Mage · Support

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

Region

Patch 16.20, the current one

LaneGradeWin rateGamesPickedMains
Support57% of its gamesB49.1%49.1% raw ±0.816,4012.4%2.1% banned50.1%46.9% first time
Mid16% of its gamesC49.0%48.8% raw ±1.54,5270.6%2.2% banned50.3%46.8% first time
Bot15% of its gamesA50.9%51.2% raw ±1.54,2430.6%2.2% banned52.4%48.9% first time
Jungle7% of its gamesC47.9%46.8% raw ±2.21,9420.3%2.1% banned49.9%46.4% first time
Top6% of its gamesB50.1%50.2% raw ±2.41,6320.2%2.1% banned51.0%47.4% first time
How 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.

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.

How to read this

How Brand is built in this lane, most common first, with the items those builds finish and how they win.

  • AP sustainedLiandry's TormentRylai's Crystal ScepterBlackfire Torch51.7%14,081 games
  • AP burstBlackfire TorchMalignanceZhonya's Hourglass50.9%140 games
  • EnchanterEchoes of HeliaRylai's Crystal ScepterLiandry's Torment51.9%50 games
  • Mana stackArchangel's StaffLiandry's TormentRylai's Crystal Scepter51.8%17 games
  • TankHeartsteelWinter's ApproachFrozen Heart51.7%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

Summoner spellsFlashHealFlash + Heal50.4% · 2,242 games
KeystoneDeathfire TouchPrecisionDeathfire TouchSorcery + Precision · 49.2%
RunesManaflow BandTranscendenceScorchPresence of MindCut DownManaflow Band · Transcendence · Scorch · Presence of Mind · Cut DownShards: Adaptive Force · Adaptive Force · Health Scaling
BuildZaz'Zak's RealmspikeSupport item: Zaz'Zak's Realmspike · 49.0%Rylai's Crystal ScepterLiandry's TormentKey items: Rylai's Crystal Scepter → Liandry's Torment · 53.7%Sorcerer's ShoesBoots: Sorcerer's Shoes · 51.8%
Every option, with its numbers

Summoner spells

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

Keystones

  • Deathfire TouchInspirationDeathfire Touch + Inspiration49.8%605 games · 3.4% pick rate · same players: +1.9 pts vs the usualRare: not recommended
  • Deathfire TouchDominationDeathfire Touch + Domination50.5%617 games · 3.5% pick rate · same players: +1.8 pts vs the usualRare: not recommended
  • Arcane CometInspirationArcane Comet + Inspiration49.3%783 games · 4.5% pick rate · same players: +0.3 pts vs the usualRare: not recommended
  • Deathfire TouchPrecisionDeathfire Touch + Precision49.2%12,463 games · 71% pick rate · the usual choiceRecommended

Minor runes with Deathfire Touch

Row 1
  • Manaflow Band49.5%98% take it
Row 2
  • Transcendence49.5%96% take it
  • Celerity47.8%2.5% take it
Row 3
  • Scorch49.4%95% take it
  • Gathering Storm49.8%4.4% take it
Secondary: Precision
  • 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
Shard row 1
  • Adaptive Force49.1%92% take it
  • Ability Haste49.2%6.9% take it
Shard row 2
  • Adaptive Force48.9%94% take it
  • Move Speed50.5%5.2% take it
Shard row 3
  • 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.

Champions like Brand

The champion map

Two different questions: which champions share its toolkit, and which ones the players who play it also play.

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.

  1. 49%First Time
  2. 50%Newbie
  3. 50%Casual
  4. 51%Experienced
  5. 52%Advanced
  6. 52%Mastery

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.

LaneWin ratePriorityBlind / counterLane @15Best pro
Jungle50.3%2W 0L0%0% in any lane50% counter+325 gold—
Bot49.8%0W 1L0%0% in any lane100% counter−917 gold—
Mid49.8%0W 1L0%0% in any lane0% counter−1,742 gold—
Top49.8%0W 1L0%0% in any lane0% 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.

50%<5k5–20k20–50k50–150k150–300k300k+levels off near 51.8%First Time (<5k MP): 48.67% over 75,882 seatsNewbie (5k-20k MP): 49.52% over 146,598 seatsCasual (20k-50k MP): 50.38% over 181,903 seatsExperienced (50k-150k MP): 51.05% over 267,151 seatsAdvanced (150k-300k MP): 51.56% over 149,395 seatsMastery (> 300k MP): 51.62% over 246,045 seats

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.

Take Brand Into ActionPick in live draft, view lane counterpicks, or practice in solo arena.