Skill Order

Brand is at his best when he is turning one spell into a full fight, not when he is trying to win fair single-target trades. In ARAM: Mayhem, that usually means you build around the spell that makes enemies stay in the burn zone long enough for the rest of your kit to matter. So the default plan is simple: max W first, then decide whether E or Q deserves second place based on what the lobby is asking from you.

Normal skill order

  • Main max: W first. This is the cleanest default because Brand wants fast wave pressure, easy poke, and strong teamfight zoning. If the enemy has to walk through a narrow lane or stand near their frontline, W gives you the most reliable damage for the least commitment.
  • Second max: E in most games. E is the stable follow-up when you want easier spread, more reliable setup, and better value off clumped fights. If your team can start fights or keep people inside your burn area, E after W makes your damage feel much more consistent.
  • Last: Q. Q is useful, but it is usually the most situational part of the kit to invest in early. If you are not getting repeated stun windows or pick opportunities, putting points here too soon often gives you less total impact than W or E.
  • R: take it whenever available. Brand’s ultimate matters most when fights are messy and targets are already under pressure, so delaying it just leaves damage on the table.

Use this order when: the enemy team is grouping often, both teams are fighting front-to-back, or your own team has enough crowd control to keep people in range. That is where W first really pays off. You get push, poke, and the best chance to start every fight on your terms.

Cost of getting the normal order wrong: if you rush Q first, you usually end up with too little wave pressure and too little team damage. You can catch one target, sure, but in ARAM that is not enough. If you overvalue E too early, you may feel safer, but you often lose the poke tempo that makes enemies afraid to step up. The result is a weaker midgame and fewer fights where your passive burn matters.

Augment-influenced skill order

  • Stay on W > E > Q when your augments reward repeated spell hits, wide-area damage, long fights, or anything that makes grouped enemies melt faster. That is the most natural Brand setup. If the lobby is already brawling in tight space, this order keeps your damage pattern simple and efficient.
  • Switch to W > Q > E when your augments and team comp turn Brand into a pick-heavy burst mage. If you are getting more value from catching one target cleanly than from slow poke, Q second helps you punish oversteps and convert isolated mistakes into kills. Use this when the enemy backline is fragile and your team can immediately follow a stun.
  • Consider E > W > Q only when the game is forcing you into shorter, scrappier fights and you need safer, more reliable close-range control. This is not the default. It is the adjustment for games where enemies keep diving you, your team is light on peel, or the fight pattern is too fast for poke to matter.

Adjustment triggers: if your augments make spell chaining, area damage, or constant fighting better, keep the standard W-first path and lean into E second. If your augments reward burst on one target, finishing low-health enemies, or forcing fast picks, move Q up earlier. If the enemy team is too mobile to let W land cleanly, or if you need more protection against dive, E can move ahead of Q without breaking the build.

Cost of choosing the wrong augment order: a greedy Q-first setup can leave you looking for picks when the game is actually decided by lane-wide damage and burn spread. A too-defensive E-first setup can make you survive longer but kill less, which is a bad trade if your team already has peel or engage. And if you ignore Q forever in a pick-oriented lobby, you lose the one spell that can turn a single mistake into a kill before the fight starts.

Quick rule: if the lobby is clumping, max W first and E second. If the lobby is playing spread-out and your augments reward catch potential, keep W first but bring Q up earlier. Brand wins when his points match the fight pattern. If the order fights the lobby instead of answering it, your damage comes in late and the enemy gets to play around you.