- Tier
- T1
- Peringkat
- #6
- Rasio menang
- 54.66%
- Rasio pilih
- 1.18%
Jinx saat ini masuk kategori T1 dalam data ARAM Mayhem. Lihat panduan champion

Brand saat ini masuk kategori T1 dalam data ARAM Mayhem.
Brand the Burning Vengeance
Yes, Brand is strong when fights stay grouped and enemies are forced through narrow space. Pick him when your team can start fights or hold people in his spell zones, because his damage gets much better when opponents cannot spread out. The tradeoff is that he is fragile, so if the enemy has long-range poke or fast dive, you must play slower and save crowd control for defense.
Your job is to punish clumps with repeated area damage, not to chase one target forever. When enemies walk up together, tag them, spread your damage, and make them choose between retreating or taking another spell. The tradeoff is that tunnel vision on a low-health target can pull you into engage range and waste your best damage window.
Play aggressively only when your frontline or crowd control can cover you. If enemies are stuck clearing waves or stepping around allied threats, move up, cast from max safe range, and back off before they answer. If you walk up first with no pressure behind you, assassins and hard engage champions get a clean punish window.
Stand behind your main engager or beside your backline, not directly in the center of the lane. When a fight starts, shift sideways to get spell angles without giving a straight Snowball or dash path to your body. The tradeoff is that playing too far back lowers your pressure, so step up only after the enemy has used key engage tools.
Use Snowball mostly as a follow-up tool, not as your normal engage button. If an enemy carry is already controlled or isolated, taking Snowball can put you in range to finish the play, but only if your team can immediately fight with you. The tradeoff is brutal: if you fly in before enemy cooldowns are spent, Brand has little room to recover.
Brand usually wants augments that help him cast more often, survive the first dive, or increase damage in grouped fights. If your team lacks peel, choose safety or mobility over pure damage, because staying alive for another spell rotation is often worth more than a greedier hit. The tradeoff is that defensive choices can make your poke feel weaker, so you need cleaner target selection.
Hold your key control spell until the diver actually commits. If you spend everything on poke, a mobile bruiser or assassin can enter during your recovery window and force you out of the fight. Stand near allies who can peel, drop damage on your own position when they dive, and accept that surviving the engage matters more than hitting the backline first.
Against poke, do not trade one spell for three enemy spells in open space. Wait for minion waves, allied shields, or enemy missteps, then answer with area damage when they group to hit your team. The tradeoff is that you may give up early lane pressure, but preserving health lets you punish harder when the poke team finally has to walk forward.
Hit whoever is safe to hit if your spells can spread pressure through the team. Brand does not always need direct access to the carry; a frontliner standing too close to allies can become the delivery point for your damage. The tradeoff is that dumping everything into a tank who is completely alone may look active but often gives the enemy backline a free fight.
Use it when enemies are close enough that the fight cannot simply walk away from your damage. The best moments are after an engage, in a choke, or when opponents stack around a low-health ally or objective area. The tradeoff is that using it too early, while enemies are spread out and disengaging, can turn your biggest threat into a minor poke tool.
Clear waves when your team needs space, but do not spend every important spell on minions right before a fight. If the enemy is hiding behind the wave, use the wave to threaten splash pressure and make them move. The tradeoff is that hard-shoving without vision of enemy engage tools can leave you with damage down when they start the real fight.
Brand loves teammates who start fights, group enemies, or force opponents to stand in one area. Tanks, hook champions, and reliable crowd control give you time to layer damage without exposing yourself first. The tradeoff is that if your whole team is also backline damage, you may need to play more defensively and wait for enemies to overextend.
Fast engage, long-range pick, and champions that can ignore your front line are the hardest matchups. If they can reach you before you cast multiple spells, you need to hold position deeper and punish after they commit. The tradeoff is reduced poke uptime, but dying with spells unused is much worse than dealing damage a few seconds later.
The biggest mistake is walking forward after landing one good spell and assuming the fight is won. Brand’s damage is scary, but he is still punishable during movement, recovery, and bad spacing. After you land damage, reset your position, watch for Snowball or dash threats, and make the enemy spend resources before you step up again.
Carry by creating repeatable damage windows instead of forcing highlight plays. Track who can reach you, cast when enemies group, and reposition immediately after your main spells so you are ready for the next wave of the fight. The tradeoff is that patient Brand can feel less flashy, but it wins more fights because you stay alive long enough to burn through the whole team.