MageSupportGeneral kit and base stats · version 16.19.1
P
Blaze
Brand's spells light his targets ablaze, dealing damage over 4 seconds, stacking up to 3 times. If Brand kills an enemy while it is ablaze he regains mana. When Blaze reaches max stacks on a Champion or large monster, it becomes unstable. It detonates in 2 seconds, applying spell effects and dealing massive damage in an area around the victim.
Passive · no active cost or cooldown
Base statistics
Mana
Health
570
Resource
469
Armor
24
Move speed
340
Attack damage
57
Attack speed
0.681
About this data
Viewing the current patch. If no sample is available yet, you can open an available historical patch.
Editorial plan reviewed for 26.15. This does not establish a review for statistics patch 16.19.
Game plan · Support
Sequence Blaze into map control
Plan overview
Brand's whole-game plan is to turn safe spell sequencing into a numbers advantage: pressure lane with Blaze-enhanced W, use E to spread pressure when targets are close, and reserve Q for a stun once Blaze is active or for a committed engage. Crash before recalling or roaming, then reach objective setups 60–90 seconds early so your threat controls entrances rather than the pit alone. When ahead, play through fog and chokes, force the enemy to walk into a three-stack detonation, and convert every pick into a tower, wave, or objective. When behind, farm safely, preserve mana, and trade contested objectives for the opposite-side resource; your comeback is a caught target, not a blind five-player entry. As the game transitions past 14:00, replace aimless mid grouping with timer-based setups; past 25:00, keep Q and your damage rotation for the fight that can decide Baron, Elder, or the base.
Plan by phase
Create short, funded trades
0:00–8:00; wave-crash windows, level-up races, and the first dragon setup
Play the first waves for a repeatable Blaze trade rather than a blind all-in. If W can hit the enemy champion and the wave without exposing your ADC, use it to contest space; follow with E when its spread has a nearby target, and reserve Q for a target already ablaze or an engage that is actually starting. If the enemy pushes you in, thin the wave and preserve mana through ablaze-minion kills when safe. Transition after a crash: recall with your ADC when possible, or move only toward a visible nearby play.
Game situations
Lane
Trade through Blaze, not beside it
If the first three waves can be pushed without exposing your ADC to an all-in, use W for wave control and E on a champion or nearby unit only when the spread can reach the enemy. If the enemy has an engage threat and your wave is pushing, keep Q available to punish their entry rather than spending every spell on poke.
With Brand
If Brand is on your team, give him a clear first target instead of scattering damage across five enemies. When he has already applied Blaze, keep the target in range for the next spell only if you can do so without entering enemy cooldowns; the goal is a safe three-stack detonation, not a forced chase.
If you are the ADC, let Brand shape the wave and punish the space his W or E creates. When Brand's Q is available and your lane is being engaged, stay close enough for follow-up but do not stand on the ablaze target if its detonation is imminent.
If you are the jungler, gank after Brand has crashed a wave or when the enemy is visibly extended. A target already ablaze gives Brand a conditional Q stun, while a target trapped near nearby units gives E more room to spread; approach during those windows rather than asking him to start from nothing.
If you are preparing dragon, grubs, Herald, or Baron, arrive with Brand before spawn and let him threaten entrances while the team sweeps. If an enemy is caught in the approach, convert the pick; if nobody is caught, use the threat to secure space instead of making Brand facecheck the pit.
If your composition has a separate initiator, let that champion start when two or more allies are in range, then let Brand layer damage into the controlled group. If Brand is the only source of meaningful engage pressure, play around picks and chokepoints rather than expecting him to enter first and survive like a tank.
Identity, strengths and limits
Build the fire, then make the space unsafe
SUPPORT · BURST MAGE · BLAZE STACKS
Brand support wins by turning grouped enemies and contested space into a damage puzzle: apply Blaze, amplify it with W or spread it with E, then reach three stacks for an unstable detonation that punishes anyone standing nearby. Q becomes a stun only after the target is ablaze, so his threat is strongest when he sequences spells instead of throwing them independently. He is a burst mage with support access, not a durable frontline or a guaranteed engage tool; if he spends spells without a stack path, he can run out of mana and influence before the fight matters.
Strengths
Burst threat increases when enemies group around chokes or marked targets.
Blaze creates a clear spell-sequencing pattern with a high-value area detonation.
E can spread Blaze pressure when enemies or minions are close together.
Q provides a conditional stun for committed engages and gank follow-up.
Useful objective-zone threat without requiring a frontline build.
Limits and risks
Forcing the third Blaze stack when the marked target is dragging your team into enemy vision.
Using Q before the enemy engage when Sear is your only conditional stun.
Roaming before a crash, leaving your ADC to lose a wave or face a 2v1.
Starting a pit fight without priority, vision, or enough allies to follow the damage.
Spending W and E on low-value poke, then lacking mana or cooldowns for the objective window.
One idea for your next game
For the next game, track one question before every aggressive cast: “What is my path to three Blaze stacks, and can I safely reach the detonation?” Start with a controlled lane trade or objective choke, preserve Q when the enemy can engage, and stop chasing the final stack if the marked target is pulling your team into danger. Your improvement target is not more spell casts; it is converting one reliable Blaze detonation into a wave, pick, or objective.
Observed matchups
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Once a tribesman of the icy Freljord named Kegan Rodhe, the creature known as Brand is a lesson in the temptation of greater power. Seeking one of the legendary World Runes, Kegan betrayed his companions and seized it for himself—and, in an instant, the man was no more. His soul burned away, his body a vessel of living flame, Brand now roams Valoran in search of other Runes, swearing revenge for wrongs he could never possibly have suffered in a dozen mortal lifetimes.