Lane

In Mid, Brand wins 0.0% of the 1 games played against Fizz on this patch. The matchup favours Fizz.

Most played lane for this pair: Mid. Only 1 games on this patch, so these numbers can still move.

Who wins

Brand 0.0% Adjusted: 55.7% Own average: 57.1% Difference: -1.4
-1.2 Matchup edge Games: 1
Fizz 100.0% Adjusted: 55.7% Own average: 54.5% Difference: +1.1

Laning phase

Every number below is shown from Brand's side: positive means Brand is ahead.

Brand Games
Gold difference at the end -1634 1
CS difference at the end -7.0 1
Solo kill difference -4.00 1
Turret plate difference -3.00 1
Level lead -2.00 1
Average game length (minutes) 15.3 1

Brand build

Full Brand build

Builds are not measured per opponent yet: this is what Brand builds on patch 26.19 against every opponent.

Runes

42.3% 26
33.3% 3
100.0% 1

Summoner Spells

47.1% 17
16.7% 6

Items

Liandry's TormentLiandry's Torment 3000 +60 Ability Power+300 Health TormentDamaging Abilities burn enemies for 2% max Health magic damage per second for 3 seconds.SufferingFor each second in combat with enemy champions, deal 2% bonus damage, up to 6%.44.8% 29
Rylai's Crystal ScepterRylai's Crystal Scepter 2600 +65 Ability Power+400 Health RimefrostDamaging Abilities Slow enemies by 30% for 1 second.41.4% 29
Blackfire TorchBlackfire Torch 2800 +80 Ability Power+600 Mana+20 Ability Haste Baleful BlazeDamaging Abilities deals bonus magic damage for 3 seconds.BlackfireFor each enemy champion, epic and large monster affected by yourBaleful Blaze, gain 4% Ability Power.35.3% 17
Sorcerer's ShoesSorcerer's Shoes 1100 +12 Magic Penetration+45 Move Speed 46.7% 15
Zaz'Zak's RealmspikeZaz'Zak's Realmspike 400 +200 Health+75% Base Health Regen+75% Base Mana Regen+9 Gold per 10s Void ExplosionDealing Ability damage to a champion causes an explosion that deals magic damage.Active (4 charges)Places an Invisible Stealth Ward that grants vision.50.0% 10
Spellslinger's ShoesSpellslinger's Shoes 1100 +20 Magic Penetration+8% Magic Penetration+45 Move Speed 50.0% 6

Skill Order

Q Sear Sear Q Cost70 Cooldown8/7.5/7/6.5/6 Range1050 Brand launches a ball of fire forward that deals magic damage. If the target is ablaze, Sear will stun the target. W Pillar of Flame Pillar of Flame W Cost60/70/80/90/100 Cooldown10/9.5/9/8.5/8 Range900 After a short delay, Brand creates a Pillar of Flame at a target area, dealing magic damage to enemy units within the area. Units that are ablaze take an additional 25% damage. E Conflagration Conflagration E Cost90 Cooldown13/12/11/10/9 Range625 Brand conjures a powerful blast at his target that spreads to nearby enemies, dealing magic damage. If the target is ablaze, Conflagration's spread is doubled. R Pyroclasm Pyroclasm R Cost100 Cooldown100/90/80 Range750 Brand unleashes a devastating torrent of fire that bounces up to 5 times off of Brand and nearby enemies, dealing magic damage to enemies each time bounce. Bounces prioritize stacking Blaze to max on Champions. If a target is ablaze, Pyroclasm will briefly slow them.

Max priority

Pillar of Flame W Pillar of Flame W Cost60/70/80/90/100 Cooldown10/9.5/9/8.5/8 Range900 After a short delay, Brand creates a Pillar of Flame at a target area, dealing magic damage to enemy units within the area. Units that are ablaze take an additional 25% damage.› Conflagration E Conflagration E Cost90 Cooldown13/12/11/10/9 Range625 Brand conjures a powerful blast at his target that spreads to nearby enemies, dealing magic damage. If the target is ablaze, Conflagration's spread is doubled.› Sear Q Sear Q Cost70 Cooldown8/7.5/7/6.5/6 Range1050 Brand launches a ball of fire forward that deals magic damage. If the target is ablaze, Sear will stun the target. 100.0% 0.0% 3

How this matchup is measured

The big number is the raw win rate. Next to it stands the adjusted one: small samples are pulled towards the champion's own average, so a lucky run cannot look like a counter. The difference column compares the matchup with that average, because a champion that wins 48 percent of all its games looks weak in every matchup. The laning rows are measured between the two laners only, without the noise of the other eight players.