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    5 Best ADCs for Brand Support: Picks and Lane Plans

    Ashe is our first recommendation for Brand support, but Jhin, Varus, Miss Fortune and Ezreal solve different problems. The difference starts before Brand throws Q.

    Brand extends both burning hands, with flames rising from his head and cracks glowing across his dark body.
    Riot Games

    Ashe slows the enemy ADC, Brand throws Q, and the target keeps moving. Brand skipped his own burn: Frost Shot does not apply Blaze. Ashe is still our first recommendation alongside Brand support. Her repeated slows help him land that first spell while she keeps attacking.

    The best ADCs for Brand do not all need to open the fight. Jhin can turn Brand’s poke into a root. Varus offers a ranged catch, Miss Fortune brings an area slow and physical-damage follow-up, and Ezreal gives up some setup for his own escape tool. Here, the marksman farms and Brand plays support; Brand is not the APC taking the wave.

    Brand supports a farming ADC in these normal PC recommendations. Their order reflects control setup, useful damage, and a plan after the spells miss. Enemy Nautilus retains the hook and ultimate that can punish an exposed cast after his 26.18 damage nerfs. Riot's 26.18 notes.

    Which part of the setup can your ADC supply?

    ADCWhat you contributeWhat still goes wrong
    AsheRepeated slows, sustained attacks and a later stun openerTwo immobile champions can be punished when Brand misses Q
    JhinA root after Brand’s damage, including through a minion screenThe root does not remove the minions blocking Brand’s Q
    VarusA ranged ultimate catch and attacks between spellsStaying at maximum poke range can leave Brand unable to follow
    Miss FortuneAn area slow and physical damage across grouped enemiesBrand’s damage does not protect an entire Bullet Time channel
    EzrealPoke and a reposition when the support cannot peelHe brings no native root or stun to start Brand’s sequence

    Brand needs a burn and a clear line, not three stacks

    Sear, Brand’s Q, hits the first enemy in its path. It stuns only if that target is already Ablaze, the burn from his passive. Brand’s own ability damage supplies that status; an ally’s slow, root or ordinary attack does not. One existing Blaze stack is enough for the stun condition. The separate three-stack passive explosion takes two seconds to detonate on a champion or large monster. Brand’s current bound spell data, current English tooltip text.

    The ADC can make a target easier to aim at, then help Brand find a line through the wave. An Ashe slow or Varus root buys time for that second step. It cannot remove the healthy melee minion still standing between Brand and the carry.

    Up close, Brand can apply E, aim Q at the burning target and follow with W. Farther back, he can establish the burn with W, provided it lands before Q connects. The mark on the ground is not enough. Opening with W also gives up the bonus damage it would deal to an already Ablaze target.

    Brand’s base Q stun is currently 1.75 seconds. Riot changed it from 1.5 in patch 25.16, and the current normal spell value still agrees. That is meaningful control, not a promise that every remaining spell or allied channel will complete. Travel time, tenacity and the other opponent still matter. Riot’s Sear change, current Sear values.

    Watch the other support when Q misses. Rank-one Sear has an eight-second base cooldown before haste, and an engage support walking forward can punish that gap. Back off rather than chase a burning ADC while Brand has no stun ready. Pyroclasm cannot replace it: the ultimate can slow an Ablaze target, but it does not stun.

    1. Ashe gives Brand a repeatable opening

    White-haired Ashe draws a glowing blue ice bow while wearing a dark hood and gold-trimmed armor in a snowy landscape.
    Ashe draws her ice bow in the default champion artwork. Artwork: Riot Games.

    Ashe does not have to spend a long cooldown every time Brand wants a better W opportunity. Her attacks slow, and her 600 attack range gives her some room to start a trade. That is why she leads this list: she can keep supplying setup between Brand’s rotations.

    Picture the enemy ADC stepping outside the caster line for a last hit. Ashe can attack and step sideways, leaving Brand an angle instead of following directly behind him. If Brand is close enough for E, he has a targeted way to establish Blaze before aiming Q. If he is farther away, the slow helps him place W first. Ashe keeps attacking from a safe position while Brand works through that choice; she does not need to wait for the entire combo to finish.

    Now put three healthy melee minions and a Nautilus in front of that same ADC. Ashe would have to walk into his reach to supply the slow, while Brand’s Q line stays blocked. Let the W burn run. Nautilus’s anchor can pull him and his target together, and his first attack against a target roots; neither Ashe nor Brand has an escape spell to undo that contact.

    At level six, Enchanted Crystal Arrow changes the order: it can stun the first champion it hits, giving Brand time to establish his own burn. The arrow does not apply Blaze either. Cast it when Brand is in position to follow, rather than expecting a long-distance hit to create a lane kill on its own.

    Choose Ashe when the team needs repeated physical attacks alongside Brand’s magic damage, and be willing to end a trade early. After pushing, send Hawkshot along a likely jungle approach before committing again. Seeing one approach does not make the lane safe from every direction, especially with both players far from their tower.

    2. Jhin lets Brand make the first mark

    Masked Jhin leans toward a cracked mirror while holding an ornate firearm beside rose petals and smoke.
    Jhin wears his white mask and holds his weapon in the default illustration. Artwork: Riot Games.

    Jhin reverses the usual request for an ADC to start the fight. Brand can land W on the opposing carry, then Jhin can root that recently damaged champion with Deadly Flourish. Jhin’s W checks for allied-champion damage within four seconds. It does not require Brand to have already landed his stun.

    The minion interaction makes this duo worth choosing. Deadly Flourish passes through minions and monsters, stopping on the first champion. Brand Q does not. A W hit through the wave can lead to Jhin’s root, but Brand may still need to step sideways for Sear. If that angle would expose him to the other opponent, take the damage you have already dealt and leave.

    Check Jhin’s ammunition before committing. Whisper fires four shots before reloading, and the fourth adds missing-health damage. Brand can soften up a target for that last shot. The problem comes just after it: if the target survives, Jhin reloads while Brand waits for spells. Do not start that pause within reach of the second opponent.

    The wave needs an agreement too. Brand W and E can damage several minions; Jhin’s grenade wants targets to bounce between. Decide whether Brand is softening the wave for Jhin or clearing it quickly for a reset. If you push a wave you meant to hold, Jhin has to walk farther from the tower for his next last hits, including during that vulnerable reload.

    Jhin suits a lane built around short catches and exits. If your team instead needs someone to keep attacking through the fight after Brand’s rotation, Ashe or an attack-focused Varus plan fits better.

    3. Varus should still use his bow between spells

    White-haired Varus holds a curved purple bow, with glowing violet markings across his body in a dark chamber.
    Varus and his curved bow fill the default splash. Artwork: Riot Games.

    Varus gives Brand a genuine ranged catch once Chain of Corruption is available. It roots the first champion hit for two seconds, then spreads toward other champions; those secondary roots happen only if the corruption reaches them. The target does not need Brand’s burn for Varus to root it.

    A landed root gives Brand time to work. If reaching E would put him too far forward, W can establish Blaze from farther away before he looks for a clear Q line. Varus can meanwhile move into a safe attack position. Automatically backing off to charge another maximum-range arrow wastes part of the opening.

    Varus’s attacks apply Blight, which his other abilities can detonate for magic damage. That gives him a reason to weave attacks into the spell sequence even with Brand supplying magic damage beside him. Keep the two debuffs separate: Brand does not consume Varus’s Blight, and Varus does not add Brand’s Blaze.

    Before level six, Hail of Arrows offers an area slow for Brand’s W attempt. It is not a root. If Varus casts from the edge of his range while Brand is far behind, there may be no follow-up at all. Check that Brand can reach the slowed target; otherwise, judge whether Varus gets enough from E on his own.

    We prefer Varus here when the draft needs continued attack pressure as well as a catch. A player who stays far back charging Q leaves Brand handling the closer exchange alone. Even after a successful root, watch the unrooted opponents: both laners still need a route back out.

    4. Miss Fortune needs a useful place to spend E

    Red-haired Miss Fortune aims a pistol toward the viewer while holding a second gun beneath a black tricorn hat.
    Miss Fortune holds both pistols in the official default artwork. Artwork: Riot Games.

    Make It Rain reveals an area and slows enemies inside it, helping Brand place W or approach for E. It costs 80 mana. Before spending that on setup, check where Brand is and whether Q is ready. E still deals damage while Brand is out of range or waiting for his stun, but that does not make it an efficient way to start the duo’s trade.

    The lane also has a specific disagreement over low-health minions. Double Up can bounce onto an enemy behind its first target; its second shot always critically strikes if the first shot kills. A minion that Brand is about to kill with area damage may be the one Miss Fortune wanted for that bounce. Aim Brand’s poke away from that planned target, or take the bounce before clearing the wave. This is about preserving a useful angle, not asking the support to stop using spells.

    At six, Bullet Time adds physical damage in a cone to Brand’s area magic damage. It also asks Miss Fortune to stand still for a three-second channel. Brand’s base Q stun lasts 1.75 seconds before reductions, so it cannot by itself hold a target for the whole ultimate. The second opponent may be free to act throughout.

    For example, do not begin channeling in front of a Nautilus who still has a clear anchor line just because his ADC is burning. A Brand Q held for Nautilus may be worth more than another speculative cast at the carry, provided Brand can apply the burn first. If a teammate has already drawn the anchor and the opponents are caught in the cone, use the damage opening. If Nautilus is still approaching you with Q ready, keep moving and attack instead.

    Choose Miss Fortune when another teammate can help hold enemies in front of her or keep an engager away. Brand and Miss Fortune can both pour damage into that opening. Do not leave Brand responsible for the catch, the damage and her protection all at once.

    5. Ezreal is the compromise when you need independence

    Blond Ezreal leaps through broken stonework with a glowing blue gauntlet and a streak of magical energy.
    Ezreal extends his glowing gauntlet in the default champion illustration. Artwork: Riot Games.

    Ezreal is fifth because he brings no root or stun to start Brand’s setup. He earns the slot through Mystic Shot poke and Arcane Shift: when Brand has spent his control, Ezreal still has a reposition of his own. Choose him because you expect to need that movement, not because he makes Sear particularly easy to land.

    Mystic Shot still hits the first enemy. If Brand’s wave damage removes the minions screening an opponent, Ezreal may gain a useful shot; if the wave remains intact, both Qs can be blocked. Clear the relevant line before treating a landed Brand W as an invitation to fire everything through it.

    Save Arcane Shift when Brand misses Q. Its rank-one cooldown is 26 seconds before haste, though Q hits reduce ability cooldowns. Shifting forward to chase leaves Ezreal without that reposition while Brand has no stun ready. Shifting backward only moves Ezreal; Brand still has to walk out.

    Ezreal’s spell hits build attack speed through his passive. When Brand does land the stun and the other opponent cannot reach you, use that window for basic attacks as well as Q. Saving E need not mean standing so far back that only Mystic Shot contributes.

    The next caster wave can undo a good trade

    Brand E spreads even when the first target was not already burning. If that target is Ablaze, its spread range doubles. Casting it on a burning minion can pressure champions nearby, but it can also damage much more of the wave than the ADC expected. Before the next E, decide whether you are trying to crash the wave or keep it on your side.

    To hold the wave near your tower, look for W on a champion outside the minions instead of casting E on every burning caster. To push, commit enough damage to finish the job and leave together. The awkward case is a half-cleared wave and a spent Q: minions are moving away from safety, but the duo no longer has its stun to discourage an engage.

    Suppose the top laner and jungler both intend to dive, the mid laner wants a flank, and Brand is already locked. Miss Fortune adds an appealing damage combination, but who stays near her while she channels? Ezreal offers more personal movement; Ashe can help open the fight. Neither ADC choice creates the missing teammate who would stand beside Miss Fortune.

    If the support choice is still open, a protective option such as Braum may solve that draft better than maximizing Brand’s damage combo. His shield intercepts enemy missiles from the direction he faces it, and his passive explicitly allows allied attacks to add stacks after he applies the first one. Brand’s passive does not work that way. With Brand locked, decide whether you can supply his setup or need your own reposition, then agree when to stop trading. A missed stun is often the moment to preserve the wave and leave, even when the burn makes another chase tempting.