Maximum early-game snowball damage and teamfight takeover.
Empowered abilities and resource manipulation
Hitting a champion with spells hurls a comet that deals adaptive damage at them. Landing more spells reduces Arcane Comet's cooldown.
Hitting enemy champions with a spell grants maximum mana.
After reaching 250 mana, Manaflow Band restores 1% of your missing mana every 5 seconds.
Gain 10% CDR when you reach level 10. Excess CDR becomes AP or AD, Adaptive.
Your first ability hit every 20s burns champions.
9% attack speed, 10 ability power or 6 attack damage
Takedowns restore health and grant bonus gold.
Deal 7% more damage to low health champions. Gain AD/AP after kills or assists.
Brand's burning passive will tick away at the cooldown of Arcane Comet, allowing you to get more comet's casts than typical casters.
Manaflow Band is massive for sustaining Bran's mana pool as his most successful builds are those without mana items.
Brans often opts for Rylai's + Magic Pen, and thus not building much CDR, making Transcendence your primary source for multiple casts in teamfights.
Brand largely relies on his ability to deal a lot of damage early in the game and snowball a lead. Scorch double's down on that early game damage pressure.
Triumph's extra bit of gold income and health sustain in fights is great for allowing you to snowball and take over the game.
Coup De Grace is the most reliable source of damage amp for Brand as it allows you to blow up squishys while still being able to build health items like Rylai's and Liandry's.
Patch 8.10 saw a buff to Phase Rush and jungle duels for scuttle making Xin a powerhouse.