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Pretty standard Mage runes and masteries. Magic Pen Marks are particularly good on brand because it synergizes well with his passive. You can substitute the armor yellows with armor per/lvl if you want because armor isn't needed in lane.
: Brand's signature item. Gives health, magic pen, and AP, which is always nice. The best part of this is it's passive, however. Combined with his passive, it burns people for 10% OF THEIR HEALTH (8% of max, 2% of current). Also, The passive also keeps applying all through the duration of your passive, so it burns people for a LARGE amount of health.
: If you are losing lane, you can always pick up a negatron and build it into an early abyssal, or if there is a fed AP on the enemy team. Also, the anti-MR aura is good if you have an AP heavy team.
: In 99% of games you will end up buying these boots over anything else. They improve your burst significantly and the magic pen synergizes with your passive. If you are losing lane hard and they have an AP heavy team, I could see merc treads, but that's about it. Homeguard is also nice to get into the action quicker and get objectives.
: This could be a good buy if your really want to one shot people, but there are better items on Brand imo.
: Good on any AP mage. Increases your damage hugely. Good when built as 3rd or 4th item
: Brand's lack of an escape makes zhonyas a really good buy to be able to survive longer in teamfights. It also gives you a ton of damage and some nice armor.
: I love this item on Brand, especially against Diana. You need alot of mana to harass Diana in lane, and it gives massive mana regen. It also provides a good amount of MR to protect against her all-in. To top it off, it gives CDR, to help mitigate Brands long cooldowns and a decent amount of AP. Great item in general.
: This adds alot of utility to brands kit. He has many AOE abilities so the slow can be applied easily. It also gives some tankiness which can help in lane against diana and in teamfights.
: Could have some use in taking down turrets, but I dont think Brand could weave more than 1 auto into his combo effectively. All in all, there are better items.
: Brand doesnt have short enough cooldowns to make stacking this easy enough to be useful. Also, after Athenes Brand really doesnt need mana, and Athenes synergizes better with brand's kit.
: It can be useful in certain scenarios. If your team is in need of a tank, you could buy this along with Rylais and liandrys and become a sort of off-tank. Also, the mana and AP never hurt anyone.
: Improves damage alot, especially when enemies have over 100 MR. This is a good last item on Brand in many scenarios. Magic pen also synergizes well with Brand's passive.
: If diana starts getting out of hand, this could be a good buy. It can block her Q, which destroys her entire combo, and it gives a big amount of MR.
: You rarely see spell vamp on Brand, but it's not so bad. His passive heals you and 2 out of his 4 abilities are single target. It also gives a big amount of mana regen, which always helps in lane. Probably not the best pick in this matchup, but if you are playing against a high harass mid-laner (i.e. Ziggs) this might be a good buy.
You're gonna want to run a 21-0-9 setup on Brand.
-Sorcery: Brands cooldowns are long, so cooldown reduction helps a lot
-Helpful for last-hitting, but can be switched out on preference.
-Spell Weaving: In lane against diana, you will be basic attacking her alot. If you combine basic attack and an ability, it can amplify your in lane damage slightly.
(You can substitute the above 2 for butcher and double edged sword if you want)
-Mental Force: Nothing not to love about free AP per lvl
-Arcane Mastery: A good early game mastery.
-Executioner: Helps with finishing off opponents in duels.
-Archmage: Raises your lategame AP by a decent amount
-Arcane Blade: Helps you harass better and take turrets quicker
-Devastating Blades: The extra pen helps both your autoattacks and your spells do more damage. Plus, magic pen scales well with brands passive
-Meditation: Until you get your athenes, Brand goes oom quickly so mana regen is nice
-Phasewalker: Needed to get to next teir, you could substitute for ny other option on the teir.
-Summoners Insight: Beacause Brand has no escape or gapcloser, flash is crucial and this allows you to have it up sooner
-Alchemist: Nice bonus to your pots, helps with sustain in lane. Not as crucial vs. Diana, but the best option you could take.
-Runic Affinity: The mana regen and CDR that blue buff gives is great on Brand, so this is useful to make more of them.
Q: This is a good spell for poke. Every so often you can chuck it at Diana to deal some damage and apply your passive, especially in early game. If the target is already ablaze, it will stun them for 2 seconds. This is the longest stun in the game if i'm not mistaken. If you are getting chased, use another spell to get them ablaze and stun them. This is also your only escape from ganks and all-ins, so be careful when your q is on cooldown.
W: Good for waveclear, poke, and applying your passive to grouped enemies. Does a huge amount of damage if the target has your passive on them. Try to use after another ability for maximum effectiveness. It also is an effective harass spell if you use it while the enemy is near his minions becaus you can push the wave while harassing.
E: This is a nonskillshot which does a medium amount of damage and applys your passive. This is is often used as the most reliable way to apply your passive to an enemy because it cannot miss. It is also very effective for waveclear. If a target is already ablaze, you can cast it on that target and it will spread to nearby enemies, dealing damage and applying your passive.
R: Brands ult can deal massive damage when used correctly but suffers from reliability issues. It will bounce 5 times between targets, and if the target is ablaze, the next bounce will proirtize a champion. Use this to your advantage by trying to set as much on fire before you use your ult. Brand's ult is also exceptional in small skirmishes in the jungle because it has no minions to waste a bounce on. In lane, if you want to use it for an all in, try and set minions around Diana on fire to ensure extra bounces on the c
You want to start W. It's the easiest skillshot to land, does the most damage, and is good to use in an early push. After this, unlock Q. This is so you can have access to a stun if something goes wrong(W->Q). Unlock your E at level three, and look to go agressive. Your E->Q->W->AA->Ignite combo destroys opponents health bars early game and you can often get an easy first blood like this. Max W next because it does the most damage, and can be used well to waveclear and harass. Next max E because it helps with waveclear and is your most reliable source of damage as it cannot be missed. Finally max q. It is the least reliable spell to land and it really has one main use, which is a stun that doesnt lengthen when leveled up.
Use E to apply passive, then stun her with your Q to line up for an easy W while they are ablaze, and possibly R+ignite depending on their health. This is your go to combo.
Set a group of minions ablaze with your W, then E one to make it spread. This can usually inta-kill caster minions unless you are far behind. Try and do this especially when champions are standing near the minions because your E will spread to them also.
Set them all ablaze with W, then E something that is already ablaze to spread your passive even more. After this, most of the enemies will be ablaze, so send your ult so it is ensured to keep bouncing between champions. Throw your stun into the mix, and then just basically faceroll, trying to maximize your damage output (make sure to use your go-to combo as much as possible).
Flash is a must have, to avoid ganks and secure kills, especially because Brand has no gapcloser.
I like to run ignite for the kill potential in lane. You can also finish off enemies from surprisingly high amounts of health with your passive+ignite+liandrys.
Barrier: It's a decent option to avoid getting focused and bursted down in teamfights. It can also help you survive Dianas post-6 combo.
Teleport: Good for defending your turret if you are getting harassed hard in lane and having more of a global presence on the map (roaming)
In levels 1 and 2, you want to assert your lane dominance by pushing as hard as you can and harassing her every time she goes for a cs. A good way to do this is to W her caster minions every time she steps near them, doing both at the same time. Try and avoid her q, which is the main source of her damage early game. This can be easily done by walking forward slightly as it is arcing towards you. Also, if you see which way it is arcing at you you can walk the opposite way and avoid it. If you are able to dodge a good percentage of her Q's, the lane is easily won. As soon as you hit level 3, let the wave push back to you and freeze it. Use the threat of your level 3 combo to zone her. If she still tries to farm, combo her and it will chunk her, of not kill her right away. Continue doing this until level 5. Another useful laning tip is to W her caster minions to push, then E them if she ever steps near to deal damage to her.
Around level 6 or so you should recall and buy a chalice. This item gives you magic resist to protect against her burst and also gives you mana regen to help with harass.You should also pick up another dorans ring, a couple pots and a pink. I like to place my pink ward in the small bush near baron. This can warn you of all ganks coming from top side and it often goes overlooked for a decent portion of the game.
This is the tricky part. After level 6, Diana gets a huge power spike. If you haven't gotten a kill or a ~15-20 cs lead on her, it will be a difficult lane. Ypus hould be able to if you played the pre lvl6 right. After 6, keep laning like before, but play more careful. Don't ever push past the middle of the lane unless you are ahead. Ask you jungler for blue buff, so you can maintain your mana pool while harassing and csing. If she lands a q on you, immediately back up a bit, so that she has to walk forward to ult to you. If she does, start running away, as your combo is 200 range shorter than her ult. If she does ult to you, do a quick E>Q>W combo and run away as she is still stunned. Diana has much more sustained damage than brand with her passive, so once you blow your full combo you should just run away. If she misses a q, immediatly look for an all in. No Q means no ult for her, and that alone is a huge part of the damage. Post 6 it really comes down to skillshots: whoever hits more Q's wins.
You can also clear the wave and look for a roam bottom or clear wraiths. Bot lane is ideal because you can set both the ADC and the Support ablaze and get your ult to bounce between them.
If you fall behind, Diana can start diving you, so you need to recognize this and start farming wraiths or helping other lanes. just try and survive until late game, because brands teamfighting really shines.
After your chalice, rush a liandrys and then complete your athenes unless you are really behind, in which case you would just finish Athenes. And of course dont forget wards and health pots when needed.
Brand is more of a teamfighting champ with his massive AOE dmg, so after lvl 11 you should probably be grouped with your team trying to make plays.
If you are still laning, after level 11 just keep pushing the wave and cs'ing. After you clear the wave, rotate to wraiths. A quick W>E>Q combo and some AA's should clear the camp. Brands ult is amazing when there are few minions nearby, so help take dragon and counterjungle the enemy. If she ever jumps to you, just E>Q>W and run away, and you will usually come out even or ahead.