Brand Wild Rift champion guide - Support

Support · Wild Rift Guide

Brand Support

Brand Support Guide

Updated for Patch 7.3E
S Tier

Brand Support Wild Rift overview and best build snapshot

How to play

  • Poke while your teammate farms Use your 2nd ability to poke enemies when they step forward, aiming away from low-health minions so your teammate can finish them.

  • Keep your stun for a clear shot Hit your 2nd or 3rd ability first, then land your 1st ability to stun the burning target. Aim around minions so they do not block it.

  • Join fights against grouped enemies Stay behind your frontline and use your ultimate where it can bounce between targets.

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

  • Highest damage output in the support pool, with percent health burns that hurt tanks and squishies alike.
  • Early targeted poke from Conflagration (3rd), with the full three-basic-ability detonation and stun sequence available only after Q (1st), W (2nd), and E (3rd) are learned.
  • Pyroclasm (Ult) plus the Blaze (Passive) detonation turns grouped teamfights and objective standoffs into multi-kill windows.

Weaknesses

  • No heal, shield, or mobility; his only peel is the conditional Sear (1st) stun after the diver is already Ablaze, so a missed or intercepted fireball leaves his carry exposed.
  • Immobile and squishy: every hook, taunt, and knockup in the support pool kills him first.
  • His stun needs an ablaze target, so a duo that dodges the opening poke never gives him the pick game his kill pressure runs on.
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Brand Support Wild Rift best build, items, runes, summoner spells, and skill order

ITEM BUILD

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

STARTING ITEM

Spectral Sickle

Support income that rewards the poke he was throwing at the enemy duo anyway.

BOOTS

Spellslinger's Shoes

Magic penetration keeps a support-budget Brand hurting once the enemy carry buys any resistance.

CORE BUILD

Black Mist Scythe

Quest income, which his chip damage completes quickly, funding real damage from a support slot.

Liandry's Torment

His passive ticks constantly on whoever he has hit, so the max health burn stays applied with no extra effort.

Rylai's Crystal Scepter

The slow on every ability holds the enemy carry still, both for his third stack and for his duo to collapse.

Morellonomicon

Build this when the enemy duo heals through his burn, so his carry never has to. Buy Oblivion Orb early, since the anti-heal works from the component.

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 his carry and the rest of the team, making Bloodletter especially strong with multiple magic-damage threats.

SITUATIONAL ITEMS

Void Staff

Build this when a magic resist frontline is what stops Brand's personal damage. Choose it when enemies are stacking heavy magic resist and maximum personal damage matters more than Bloodletter's teamwide reduction.

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 when you get dived once your stacks are spent. Buy Seeker's Armguard early for the armor and ability power.

RUNES

KEYSTONE

Electrocute

Three abilities into the same target is his standard trade, so it triggers on the combo he was casting anyway.

PRIMARY

Cheap Shot

His stun only works on a target already marked by his passive, which is exactly the impaired enemy this pays out on.

Chain Assault

His chain of spells goes into one target before it spreads, and this pays for that opening sequence.

Zombie Ward

Brand support already sweeps the brushes he wants to cast from. Each cleared ward becomes vision that protects the flank while he looks for a stun and multi-target ultimate.

SECONDARY

Bone Plating

He is immobile in a lane built on all-ins, and this covers the committed engage he cannot walk away from.

SITUATIONAL RUNES

Transcendence

Take this over Bone Plating against lanes without reliable engage or return damage. More ability haste means more chances to trigger his three-stack passive.

Aery

Take this over Electrocute in poke lanes, since Aery pays on every single ability instead of only a full combo.

Legend: Haste

Take this over Bone Plating 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 has no escape in his kit, and his stun needs the target to be on fire first.

Ignite

Ignite

Take this for early kill pressure on the enemy bot lane, since kills there snowball your carry faster than anything else you can do. The Grievous Wounds also makes it strong into champions with a lot of healing.

SITUATIONAL SPELLS

Heal

Heal

Take this over Ignite when your carry is being run down and his damage alone is not saving them.

SKILL ORDER

Skill Priority Order

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

Wild Rift matchup guide for Brand Support, covering favorable lanes and difficult counters to prepare for in ranked, plus the duo partners that pair best with this pick.

Brand Support Wild Rift game strategy and teamfighting guide

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

Early Game

Levels 1-8
Stand beside the minion wave rather than directly behind it so Sear (1st) has a line when the enemy carry steps forward. Open short trades with Conflagration (3rd), place Pillar of Flame (2nd) on the target's retreat path, and save Sear (1st) until the target is Ablaze. The mark enables the stun but does not let the projectile pass through another enemy. Avoid using Pillar (2nd) on the wave without a reason, because repeated area damage pushes the lane and exposes an immobile support to ganks. The full three-ability detonation is not available at level one, so play the opening levels around poke and positioning rather than forcing an incomplete combo.

Mid / Late Game

Levels 9+
At level five, Pyroclasm (Ult) makes close 2v2s and narrow river fights much more dangerous for a grouped enemy. Rotate after the Dragon-lane wave is safe, establish vision with a teammate, and apply Blaze (Passive) before both teams enter the same choke. Hold Sear (1st) for a marked diver when your carry needs peel; use it aggressively only when the stun can create a real numbers advantage. Between objectives, pressure defenders with Conflagration (3rd) from behind your frontline, but do not walk into hook range just to add one more poke cast. Move with your team before Baron and Elder because Brand cannot check dark vision alone. Fight around chokes where Conflagration (3rd) can spread and Pyroclasm (Ult) can bounce, then keep Sear (1st) for the marked assassin who reaches your backline. Against a spread formation, damage the nearest safe target and wait for the enemy to group before committing the ultimate. Pyroclasm (Ult) can bounce to Brand, so spacing near a lone target can create return bounces, but standing too far forward to force that interaction is rarely worth the risk.

Teamfights

5v5 Combat
Apply Blaze (Passive) with Conflagration (3rd) or Pillar of Flame (2nd) before using Pyroclasm (Ult) on a grouped formation. Place Pillar (2nd) on the space enemies must move through rather than their current position. If a diver reaches your carry, mark that target and use Sear (1st) for the stun instead of spending it on the frontline. Brand contributes damage first, but preserving the conditional stun often determines whether he and his carry survive long enough to finish the rotation.
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