Brand Wild Rift champion guide - Mid Lane

Mid Lane · Wild Rift Guide

Brand Mid Lane

Brand Mid Lane Guide

Updated for Patch 7.3E
A Tier

Brand Mid Lane Wild Rift overview and best build snapshot

How to play

  • Set enemies burning before your stun Hit your 2nd or 3rd ability first to set the enemy burning, then land your 1st ability to stun them.

  • Push without leaving yourself exposed Keep your distance from the enemy jungler's approach, because you have no dash to escape.

  • Fight when enemies stand together Use your ultimate where it can bounce between targets, then keep casting from behind your team.

Guide author

Royal

Royal has reached Rank 1 in EU and NA, and Legend and Sovereign on the Chinese server. Created by Royal with input from high elo and professional players and the WildRiftGuides Discord community.

Rank 1 on this champion? Help improve this guide and receive credit. Contact us on Discord.

Strengths

  • His combo bursts a whole group at once, so a clumped wave or a clustered team takes the same fire together.
  • He bullies immobile and short-range mages off the wave, and his stun-into-burst ends most trades on the spot.
  • His roams hit hard the moment he has priority, since a stunned, burning target dies to his rotation even without a lead.

Weaknesses

  • No mobility at all, no dash and no blink, so anyone who closes the gap can run him down.
  • His whole burst depends on a skillshot stun on a burning target, and a missed opener leaves him defenseless on cooldown.
  • He is fragile and easy to gank, since footwork is his only answer to a collapse.
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Brand Mid Lane Wild Rift best build, items, runes, summoner spells, and skill order

ITEM BUILD

Best Wild Rift build for Brand Mid Lane, including items, runes, summoner spells, and skill order.

STARTING ITEM

Amplifying Tome

Early ability power for a lane won by landing enough chip damage to force recalls.

BOOTS

Spellslinger's Shoes

Magic penetration keeps his passive burn meaningful before his items make it lethal.

CORE BUILD

Liandry's Torment

His passive is already ticking on whoever he has hit, so the max health burn rides along on targets that never stop burning.

Blackfire Torch

His abilities keep the burn applied, and his passive spreads to nearby enemies, so the stacking bonus counts several champions at once.

Rylai's Crystal Scepter

The slow on every ability holds a target still long enough for his third stack to detonate.

Void Staff

Cuts the magic resist that lets a frontline walk through his burn. Choose it when enemies are stacking heavy magic resist and maximum personal damage matters more than Bloodletter's teamwide reduction.

Rabadon's Deathcap

Multiplies his spell damage, the AP-scaling portion of Blaze's (Passive) three-stack explosion, and his bouncing ultimate. Blaze's (Passive) ordinary percentage maximum-health burn has no AP ratio, so Deathcap does not increase that component directly.

SITUATIONAL ITEMS

Bloodletter's Curse

Brand's passive keeps applying Wicked Decay after his first hit and spreads it across grouped enemies. The Magic Resistance reduction benefits the whole team, making Bloodletter especially strong when your composition has multiple magic-damage threats.

Infinity Orb

His burn leaves targets low without finishing them, and the crit against low health turns those into kills.

Morellonomicon

Build this when the enemy heals through his burn. Buy Oblivion Orb early, since the anti-heal works from the component and the full item can wait.

Oceanid's Trident

Build this when shields absorb Brand's burn. His passive and area spells keep the reduction active across several targets while the blaze stacks toward its explosion.

Zhonya's Hourglass

Build this against assassins, which are the main thing that beats an immobile mage. Buy Seeker's Armguard early for the armor and ability power.

Banshee's Veil

Build this when the enemy has a hook or point-and-click stun, since a caught Brand dies before his stacks reach three.

RUNES

KEYSTONE

Aery

Every ability he casts already reaches an enemy, so Aery adds free damage to the poke that wins his lane.

PRIMARY

Battle Zeal

Brand's passive burn keeps him in champion combat after the first spell, allowing Battle Zeal to amplify the later abilities and passive explosion in his rotation.

Cut Down

Blaze (Passive) really does deal a percentage of maximum health over time, and its three-stack explosion deals another, larger percentage. Cut Down adds damage against high-health champions on top of those built-in ratios.

Legend: Bloodline

His burns tick constantly, and the Omnivamp turns that steady damage into staying power.

SECONDARY

Transcendence

Ability haste means more casts, so his passive reaches three stacks more often.

SITUATIONAL RUNES

Coup de Grace

Take this over Cut Down against squishy teams, since his burn already drags targets low.

Bone Plating

Take this over Transcendence against an assassin or all-in laner who can kill Brand before his passive stacks land.

Electrocute

Take this over Aery when you want burst instead of poke, since his full rotation is three separate hits anyway.

Legend: Haste

Take this over Legend: Bloodline against durable teams that let Brand land several spell rotations. More frequent Pillar of Flame (2nd), Conflagration (3rd), and Sear (1st) casts help him keep applying Blaze (Passive) and threaten another stun.

SUMMONER SPELLS

MAIN SPELLS

Flash

Flash

Must take. He is immobile with a long cast on his stun, so Flash is the only way he escapes a gank.

Ignite

Ignite

Take this for early kill pressure in lane and on roams, since kills are what turn a mid lead into pressure on the rest of the map. The Grievous Wounds also makes it strong into champions with a lot of healing.

SKILL ORDER

Skill Priority Order

  1. 1
    W Ability
    2nd Ability
  2. 2
    Q Ability
    1st Ability
  3. 3
    E Ability
    3rd Ability
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Brand Mid Lane Wild Rift matchups and counters

Wild Rift matchup guide for Brand Mid Lane, covering favorable lanes and difficult counters to prepare for in ranked.

Brand Mid Lane Wild Rift game strategy and teamfighting guide

Wild Rift game strategy for Brand Mid Lane, from early lane control through mid and late game map play to final teamfights.

Early Game

Levels 1-8
Play the early lane aggressively around your wave clear. Your fire spreads through the wave, so you clear fast, hold priority against most mids, and chip the enemy every time they step up to last-hit. The stun only lands on a burning target, so tag them with conflagration (3rd) first, then drop the pillar where they have to stand and confirm the stun into the rest of the combo. Save that full rotation for the moment they overstep instead of spending it on the wave, because a clean all-in chunks most mids close to kill range. You have no escape, though, so ward the river: an immobile mage who shoves carelessly is the easiest gank on the map.

Mid / Late Game

Levels 9+
Mid game is shove, move, and control the entrance before the enemy arrives. Clear the wave with your spreading fire, then walk with your jungler toward river or a side lane and threaten a stun from fog. Both first objectives spawn at six minutes. Herald is usually the stronger even conversion, while dragon becomes attractive when your composition can use Brand's area damage to win repeated pit fights toward soul. Cast onto grouped enemies only after checking which target can spread the passive and ultimate effectively, and keep enough distance that an assassin cannot trade one flank for the mage controlling the whole choke. At full items, one clean stun can kill a squishy caught within your spell range. Find that opener from the edge of the fight, let the combo finish the kill, then look for the next target while your cooldowns come back. You never become a frontline threat; you stay a source of burst that decides whether their carry survives the opening exchange. Stand behind your frontline like the fragile mage you are, because the only way you lose a won fight is dying before your combo goes out. Hold your ultimate for a moment when the enemy clumps, since a fireball bouncing through grouped bodies does far more than one spent on a single target.

Teamfights

5v5 Combat
You are the team's area burst, and the job is finding the angle where your fire hits the most people. The best case is a stun onto a clustered enemy, conflagration (3rd) spreading to everyone nearby, and your ultimate bouncing between enemies who grouped too tight. Open from the back, burn whoever fronts the fight, and read the grouping before you spend the ultimate: a panicked early cast catches one stray, a patient one bounces through their whole back line. Stay close to your frontline so a diver has to go through them first, because once an assassin reaches you, you have no escape. Get the angle right and your fire decides the fight almost on its own.
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