Wild Rift Guides

Brand Mid Lane Wild Rift Guide

Brand mid lane counters include Irelia, Kassadin, and Zed. See the best build, runes, matchups, and game plan for Wild Rift Patch 7.3.

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.

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.

Build Snapshot

Rune Setup

Summoner Spells

Brand Mid Lane Counters

Who counters Brand Mid Lane in Wild Rift (WR)? These champions beat Brand in the mid lane matchup, with how each one wins. Learn to play around them or ban them in ranked.

  • Irelia: Irelia dashes through the wave and past your stun, with every low minion giving her another reset, and once she has items she can all-in you whenever she wants.
  • Kassadin: Early he struggles against your burst and faster clear, but once his ultimate is online he blinks through your combo, closes the distance, and out-scales you outright.
  • Zed: Your stun is a skillshot he can dodge behind a shadow, and the instant your combo is on cooldown he deletes a mage with no escape. A fair fight here is one you lose.
  • Viktor: Viktor out-ranges your fire and out-scales you, his shield soaks the chip you do land, and his gravity field zones the ground you need while setting up a combo your squishy body cannot survive.

Champions Brand Is Strong Against

Brand's best matchups in Wild Rift. Brand holds an edge against these picks in the mid lane role, so look to press the advantage and contest objectives.

  • Annie: Annie has to walk into your range to do anything with Tibbers (Ult), and your fire chunks her every time she steps up to farm, so your spreading damage beats her short range all lane.
  • Akali: Her shroud hides her from targeted spells, but Pillar of Flame (2nd) still hits its ground area and Blaze (Passive) keeps burning after she vanishes. Save the empowered Sear (1st) stun for the moment she reveals herself to attack rather than describing her shroud as a reset mechanic.
  • Swain: Swain needs long fights where his drain out-heals you, but your burst lands all at once, faster than his sustain can answer, and his root is his only way to force that fight.
  • Vex: You never dash, so Vex never collects a Gloom (Passive) mark off you, though Doom (Passive) still empowers her next ability on its own timer, and W (2nd) lands instantly around her rather than travelling. You stack your stun faster than she builds her combo, and her squishy, immobile frame folds to the all-in.

Early Game

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 Game

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.

Late Game

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

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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