The Lone Star
Updated Apr 23, 2026
Brody is the marksman you draft when every basic attack has to matter more than how many you can fire. He trades the class's usual attack speed for the longest wind-up in the role and the heaviest per-hit number in return. One stun, no crit scaling, and a ramping passive that only pays off if you stay on the same target long enough to stack it.
Win Rate
51.14%
Pick Rate
0.46%
Ban Rate
0.58%
Sustained DPS
Emblem
Assassin Emblem
Battle Spell
Retribution
Weak Against
Strong Against
Brody should prioritize using his 1st Skill and Basic Attack, to apply Abyss Marks on enemy heroes outside of the battle area. He can then use his Ultimate and Basic Attack to deal heavy damage and his 2nd Skill and Basic Attack to chase down enemies on the run.
Brody is a conditional pick, not a blind first-lock. He wins when the enemy team has to stand in one place to deal damage and your team can keep assassins off him long enough to stack marks. Patch 2.1.67 (patch notes) reworked Abyss Impact, buffed the lost-HP scaling on the ultimate, and shaved HP and movement speed, but the draft filters are identical.
Good Brody drafts: the enemy lineup has a stationary marksman (Hanabi, Miya, Layla, Karrie before her spike) and a low-mobility mage (Eudora, Aurora, Vexana). Your side brings a roamer who locks targets down (Tigreal, Johnson, Minsitthar, Atlas) and a support who peels or buffs basic attacks (Estes, Angela, Rafaela, Diggie). In this draft, Brody spends the whole game stacking marks on targets who cannot leave, which is the only scenario where his attack animation penalty does not cost him the game.
Bad Brody drafts: two or more assassins on the enemy team (Ling, Lancelot, Natalia, Hayabusa stacked), Khufra on their side, or Franco in the enemy support slot. Khufra alone is a reason to swap. His Bouncing Ball knocks blink and dash skills airborne, which means Corrosive Strike, the only way Brody has to leave a fight, gets cancelled the moment he uses it. Franco turns every wave into a recall decision: one hook lands and Brody is dead before Bloody Hunt wears off.
If the enemy has two working dash-in threats and no one on your side is going to intercept them, Brody is the wrong pick. The same kit that rewards him against stationary targets punishes him against mobility.
Brody is not a marksman you scale on crit. He is a marksman whose damage is already baked into the passive.
Every basic attack carries a hero-level-scaling flat component on top of his physical attack multiplier, and the level-scaling half of that formula cannot be critically struck. This is the architectural reason why Berserker's Fury is a trap on him: you are paying a full item slot for a stat that only touches one half of his damage formula. Malefic Roar and raw physical attack touch all of it. That is the entire itemization philosophy, and ignoring it is how most Brody mains cap their damage ceiling without realising.
The kit around that passive is built to compound it. Abyss Impact slows and marks. Corrosive Strike dashes, stuns briefly, and marks. Basic attacks stack the rest. Torn-Apart Memory locks on to every marked target in range and detonates every stack on every target, with per-stack damage that scales harder against wounded enemies after the 2.1.67 buff. Every ability has mark generation attached because the mark is the multiplier. At full stacks, Brody hits harder on that target and moves faster while fighting them. The whole kit is one compounding attack pattern, not five separate abilities.
Patch 2.1.67 also made Abyss Impact itself scale with passive stacks. Firing S1 at a four-stack target now does meaningfully more damage than firing it at a fresh one. This changes the sequencing but not the philosophy: position for the first mark between fights, keep the autos going while marks ramp during them. Corrosive Strike is a stun button, not a poke button.
Gold lane, solo, and your goal before the 6-minute mark is to reach level 5, clear waves cleanly, and force one safe mark stack on the enemy laner without spending your dash.
Push hard on the third wave around the 1:45 to 2:00 mark because that is when the enemy jungler usually shows up to contest. Roamer present: trade into the tier one. Roamer rotating: back off. You do not win 1v2 dives on Brody, and the 2.1.67 HP and defense nerfs make that truer now.
The spike is Endless Battle completing, usually around the 8 to 10 minute mark after Swift Boots.
Before Endless Battle, Brody is a farmer with a burst ultimate. His basic attacks hurt but he has no sustain, no true damage, and no way to burn through the first tank item on an enemy frontline. After Endless Battle, every post-skill basic attack within a short window procs true damage, Brody gets hybrid lifesteal and extra movement speed off the trigger, and the proc refreshes on a short cooldown. His combo becomes: skill, auto (true damage proc), skill, auto (true damage proc), auto, auto. Against a frontliner without Brute Force Breastplate, that sequence deletes a huge chunk of their HP in under three seconds.
The second spike, at Malefic Roar near the 12-minute mark, is the one that makes Brody a teamfight threat instead of just a dueling threat. Armor Buster's scaling physical penetration is the difference between tickling a Khufra and killing him. Without it, Brody's late-game damage ceiling is capped by whatever armor the enemy tank is stacking, and the 2.1.67 physical attack growth buff only matters if penetration can turn that raw attack into real damage on armored targets.
The window to contest Brody is the 5 to 8 minute gap between lane phase ending and Endless Battle finishing. A smart enemy invades that window. If they wait, the game is already drifting in your direction.
The reflex when you see a clumped enemy team is to fire Abyss Impact at the tank and start autoing the closest target. That reflex is usually wrong on Brody.
Torn-Apart Memory hits every marked target in its lock-on radius, and the 2.1.67 patch pushed the per-stack lost-HP component up to ten percent at max rank, nearly double what it was before. The teamfight optimisation is to spread marks across multiple enemies before casting ult, and to cast it when those enemies are already bleeding, not at full HP. A four-enemy fight where three targets carry two or three marks each and are below half HP detonates for significantly more total damage than a four-stack ult on a full-HP tank.
The support-conditional edge case: if your support is Estes, the sustained heal from his bolts lets you push further forward and commit to longer fights. If your support is Diggie, you do not get the same healing, and you should stay at max range and kite rather than trying to brawl. Match the positioning to the peel you actually have, not the peel you want.
Brody has four locked slots and two flex slots. The locked four are Swift Boots, Endless Battle, Blade of Despair, and Malefic Roar. Skip any of those and your damage profile breaks.
The first real conversation is the fifth slot. Brute Force Breastplate is the default against burst mage or assassin threat. Its Adaptive Attack and movement speed stacks fill naturally from fighting, and the bonus control-duration reduction at max stacks is a real answer to the CC chains that kill Brody. Wind of Nature replaces it against two or more physical damage dealers you cannot kite (Yi Sun-shin, Claude, Beatrix stacked); the active's physical damage immunity is a lifesaver against sustained dive. Hunter Strike is the greedier pick when you want more mobility and penetration and the enemy has no burst threat.
The sixth slot is almost always Immortality. The resurrect matters more on Brody than most marksmen because his wind-up animation makes him easier to catch than a Claude or a Beatrix, and his first death to an assassin usually happens before his later items come online. Rose Gold Meteor is meaningful against heavy magic damage, but Immortality beats it in almost every teamfight scenario.
The boot conversation is short. Swift Boots by default. Tough Boots only against five-CC comps. Warrior Boots almost never.
Emblem: Assassin Emblem, not Marksman. Rupture plus Master Assassin plus Killing Spree. Brody does not scale with crit, so the Marksman tree's Fatal plus Weapon Master core gives him almost nothing. Assassin's adaptive penetration compounds directly with Malefic Roar, Master Assassin amps every isolated-target kill (the entire point of his dash-stun pattern), and Killing Spree's post-kill heal and movement burst turns a secured pick into a safe reset. Battle spell is Flicker every game. Inspire is a trap: the attack-speed burst does not cover the attack animation penalty and you lose the one escape that works against Khufra.
The fallback worth naming: Berserker's Fury. Some guide sites still list it as a core Brody item. It is not. The level-scaling half of his passive formula cannot be critically struck, so Berserker's only multiplies part of his damage formula while costing a full item slot. Endless Battle's true damage proc multiplies the entire formula. When in doubt, Endless Battle, not Berserker's.
Dashing in with Corrosive Strike at zero marks. The stun window is short. Using it on an unmarked target means you land the stun, auto twice, hit two or three marks as the stun ends, and the enemy walks out. Correct order: two basics plus Abyss Impact first to pre-load marks, then dash for the stun, then finish with the fourth auto and ultimate. Pre-stacking is the difference between a kill and a trade.
Firing the ultimate at full-HP targets to open a fight. After the 2.1.67 buff, the lost-HP component is a bigger slice of Torn-Apart Memory's damage than ever, and on a full-HP target that component is zero. Wasting the cast on a healthy enemy means the next fight happens without your biggest tool available. Save it for the second engagement in a two-engage fight, or for a low-HP cleanup across multiple marked targets.
Dashing across Khufra's Bouncing Ball. When Khufra activates Bouncing Ball, any blink or dash over him knocks the user airborne. Corrosive Strike qualifies. Your escape becomes an airborne CC window at the enemy team's feet. If you see Khufra rolling toward you, do not dash. Walk backward instead, or burn Flicker to break line of sight. The dash is conditional on Khufra not having Bouncing Ball ready.
Forcing fights before Endless Battle completes. Brody's damage at one item is weaker than any other marksman's because he pays a flat attack speed penalty that does not get compensated until the true damage proc comes online. If the enemy invites fights at the 5 to 7 minute mark, decline them. Farm jungle camps, clear the side lane, wait for the spike. The one exception is a secured pick from your roamer (a confirmed Franco hook, a landed Atlas ult), and even then, expect to deal less damage than you think.
Ignoring the mark movement speed bonus. Each Abyss Mark grants a stacking movement speed boost while fighting that target, capped at four stacks. Most Brody players do not notice the buff because they are tunneled on damage, but the movement advantage at full stacks is what lets Brody kite a Lancelot who just burned his immunity frames. If you are not kiting during the mark-accumulated auto sequence, you are wasting the passive's second half.
Tip
Abyss Impact now benefits from your own passive stacks after 2.1.67. If the target already has three or four marks on them, re-firing S1 hits noticeably harder than it did at zero stacks. Time your second cast around peak stacks rather than spamming on cooldown.
Note
The ultimate's lock-on is area-based, not target-locked. It hits every marked target in the radius simultaneously. In a four-enemy teamfight where three targets carry marks, the ult fires on all three. Optimise pre-ult by spreading marks across bodies, not stacking them on one hero.
Tip
Build order matters more on Brody than most marksmen. Swift Boots, then Endless Battle as a rush, then Blade of Despair, then Malefic Roar. Skipping Endless Battle for a Blade of Despair rush costs you the true damage proc that makes your autos threatening before the twenty-minute mark.
Warning
If the enemy has Khufra plus a Franco or a Tigreal, swap out of Brody at draft. Bouncing Ball plus a follow-up hook or ult kills you before Corrosive Strike comes off cooldown, and no amount of skill compensates for having your one escape tool countered by a passive ability.
With his Basic Attacks resonated with the Abyss Power within his body, Brody is able to move while winding up his Basic Attacks (which will be interrupted when casting skills), at the cost of having longer Basic Attack Animation and lower Attack Speed Bonus. Each Basic Attack deals (+140% Total Physical Attack) (+45*Hero Level) Physical Damage (of which the damage scaling with level cannot be critical), increases Movement Speed by 30% (which will decay rapidly in 1.2s), and applies 1 stack of Abyss Mark on the enemy, capped at 4 stacks. Each stack of Abyss Mark increases Brody's damage against the target by 5% and his Movement Speed by 5%.
Brody launches a shockwave in the target direction, dealing 200 (+170% Total Physical Attack) Physical Damage and slowing enemies by 30% for 1.2s while applying one stack of Abyss Mark. For each enemy hit by the shockwave, they take an extra 5% slow and one extra Abyss Mark stack (capped at 45% slow and 4 stacks).
Brody dashes to an enemy, dealing 200 (+70% Total Physical Attack) Physical Damage to the target, stunning the target for 0.8s, and applying 1 stack of Abyss Mark on the target. Upon hitting the target, he is able to move one more time in the movement direction, gaining 45% Movement Speed that will decay rapidly in 1.2s.
Brody locks on all the targets within 8 unit(s), dealing 216 (+165% Extra Physical Attack) Physical Damage to them. If the target has an Abyss Mark, all Abyss Marks will be reset, dealing Physical Damage equal to 94 (+72% Extra Physical Attack) plus 4% of the target's lost HP for each stack the target has.
Brody should prioritize using his 1st Skill and Basic Attack, to apply Abyss Marks on enemy heroes outside of the battle area. He can then use his Ultimate and Basic Attack to deal heavy damage and his 2nd Skill and Basic Attack to chase down enemies on the run.
Brody can regularly use his 1st Skill and Basic Attacks to clear lanes and poke the enemy heroes. Once enemy heroes are low on HP, Brody can use his 2nd Skill to close in and stun them, then cast his Ultimate to try to finish them off.
These heroes have the highest win rates against Brody in ranked matches. Pick any of them for a statistical advantage in draft.

Sun outscales Brody in the late game, turning team fights in your favor as the match progresses.
46.6%
Brody performs well against these heroes. Consider picking Brody when you see them on the enemy team.
Brody is most vulnerable in the early game, where counters average a 69.8% win rate. As the match progresses, Brody becomes harder to shut down (56.2% mid, 44.6% late). Prioritize early aggression and ganks to build an advantage before Brody can scale.
Brody is vulnerable here
Brody is vulnerable here
Brody is strong here
Assassin Emblem
Retribution
Assassin Emblem
Retribution
Assassin Emblem
Retribution
Heroes that synergize well with Brody in team compositions.





Brody was a peaceful craftsman in a small Moniyan village until the Abyss consumed his home and family, leaving him broken and alone. A mysterious entity grafted a cursed Abyss arm onto his shattered body, granting him immense power at the cost of constant, searing pain. Each shot from his Abyss-infused weapon marks enemies with stacking tears that explode in devastating bursts. Brody now hunts the forces of darkness, fueled by rage and the fading hope that he might one day reclaim his humanity.
Famous quotes from Brody
“This cursed arm... it hungers for revenge.”
- Brody
“Pain is my constant companion. I've learned to use it.”
- Brody
“The Abyss took everything. I'll take it back.”
- Brody
“Tears of vengeance!”
- Brody
“Torn Apart - EXECUTE!”
- Brody