Locke, League of Legends champion
Win Rate
47.6%
Pick Rate
3.5%
Ban Rate
20.0%

Locke vs Brand

Locke F TierAssassinMage
Patch
26.20
Games
4,649
Lane
All Lanes
Tier
All Tiers
Last Updated
Oct 15, 2026 UTC
Methodology
Data Methodology

Locke vs Brand is a decisive matchup in LoL patch 26.20. Brand wins with a 56.7% win rate (+13.3%) over Locke based on 30 games. Brand wins the early laning phase while Locke scales better into the late game. Below you'll find the best Locke build, runes, laning stats, and strategies for the Locke vs Brand matchup.

Locke Matchup Breakdown

Use the dropdown to select an opponent and see a detailed breakdown of how Locke performs against them. You'll get head-to-head win rates, laning stats, the best build and runes for the matchup, and early vs late game analysis — all based on real ranked data.

Compare against an opponent
Locke
Locke
50.0%
VS
Brand
50.0%
Brand

Who wins Locke vs Brand?

Even matchupLow confidence

Locke wins 50.0% of these games. With this many games the true rate is most likely between 32.1% and 67.9% (95% range).

Expected
50.4%
From both champions' overall Mid win rates
Matchup effect
−0.4 pts
Observed minus expected
Sample
26 games
Lane: Mid
vs patch 26.19
—
Not enough games on both patches

Lane: Mid · Ranked Solo/Duo & Flex · North America server · All ranks · Patch 26.20 · Oct 10 – Oct 11

Key takeaways

  • Locke vs Brand is an even matchup: Locke wins 50.0% of 26 games, and the 95% range (32.1–67.9%) comfortably includes 50%.
  • Both champions' overall Mid win rates predict 50.4% for Locke; the result is within the margin of error of that, so this matchup mostly reflects the two champions' general strength.
  • Locke players pick Chainlaced Crushers far more often against Brand: 13.6% of their other Mid games, 38.5% here.
How we calculate this

Games: ranked Solo/Duo and Flex games on the North America server from the patch shown. Remakes (games under 5 minutes) are excluded.

A game only counts when Locke and Brand played the same position on opposite teams, so roaming, lane swaps within a team or a champion merely being in the same game never count as this matchup.

The 95% range is a Wilson score interval. Confidence comes from how wide that range is: within ±3 points is very high, ±5 high, ±8 moderate, anything wider low. Below 20 games a matchup is not classified at all.

Expected win rate combines both champions’ win rates in this lane (same games and filters) with the log5 formula: E = A(1−B) / (A(1−B) + B(1−A)). Matchup effect = observed − expected.

"What changes" compares Locke's choices in this matchup with the same champion's other games in the same lane, and lists a change only when it is at least 3 points and statistically significant (two-proportion z-test, |z| ≥ 2, 20+ games).

Results are not split by rank: the sample per rank is too small for honest per-rank matchup numbers.

Locke vs Brand Laning Stats

LockeBrand

Only 25 games have a 15-minute snapshot so far — the lane-phase numbers appear from 30.

Whole-game averages

5.3
CS / min
5.6
900
DMG / min
931
12,890
Gold / game
11,108
386
Heal / min
81
633
DMG Mitigated / min
343
0.4
CC / min
1.2

Locke vs Brand Win Rate by Game Length

Locke's win rate against Brand by game length. The dot is the win rate, the bar its 95% range and the dashed line the champion's usual win rate at that length. Lengths with fewer than 25 games are left blank.

Too few games
Under 20 min
1 games
Too few games
20–25 min
5 games
Too few games
25–30 min
7 games
Too few games
30–35 min
12 games
Too few games
35+ min
1 games
Locke vs Brand95% rangeLocke usual (Mid)

No game length stands out: Locke's results against Brand in short and long games are within the margin of error of each other.

Locke vs Brand Power Spikes

Who is ahead at each stage, measured from these games. A stage reads "Even" when the difference is inside the margin of error, and "Insufficient data" when there are too few games to tell.

  1. Lane (15 min)Insufficient data
  2. First itemInsufficient data
  3. Games under 20 minInsufficient data
  4. 20–30 min gamesInsufficient data
  5. 30+ min gamesInsufficient data

What Locke Changes Against Brand

Choices Locke players make noticeably more or less often in this matchup than in their other Mid games.

  • Chainlaced Crushers
    Usually
    13.6%
    vs Brand
    38.5%
    +24.9 pts
  • Dark SealHealth PotionHealth PotionHealth PotionStealth Ward
    Dark Seal + Health Potion + Health Potion + Health Potion + Stealth WardStarting items
    Usually
    1.8%
    vs Brand
    7.7%
    +5.9 pts
  • Doran's RingHealth PotionHealth PotionHealth Potion
    Doran's Ring + Health Potion + Health Potion + Health PotionStarting items
    Usually
    under 0.5%
    vs Brand
    3.8%
    +3.8 pts
  • Doran's RingDark SealHealth PotionHealth PotionRefillable Potion
    Doran's Ring + Dark Seal + Health Potion + Health Potion + Refillable PotionStarting items
    Usually
    under 0.5%
    vs Brand
    3.8%
    +3.8 pts

Best Locke Build vs Brand

Usual Locke build (Mid)

78.7% win rate · 61 games

Against Brand

Not enough matchup-specific build data: only 5 of 15 Locke games against Brand carried a complete build, which is too few to recommend an item path from. Use Locke's standard build instead.

  • Locke usually completes Lich Bane first, at 11.3 min (median of 23 games).
  • Skill priority: Q > E > W — the same as usual.

Builds are ranked by the lower edge of their win rate range, not the raw win rate, so a build seen in a handful of wins never outranks a proven one.

Best Locke Runes vs Brand

Usual Locke runes (Mid)

ElectrocuteElectrocute
Domination
Sudden ImpactSixth SenseUltimate Hunter
Resolve
Bone PlatingRevitalize
Adaptive Force (offense)Adaptive Force (flex)Health Scaling (defense)

48.4% win rate · 1,030 games

Against Brand

Too few games for a matchup-specific rune page yet — use the usual page.

MetaBot Desktop

Plan your Locke draft in Draft Lab

Draft Lab lays out both teams lane by lane with live matchup win rates, damage profiles and game-phase lean, and suggests picks and bans from current meta data.

  • Full 5v5 draft board
  • Lane matchup win rates
  • Pick and ban suggestions
Draft Lab in MetaBot Desktop

Locke matchup data for League of Legends patch 26.20. The table below shows Locke's win rate, gold difference, and performance stats against every champion in the current meta. Click any champion name to see a detailed head-to-head breakdown including the best Locke build, runes, laning stats, and early vs late game analysis for that specific matchup.

Other Locke Matchups

Win rate and games for each matchup. Lists are ranked by the edge of the 95% range so small samples cannot top them; matchups with at least 50 games only.

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Locke vs Brand FAQ - Patch 26.20

Who wins Locke vs Brand?

Locke vs Brand is an even matchup: Locke wins 50.0% of 26 games, and the 95% range (32.1–67.9%) comfortably includes 50%.

What is Locke's win rate against Brand?

Locke wins 50.0% of 26 Mid games against Brand on patch 26.20 (95% range 32.1–67.9%). Based on both champions' overall Mid win rates, 50.4% would be expected.

Does Locke counter Brand?

Not clearly. Locke wins 50.0% of 26 games against Brand, and the 95% range (32.1–67.9%) includes 50%, so neither champion reliably counters the other on current data.

Who wins lane, Locke or Brand?

There are not enough games with a 15-minute snapshot yet (25) to say who wins lane.

Does Locke outscale Brand?

There are too few games of each length to tell yet.

When is Brand strongest against Locke?

On current data there is no stage of the game where Brand is ahead of Locke beyond the margin of error.

What should Locke build against Brand?

There are not enough games for a matchup-specific core, so use Locke's usual Mid core: Shadowflame, Lich Bane, Mejai's Soulstealer. The biggest change against Brand: Chainlaced Crushers (13.6% usually, 38.5% here).

What runes should Locke use against Brand?

Use Locke's usual Electrocute page (Domination + Resolve); there are too few games for a matchup-specific page.