

Brand
The Burning Vengeance
How this differs from the live game
- Ablaze (P) explosions do not occur
Build
Runes and masteries
x9Mark of Magic PenetrationMark
x9Seal of ArmorSeal
x9Glyph of Magic ResistGlyph
x3Quintessence of Ability PowerQuint
- Ability Power +15.00
- Magic Penetration +9.00
- Armor +9.00
- Magic Resist +12.60
Magic penetration marks are best because Q, W, E, R, and Blaze all deal magic damage, so Brand gets direct damage from every spell rotation. Armor seals cover auto-attack harass and jungle pressure, MR glyphs stabilize mage lanes, and AP quints improve early trading.
This is the standard 21/0/9 AP mid page: deep offense for magic penetration, AP, and Executioner, then utility for Flash cooldown, mana sustain, and Runic Affinity. The rejected extra point is fixed by dropping Spellsword, leaving exactly 30 points.
Skill order
ultimate at 6, 11 and 16Blaze
- Sear (Q) takes points at levels 3, 14, 15, 17, 18.
- Pillar of Flame (W) takes points at levels 1, 4, 5, 7, 9.
- Conflagration (E) takes points at levels 2, 8, 10, 12, 13.
- Pyroclasm (R) takes points at levels 6, 11, 16.
Max W first for lane control and Brand's strongest area burst, then E for reliable follow-up damage and spread pressure, with Q left mostly for the stun until later. The early W/E/Q setup gives waveclear, Blaze access, and a level 3 stun threat.
Why these items
Openingsall within the 475 starting gold
Doran's Ring start — Default into most mid lanes; the AP, health, mana return, and two potions give Brand the cleanest trading and farming start.
Flask sustain start — Use into poke or attrition lanes where repeated health and mana refills matter more than Doran's early AP.
Boots start — Use against heavy skillshot lanes or junglers where dodging early damage and staying out of engage range is the lane plan.
Corein buy order
1Sorcerer's Shoes1,100gSorcerer's Shoes stack with magic penetration marks and Brand's all-magic damage pattern.
2Liandry's Torment2,900gLiandry's Torment was a natural Brand item because Blaze keeps damage-over-time pressure high and the health helps him survive mid-game fights.
3Rabadon's Deathcap3,300gRabadon's Deathcap turns Brand's strong AP ratios on W, Q, E, and R into real teamfight burst.
4Void Staff2,295gVoid Staff keeps his spell combo threatening once enemies buy magic resist.
Situationalonly when the game asks for it

Deathfire Grasp3,100gBuy Deathfire Grasp when you are snowballing and need maximum single-target pick damage before a spell rotation.

Abyssal Scepter2,560gBuy Abyssal Scepter against double AP or short-range enemy teams where you can safely fight inside its aura range.

Morellonomicon2,200gBuy Morellonomicon when the enemy relies on healing or sustain and you need Grievous Wounds without delaying AP and cooldown reduction too much.

Banshee's Veil2,750gBuy Banshee's Veil when one spell, hook, or engage tool is preventing you from entering fights safely.

Twin Shadows1,900gBuy Twin Shadows when your team needs pick setup and scouting against evasive champions before objectives.
Build
Runes and masteries
x9Mark of Magic PenetrationMark
x9Seal of ArmorSeal
x9Glyph of Magic ResistGlyph
x3Quintessence of GoldQuint
- Magic Penetration +9.00
- Armor +9.00
- Magic Resist +12.60
- Gold +3.00 / 10s
Magic penetration marks amplify Brand's actual damage pattern because Sear, Pillar of Flame, Conflagration, Pyroclasm, and Blaze all deal magic damage. Armor seals handle bot-lane trades, MR glyphs blunt support/mid magic damage, and gold quints fit the Season 3 support economy.
This is 21/0/9: deep Offense for magic penetration, AP, damage amplification, and Executioner, with Utility only far enough for support spell cooldowns, item active cooldown, mana regen, and Biscuiteer. Biscuiteer is legal here because exactly 8 points are already spent in higher Utility rows before it.
Skill order
ultimate at 6, 11 and 16Blaze
- Sear (Q) takes points at levels 2, 8, 10, 12, 13.
- Pillar of Flame (W) takes points at levels 1, 4, 5, 7, 9.
- Conflagration (E) takes points at levels 3, 14, 15, 17, 18.
- Pyroclasm (R) takes points at levels 6, 11, 16.
Max W first for lane poke and wave control, then Q for lower cooldown stun threat and stronger pick damage, with E last. The early W-Q-E setup gives Brand both poke and his full Blaze stun/spread pattern by level 3.
Why these items
Openingsall within the 475 starting gold
Ward-heavy support start — Use this default start when your lane needs early river/tri-brush coverage and you expect to play around brush control.
Flask sustain start — Use this into poke lanes where staying healthy enough to threaten W-Q matters more than opening with multiple wards.
Pink control start — Use this when denying lane brush or early jungle pathing vision is more valuable than maximum green ward count.
Corein buy order
1Sightstone800gSightstone is the support baseline: it funds repeated warding without consuming all of Brand's income.
2Philosopher's Stone700gPhilosopher's Stone gives gold generation plus health and mana regen so Brand can keep trading without farming.
3Sorcerer's Shoes1,100gSorcerer's Shoes are the efficient damage boot because Brand's spell kit and passive deal magic damage.
4Liandry's Torment2,900gLiandry's Torment fits Brand's repeated spell hits and Blaze damage pattern while adding health and magic penetration.
Situationalonly when the game asks for it

Runic Bulwark2,950gBuy Runic Bulwark when your team needs the defensive aura against heavy magic damage or AoE teamfight comps.

Twin Shadows1,900gBuy Twin Shadows when picks and face-check prevention matter more than a pure defensive aura.

Morellonomicon2,200gBuy Morellonomicon when you need grievous wounds against healing and can afford a more damage-focused support slot.

Abyssal Scepter2,560gBuy Abyssal Scepter when you are fighting in close range often and your team has multiple magic damage threats.

Locket of the Iron Solari2,225gBuy Locket of the Iron Solari against AoE burst when the shield active will decide mid-game fights.
One build, written by a player. Newest first.
Write a Brand buildBuild
Runes and masteries
x9Mark of Magic PenetrationMark
x9Seal of Scaling HealthSeal
x9Glyph of Scaling Ability PowerGlyph
x3Quintessence of Ability PowerQuint
- Ability Power +15.00
- Magic Penetration +9.00
- Scaling Ability Power +1.80
- Scaling Health +11.70
Not the author's. This is a 21/0/9 offensive caster page for the author's magic penetration and AP rune setup, Sorcerer's Shoes, Void Staff, Rabadon's Deathcap, and burst-focused Brand item path. The utility points support Flash cooldown and mana needs while the offense tree pushes spell damage, AP scaling, and magic penetration. Inferred from the build and text they did publish.
Skill order
ultimate at 6, 11 and 16Blaze
- Sear (Q) takes points at levels 3, 14, 15, 17, 18.
- Pillar of Flame (W) takes points at levels 1, 4, 5, 7, 9.
- Conflagration (E) takes points at levels 2, 8, 10, 12, 13.
- Pyroclasm (R) takes points at levels 6, 11, 16.
Not the author's. This maxes Pillar of Flame first for Brand's main ranged wave clear and poke, then Conflagration for reliable targeted damage with the author's AP and magic penetration build. Inferred from the build and text they did publish.
Why these items
Openingsall within the 475 starting gold
Starting Items — The opening as the guide publishes it.
Corein buy order
1Amplifying Tome435g
2Ruby Crystal475g
3Haunting Guise1,485g
4Blasting Wand860g
5Void Staff2,295g
6Fiendish Codex820g
7Rylai's Crystal Scepter2,900g
Situationalonly when the game asks for it

Abyssal Scepter2,560g

Rod of Ages2,800g

Deathfire Grasp3,100g
Notes
the author's own wordsDominionating Brand — rated 8.7/10 from 13 votes on MOBAFire.
What the guide does not publish: the guide never fills in an ability sequence.
Build by OmnieVe, written in Season 3 and transcribed from [MOBAFire's League Classic library](https://www.mobafire.com/league-of-legends/build/dominionating-brand-291218).
Abilities
per rankBlaze
Brand's spells light his targets ablaze, dealing 8% of their maximum Health in magic damage over 4 seconds.
Sear5 ranks
Brand launches a ball of fire forward that deals magic damage. If the target is ablaze, Sear will stun the target.
- Damage
- 80 / 120 / 160 / 200 / 240 + 65% AP
- Cooldown
- 8 / 7.5 / 7 / 6.5 / 6s
- Cost
- 50 Mana
- Range
- 1050
Pillar of Flame5 ranks
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 additional damage
- Damage
- 75 / 120 / 165 / 210 / 255 + 60% AP
- Empowered Damage
- 93.75 / 150 / 206.25 / 262.5 / 318.75 + 75% AP
- Cooldown
- 10s
- Cost
- 70 / 75 / 80 / 85 / 90 Mana
- Range
- 900
Conflagration5 ranks
Brand conjures a powerful blast at his target, dealing magic damage to them. If the target is ablaze, Conflagration spreads to nearby enemies.
- Damage
- 70 / 105 / 140 / 175 / 210 + 55% AP
- Cooldown
- 12 / 11 / 10 / 9 / 8s
- Cost
- 70 / 75 / 80 / 85 / 90 Mana
- Range
- 625
Pyroclasm3 ranks
Brand unleashes a devastating torrent of fire, dealing magic damage each time it bounces. If a target is ablaze, Pyroclasm will priotize champions for the next bounce.
- Damage
- 150 / 250 / 350 + 50% AP
- Cooldown
- 105 / 90 / 75s
- Cost
- 100 Mana
- Range
- 750
Matchup against
62 champions, one-on-one
AhriEven
Brand can outdamage Ahri if she has to fight through his full spell rotation, but Charm and Spirit Rush give her the cleaner engage and disengage windows.
Watch for Charm: if it lands, Ahri gets Orb of Deception both ways and can Spirit Rush through Brand before he finishes his combo.
How to beat
Hold 550-650 range and make her spend Charm before you step forward for E into W. Do not throw Sear blindly while Spirit Rush is up; wait for one dash to be used, then aim where she must land or use Sear after Conflagration for the stun if Blaze is already applied.
Later Finished Ahri is better at side-lane picks and can refuse bad fights with Spirit Rush, while Brand is stronger in grouped fights if he is not charmed first. Stay behind your frontline and punish her dash path with Pillar of Flame and Pyroclasm bounces.
- Stand off the minion wave so Orb of Deception cannot clear and trade at the same time.
- If Charm misses, Brand has the next few seconds to walk up and force damage.
- Pyroclasm is best after Ahri has spent at least one Spirit Rush dash.
- Do not chase in a straight line after Spirit Rush; set Pillar of Flame on her landing zone.

AkaliUnfavoured
Akali wins once she has Shadow Dance charges because she can force melee range repeatedly and use Twilight Shroud to break Brand's targeting rhythm.
Watch for Shadow Dance: it removes Brand's spacing and lets Akali dodge delayed Pillar of Flame by dashing through him.
How to beat
Keep outside Shadow Dance range until she uses Mark of the Assassin on a minion or wastes a charge. Save Sear for after she dashes in rather than using it as poke, and drop Pillar of Flame on the edge of Twilight Shroud where she has to exit to continue damage.
Later Akali is favored in side lanes and isolated fog fights, while Brand is much more valuable in 5v5s if he keeps detection and peels the first dash. Group, ward flanks, and make her cross allied crowd control before she reaches you.
- Do not stand beside Twilight Shroud; back off until she must leave it.
- If Akali marks you with Q, deny the follow-up auto rather than trying to win the trade instantly.
- Sear after Shadow Dance is more reliable than Sear before it.
- Pyroclasm can punish Akali if she commits near minions or allies, but it is weak into a clean shroud reset.

AlistarFavoured
Brand outranges and burns Alistar down unless Alistar finds a Headbutt-Pulverize engage or stalls with Unbreakable Will.
Watch for Headbutt: it takes Brand out of his preferred range and can set up Pulverize or push him into Alistar's team.
How to beat
Stay at max spell range and never walk into Pulverize range just to land an auto. Bait Headbutt, then punish its cooldown with E plus W and hold Sear for when he walks directly at you.
Later Alistar does not usually duel Brand, but he can deny Brand's teamfight damage by engaging or knocking him away. Wait out Unbreakable Will before committing Pyroclasm into him unless his carries are close enough for bounces.
- Do not waste full burst into Unbreakable Will unless it secures space for your team.
- Pillar of Flame is easy to land when Alistar walks straight in for Headbutt.
- If he uses Headbutt defensively, he has no real way to reach you afterward.
- Keep minions between you only if it does not let him flash-combo from brush.

AmumuEven
Brand wins at range, but one Bandage Toss into Curse of the Sad Mummy lets Amumu keep him inside Despair long enough to turn the duel.
Watch for Bandage Toss: it starts Amumu's entire close-range sequence and removes the spacing Brand needs to cast safely.
How to beat
Play just outside Bandage Toss threat and sidestep before casting Pillar of Flame so you are not rooted in your own animation. If Q misses, Amumu is very punishable: apply Blaze, stun with Sear, then kite out of Despair instead of standing still for extra autos.
Later Amumu is more valuable as a hard engage tank, while Brand can win the teamfight if he survives the first Curse of the Sad Mummy. Stay spread from your team and use Pyroclasm after Amumu commits so it bounces through the clustered fight.
- Never fight him in a narrow corridor where Bandage Toss is hard to dodge.
- Sear stun after he misses Q creates Brand's cleanest burst window.
- Do not stand inside Despair to finish a combo if you can kite and let Blaze tick.
- His ultimate can interrupt your spacing even when you are winning the health trade.

AniviaEven
Anivia has longer range and Rebirth insurance, but Brand's faster targeted damage can win if Flash Frost is dodged and her egg can be finished.
Watch for Flash Frost: if it stuns, Anivia gets Frostbite damage and can wall Brand into Glacial Storm.
How to beat
Hold diagonal spacing rather than walking straight back, because Anivia wants to line up Flash Frost and Crystallize together. When Flash Frost misses, step in for Conflagration into Pillar of Flame and keep Sear for either the stun or the egg finish.
Later Anivia controls side waves and terrain better, while Brand has more explosive damage when teams clump. Do not chase through Crystallize and Glacial Storm; fight around objectives where Pyroclasm can bounce and her egg is actually killable.
- Save a spell for Rebirth; using everything to trigger egg can lose the duel.
- Do not stand near walls where Crystallize traps you inside Glacial Storm.
- Her 600 range lets her poke first, so win on cooldowns rather than autos.
- Pillar of Flame can hit the egg and nearby defenders if she dies in a minion wave.

AnnieUnfavoured
Annie's longer attack range and instant Pyromania burst make the duel dangerous because Brand's damage has more delay and less guaranteed crowd control.
Watch for Pyromania Tibbers: the instant stun into Summon: Tibbers can kill Brand before he gets a full rotation out.
How to beat
Track her stun count and back off before the fourth-charge threat becomes live. If she spends stun on minions or Tibbers is down, Brand can trade with E into W from max range and hold Sear to stop her walking in for Q-W.
Later Annie remains a stronger flash-stun pick threat, but Brand is better when the fight extends and enemies spread damage through Blaze and Pyroclasm. Stand outside her Flash-Tibbers angle and punish after she commits her stun to someone else.
- Do not walk up when her stun is ready, even if she is low.
- Brand can poke her between stun windows, but cannot disrespect her instant cast range.
- If Tibbers is already out, kite away from the bear before re-entering the trade.
- Banshee's Veil can force Annie to spend a lesser spell before the real engage.

AsheFavoured
Ashe can kite with slows, but Brand's spell burst outranges her sustained auto pattern once Enchanted Crystal Arrow is avoided or blocked.
Watch for Enchanted Crystal Arrow: it gives Ashe the time to chain Volley and Frost Shot autos before Brand can cast back.
How to beat
Do not start the duel by walking straight at her through Frost Shot; use brush, fog, or minion angles to reach spell range. If Arrow is down or misses, unload E-W-Q and retreat before she gets a long auto-attack chase.
Later Ashe is better at starting fights from long range and hitting objectives, while Brand is more threatening if teams are already grouped. Stay out of Arrow lanes and use her immobility as the target for follow-up burst.
- Sidestep Volley instead of backing directly away, or Frost Shot will keep you in range.
- After Ashe uses Arrow, she has no dash or defensive spell for Brand's combo.
- Do not let Focus-charged autos start the trade for free.
- Pillar of Flame is easier to land when Ashe stops to auto.

BlitzcrankFavoured
Brand wins the actual duel if Rocket Grab misses, but losing one hook can put him in melee range for Power Fist and Static Field.
Watch for Rocket Grab: it deletes Brand's spacing and drags him into Blitzcrank's knockup burst.
How to beat
Keep minions between you and Blitzcrank until Rocket Grab is down. Once he misses, walk forward enough to land E and W, then kite back while saving Sear for Overdrive or Power Fist follow-up.
Later Blitzcrank rarely side-lane duels Brand; he decides games by hooking carries before fights. Brand should play behind minions and punish any hook miss with immediate area damage on Blitzcrank's team.
- Do not cast Pillar of Flame if it forces you to stand still in hook range.
- Mana Barrier means his last 20% health is not a clean execute window.
- If Overdrive is used without Rocket Grab, stun him as he runs in.
- Pyroclasm is strong after Blitz pulls someone into a clump, but not if you are the target.

Cho'GathEven
Brand can kite and burn Cho'Gath's huge health bar, but Rupture into Feral Scream and Feast can kill him before he escapes.
Watch for Feral Scream: the silence prevents Brand from casting the stun or finishing burst while Cho'Gath closes for Feast.
How to beat
Stand outside Feral Scream cone range and make Cho'Gath use Rupture first. If Rupture misses, Brand can apply Blaze safely and kite; if he lands silence, disengage until you can cast again instead of fighting inside Feast range.
Later Cho'Gath becomes much harder to kill in side lanes, but Brand's percent-health Blaze and AoE damage matter heavily in teamfights. Do not dump everything into him alone unless his carries are also in Pyroclasm range.
- Rupture is easiest for Cho'Gath if you cast predictably from the same spot.
- Never chase below Feast threshold while silenced.
- Blaze helps against his health stacking, but Carnivore lets him recover from weak poke in lane.
- Pillar of Flame punishes Cho'Gath after he commits to a slow Rupture animation.

CorkiEven
Corki has strong mixed poke and Valkyrie safety, while Brand wins if he catches Corki after the dash is spent.
Watch for Valkyrie: it dodges Pillar of Flame or Sear and turns Brand's commit into a losing chase through the burn trail.
How to beat
Trade from behind minions so Missile Barrage poke is less clean, but do not clump with the wave for Phosphorus Bomb. Bait Valkyrie with Pillar of Flame pressure, then use Conflagration into Sear when Corki no longer has a dash.
Later Corki is stronger in extended side-lane and objective poke patterns, while Brand has the higher punishment when Corki dives into a grouped fight. Save stun for after Valkyrie or for Corki's landing point.
- Do not stand in Valkyrie's trail to finish a combo.
- Corki's 550 range matches Brand's basic range, so spell cooldowns decide the trade.
- If he uses Valkyrie aggressively, Brand can stun the landing path.
- Banshee's Veil is less reliable here because Corki can break it with long-range missiles.

Dr. MundoUnfavoured
Dr. Mundo can absorb Brand's burst, run him down with Infected Cleaver, and reset the fight with Sadism unless Brand has anti-heal.
Watch for Sadism: it denies Brand's normal burst finish and lets Mundo keep chasing through Blaze damage.
How to beat
Keep maximum spell range and dodge Infected Cleaver before committing any major cooldowns. When Sadism is down, Brand can burn him with repeated Blaze applications; when it is up, only all-in if Morellonomicon will apply Grievous Wounds before Mundo heals through the combo.
Later Mundo is favored in side lanes because Brand struggles to kill him alone through health and regeneration. In teamfights, Brand should hit Mundo when he is standing with carries, apply anti-heal, and use percent damage without tunneling on the tank.
- Do not chase Mundo during Sadism unless Grievous Wounds is active.
- Getting hit by one Cleaver usually leads to more Cleavers and a lost spacing war.
- Pillar of Flame is best used after he slows himself slightly to throw Cleaver.
- Blaze keeps his passive honest, but it is not enough by itself late.

EvelynnUnfavoured
Evelynn's camouflage and burst engage let her start the duel on top of Brand, where his delayed skillshots are least reliable.
Watch for Shadow Walk: it lets Evelynn choose the first contact and denies Brand the poke phase he needs.
How to beat
Do not stand alone without wards or nearby allies; the duel is much worse when Evelynn opens from fog. If she appears, cast Conflagration immediately for guaranteed Blaze, then use Sear as a point-blank punish while moving out of Ravage range.
Later Evelynn is better at isolated picks and flank pressure, while Brand is stronger if she must enter through vision into a grouped fight. Buy vision, stay near teammates, and save stun for her reveal instead of spending it on poke.
- Twin Shadows can reveal or force Evelynn's approach before she reaches Ravage range.
- Do not face-check brush; she wants the duel to begin at melee range.
- Agony's Embrace slow makes missed Sear especially punishing.
- If Evelynn uses Dark Frenzy speed to disengage, stop chasing and reset vision.

EzrealEven
Ezreal can avoid Brand's delayed damage with Arcane Shift, but Brand wins if he forces that cooldown before committing Sear and Pillar of Flame.
Watch for Arcane Shift: it dodges Brand's key spell and resets Ezreal to a range where Mystic Shot can keep trading.
How to beat
Do not open with Sear unless Arcane Shift is already down or Ezreal is trapped by terrain. Use E or W to pressure the shift, then aim Pillar of Flame and Sear at his landing spot while dodging Mystic Shot between casts.
Later Ezreal is better at long poke and side-lane safety, while Brand is better when teams are close enough for Pyroclasm bounces. Force fights around choke points where Ezreal cannot freely shift sideways forever.
- Stand behind minions to block Mystic Shot cooldown resets.
- If Arcane Shift is used forward, Brand can punish hard with point-blank Sear.
- Trueshot Barrage has a channel; move sideways rather than finishing a greedy cast.
- Do not chase Ezreal through open lane after he has shifted away.

FiddlesticksEven
Brand outranges and bursts Fiddlesticks, but Terrify and Drain can flip the duel if Brand cannot interrupt or leave the channel.
Watch for Terrify: it stops Brand from casting and gives Fiddlesticks a guaranteed Drain or Crowstorm follow-up.
How to beat
Stay outside Terrify range and poke with Pillar of Flame rather than walking in for Conflagration too early. If Fiddlesticks starts Drain without fearing first, break distance or stun him with Sear after Blaze is applied.
Later Fiddlesticks is less interested in fair side duels and more dangerous from fog with Crowstorm. Brand should keep vision over flank angles and hold burst for the moment Fiddlesticks channels or lands in the team.
- Do not duel him in brush or over walls where Crowstorm starts unseen.
- Sear can stop Drain if Blaze is already on him.
- Dark Wind silence can interrupt your combo, so avoid fighting beside minions that extend bounces.
- Mercury's Treads sharply reduce the Terrify window.

GangplankFavoured
Gangplank can poke with Parrrley and cleanse Brand's stun, but he has trouble reaching Brand through repeated spell damage.
Watch for Remove Scurvy: it clears Brand's Sear stun and can erase the window where Brand expects to finish the kill.
How to beat
Trade at spell range and do not rely on one stun to secure the duel while Remove Scurvy is available. Bait the cleanse with Sear or a short trade, then commit after it is down and kite away from Raise Morale movement speed.
Later Gangplank is more relevant in side lanes and with global Cannon Barrage pressure, while Brand is better in direct grouped fights. Avoid standing in Cannon Barrage while casting, and punish Gangplank if he walks into range to Parrrley.
- His cleanse does not remove Blaze's damage already ticking.
- Do not all-in just because Sear lands; check whether Remove Scurvy is up.
- Cannon Barrage can slow you long enough for him to close, so leave the area first.
- Parrrley poke matters less if you avoid extended auto trades.

GarenFavoured
Brand wins if he maintains range, but Garen can punish any overstep with Decisive Strike silence into Judgment and Demacian Justice.
Watch for Decisive Strike: it breaks slows, closes distance, and silences Brand before he can stun or kite.
How to beat
Keep him burning often enough to deny Perseverance, but do it from max range so Decisive Strike cannot reach for free. When he activates Q, back up and save Sear until the speed burst is committed, then stun and drop Pillar of Flame as he exits or continues forward.
Later Garen is sturdier in side lanes but still struggles to force Brand alone without brush or flank access. In teamfights, Brand should avoid wasting full burst into Courage timing and instead burn the clustered backline when Garen runs in.
- Tag him periodically so Perseverance does not reset the lane.
- Do not cast point-blank while silenced; move first, then turn after Decisive Strike ends.
- Judgment only wins if he is already on top of you.
- Watch your health near Demacian Justice range; a won trade can become an execute.

GragasEven
Brand wins if he keeps Gragas at spell range, but Body Slam into Explosive Cask can break spacing and force Brand into a burst trade he cannot kite.
Watch for Body Slam: it closes the gap, slows you, and sets up Barrel Roll plus Explosive Cask displacement before you can freely cast.
How to beat
Hold just outside Body Slam range and punish Gragas when he uses Barrel Roll on the wave or misses E. Do not stand near your minions when Pyroclasm is ready unless you can control the bounces; commit after Body Slam is down so Sear can actually stop his follow-up.
Later Finished Gragas is harder to kill in a side lane because he can sustain and displace you, while Brand is more valuable grouped where Pyroclasm can punish clumped fights. Keep vision on flank angles and save Sear for the Body Slam entry rather than fishing blind poke.
- Step sideways from Barrel Roll instead of backward, so Explosive Cask cannot easily knock you into it.
- If Gragas channels Drunken Rage in range, tag him with E or W before he gets the full trade setup.
- Pyroclasm is unreliable if Gragas can knock you away from the bounce chain.

HeimerdingerEven
Brand has better burst and turret clearing, but Heimerdinger can make the duel awkward by forcing Brand to walk through turrets and grenade zones.
Watch for CH-1 Concussion Grenade: a direct hit stuns you long enough for turrets and rockets to win the trade.
How to beat
Fight from max W range and clear H-28G Evolution Turrets before trying to all-in Heimerdinger himself. Bait the grenade by stepping forward, then move diagonally and punish during its cooldown with E into Sear or W.
Later Heimerdinger is better at locking a side lane or siege position, while Brand is better in a full teamfight if he gets bounces through champions instead of turrets. Do not chase him into prepared turret nests; force him to move first.
- Pillar of Flame is your cleanest way to kill turrets without standing in their range for long.
- Do not cast Pyroclasm into a turret nest unless Heimerdinger is isolated from his machines.
- If rockets are selecting you, back away from nearby low-health minions so they do not share the target pattern against you.

JannaFavoured
Janna can disengage Brand but does not have the solo damage to beat him if Brand holds spells for after her shield and knockback.
Watch for Monsoon: it cancels your all-in spacing, heals her through burn damage, and denies Pyroclasm follow-up.
How to beat
Do not throw your full combo into Eye Of The Storm unless you are forcing it first with a light E or W trade. Hold Sear until Howling Gale is used or until she walks up for Zephyr; commit only when Monsoon is down or when she has no room to reset.
Later Janna is not a side-lane duelist, but she is excellent at undoing Brand's teamfight engage and protecting carries from Pyroclasm. Aim damage past her onto grouped backliners, and make her spend Monsoon defensively before your team fully commits.
- If she shields herself before your combo, wait out part of Eye Of The Storm rather than feeding free mitigation.
- Sear after Zephyr is easier because she has given up some spacing to slow you.
- Monsoon can push you out of Pyroclasm bounce range, so cast R when other enemy bodies are already nearby.

Jarvan IVUnfavoured
Jarvan IV's engage range and Cataclysm trap make the duel dangerous because Brand has no dash once the arena closes.
Watch for Cataclysm: it locks you in melee range where Jarvan can finish his full physical burst before you kite out.
How to beat
Stand far enough back that Demacian Standard into Dragon Strike cannot reach without being telegraphed. If he misses the knockup, immediately punish with E into Sear and kite; if he still has Cataclysm, keep Sear for after he lands instead of spending it early.
Later Jarvan usually wins isolated side-lane catches, while Brand wins grouped fights if Jarvan dives into a team that can punish the arena. Stay with peel or terrain exits and buy armor if he is the one repeatedly reaching you.
- Never walk up to cast E while his flag combo is ready unless you can stun him instantly.
- Pillar of Flame is easiest to land when Jarvan is locked in his own Cataclysm with you.
- If he uses Golden Aegis before committing, wait out the shield instead of dumping burn into it.

JaxEven
Brand can kite and burst Jax before sustained attacks matter, but Leap Strike plus Counter Strike damage reduction gives Jax a real all-in window.
Watch for Leap Strike: it bypasses your range advantage and lets Jax start the melee trade before you can freely stack Blaze.
How to beat
Keep minions between you and Jax when possible, and punish him whenever Leap Strike is used for farming or retreating. Counter Strike reduces area damage, so favor E and Q timing, then drop Pillar of Flame after he commits or after the dodge window ends.
Later Jax becomes the stronger side-lane champion once finished and will beat Brand if he gets repeated Leap Strike access. Brand should group, clear waves from range, and use Sear defensively when Jax tries to enter a fight.
- Do not rely on auto attacks during Counter Strike; spend the time repositioning.
- If Jax leaps first, Sear is much easier to hit because his path is fixed onto you.
- Pyroclasm is best after Leap Strike, not before, so he cannot simply disengage from the bounce.

KarthusEven
Brand has cleaner burst, but Karthus can match damage over time and still cast after death, making close all-ins costly.
Watch for Death Defied: killing Karthus does not end the duel immediately, and he can finish you with Lay Waste, Defile, or Requiem afterward.
How to beat
Keep moving between casts so Lay Waste does not repeatedly land isolated hits. Trade with W and E from outside Defile range, and only all-in if you can kill him while leaving enough health and distance to survive his passive form.
Later Karthus scales into stronger unavoidable map pressure with Requiem, while Brand has the better immediate grouped burst. In teamfights, do not overchase the corpse; leave Death Defied range and make his final casts hit as few allies as possible.
- If Wall of Pain lands, stop forcing forward movement and reset before the Defile chase starts.
- Sear can interrupt Requiem before Death Defied, but not once he is already dead.
- After killing him, walk out first and cast back in from range instead of standing on the body.

KassadinUnfavoured
Kassadin's magic damage reduction, silence, and Riftwalk access let him choose trades Brand cannot reliably extend or escape.
Watch for Null Sphere: the silence stops Brand's combo timing and lets Kassadin enter or exit before Sear can punish him.
How to beat
Abuse pre-6 range as much as possible and keep the wave away from places where he can Riftwalk onto you from fog. After level 6, do not spend Sear first; bait Riftwalk, absorb or dodge Null Sphere timing, then stun him during the second step of the trade if he overcommits.
Later Finished Kassadin is far better in side lanes and can repeatedly threaten Brand from angles. Brand's job is to group, stay behind vision, and force Kassadin to dive through teammates before he can silence you.
- Void Stone makes short magic trades worse for you than they look, so do not bleed mana into low-value poke.
- If he Riftwalks only to farm, punish immediately before the next stack window gives him pressure.
- Banshee's Veil is valuable because blocking Null Sphere preserves your ability to answer with Sear.

KatarinaEven
Brand can interrupt and burst Katarina, but Shunpo gives her enough access that a missed Sear often means Death Lotus wins the duel.
Watch for Death Lotus: if you cannot stop it quickly, it deals the damage that turns her Shunpo engage into a kill.
How to beat
Hold Sear for Death Lotus or for the moment after Shunpo lands; do not waste it as poke while she has E available. Keep distance from low-health minions that let her Shunpo closer, and commit after she uses Shunpo defensively or Bouncing Blade for poke.
Later Katarina is more dangerous in chaotic cleanup fights, while Brand is stronger when teams are still grouped and cooldowns are available. Save one hard answer for her channel and avoid giving her reset chains after the first kill.
- If Katarina Shunpos onto you, cast E first for guaranteed Blaze, then Sear before she can channel freely.
- Do not start Pyroclasm while she can Shunpo out of bounce range unless other targets are nearby.
- Her damage reduction after Shunpo can make instant full combos weaker; spacing out the stun often matters more.

KayleUnfavoured
Kayle can outrange Brand during Righteous Fury trades, heal or speed through spacing, and deny Brand's kill window with Intervention.
Watch for Intervention: it blanks your burst and Blaze ticks during the exact window Brand needs to finish the duel.
How to beat
Play at max spell range and do not stand in extended Righteous Fury auto range after casting. Force Intervention with a partial combo, then disengage until it ends; commit only when Reckoning or Intervention is down and she cannot chase through your stun.
Later Kayle is much stronger in extended side-lane duels and can protect a carry or herself from Brand's teamfight burst. Brand should bait Intervention before Pyroclasm or aim R onto targets Kayle cannot save in time.
- If she casts Divine Blessing to close distance, prepare Sear rather than trying to outrun her slow setup.
- Do not keep casting into Intervention; use the immunity time to reposition for the next Sear.
- Righteous Fury lets her punish you after your cooldowns, so short trades are safer than lingering.

KennenEven
The matchup is a skill duel at equal range where Brand has higher burst, but Kennen's marks and Slicing Maelstrom punish any failed spacing.
Watch for Slicing Maelstrom: it stacks Mark of the Storm while damaging you, often forcing a stun before Brand can finish his combo.
How to beat
Respect Kennen's all-in when you already have one or two marks, and reset before Electrical Surge can complete the stun. Trade at max 550 range with W and E, then commit after Lightning Rush is down because he cannot easily dodge Sear or leave Pyroclasm bounces.
Later Kennen has the better engage flank, while Brand has the better punishment if enemies are already clumped. In side lanes the duel remains volatile; in teamfights, keep enough distance that his ultimate cannot tag you and your frontline at the same time.
- If you have two marks, stop trading until the stun threat drops.
- Lightning Rush used forward is your clearest Sear window because he must path through predictable space.
- Do not cast Pyroclasm before he commits; Lightning Rush can break the bounce chain.

Kog'MawFavoured
Brand's burst and stun are faster than Kog'Maw's sustained Bio-Arcane Barrage damage if Brand starts the fight from spell range.
Watch for Bio-Arcane Barrage: it extends Kog'Maw's attack range and lets him shred you if you fail to end the trade quickly.
How to beat
Stay outside his empowered auto window until you are ready to cast, then use E into Sear to deny sustained attacks. Avoid walking through Void Ooze because the slow gives him the extra hits he needs; once W is down, he is much easier to burst.
Later Kog'Maw outscales in protected front-to-back fights and can win side-lane duels if he sees Brand coming with Living Artillery. Brand should look for fog-of-war burst or teamfight angles that force Kog'Maw to move instead of free-fire.
- After killing him, immediately move away from Icathian Surprise instead of casting extra spells at the corpse.
- If Bio-Arcane Barrage is active, wait it out unless your stun is guaranteed.
- Living Artillery reveal makes brush setups weaker once he suspects you are nearby.

Lee SinUnfavoured
Lee Sin's mobility, shield, and Dragon's Rage give him too many ways to reach Brand and convert one Sonic Wave into a kill.
Watch for Sonic Wave / Resonating Strike: if Sonic Wave lands, Lee Sin gets a targeted gap-close that forces Brand into melee range.
How to beat
Stand behind minions so Sonic Wave cannot tag you, and punish Lee Sin only after Q is down or after he uses Safeguard away from you. Save Sear for the Resonating Strike arrival or the Dragon's Rage follow-up, not for long-range poke.
Later Lee Sin is more threatening in side-lane picks and fog skirmishes, while Brand is stronger if Lee has to enter a grouped teamfight through visible space. Buy armor or stasis when he is the primary diver and keep wards on flank routes.
- If Sonic Wave misses, you have a short window to step forward and force a real trade.
- Dragon's Rage can kick you out of Pyroclasm bounce range, so cast R after he has used it or when multiple enemies are already close.
- Do not chase Lee Sin through wards or allies; Safeguard turns your spacing advantage off.

LeonaFavoured
Leona can lock Brand down, but in a pure 1v1 she usually lacks the damage to finish him unless Brand eats every engage cooldown.
Watch for Zenith Blade: it is the engage that lets Leona reach you and chain Shield of Daybreak into Solar Flare.
How to beat
Stay outside Zenith Blade range and punish her after it misses, because she has no ranged pressure without it. If she connects, use Sear after her dash completes and kite away from Eclipse until the resistances fall before spending the rest of your burst.
Later Leona is not a side-lane duelist, but she is a major teamfight threat because her crowd control lets allies kill Brand. Position behind minions and teammates, and treat her engage cooldowns as the real fight timer.
- Do not dump full damage into Eclipse unless you are only trying to force her away.
- After Zenith Blade lands, she arrives in a predictable spot for Sear.
- Solar Flare is easier to dodge if you are not already slowed by her melee stun chain.

LuluEven
Brand has more kill pressure, but Lulu's shield, polymorph, slow, and Wild Growth can deny the burst window and turn the trade around.
Watch for Whimsy: polymorph stops Brand from casting during his commit and lets Lulu kite out or set up Glitterlance.
How to beat
Use max-range W to force Help, Pix! before you commit, then wait for the shield to fade. Do not all-in while Whimsy is ready unless you can stun from outside her response range; after Whimsy or Wild Growth is spent, Brand's burst is much harder for her to answer.
Later Lulu is poor at isolated killing but excellent at preventing Brand from deleting a carry in teamfights. Brand should pressure multiple targets with area damage so Lulu cannot solve the fight with one shield or ultimate.
- If Pix is on a minion or ally, watch the Glitterlance angle from Pix, not just from Lulu.
- Wild Growth adds health after your first burst, so hold one spell for after it if possible.
- Do not chase through Glitterlance slow; it gives Lulu enough room to reset Whimsy.

LuxEven
Brand and Lux both fight at similar range, with the duel decided by whether Brand dodges Light Binding or Lux eats Brand's Blaze into Sear setup.
Watch for Light Binding: it roots you long enough for Lucent Singularity and Finales Funkeln to land before you can reposition.
How to beat
Keep minions between you and Lux when possible, since Light Binding can still pass to a second target but is harder for her to aim cleanly. Bait Q with lateral movement, then step forward for E into Sear or W while her root is down.
Later Lux has safer long-range pick and poke, while Brand has stronger damage when teams are close enough for Pyroclasm bounces. Do not start fights by walking through fog into binding angles; force her shield early, then punish clumps.
- If Lucent Singularity is under you, move out before casting unless Sear is guaranteed.
- Prismatic Barrier can double-shield if it returns through her, so delay burst when she catches both passes.
- Brand's E range is shorter than Lux's poke pattern, so use brush or cooldown windows to enter.

MalphiteEven
Brand can burn Malphite down from range, but Seismic Shard into Unstoppable Force gives Malphite a clean engage if Brand mispositions.
Watch for Unstoppable Force: it ignores your stun timing on the way in and starts the melee burst before you can kite.
How to beat
Poke off Granite Shield first, then wait a few seconds before committing real cooldowns so the shield does not soak your combo. Stay far enough back that Seismic Shard slow cannot set up an easy ultimate; after Unstoppable Force is down, Malphite has trouble sticking through Sear and Rylai-style slows.
Later Malphite is harder to kill in side lanes if he builds heavy defenses, while Brand brings more damage to grouped fights if he survives the first engage. Spread from your team enough that his ultimate cannot start a perfect multi-man fight, then punish the clump he creates.
- Do not use your full combo into Granite Shield; remove it with a small trade first.
- If he steals your movement speed with Seismic Shard, stop walking forward and prepare for the ultimate angle.
- Pillar of Flame lands reliably after Malphite ults because his position is fixed at impact.

MalzaharEven
Brand can out-trade Malzahar before level 6, but Nether Grasp turns any missed spacing into a full suppressed combo.
Watch for Nether Grasp: suppresses Brand long enough for Malefic Visions and Null Zone to deal their damage while Brand cannot cast back.
How to beat
Hold max spell range and make Malzahar spend Call of the Void or Malefic Visions on the wave before you walk up for E into Q or W. After level 6, do not commit unless Nether Grasp is down or you can kill him before the channel matters.
Later Malzahar is safer in a side lane because his suppression punishes isolated targets, while Brand is stronger in grouped fights when Pyroclasm can bounce. Stay with teammates and force him to choose between ulting you and being interrupted or burned by your team.
- Do not stand in Null Zone during Nether Grasp; the zone is what makes the ult lethal.
- Voidlings can eat Sear, so wait for a clear line before throwing Q.
- If Malzahar uses Malefic Visions on minions, punish the short window before it can transfer to you.

Master YiUnfavoured
Brand can burst Master Yi if he lands the stun, but Highlander and Alpha Strike make the duel unforgiving once Yi reaches melee range.
Watch for Alpha Strike: dodges Brand's key spell timing and places Yi close enough to finish with attacks.
How to beat
Keep him at the edge of Sear and Pillar of Flame range, and do not throw Q until Alpha Strike has been used or he is already ablaze for the stun. If he starts Meditate, save damage for after its reduction or use the pause to create distance.
Later Yi wins the side lane if he can force repeated all-ins, but Brand is far better in grouped fights where crowd control and burst can stop his reset chain. Stand behind allied peel and use stun after Alpha Strike, not before.
- Casting Pillar of Flame where Yi will land from Alpha Strike is better than aiming at his starting point.
- Highlander ignores slows, so Rylai-style kiting does not solve the all-in by itself.
- Do not waste the full combo into Meditate unless it secures the kill through the reduction.

Miss FortuneEven
Both champions have 550 range and heavy burst, so the fight is decided by whether Brand dodges Double Up poke and interrupts or leaves Bullet Time.
Watch for Bullet Time: forces Brand to move immediately or lose the duel inside the cone.
How to beat
Do not stand behind low minions where Double Up can bounce into you, and trade when Strut is broken so she cannot easily sidestep Pillar of Flame. If she channels Bullet Time, step sideways out of the cone and punish the stationary cast with W or a Blaze stun setup.
Later Miss Fortune scales better as a protected backline carry, while Brand brings stronger area punishment if enemies clump around her. In teamfights, avoid lining up for Bullet Time and use Pyroclasm after her team commits.
- Break Strut with any spell before trying to land Pillar of Flame.
- Double Up is most dangerous when your own caster minions are low.
- A stationary Bullet Time gives you a clean Pillar of Flame target if you are not trapped in the cone.

MorganaEven
Morgana blocks Brand's stun and part of his burst with Black Shield, but Brand outranges her basic attack pattern and can punish missed Dark Binding.
Watch for Black Shield: denies the Blaze into Sear stun and absorbs enough magic damage to break Brand's kill combo.
How to beat
Bait Black Shield with E or W pressure, then wait it out before committing Q. Stay outside Dark Binding angles through the minion wave; once Binding misses, Morgana has to choose between retreating or eating your full rotation.
Later Morgana is stronger at preventing picks and forcing cramped fights with Soul Shackles, while Brand does more raw damage if the fight spreads. Keep enough distance that she cannot start Soul Shackles on you, and hit whoever Black Shield is not protecting.
- Do not throw Sear into an active Black Shield expecting a stun.
- Dark Binding missing is your clearest trade window.
- If Soul Shackles connects, walk out immediately instead of finishing a cast.

NasusFavoured
Brand controls Nasus at range and punishes his slow approach, but loses if he lets Wither turn the fight into a melee chase during Fury of the Sands.
Watch for Wither: removes Brand's ability to kite long enough for Nasus to close and keep him inside Fury of the Sands.
How to beat
Harass from outside Wither range when possible and save Sear to stop Nasus after he commits forward. If he ults, disengage until Fury of the Sands falls off, then re-enter with Pillar of Flame and Pyroclasm while he has no real gap closer.
Later Nasus becomes the better side-lane champion once Siphoning Strike is stacked, but Brand remains more useful in clustered fights. Do not answer him alone late unless he is low or without ultimate; clear waves and force grouped objectives.
- Do not stand in Spirit Fire just to finish a combo.
- Fury of the Sands is a timer to kite, not a signal to race damage.
- Nasus has no dash, so every missed Sear is on your spacing rather than his mobility.

NidaleeEven
Brand wins short-range spell trades, but Nidalee can decide the duel before it starts with a long Javelin Toss or escape through cougar mobility.
Watch for Javelin Toss: chunks Brand from outside his effective retaliation range and makes any follow-up cougar engage lethal.
How to beat
Fight behind minions and avoid straight retreat lines where spear damage ramps up. When Nidalee misses Javelin Toss or uses cougar Pounce forward, place Pillar of Flame on her landing path and chain Sear while she is in your range.
Later Nidalee is better at side-lane poking and disengaging, while Brand is better in full teamfights if he avoids spear poke first. Force grouped fights through waves and objectives rather than chasing her through brush.
- Bushwhack's resist shred makes the next spear or cougar trade much worse, so do not ignore traps.
- Brush gives Nidalee the movement to dodge Pillar of Flame; ward or avoid those angles.
- After a missed spear, she has to enter your spell range to win the duel.

Nunu & WillumpFavoured
Nunu is durable and annoying, but in a pure duel he lacks the damage and reach to beat Brand unless Brand is caught in Absolute Zero.
Watch for Absolute Zero: traps Brand in a heavy slow and threatens a huge burst if he stays near the channel.
How to beat
Stay at max range and punish every Ice Blast with a return combo, since Nunu cannot follow with real burst unless he is already on top of you. When he channels Absolute Zero, walk out first, then cast back after the channel ends or is cancelled.
Later Nunu is not a serious side-lane duelist into Brand, but he is valuable in teamfights as a slow bot and objective controller. Keep space from Absolute Zero zones and burn his carries instead of wasting everything on Consume healing.
- Do not fight him beside minions if Consume gives him a free heal reset.
- Ice Blast is his only reliable way to start the duel.
- Absolute Zero is dangerous only if you stay in the circle.

OlafUnfavoured
Brand can poke Olaf down, but Ragnarok removes the stun answer and lets Olaf run through Brand once Undertow connects.
Watch for Ragnarok: makes Olaf immune to Brand's stun while giving him the resistances to survive the first burst.
How to beat
Respect Undertow range and move sideways so Olaf cannot chain axe pickups in a straight line. Before level 6 or when Ragnarok is down, use Blaze into Sear to stop his approach; during Ragnarok, spend spells while retreating and do not stand still to finish Pyroclasm unless he is already dying.
Later Olaf is much better in the side lane and can force Brand off waves, but Brand contributes more area damage in 5v5s if Olaf has to run through a frontline. Save defensive tools for the Ragnarok run and make him spend it before your team commits fully.
- Your stun does nothing during Ragnarok, so plan the escape before he presses R.
- Undertow is worse when Olaf can pick the axe back up; deny the straight chase path.
- Low-health Olaf attacks faster, so do not take extended close-range trades.

PantheonUnfavoured
Pantheon's point-click stun and early physical burst punish Brand's low durability before Brand can reliably space him out.
Watch for Aegis of Zeonia: closes the gap and stuns Brand, setting up Heartseeker Strike before Brand can complete his combo.
How to beat
Stay outside Aegis of Zeonia range and use minions to make Spear Shot trades less free. If Pantheon uses W aggressively and fails to kill you, answer as he finishes Heartseeker Strike because he is locked into a predictable position.
Later Pantheon falls off compared with Brand in full teamfights, but he can still pick Brand with Grand Skyfall or flank angles. Group with vision, build armor if he is targeting you, and punish him after his stun is spent.
- Do not rely on basic attacks to break Aegis Protection; your spells are what matter.
- Heartseeker Strike roots Pantheon in his damage pattern, giving Pillar of Flame a clean target.
- Grand Skyfall is less about the landing damage and more about cutting off your escape path.

RammusEven
Brand has the damage type to hurt Rammus, but Powerball into Taunt can lock him down long enough for Rammus to win with Tremors and sustained damage.
Watch for Puncturing Taunt: forces Brand to attack Rammus and prevents him from kiting or casting during the key engage window.
How to beat
Keep enough distance that Powerball has to be obvious, then sidestep or stun him after the collision attempt. Avoid dumping spells into Defensive Ball Curl if you cannot finish him; wait out the resist window and re-engage once Taunt is down.
Later Rammus is a better pick and engage tank, while Brand is far more valuable if fights stay at range. In teamfights, hold your position behind allies and make Rammus pay after he commits Taunt to someone else.
- Powerball is easiest to punish when he starts it from vision, not fog.
- Defensive Ball Curl heavily reduces your burst, so track its duration.
- If Taunt is down, Rammus has trouble keeping Brand in Tremors.

RyzeUnfavoured
Ryze matches Brand's range but has reliable Rune Prison and sustained spell cycling that beats Brand if the first burst does not kill.
Watch for Rune Prison: roots Brand in range for Ryze's full Overload, Spell Flux, and Desperate Power rotation.
How to beat
Trade from the edge of 550 range and back off after one spell so Ryze cannot root into a full rotation. Commit only after Rune Prison is down or when you can frontload enough damage to force him defensive before Desperate Power spell vamp takes over.
Later Ryze becomes the stronger side-lane duelist with durability and repeated casts, while Brand remains the stronger clumped teamfight mage. Do not duel him late without a health lead; use range and area damage around objectives instead.
- Standing near minions can give Spell Flux extra bounce value.
- Rune Prison is reliable, so your spacing matters more than dodging it.
- Desperate Power turns extended trades in Ryze's favor; keep trades short.

ShacoUnfavoured
Brand wins if Shaco is revealed and forced through his spells, but Deceive and Jack In The Box make the actual duel heavily Shaco-favored from fog or brush.
Watch for Deceive: lets Shaco bypass Brand's range and start behind him with Backstab damage before Brand can aim Sear.
How to beat
Do not face-check boxes or brush; fight only in open space where Shaco has to reveal himself before reaching you. Once Deceive is used, drop Pillar of Flame on your own position or his exit path, then use Blaze into Sear when the real Shaco is identifiable.
Later Shaco is better at isolated picks and split pressure, while Brand is much better in grouped fights where invisibility angles are controlled. Stay with vision and teammates, and save cooldowns until he commits instead of fishing blindly.
- Jack In The Box can interrupt your movement long enough for Shaco to kill you.
- Pyroclasm can waste bounces on Hallucinate, so identify the real Shaco first if possible.
- If Shaco opens from behind, move through him or sideways to deny repeated Backstab hits.

ShenFavoured
Shen is hard to kill quickly but has limited threat if Brand keeps distance from Shadow Dash.
Watch for Shadow Dash: taunts Brand and gives Shen the only reliable way to keep him inside melee range.
How to beat
Stand outside Shadow Dash engage angles and punish Shen whenever he uses Vorpal Blade for minor poke. If he misses Shadow Dash, he cannot force the duel, so walk forward for Blaze setup and full combo before Feint comes back.
Later Shen is a stronger side-lane map champion because Stand United lets him join fights, but Brand brings more damage when both are present. Push waves carefully, ping his ultimate windows, and punish the enemy team when Shen leaves lane.
- Do not chase Shen through narrow terrain where Shadow Dash is easy to land.
- Feint blocks some burst, so wait a beat if he shields before your highest damage spell.
- Stand United is not a duel spell, but it means your pressure can be answered elsewhere.

SingedEven
Brand can punish Singed before he reaches him, but Mega Adhesive into Fling turns the fight around if Brand lets Singed close.
Watch for Fling: puts Brand behind Singed and into Poison Trail, reversing the spacing Brand needs to win.
How to beat
Hold a long lane position and cast while moving backward, never through Poison Trail. Bait Mega Adhesive or Fling range first; once Singed misses the catch, place Pillar of Flame in his path and kite out Insanity Potion rather than brawling through it.
Later Singed is more annoying in side lanes and can proxy or force chases, while Brand is stronger in grouped fights if he refuses to chase poison trails. Clear waves from range and make Singed run into your team instead of following him.
- Do not chase Singed after landing Blaze; make him walk back into your next spell.
- Mega Adhesive makes Pillar of Flame easier for him to dodge if you are stuck in it.
- Insanity Potion is a durability timer, so disengage unless he is already low.

SionEven
Brand outranges Sion and can break his shield, but Cryptic Gaze gives Sion a reliable stun if Brand drifts too close.
Watch for Cryptic Gaze: point-click stuns Brand long enough for Death's Caress and Enrage attacks to connect.
How to beat
Stay outside Cryptic Gaze range and poke Death's Caress before Sion can walk it into detonation range. If he uses the stun and cannot follow up, punish the cooldown with full combo while kiting away from Cannibalism attacks.
Later Sion can become a better raw side-lane stat-checker if he reaches melee range, while Brand is more useful against grouped enemies. Keep waves at range and save stun for after his shield is down so your burst is not absorbed.
- Death's Caress can be detonated, so do not stand near him just because the shield looks defensive.
- Cannibalism only matters if Sion is attacking; deny contact instead of racing his healing.
- Your best window is after Cryptic Gaze is down, not while he is walking at you with it ready.

SivirEven
Sivir can block Brand's key spell with Spell Shield, but Brand's range and area damage punish her short attack range if he baits it first.
Watch for Spell Shield: eats the spell that would apply Blaze or stun with Sear, breaking Brand's combo timing and giving Sivir mana back.
How to beat
Use movement and low-commitment spell pressure to draw Spell Shield before throwing the important Sear. Stay beyond Sivir's 425 attack range, dodge Boomerang Blade sideways, and commit when Spell Shield is down and she cannot safely walk up.
Later Sivir scales better as a sustained teamfight marksman and can start fights with On The Hunt, while Brand punishes grouped speed engages with area burst. Do not fire your first spell into Spell Shield; wait for it to drop, then hit the clump around her.
- Boomerang Blade hits twice, so sidestep the return path too.
- Her short range lets you harass without taking basic attacks if Spell Shield is down.
- On The Hunt changes spacing quickly; back up before casting long windup spells.

SkarnerUnfavoured
Brand can punish Skarner before contact, but if Crystalline Exoskeleton carries Skarner into Impale range Brand usually dies during the drag and follow-up.
Watch for Impale suppresses Brand and removes the spacing he needs to land Sear or Pillar of Flame safely.
How to beat
Hold max spell range and break Crystalline Exoskeleton with E or W before Skarner is close enough to force R. Save Sear for after he commits forward, because a missed Q lets him walk straight through you. Commit only when his shield is down and he has already used Fracture or movement speed to enter.
Later Skarner wins isolated side-lane catches if he can reach Brand, while Brand is much better in grouped fights where teammates can punish Impale. Stay behind your front line and make Skarner choose between dragging someone else or eating your full AoE combo.
- Do not stand near minions Skarner can Q repeatedly for Energize cooldown refunds.
- Breaking Crystalline Exoskeleton also removes his speed window, not just a shield.
- If he flashes for Impale, Zhonya's before he reaches R range is better than trying to cast after suppression starts.

SonaFavoured
Sona matches Brand's attack range but cannot trade through his spell damage unless Crescendo starts the fight cleanly.
Watch for Crescendo stuns Brand long enough for Sona to land her full rotation and deny his counter-burst.
How to beat
Play just outside her auto range and make her walk into Pillar of Flame if she wants Hymn of Valor poke. Track Power Chord; when she spends it defensively or on a minion, step up for E into Q. If Crescendo is down, Brand can force the duel with very little risk.
Later Sona does not want the side lane against Brand, but her teamfight aura and Crescendo can decide grouped fights. Brand should avoid standing in a straight engage line and punish Sona's low durability when she steps up to ult.
- Her Aria of Perseverance can blunt poke, but it does not save her from a stunned full combo.
- Do not clump with your team and give Crescendo into Pyroclasm bounce targets.
- If Sona has Power Chord ready, expect the damage-reduction chord during your burst window.

SorakaFavoured
Soraka can stall with healing and silence, but she lacks the burst or mobility to survive Brand's full combo once Infuse is down.
Watch for Infuse silences Brand and can interrupt the spell chain before Sear confirms the kill.
How to beat
Pressure from 550-plus range and bait Infuse with a short E or W trade before committing. Once silence is used, land Blaze with E or W and hold Sear for the stun. Save enough damage to finish through Wish rather than dumping everything into her first heal window.
Later Soraka still avoids side-lane duels, but in teamfights her healing and MR aura can stretch fights past Brand's first rotation. Brand should prioritize applying Grievous Wounds and hitting clustered enemies so Soraka cannot answer every health bar at once.
- Consecration makes early magic trades slightly worse than they look on paper.
- Do not start the kill combo while Infuse is available unless she is already too low to answer.
- Wish can bait you into overchasing; keep one spell for after it lands.

TaricEven
Brand outranges and outdamages Taric, but Dazzle gives Taric a reliable way to start a close-range fight if Brand mispositions.
Watch for Dazzle stuns Brand and lets Taric walk into Shatter and Radiance range.
How to beat
Stay outside Dazzle range and punish Taric when he moves up without minion cover. If he uses Dazzle and cannot reach you with follow-up, immediately answer with E into Q and W while he retreats. Do not waste Sear into his stun startup if you are already locked down.
Later Taric is not a strong side-lane duelist into Brand unless he starts in melee range, but he is more useful as a stun-and-aura support in teamfights. Brand should hit the backline rather than spend the whole rotation into Taric's armor-heavy body.
- Shatter's armor does not help him much against your magic burst.
- His heal can extend the duel, so wait for him to spend Imbue before committing lethal damage.
- If Taric flashes Dazzle, your answer is spacing before it happens, not reaction afterward.

TeemoEven
Brand wins direct spell trades, but Teemo's speed, poison, and mushroom control make the duel swing hard on vision and first contact.
Watch for Noxious Trap controls the chase path and can slow Brand into repeated poison autos.
How to beat
Keep the fight in open ground where you have not ceded mushroom control and use W to tag Teemo when he kites sideways. Blinding Dart does not stop Brand's spell damage, so do not panic if he opens with Q; punish him while he is inside E range. Commit after Move Quick is broken by any champion damage.
Later Teemo becomes more annoying in side lanes because mushrooms make pursuit unsafe, while Brand remains much stronger in grouped fights. Sweep or avoid trapped paths and force fights around objectives where Teemo has less time to prepare.
- A quick E breaks Move Quick and makes Pillar of Flame much easier to place.
- Do not chase through narrow jungle entrances without vision; that is where mushrooms decide the duel.
- Blinding Dart only denies your autos, so keep casting instead of backing off automatically.

TristanaUnfavoured
Tristana can match Brand's early range and later outranges him, with Rocket Jump and Buster Shot making it hard for Brand to finish a clean combo.
Watch for Rocket Jump lets Tristana either dodge Brand's delayed damage or jump onto him with a slow before Rapid Fire autos.
How to beat
Hold Sear until Rocket Jump is used; throwing Q first gives her a free reset of spacing. Trade with E and W when she last-hits or channels aggression, then back out before Rapid Fire autos stack up. Commit only if Rocket Jump or Buster Shot is unavailable, because either one can break your lethal setup.
Later Tristana wins most side-lane duels once her range scales, but Brand brings better AoE damage if she must fight around clustered allies. In late fights, Brand should threaten her jump landing spot and avoid wasting Pyroclasm when she can instantly knock him away.
- Her range scaling eventually makes equal-range poking stop being equal.
- Place W where Rocket Jump lands if she uses it aggressively.
- Buster Shot can deny your follow-up after Sear, so account for it before flashing forward.

TryndamereUnfavoured
Brand can kite Tryndamere before level six, but Spinning Slash plus Undying Rage lets Tryndamere ignore lethal burst and run him down.
Watch for Undying Rage denies Brand's burst kill window and turns the fight into a chase Brand cannot sustain.
How to beat
Hold maximum distance and keep Sear for after Spinning Slash, not before it. Poke him while his Fury is low, then disengage when he has the resources to crit and heal. If he ults, stop spending damage into invulnerability and use slows, stun, or Zhonya's to outlast the duration.
Later Tryndamere dominates side-lane duels if he can force long space, while Brand is far more valuable in front-to-back teamfights. Do not answer him alone without cooldowns; waveclear from range and make him enter grouped fights through Blaze and crowd control.
- A stunned Tryndamere can still press Undying Rage if he has not already been locked out by timing.
- Do not chase him after Bloodlust; his heal and Fury can flip the trade.
- Zhonya's buys time during Undying Rage instead of trying to kill what cannot die.

Twisted FateEven
Brand has stronger all-in damage, but Twisted Fate's Gold Card and long-range Wild Cards can win if he controls the first stun.
Watch for Pick A Card's Gold Card stuns Brand and guarantees Twisted Fate's follow-up before Brand can complete his combo.
How to beat
Respect locked Gold Card and back up until it expires or is spent. When Pick A Card is down, Brand can walk into E range and force a much stronger burst trade. Dodge Wild Cards laterally rather than retreating in a straight line, since backing up gives TF room to reset cards.
Later Twisted Fate is better at map plays with Destiny and Gate, while Brand is better in static teamfights. In side lanes, Brand can win the duel if TF has no Gold Card prepared, but he must track teleports and avoid being collapsed on.
- Do not start Pyroclasm while Gold Card is already flying; you may lose the rest of the rotation.
- TF often wants a short stun trade, not a full duel, so punish him after he backs away.
- Destiny's slow can make your W dodge worse if you are already overextended.

TwitchUnfavoured
Brand can kill Twitch if he reveals him first, but Ambush openings and Spray and Pray range usually let Twitch decide the duel.
Watch for Ambush gives Twitch the first hit and attack-speed window before Brand can aim a reliable stun.
How to beat
Do not walk into dark corridors alone; make Twitch reveal into your prepared E or W instead. If he opens from Ambush, use Sear defensively after applying Blaze and move perpendicular to Spray and Pray bolts. Commit only when Ambush has been used or you have vision on him before the fight starts.
Later Twitch is much scarier in side-lane ambushes and can outrange Brand during Spray and Pray, but Brand can devastate Twitch's team if they clump around him. Keep vision around flanks and save a spell for Twitch's reveal rather than spending everything on the frontline.
- Pyroclasm needs visible targets; Twitch dropping out of sight can ruin the bounce plan.
- Venom Cask slow makes landing Sear harder because Twitch can keep auto spacing.
- A revealed Twitch is fragile, so turn immediately if Ambush is already spent.

VayneUnfavoured
Vayne's mobility and single-target damage beat Brand in extended space, especially once Final Hour makes Sear timing unreliable.
Watch for Final Hour makes Tumble grant invisibility, breaking Brand's aim and letting Vayne reset her angle for Silver Bolts.
How to beat
Fight away from walls so Condemn cannot stun you, and hold Sear until after Tumble. Use E to force Blaze without aiming, then cast W where Vayne must step to continue autos. If Final Hour is active and you miss Q, disengage immediately instead of trying to race Silver Bolts.
Later Vayne is the superior side-lane duelist when she has room to kite, while Brand contributes more area burst in grouped fights. Brand should stay near teammates and punish Vayne when she exits invisibility to auto, not chase her alone.
- Standing near a wall turns Condemn from peel into a kill tool.
- E is your most reliable way to mark Vayne before Sear because Tumble can dodge skillshots.
- Do not throw Pyroclasm at only Vayne if she can tumble out of bounce range.

VeigarEven
Both mages can kill each other quickly, but Veigar's Event Horizon and AP-scaling Primordial Burst punish Brand harder as Brand builds damage.
Watch for Event Horizon traps or stuns Brand, giving Veigar time to land Dark Matter and Primordial Burst.
How to beat
Stay outside Event Horizon range until Veigar uses it for zoning or wave control. If the cage misses or you are inside without touching the edge, fire back immediately with E into Q before Dark Matter lands. Avoid slow, straight approaches where he can place the cage around your path.
Later Veigar becomes more dangerous in the pure 1v1 because Primordial Burst scales off Brand's AP, but Brand is more reliable at damaging multiple targets. In teamfights, do not be the first mage in range of Event Horizon; force Veigar to cage defensively, then burn the clump.
- Being inside Event Horizon is fine until you touch the rim; do not panic-walk into the stun.
- His ultimate hits harder the more AP you have, so defensive MR has real value.
- Sear can punish Veigar during Dark Matter's delay if Blaze is already applied.

WarwickUnfavoured
Warwick's sustain lets him absorb poke, and Infinite Duress gives him a point-and-click way to stop Brand before Brand finishes the combo.
Watch for Infinite Duress suppresses Brand and guarantees Warwick's damage and healing window.
How to beat
Keep him at spell range and do not let low health activate Blood Scent for a free chase. Use Sear after he moves in for Hungering Strike or ultimate range, not while he is simply walking. If Infinite Duress is available, Brand needs distance, allies, or a defensive item before committing close.
Later Warwick remains dangerous in side-lane picks because suppression starts the fight on his terms, but Brand is stronger when protected in teamfights. Stand where Warwick has to ult through your frontline and punish his channel target with AoE damage.
- His Hungering Strike can undo poke trades, so burst matters more than slow harassment.
- Do not linger at low health; Blood Scent changes his engage distance.
- QSS is the cleanest answer to Infinite Duress if the duel is unavoidable.

WukongUnfavoured
Wukong's dash, stealth, and knockup let him force melee range where Brand has little room to land delayed spells.
Watch for Nimbus Strike closes the gap and sets up Crushing Blow plus Cyclone before Brand can kite away.
How to beat
Stand behind minions only when it does not give Nimbus Strike a bridge to you, and save Sear for the real Wukong after Decoy. When he uses Decoy, stop auto-pathing forward and aim W where he is likely to reappear. Commit after Nimbus Strike or Cyclone is down; before then, your goal is to trade and disengage.
Later Wukong wins isolated catches and is a much better side-lane brawler, while Brand can out-impact him if Cyclone is forced into poor angles. In teamfights, spread from your carries and burn Wukong after he commits, rather than trying to duel him in fog.
- Do not spend Sear into Decoy; wait for the brief invisibility to end.
- If he has a nearby minion, Nimbus Strike range is longer than it looks.
- Cyclone's knockup can interrupt your full rotation, so cast instant E before he reaches you.

ZileanEven
Brand has more lethal damage, but Zilean's range, speed control, and Chronoshift can deny the first kill and reset the duel.
Watch for Chronoshift prevents Brand's burst from ending the fight and can leave Brand without cooldowns afterward.
How to beat
Avoid taking free Time Bombs at 600 range; step in only when you can answer with E or W. Bait Chronoshift with a partial combo, then hold one spell or Pyroclasm for after the revive triggers. If Time Warp is used offensively to slow you, land Sear during his predictable approach or retreat path.
Later Zilean is safer in side lanes than most supports because Time Warp and Chronoshift deny picks, but Brand is more threatening in clustered teamfights. Brand should force Zilean to ult a target early, then use the next rotation when the revive is unavailable.
- Do not dump every cooldown into an active Chronoshift target unless the revive position is punishable.
- Time Bomb outranges your targeted E, so use minion movement and brush to close the first gap.
- Rewind means his second bomb or speed change arrives sooner than Season 3 newcomers expect.
No champion by that name.
18- Attack damage
- 106
- Ability power
- 653.84
- Armor
- 138
- Magic resist
- 42.6
- Attack speed
- 0.769
- Cooldown reduction
- 4%
- Critical strike chance
- 0%
- Move speed
- 385

Click an item to leave it out of the numbers.
Resources
- Health
- 2,548
- Health regen
- 14.4 / 5s
- Mana
- 1,132
- Resource regen
- 20.8 / 5s
Offense
- Attack range
- 550
- Crit chance
- 0%
- Crit damage
- 200%
- Life steal
- 0%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 0%
- Lethality
- 0
- Magic pen, flat
- 24
- Magic pen, percent
- 43%
Ability damage
at this build's ranks
QSearrank 5/5
- Damage
- 678
WPillar of Flamerank 5/5
- Damage
- 660
- Empowered Damage
- 825
EConflagrationrank 5/5
- Damage
- 581
RPyroclasmrank 3/3
- Damage
- 690
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 0.769
- Average hit
- 108.1
- Normal hit
- 108.1
- Critical hit
- 216.2
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Damage increase
- +2%
- Time to kill
- 12.0s
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.
18- Attack damage
- 106
- Ability power
- 203.7
- Armor
- 138
- Magic resist
- 82.6
- Attack speed
- 0.769
- Cooldown reduction
- 13%
- Critical strike chance
- 0%
- Move speed
- 385

Click an item to leave it out of the numbers.
Resources
- Health
- 2,678
- Health regen
- 31.4 / 5s
- Mana
- 1,060
- Resource regen
- 48.8 / 5s
Offense
- Attack range
- 550
- Crit chance
- 0%
- Crit damage
- 200%
- Life steal
- 0%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 0%
- Lethality
- 0
- Magic pen, flat
- 24
- Magic pen, percent
- 8%
Ability damage
at this build's ranks
QSearrank 5/5
- Damage
- 380
WPillar of Flamerank 5/5
- Damage
- 385
- Empowered Damage
- 481
EConflagrationrank 5/5
- Damage
- 328
RPyroclasmrank 3/3
- Damage
- 461
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 0.769
- Average hit
- 118.5
- Normal hit
- 118.5
- Critical hit
- 226.6
- On-hit damage
- 10.4
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Damage increase
- +2%
- Time to kill
- 11.0s
On-hit
- Spellsword10.4
5% of ability power · magic damage
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.
18- Attack damage
- 106
- Ability power
- 0
- Armor
- 79
- Magic resist
- 30
- Attack speed
- 0.769
- Cooldown reduction
- 0%
- Critical strike chance
- 0%
- Move speed
- 340
Resources
- Health
- 1,748
- Health regen
- 14.4 / 5s
- Mana
- 1,060
- Resource regen
- 17.8 / 5s
Offense
- Attack range
- 550
- Crit chance
- 0%
- Crit damage
- 200%
- Life steal
- 0%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 0%
- Lethality
- 0
- Magic pen, flat
- 0
- Magic pen, percent
- 0%
Ability damage
at max rank
QSearrank 5/5
- Damage
- 240
WPillar of Flamerank 5/5
- Damage
- 255
- Empowered Damage
- 319
EConflagrationrank 5/5
- Damage
- 210
RPyroclasmrank 3/3
- Damage
- 350
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 0.769
- Average hit
- 106
- Normal hit
- 106
- Critical hit
- 212
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Time to kill
- 12.3s
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.
18- Attack damage
- 106
- Ability power
- 662.78
- Armor
- 129
- Magic resist
- 30
- Attack speed
- 0.769
- Cooldown reduction
- 4%
- Critical strike chance
- 0%
- Move speed
- 385
Click an item to leave it out of the numbers.
Resources
- Health
- 2,458.6
- Health regen
- 14.4 / 5s
- Mana
- 1,186
- Resource regen
- 20.8 / 5s
Offense
- Attack range
- 550
- Crit chance
- 0%
- Crit damage
- 200%
- Life steal
- 0%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 0%
- Lethality
- 0
- Magic pen, flat
- 24
- Magic pen, percent
- 43%
Ability damage
at this build's ranks
QSearrank 5/5
- Damage
- 684
WPillar of Flamerank 5/5
- Damage
- 666
- Empowered Damage
- 832
EConflagrationrank 5/5
- Damage
- 586
RPyroclasmrank 3/3
- Damage
- 695
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 0.769
- Average hit
- 141.9
- Normal hit
- 141.9
- Critical hit
- 250
- On-hit damage
- 33.8
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Damage increase
- +2%
- Time to kill
- 9.2s
On-hit
- Spellsword33.8
5% of ability power · magic damage
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.