
Brand
Hardest matchups for Brand in Support (Emerald, patch 16.20):
Zilean,
Amumu,
Janna. Easiest:
Ashe,
Camille,
Zoe.
Try it in a draftCountersPower curvesIn the tier listWho wins into BrandOn the pro tier list
Brand on patch 16.22
- Support48.3%#60 of 77C4,930 games
- Mid51.2%#22 of 91A1,521 games
- steady since 16.21
Brand’s main role on patch 16.22 is Support: a 48.3% win rate across 4,930 Emerald games, #60 of 77 Support champions on the tier list (grade C), picked in 2.0% of games. Brand is also played Mid: a 51.2% win rate across 1,521 games, #22 of 91. Since patch 16.21, Brand Support has not moved by more than chance explains: 0.1 points across 50,774 games in 8 ranks.
Emerald games from every region, as of Nov 9, 2026. The tables below load current numbers. Patch 16.22 tier list
Solo queue
Open in the tier listPatch 16.20, the current one
| Lane | Grade | Win rate | Games | Picked | Mains |
|---|---|---|---|---|---|
| Support57% of its games | B | 49.1%49.1% raw ±0.8 | 16,401 | 2.4%2.1% banned | 50.1%46.9% first time |
| Mid16% of its games | C | 49.0%48.8% raw ±1.5 | 4,527 | 0.6%2.2% banned | 50.3%46.8% first time |
| Bot15% of its games | A | 50.9%51.2% raw ±1.5 | 4,243 | 0.6%2.2% banned | 52.4%48.9% first time |
| Jungle7% of its games | C | 47.9%46.8% raw ±2.2 | 1,942 | 0.3%2.1% banned | 49.9%46.4% first time |
| Top6% of its games | B | 50.1%50.2% raw ±2.4 | 1,632 | 0.2%2.1% banned | 51.0%47.4% first time |
Matchups
Every matchupHow to read this
Brand’s win rate against each champion picked into it in the lane opposite: its hardest matchups, then its easiest. The small number is the matchup’s own effect on Brand, the part not explained by either champion’s strength.
Hardest for Brand
Lane leads and team bans
What Brand’s team bans
Champions a team bans more often when it has Brand than the other team does in the same games (182,530 games). The other team banned before Brand was picked, so the gap is the ban spent because Brand was coming — a sign players see these as counters. Riot does not say which player cast a ban, so this is the team’s choice.
Builds
Every buildHow to read this
How Brand is built in this lane, most common first, with the items those builds finish and how they win.
- AP sustained


51.7%14,081 games - AP burst


50.9%140 games - Enchanter


51.9%50 games - Mana stack


51.8%17 games - Tank


51.7%2 games
Runes and summoner spells
How to read this
How Brand does with each summoner-spell pair, keystone and minor rune in this lane, at the rank and region above. These are the win rates of the players who made each choice, not the choice’s own effect: a page is recommended only when a real share of players runs it.
17,565 games · patches 16.20, 16.21 · Sep 10 – Oct 21
Every option, with its numbers
Summoner spells

Flash + Heal50.4%2,242 games · 13% pick rate · same players: +0.5 pts vs the usualRecommended
Exhaust + Flash50.9%2,833 games · 16% pick rate · same players: +0.3 pts vs the usual
Flash + Ignite48.5%12,275 games · 70% pick rate · the usual choice
Keystones

Deathfire Touch + Inspiration49.8%605 games · 3.4% pick rate · same players: +1.9 pts vs the usualRare: not recommended
Deathfire Touch + Domination50.5%617 games · 3.5% pick rate · same players: +1.8 pts vs the usualRare: not recommended
Arcane Comet + Inspiration49.3%783 games · 4.5% pick rate · same players: +0.3 pts vs the usualRare: not recommended
Deathfire Touch + Precision49.2%12,463 games · 71% pick rate · the usual choiceRecommended
Minor runes with Deathfire Touch
Manaflow Band49.5%98% take it
Transcendence49.5%96% take it
Celerity47.8%2.5% take it
Scorch49.4%95% take it
Gathering Storm49.8%4.4% take it
Presence of Mind49.3%97% take it
Cut Down49.2%92% take it
Legend: Haste47.1%5.6% take it
Coup de Grace47.7%4.9% take it
- Adaptive Force49.1%92% take it
- Ability Haste49.2%6.9% take it
- Adaptive Force48.9%94% take it
- Move Speed50.5%5.2% take it
- Health Scaling49.3%86% take it
- Health47.6%11% take it
- Tenacity and Slow Resist48.4%2.5% take it
These numbers describe, they do not prove. Each rate is Brand’s record when its player chose that option, pulled toward Brand’s own rate by 100 games of prior so a small sample cannot look like a discovery. An uncommon page often wins more because experts run it, and they would win on any page, so only a choice taken in at least 10% of games can be recommended, and spells and keystones are ranked by how the SAME players do with them against the usual choice, not by the raw rate; rarer ones are listed with their numbers and labeled. The build line (opening buy, the two key items in the order they are finished, boots or the support upgrade) is advice in the same sense: how Brand does when built that way.
The learning curve
Champion pool
On a first game Brand wins 48.7%; in the hands of players with the most mastery on it, 51.6%. That gap ranks it 148 of 173 for how much practice pays. It crosses 50% at about 22K mastery points.
Pro play
On the pro tier list
Brand in the major leagues and international events this season, across 3,434 games: its record, how often it is picked or banned, whether it is taken blind or saved as a counter, its lane at 15 minutes, and the best pro on it.
| Lane | Win rate | Priority | Blind / counter | Lane @15 | Best pro |
|---|---|---|---|---|---|
| Jungle | 50.3%2W 0L | 0%0% in any lane | 50% counter | +325 gold | — |
| Bot | 49.8%0W 1L | 0%0% in any lane | 100% counter | −917 gold | — |
| Mid | 49.8%0W 1L | 0%0% in any lane | 0% counter | −1,742 gold | — |
| Top | 49.8%0W 1L | 0%0% in any lane | 0% counter | −605 gold | — |
How much knowing Brand pays
Players on their Mastery band win 3.0 points more on Brand than first-timers do: #148 of 173 champions for how much mastery pays.
At 300k+ mastery points, Brand players win 51.6%: #128 of 173 champions for where mastery ends up. The fitted curve levels off at about 51.8%, and is half-way up by ~25K points.
Dots are the six mastery bands, placed at their mastery points. The line is the best-fitting curve that rises and levels off.
This is not a promise about your next game. Players do not reach a mastery band in a random order, and a champion someone loses on tends to get dropped before it reaches the high bands — so the right-hand side of every curve is partly survivors, not only practice.
Text summary of this page as it stood on Nov 9, 2026. The live tables on this page are current.
Brand ranked-play summary
Most similar champions: Vel'Koz, Swain, Morgana.
Anonymous public figures recorded on Nov 9, 2026, when this page was built. The interactive tables on this page load current data.