Brand
On average behind the lane opponent at 15 minutes (−604 gold), and still wins 52%.
- Win rate
- 51.9%
- ±18.8 · role avg 50.0%
- Tier
- B
- #31 of 77
- Pick rate
- 0.4%
- ban 0.6%
- Games
- 27
- ranked solo/duo
- Win rate
- vs expected
- CS at 10
- Solo kills
- First blood
Brand top wins 51.9% of 27 ranked games in NA, rank 31 of 77 top champions (tier B). Most players finish Liandry's Torment first, at about 13:42.
What most Brand players run
Liandry's Torment 13:27 · 61% · 14 games
Sorcerer's Shoes 15:24 · 56% of games
Rylai's Crystal Scepter 21:10 · 100% · 10 games
Bloodletter's Curse 27:24 · 5 of 15 games Win rate by game length
Win rate by when the game ended. Faded: under 30 games. Icons: when each item is usually finished.No clear counters yet
Points above or below what both champions' overall win rates predict. Every opponent, minute by minute →First tower: 75% against 33%
Taking an objective goes with winning; it isn't the whole cause. First inhibitor is left out: it mostly means the game is already won.
Less damage to towers, fewer control wards
What stands out (10% or more) against the average top laner. Blue: better for winning, red: worse.
About average: vision, kill participation.
Item by item, with the clock
What players finish in each slot, and when. Pick items to follow a build: every column then shows only games that match your picks, and a picked item doesn't appear in another slot. Fewer games last long enough for items 5 and 6.
Most common full builds
Each row stops where games ended or the next item was too rare to list on its own. Boots (dashed ring) sit where they're usually bought.
Items 2–4 against each team
Against teams with mostly physical damage
Not enough games against this kind of team yet.
Against teams with mixed damage
Not enough games against this kind of team yet.
Against teams with magic heavy damage
Against teams with no frontliner
Against teams with one frontliner
Against teams with two or more
Not enough games against this kind of team yet.
Against teams with little
Not enough games against this kind of team yet.
Against teams with some
Against teams with a lot
Not enough games against this kind of team yet.
Against teams with little
Not enough games against this kind of team yet.
Against teams with some
Against teams with a lot
Teams are grouped by their champions' usual damage, toughness, healing and crowd control, from all games.
Start, boots, spells, skills
Starting items
Boots
Summoner spells
Skills
Laid out like the game: the most picked rune in each row is in colour. Hover or tap a rune for its name, description and numbers.
No clearly hard lane yet
No clearly easy lane yet
Not enough games yet
Not enough games yet
Enemies: nothing clear yet
Teammates that change Brand's games
Dies about as often as most top laners, and more of it is ganks
Before 14 minutes Brand dies 2.4 times a game (average 2.4). 59% of those deaths involve the enemy jungler, against 39% for the average top laner. 36% are fair 1-v-1s.
Ganks and collapses both hit your half of top lane

Ganks: 64% in your half of top lane. Collapses: 33% in your half of top lane. 1-v-1s: 75% in your half of top lane.
Each square takes the colour of the most common kind of death there; brighter = more deaths. Red-side games are flipped, so the map always reads from the blue side.What kills Brand
Ganks come at 4:00 and 8:00–10:00, then every minute
Ward the river before 4:00 and 8:00. From 10:00, keep vision up: ganks come every minute.
Deaths involving the enemy jungler, per 100 games, by minute. Narrow bars: Brand; wide light bars behind them: the average. Highlighted: the laning peaks.Where fights happen
Where fights happen
Where fights happen

Before 14 minutes: 37 kills and 66 deaths.
From 14 to 25 minutes: 54 kills and 67 deaths.
After 25 minutes: 24 kills and 47 deaths.
Not enough games yet