Brand Build Guide

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Ready to set the world on fire?

written by stevereimon

Brand Build



Table of Contents

  • Intro

    Thats my second Guide that i made this week so i have to starting telling you guyz that Brand In my hands can not fail,why? The farming abillity of brand is way to damn good to fail with him the damage and the combos are ALWAYS active even if you want to farm. As a combo thou caster the items makes the ideal brand in the game. Some will start with the rears of the godess but if they do the will finish with the tears of the payers couse the build was reversed somehow and the wrong stuff took place with the most wrong way that the human mind can think of. I really can start play brand in a game like 0/4/3 at 15-20mins but till the end of the game i am like 17/8/23, that sounds like you have slain an enemy, double kill!, triple kill!,quadra kill! OMG penta kill! ACE BABY.

    -There is a huge possibility to upload some videos to make this guide even better and i'll keep updating it atleast once per week for new stuff and ofc to make those guides a nice tool for those who wanna deal with the awesomness of Karthus and Brand.

  • Abilities

    Blaze
    Brand's spells light his targets ablaze, dealing 2% of their maximum Health in magic damage per second for 4 seconds. (Max: 80 damage vs. Monsters)

    This is Brand's combo key. I maybe not perfect at math but the % dmg for some seems to be lame but for me its just an ublockable damaging skill , for exaple (HP x 0.02) per second for 4 seconds. So if they have 500 HP, you will deal 10 damage per second, and if they have 3000 HP, you will deal 60 damage per second.(the correction made by SCRASAUS)


    Sear
    Brand launches a ball of fire forward that deals magic damage. If the target is ablaze, Sear will stun the target for 2 seconds.
    Brand launches a ball of fire forward that deals 80/120/160/200/240 (+0.65) magic damage.

    If the target is ablaze, Sear will stun the target for 2 seconds.

    Cost
    50/50/50/50/50 Mana
    Range
    25000

    This is the brand's skillshot which you will must to have a clear spot to cast it otherwish a minion or another enemy will block it. The trick with this spell is that you can deal lots of damage and if the target is ablazed then he got a stun because you are awesome.

    Another thing is that gives no AOE capabilities so you have to practise it for last hits or stun.


    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.
    After a short delay, Brand creates a pillar of flame at a target area, dealing 80/125/170/215/260 (+0.6) magic damage to enemy units within the area.

    Units that are ablaze take an additional 25% damage from Pillar of Flame.

    Cost
    70/80/90/100/110 Mana
    Range
    900

    OK, thats the brand's rape tool ,once the target is ablazed you deal 25% more damage according your base spell damage and the AP ratio. But since Brand is a combo dude you also have to build him with combo items to get the best out of it.


    Conflagration
    Brand conjures a powerful blast at his target, dealing magic damage to them. If the target is ablaze, Conflagration spreads to nearby enemies.
    Brand conjures a powerful blast at his target, dealing 70/105/140/175/210 (+0.55) magic damage.

    If the target is ablaze, Conflagration spreads to nearby enemies.

    Cost
    60/65/70/75/80 Mana
    Range
    675

    This is the spell which i start with. I dont wanna take pilars couse it has kinda rare chances to hit the target and lets not forget that its cost mana, atleast more than the 3 basic spells.


    Pyroclasm
    Brand unleashes a devastating torrent of fire, dealing magic damage each time it bounces. If a target is ablaze, Pyroclasm's missile speed increases.
    Brand unleashes a devastating torrent of fire, dealing 150/250/350 (+0.5) magic damage each time it bounces up to 5 bounces.

    If a target is ablaze, Pyroclasm's missile speed increases.

    Cost
    100/150/200 Mana
    Range
    750

    Into the enternal pit of fire you will burn Brand should say everytime he cast this AWESOME ULTY. This spell has a fair CD and a nice damage as well but there is only one trick with it, if you want to start nuking the enemy you have to start with ulty but the speed of it makes it fail if the targets will split up , the range of jumps after the cast are limited,but if you got it right then you know what happent next!


  • Combo Mechanics

    I will teach you how to think like a cunning dude here(for more cunning kiny suff you may see my other guide"Karthus like a boss AP killer")the key to success is to be or become a clever devil so this is how you have to play brand or any other champ

    I start with Conflagration just for the fact that i want a lock on spell and not an area or whatever spell. So the thing goes:

    1.Sear is a spell tha scales whit AP good enough to worry about but you are casting it just like ALL other skillshots, take the right position aim,scream and fire it(the screaming part you might skip it ,couse you will be a more enthusiastic than socialy acceptable person XD)

    2.Remember that every spell of yours will trigger you passive so its best for you to delay the combo by 1 second, thats has as a result to brutaly rape the enemy and make him love it just every time you do him :)(my humor is beyond the limit of stupidity)

    3.Finally the order of your spells wont matter at all besides your going to kill him so the only think to do is just to take the right mapa position for you sear and if you are going to get some issues the cast conlfagration and the sear to sto stun the enemy.

  • Strategy & Tactics

    Its time to deal with this one, so pay attention and you will see.....


    Strategy, a word of military origin, refers to a plan of action designed to achieve a particular goal. In military usage strategy is distinct from tactics, which are concerned with the conduct of an engagement, while strategy is concerned with how different engagements are linked. How a battle is fought is a matter of tactics: the terms and conditions that it is fought on and whether it should be fought at all is a matter of strategy, which is part of the four levels of warfare: political goals or grand strategy, strategy, operations, and tactics. Building on the work of many thinkers on the subject, one can define strategy as "a comprehensive way to try to pursue political ends, including the threat or actual use of force, in a dialectic of wills – there have to be at least two sides to a conflict. These sides interact, and thus a Strategy will rarely be successful if it shows no adaptability."

    In game theory, a strategy refers to one of the options that a player can choose. That is, every player in a non-cooperative game has a set of possible strategies, and must choose one of the choices.

    A strategy must specify what action will happen in each contingent state of the game—e.g. if the opponent does A, then take action B, whereas if the opponent does C, take action D.

    Strategies in game theory may be random (mixed) or deterministic (pure). That is, in some games, players choose mixed strategies. Pure strategies can be thought of as a special case of mixed strategies, in which only probabilities 0 or 1 are assigned to actions.


    For the tactics we will use the military version of it.

    Military tactics, the art of organizing an army, are the techniques for using weapons or military units in combination for engaging and defeating an enemy in battle. Changes in philosophy and technology over time have been reflected in changes to military tactics. In current military thought, tactics are the lowest of three planning levels, involving small units up to a few hundred personnel. The highest tier of planning is the strategy, which is concerned with the overall means and plan for achieving a long-term outcome. An intermediate level, which converts the strategy (high level) into tactics (low level) is the operational level that deals with formations of units.

    Military tactics are at once both a science and an art. There are basic principles which — if followed — at least lend competency, 'battle drills' which try to promote automatic responses to given situations, and dozens of guides and instructions that have been written over the centuries.

    For some, tactics are instinctive. Sometimes they can be taught. At its heart, tactics is a shifting amalgam of psychology, physics, and statistics.

    Some practices have not changed since the dawn of warfare: ambushes, seeking and turning flanks, maintaining reconnaissance, creating and using obstacles and defences, etc. Using ground to best advantage has not changed much either. Heights, rivers, swamps, passes, choke points, and natural cover, can all be used in multiple ways. Before the nineteenth century, many military tactics were confined to battlefield concerns: how to maneuver units during combat in open terrain. Nowadays, specialized tactics exist for many situations, for example for securing a room in a building.

    What does change constantly is the technological dimension, as well as the sociology of combatants. One might wish to reflect on the differences in the technology and society that produced such different types of soldier or warrior as the Roman Legionary, the Medieval Knight, the Turk-Mongol Horse Archer, the Chinese Crossbowman, the British Redcoat, or an Air Cavalry trooper. Each, constrained by his weaponry, logistics and his social conditioning, would use a battlefield differently, but would usually seek the same outcomes from their use of tactics.


    (If you may think that this wont help you are wrong this is what you need to get the game going to Your Victory.)

  • Items

    is the first item to take so lets say that you have AP runes and MPEN and you will do fine till you go back. Next comes the if you dont have the money to buy something better. is what you need at the first place then you need to build this item is the first combo supporting staff you need, its very expencive so i recomend to buy the parts like so: from the cheapest to the more expencive.

    By casting your E you will be able then to cast pillars of flames and then ulty. Aftrewards comes the with this item you will have the farming an easy think and the damage high, just remember that if you cant kill atleast FARM to get . The zhonya will give you the protection from certain death but i use it for a to close to the enemy burst tha ia need CD refreshment.

    Next comes YEAH OK CHILL mana is important for all casters even for vlad(seriously i've seen a dude taking Archangels on vlad + Leviathan) but you have to take AP first not mana to secure a heavy metal AWESOME damage before you go on mana stack. The rest of the items should be on you hands.(Just remember that you have and a team at your side so you will support your team just like they will support you). An alter build is to take mana stack items likes with[item_icon=Morello's Evil Tome] will give you mana as needed if you likr ofc and a pretty decent mana regen.

    I will not recomend the .There two reasons not to take this shity item:

    1.You will get foced every time and you have to run back to keep the stack high and your team will die 'cause of this.

    2.The assists will give you some boost on your ap if you can't take any kill 'till that happent you must join the teamfight last and your team needs the FULL damage AOE output of your champ right away so yes this item sucks.

    You can take tho and [item_icon=Morello's Evil Tome] to have a nice and decent CDR but the damage will drop significaly.

    Just remeber that you need combo items to use slow CDR and or whatever Riot will add on the distance future.

  • Skill Order

    1.
    2.
    3.
    4.
    5.
    6.

    By taking 1 level on each spell makes a more balance damage output the Pillar of flame comes on level 2 to at level 7 couse it deals 25% more damage if the target is ablazed.

  • Runes & Masteries

    The runes are just like any caster you need:

    1.9 red AP-9 yellow AP-9 MPEN blue-3 Purple AP

    2.red MPEN-yellow AP-blue CDR-purple MPEN or AP

    3.The one setup that i play red Mpen-Yellow AP-Blue AP-purple AP as an result 20AP and 14Mpen


    For masteries i have 9 offence for CDR and MPEN and from uty 21 for CDR and ManaRegen.

  • Thanks

    Thanks to myself for being hard to understand by others and for being extreamly awesome and good looking

    Also i thank my Feeding spree team for the AWESOME! support that i have and for the cool games that i have won with them. You guyz are my heroes.



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Submitted by stevereimon

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