Arrr, VRC.LOL

Game patch, matey 26.20Data Dragon 16.20.1

Arrr, reference patch 16.20.1

Brand

the Burning Vengeance

Brand be a spell-focused champion who plays 'round range, cooldowns and controlled areas. This overview keeps th' explanation practical and leaves patch-sensitive numbers to Riot's structured data and th' present in-battle tooltip.

SupportArrr, mostly magic damageArrr, ranged attacks
Arrr, usual roleSupport
ClassArrr, mage · Support
DifficultyArrr, medium · 4/10
Arrr, basic attacksRangedArrr, ranged basic attacks · 550 range.
Arrr, damage profileArrr, mostly magic damageMost normal kit pressure be magic. Magic resistance may lend a hand, but control, penetration and true damage still matter.
Arrr, reference patch16.20.1

Arrr, strengths and limits

What Brand does well, and what can go wrong

These be kit-level patterns, nay a promise that every course or matchup plays th' same way.

Arrr, good patterns

  • Arrr, uses spells to shape space, punish predictable movement or control an approach.
  • Can create value through control, protection, setup or pressure that does nay depend only on personal doubloons.
  • Ranged basic attacks can contribute without entering melee distance when spacing be preserved.

Arrr, limits to respect

  • Fit fer th' captain's eye pressure falls while key spells be overboard or miss their intended area.
  • Reduced income makes gear timing and seaworthy cooperation more booty fit fer th' captain's eye than on a solo-course carry.

Arrr, riot ally tips

Use these while learning th' champion
1

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

2

Ye can use Brand's tricks in a variety o' combinations to maximize his damage in different situations.

3

Pyroclasm bounces randomly betwixt enemies, so try to cast it on a small group o' enemies if ye want to hit th' same target multiple times.

Riot foe tips

What an foe be told to watch fer
1

Brand must land an trick afore his combo be able to get started. Dodging his Sear or Pillar o' Flame will disrupt his rhythm.

2

Try to move astern from crewmates when ye see Pyroclasm being cast. Th' initial missile speed be slow, which should give yer crew time to react.

3

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

Arrr, source boundaryTip text and kit data come from Riot Data Dragon 16.20.1. VRC.LOL’s strength and limit summaries be independently written.

Arrr, practical champion reading

Arrr, how to read Brand in a real fight

Use these patterns to ask better questions afore choosing an gear, target or commitment. They describe th' kit, nay a promised result.

Arrr, damage delivery

Arrr, primarily magic pressure

Magic resistance can reduce th' broad spell profile, but positioning and cooldown tracking still decide whether th' fit fer th' captain's eye tricks connect.

Arrr, fight rhythm

One short window carries much o' th' threat

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

Arrr, range and access

Arrr, spacing protects repeated output

Ranged attacks be useful only while a seaworthy line to th' target remains. Flanks, hard control and blocked escape routes can remove that advantage quickly.

Typical crew job

Enable crewmates and control access

Protection, setup and ship's intelligence can matter more booty than personal damage. Position so th' next aboard useful spell can reach th' ally or target that needs it.

Control inspect

Identify th' exact movement restriction

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

Arrr, protection and sustain

Do nay buy a counter that has no target

Reserve anti-heal and anti-shielding fer a visible problem in th' full crew composition; they be nay default answers to every champion.

Arrr, resource pattern

Arrr, mana and cooldowns both matter

A spell being available does nay mean th' shipshape sequence be sustainable. Watch th' resource bar as well as th' setup and escape cooldowns.

Read th' whole crewTh' same champion can create a different problem after changing role, gear or crewmates. Re-inspect th' visible clash afore committing to a defensive captain's answer.

Defensive gear reference

What can help against Brand?

Set sail wit' th' threat that be actually affecting th' clash. These be conditional comparisons, nay an automatic counter loadout.

Pre-battle choices
Arrr, dEFENSIVE BOOTS

Mercury's Treads most often fit better

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

Pick Plated Steelcaps instead only when physical basic attacks from this champion or th' rest o' th' crew be th' larger repeated threat.
Arrr, reducible controlSlowsHull-scaling or true damage
Arrr, mAGIC DEFENCE

Arrr, magic defence

Kaenic Rookern · Force o' Nature

Magic resistance can reduce th' broad spell profile.

Pick a role-appropriate option only when repeated or burst magic damage be th' problem.
Arrr, cONTROL AND ONE KEY SPELL

Arrr, control and one key spell

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

Tenacity and a removable-control active can lend a hand agin' th' relevant disabling effects.

Inspect th' present tooltip and whether th' exact effect can be shortened, removed or blocked.
Arrr, rEPEATED SLOWS

Arrr, repeated slows

Arrr, Boots of Swiftness

Slow resistance can be more booty useful than Tenacity when repeated slowing strength be th' main problem.

It gives no armour or magic resistance, so compare th' rest o' th' opposing crew.
Arrr, bURST WINDOW

Arrr, burst window

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

Stasis or a spell shield can deny one decisive engage or spell when th' gear fits th' loadout.

These do nay replace positioning, vision or ordinary durability.
Arrr, hEALTH-SCALING OR TRUE DAMAGE

Hull-scaling or true damage

Shields · sustain · positioning · exact resistance inspect

Raw hull or one resistance may be incomplete agin' percent-hull, lost overboard-hull or true-damage mechanics.

Read th' present trick tooltip afore choosing defence; these mechanics do nay all use th' same counter.
Sailor decidesChampion identity be a starting point, nay an automatic purchase. Compare th' full opposing crew, present gear tooltips and th' problem that be actually deciding fights. Ne'er buy two completed pairs o' Boots.

Normal Draft and Ranked role sea chart

Where Brand fits on Summoner's Rift

Each course be assessed separately. Unfurl a role to reach its queue-specific loadout and matchup preparation.

TopUnestablished course

Old chart, matey. Recommendations await inspection. Brand be normally played Support and does nay currently have a reviewed Top course. Top most often needs independent laning, durable trading or reliable side-course pressure. Treat this as a deliberate experiment, nay a standard recommendation.

Inspect this role
JungleSecond berth

Old chart, matey. Recommendations await inspection. Brand Jungle be a reviewed secondary role. His passive helps clear th' deck camps and pressure prizes, while his ranged crowd control supports ganks. It be less common aboard than Support, so inspect that th' crew still has reliable front line and early sea chart control.

Inspect this roleUnfurl matchup
MidSecond berth

Old chart, matey. Recommendations await inspection. Brand has a secondary station in this historical log, matey. It be less common than the main stations, but has a recognisable plan for that station.

Inspect this roleUnfurl matchup
BotExperimental course

Old chart, matey. Recommendations await inspection. Brand Bot be a sailor-chosen AP carry strategy. His burn and crowd control can pressure a duo course, but th' crew may need sustained physical damage from another role.

Inspect this roleUnfurl matchup

Arrr, Situational AP purchase

Arrr, When should you buy anti-heal?

Arrr, 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.

Arrr, Start with the component

Arrr, 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.

Arrr, Finish when it fits the fight

Arrr, 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.

Arrr, Coordinate coverage

Arrr, 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.

Arrr, 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.

Arrr, Will the fight last long enough?

Arrr, 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.

Arrr, 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.

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

Arrr, kit reference

Brand tricks

Trick names, descriptions and numeric fields come from Riot Data Dragon. Practical reads be independently written; th' present in-battle tooltip remains authoritative.

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

Blaze

Arrr, what it doesEnglishBrand'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.

Arrr, practical readBlaze be an automatic part o' th' kit involving damage. Track when its condition be active instead o' treating every fight th' same way.

Q
Q trick

Sear

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

Arrr, practical readSear contributes hard crowd control and damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.

CooldownArrr, 8/7.5/7/6.5/6 secCost70Arrr, listed rangeArrr, 1050 units
W
W trick

Pillar of Flame

Arrr, what it doesEnglishAfter 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.

Arrr, practical readPillar o' Flame contributes damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.

CooldownArrr, 10/9.5/9/8.5/8 secCost60/70/80/90/100Arrr, listed rangeArrr, 900 units
E
E trick

Conflagration

Arrr, what it doesEnglishBrand 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.

Arrr, practical readConflagration contributes damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.

CooldownArrr, 13/12/11/10/9 secCost90Arrr, listed rangeArrr, 625 units
R
Ultimate

Pyroclasm

Arrr, what it doesEnglishBrand 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.

Arrr, practical readPyroclasm contributes a slowing effect and damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.

CooldownArrr, 100/90/80 secCost100Arrr, listed rangeArrr, 750 units

Arrr, levels 1–18

Brand · Health, arr / Mana, arr · Tricks

Base values exclude gear, runes, temporary buffs and mode-specific modifiers. Cooldowns be th' listed base cooldown afore trick haste.

Arrr, level 1570 Health, arr469 Mana, arr
Arrr, level 3725 Health, arr500 Mana, arr
Arrr, level 6985 Health, arr552 Mana, arr
Arrr, level 111,491 Health, arr653 Mana, arr
Arrr, level 162,090 Health, arr773 Mana, arr
Arrr, level 182,355 Health, arr826 Mana, arr

Cooldown Data Dragon 16.20.1

Q
Basic trickSear

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

Arrr, rank 1Arrr, 8 secArrr, rank 2Arrr, 7.5 secArrr, rank 3Arrr, 7 secArrr, rank 4Arrr, 6.5 secArrr, rank 5Arrr, 6 sec
W
Basic trickPillar of Flame

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

Arrr, rank 1Arrr, 10 secArrr, rank 2Arrr, 9.5 secArrr, rank 3Arrr, 9 secArrr, rank 4Arrr, 8.5 secArrr, rank 5Arrr, 8 sec
E
Basic trickConflagration

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

Arrr, rank 1Arrr, 13 secArrr, rank 2Arrr, 12 secArrr, rank 3Arrr, 11 secArrr, rank 4Arrr, 10 secArrr, rank 5Arrr, 9 sec
R
UltimatePyroclasm

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

Arrr, rank 1Arrr, 100 secArrr, rank 2Arrr, 90 secArrr, rank 3Arrr, 80 sec
Unfurl every levelHull and mana from level 1 to 18
RankHealth, arrMana, arrTrick milestone
1570469 Mana, arrPick th' first aboard basic trick
2646484 Mana, arrStow another basic trick or rank
3725500 Mana, arrStow another basic trick or rank
4808517 Mana, arrSpend one trick point
5894534 Mana, arrSpend one trick point
6985552 Mana, arrFirst aboard ultimate rank normally available
71,079571 Mana, arrSpend one trick point
81,176590 Mana, arrSpend one trick point
91,278611 Mana, arrSpend one trick point
101,383632 Mana, arrSpend one trick point
111,491653 Mana, arrArrr, second ultimate rank normally available
121,604676 Mana, arrSpend one trick point
131,720699 Mana, arrSpend one trick point
141,839723 Mana, arrSpend one trick point
151,963748 Mana, arrSpend one trick point
162,090773 Mana, arrArrr, final ultimate rank normally available
172,221799 Mana, arrSpend one trick point
182,355826 Mana, arrSpend one trick point
How th' numbers be calculatedLevel values use Riot Data Dragon 16.20.1 base and growth statistics wit' 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.

Pick th' next aboard query

Turn th' profile into a pre-battle course

Pick a queue-aware loadout, compare a course foe, or return to th' full champion library.

Unfurl Brand buildsArrr, prepare a matchupArrr, browse champions