability
2646484 ManaAdd another basic ability or rank
3725500 ManaAdd another basic ability or rank
4808517 ManaSpend one ability point
5894534 ManaSpend one ability point
6985552 ManaFirst ultimate rank normally available
71,079571 ManaSpend one ability point
81,176590 ManaSpend one ability point
91,278611 ManaSpend one ability point
101,383632 ManaSpend one ability point
111,491653 ManaSecond ultimate rank normally available
121,604676 ManaSpend one ability point
131,720699 ManaSpend one ability point
141,839723 ManaSpend one ability point
151,963748 ManaSpend one ability point
162,090773 ManaFinal ultimate rank normally available
172,221799 ManaSpend one ability point
182,355826 ManaSpend one ability point
How the numbers are calculatedLevel values use Riot Data Dragon 16.20.1 base and growth statistics with League’s non-linear champion-stat growth curve. Queue starting levels can differ: Normal Draft and Ranked normally begin at level 1, while ARAM and Swiftplay use faster starting rules.

Choose the next question

Turn the profile into a pre-game plan

Choose a queue-aware build, compare a lane opponent, or return to the full champion library.

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