In the following Guide I will over you my insights on the Burning Vengeance.
I'm going to start off with a handy Alt Tab Guide for an fast overview,
before plunging into greater detail of this flaming Warrior.
I hope you're going to enjoy the guide and will comment and rate accordingly.
PS: For those of you who didn't get the pun in the title:
The only youtube video I found sadly is pitched up by 20%, but all the others were blocked.
Alt + Tab Mini Guide
Skills for the first levels:
1* - 2* - 3*
Can be changed depending on the enemy lane, just get all three at level three.
*vs AD: , starting with
*for Kiting: , starting with
- more AP:
*for CDR: [item_icon=Morello's Evil Tome], only if you never get Golem.
- low on gold:
*, very good item for Brand (additional MPEN)
*, can be stacked if needed
Never forget Consumables: , , ,
AoE = Area of Effect
AP = Ability Power
AP-R = Ability Power-Ratio
AD = Attack Damage
CC = Crowd Control
CD = Cooldown
CDR = Cooldown Reduction
DPS = Damage per Second
DPM = Damage per Mana
DMG = Damage
MR = Magic Resistance
MPEN = Magic Penetration
HP = Health Points
MP = Mana Points
MC = Mana Cost
fires out a relativly fast moving skill shot, which is able to stun your foe if his clothes area already set ablaze.
With a 0,65 AP ratio it's the best scaling skill of Brand, except if you hit Pillar of Flame on a burning victim.
If you get used to the range and speed of the skill shot I recommend usage of the shift modifier for instant cast at the direction of your mouse pointer via "Smart Cast".
The stun duration isn't affected by the level of the skill and with max CDR you can use it twice during the Blaze timer to stun on the second hit.
Spell Details:(based on lvl 5 ability)
CD: 6.0 sec -> 3.6 sec
MC: 50.0 mana
DPM: 4.8 dmg / mana
DPS: 40.0 dps -> 66.6 dps
AP-R: 0.65 dmg / ap
Range: ~950 (note: range on the official page is wrong, so this is a guess)
Alternativly you can max Conflagration first for reliability,
but you loose a lot of range, so I don't recommend that.
Sear is always maxed last, because it is a unreliable skill shot and
has strong enough ap scaling, also the stun duration isn't increased with additional levels.
I have to mention though that if you always have Golem Buff and/or a Elixir of Brilliance you could profit from double Sear during one duration of the Blaze debuff.
Wait ? What ? This isn't Streetfighter !
Hold on, I can explain !
All of Brand's spells have additional effects if his prey is affected by Blaze,
but you have to figure out what spell to use first to set your targets on fire,
which leads to the following combinations.
Also note that most spells on Brand have a delay,
except Conflagration which enables you to land all spells
on your target at the same time for massive burst in a split second.
I is reliable nuke on rather close range. II is not as reliable as I, but uses maximum range.
I've left out the ultimate in the combo section,
because it's really situational.
In a 1v1 fight it's mostly used as finisher,
but be aware that you can use some leftover creeps or even neutrals
(picture a melee hero fighting against the blue buff) to maximize its potential.
In team fights you fling your mighty Fireball at any squishy that
is stupid enough to stay next to another person.
Brand's Base Stats & Playing Style
Damage 51.66 (+3 / per level) Health 380 (+76 / per level) Mana 250 (+45 / per level) Move Speed 315 Armor 12 (+3.5 / per level) Magic Resist 30 (+0 / per level) Health Regen 0.9 (+0.11 / per level) Mana Regen 1.4 (+0.12 / per level) Range 550 Attack Speed 0.76
With 526 base health he is not that squishy for a caster, but with only 295 base mana he has quite a small mana pool.
Also his base armor sucks, but scales well and his magic resistance isn't increasing at all,
which makes him very squishy against casters, that's why I prefer to get a Banshee's Veil.
He has a decent movementspeed, a good range with a relativly fast projectile,
decent attack speed and decent enough damage to ensure good last hitting and harassing.
With his "long" range abilities, farming potential and usefull auto attack
you should focus on last hitting as much as possible to prevent your lane from being pushed,
while at the same time use any opportunity to harass your opponents.
If your opponent has significantly lower health than you and you are sure no enemy heroes are missing, you can position yourself aggressivly next to the enemy ranged creeps and
keep the enemy hero zoned out.
Which leads to gold and experience loss on his behalf.
During the zoning keep last hitting the creeps to prevent pushing and
harass the enemy hero every time he wants to get near his creeps.
Brand has the potential to use this tactic successfully against a huge variety of opponents,
but it can be risky, so judge wisely when to use it.
A good offense is the best defense, if you manage to successfully harass your lane and
stop pushing your chances of getting ganked successfully are quite reduced.
But if it happens try to use your Flash to escape,
at the same time bring down all your fiery magic down on them to lower their health.
Important after your Flash is on Cooldown you should be aware that you are significantly weakend !
You shouldn't play aggressive now since the ganker can either gank for Summoner spells OR for a Kill and
without Summoner spells you have a very hard time to survive.
If you managed to nuke your gankers low while surviving yourself
you may not need to return to the base,
because they fear a fiery death if they try to gank you again with low health.
During Team fights your AoE potential shines,
but you should be aware that you have no escape mechanisms or defensive tools
except one 2 second stun and that isn't going to save your ass.
In general try to stay as far behind as possible and
wait for your tank to engage the enemy team,
after that try to catch any squishy hero that is out of position
or any clustered enemies and rain sulfur and brimstone upon them.
Look out for enemy stealthers and assassins with flash like abilities
(for example: Nocturne, Evelyn, Xin Zhao)
since they will destroy you in seconds.
You pick up all you need from the Offensive tree with only 9 points,
while going deep into Utility to ensure maximum use of neutral Buffs,
Mana regeneration, Cooldownreduction, Movementspeed and Improved Summoner Spells.
[mastery_text=Burning Embers] is never worth it !
1. Standard Caster:
3x 9x 9x 9x
=> +78 hp , 8.5 mpen, +11 mp/5 at lvl 18, +5.89% cdr
Greater Glyph of Focus with masteries and these you are at 14,89% cdr from the start, which sets you near 40% with Golem buff and guarantees 40% with Golem and Elixir.
2. Magic Penetrator:
3x 9x 9x 9x
=> 14.17 mpen, +48.15 hp, 5.89% cdr
Since Brand's abilities have rather low scaling they profit alot from added magic penetration.
I'm not a fan of those guides who just post 6 items you should get by the end of the game for several reasons:
*not all games progress the same, sometimes you are midlane and can afford stuff faster sometimes you aren't, sometimes you make a mistake and get ganked, so your gold gain varies a lot.
*at the same time you will most likely never play against the same team all the time and
even if you do their team will not always get the same carries geared up.
That's why my Item build starts out step by step starting with the most reliable components
and finishing off to the most crucial and cost efficient ways to get a good AP going.
At the end there is a list of recommended items depending on the enemy team,
you have to check the enemies gear via TAB key to get a good idea of who is going for what gear,
and react accordingle, people who fail to do that will never advance in this game.
If the enemy team has zero casters a Banshee's Veil still can block some nasty spells.
After your core items it's time to hit TAB and
look out for the strengths of the enemy team and react accordingly:
this item offers all you need: Mana, Health and Magic Resist
and on top of that a free spell blocked every 45 seconds.
*vs AD: , starting with
tired of getting jumped or focus fired, get this wonderfull item and
grin at the enemy team while you sit there as a golden Buddha statue
waiting for your cooldowns to refresh
*for Kiting: , starting with
need some Health and the ability to hit and run, here you go !
- more AP:
if the enemy team stacks Magic Resist this is your best friend.
After the patch it's quite viable, but it's still a supporter item,
so maybe your supporter should get one,
also remember Spell Vamp is only 1/3 as powerfull on AoE Spells.
The 15% cooldown reduction is almost wasted,
unless you never have a blue ring around your feet and the range of the activation is quite low,
but with decent AP and Magic Penetration you can blast your opponents in half.
(*for CDR: [item_icon=Morello's Evil Tome], only if you never get Golem.)
Could be usefull if you share the Golem Buff with another AP Carry,
or have no Runes or Masteries yet.
If you are literally melting faces this is your best guess,
coupled with a Rabadon's Deathcap you sit at over 500 AP with two items alone !
- low on gold:
this item is magnificent for only 1485 gold you get 200 HP 25 AP and 20 MPEN, which is all wonderful.
if you are desperate and get ganked a lot the 100 extra hp and
mana reg can improve your staying power, but I'd recommend Haunting Guise
for 765 gold this is a fast and usefull item if you are low on gold.
Upgrading to a Will of the Ancients might not be worth it,
depending on your teams composition.
I don't recommend Mana Potion, because 40 gold for 100 mana isn't enough.
Summoner Abilities & General Gameplay Tips
Summoner Spells: + or or
Reasoning: Flash is an absolute must have for any Carry to get out of tight situations
or to close the gap for a kill. Ghost is similiar to Flash, but has it's weaknesses against a CC heavy team. Ignite is golden coupled together with your Blaze to finish off people and prevent healing. Exhaust can be usefull if you get jumped alot, change masteries accordingly.
Every other summoner spell isn't worth it in my humble opinion.
If you play in a team you might want to pick up Teleport
to quickly swap lanes and protect towers or teammates,
but all the other spells aren't worth it and getting them hurts your survivability.
- always improve your awareness of whats happening all over the map.
- watch the minimap as often as possible,
without affecting your last hitting or general gameplay too much.
- watch the enemies ITEMS via TAB, also check for Creepstats and
kills to predict which of their Carries is going to get the most gear.
- watch for missing persons, if the other lanes are focusing
a lot on their lane they might not have time to write "miss"
don't blame a death by a gank on them, because it was actually your fault:
* you didn't watch the minimap
* you pushed your lane too far to the enemy side
- try to report misses at all time.
- if there is a jungler try to imagine what route he will go and predict
at which time he is about to gank, for example:
*A 'good' and 'risk-loving' Shaco starts dual Golems and
follows up with Red Buff working his way to blue buff,
he is going to gank right after that (as soon as Shaco hits level 4).
*A Warwick on the other hand will pose no real threat until level 6.
- try to predict the movement and playstyle of your opponent(s) in the lane,
try to figure out if they are more passive or aggressive and if they are good or newer players.
- recognize situations correctly and punish enemies mistakes, for example:
*Nidalea (Tiger Form) uses Pounce to get to your ranged creeps,
you now have exactly 3 seconds to punish her for that overextending.
- watch mana and health bars on as many enemies as you can,
if top lane is missing in action and has next to no mana
he most likely poses no threat to the other lanes.
- know the summoner spells of your allies and your foes and try to remember their cooldowns.
- play aggressive if your Flash is up, play defensiv if your Flash is down.
- try to harass enemies with global abilities like Twisted Fate,
Pantheon and Shen so it's less likely they can just port over
to another lane and start ganking, your allies will thank you.
- buy wards and oracles if needed, don't get pissed off,
because your team won't do it for you, wards pay themselves almost always.
- know the crucial ward spots and when to place wards there (I hope there is a guide for that)
- if you play in solo, say "hello" during the champion selection and
tell them what you are going to play. Don't instantly 'log in',
because you might have to change your Champion.
- try to ask for a balanced team (1 tank 2 AD 2 AP for example)
if they refuse don't be angry and try to change your Champion instead.
- try to give advice in a friendly tone, most people don't like to be told what to do,
*don't say: "Lol AD Kog Maw is shit, play AP instead noob !"
*try to say: "Hey you might want to check out AP Kog'Maw,
stack some Magic Penetration and you'll be fine !"
Okay that's about it for now, the last few ones really matter a lot in solo queue.
I tend to be a stupid rage kid (at the age of 24) and it really has an impact on the game,
if you start raging at your team they will loose interest,
focus and fun which all leads to an overall weaker performance of the team.
You don't need to say that you are carrying them, because if you really do,
most likely the enemy team will point that out after you won :)
Guide Changelog & Brand Patchnotes & Credits
#17.04.2011: Started working on the Guide.
#18.04.2011: Guide almost complete, going to bed now :)
#19.04.2011: Added General Gameplay and changed some formatting
#20.04.2011: Changed Skill Order and integrated Skill Builder for better looks.
#ca. 14.04.2011: Brand has been released.
-to Riot for League of Legends
-to Leaguecraft for this awesome site
-to QrOp for first constructive criticism in the comments :)
-to bodanger for showing me the trick with the Skill builder !
-to all upvoters
-to all constructive critics