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Braum Build Guide by Shadeol

Tank Strike Like Ram! | [S4] Support/Jungle Braum

Tank Strike Like Ram! | [S4] Support/Jungle Braum

Updated on July 16, 2014
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League of Legends Build Guide Author Shadeol Build Guide By Shadeol 158,519 Views 8 Comments
158,519 Views 8 Comments League of Legends Build Guide Author Shadeol Braum Build Guide By Shadeol Updated on July 16, 2014
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Choose Champion Build:

  • LoL Champion: Braum
    Support [0/16/14]
  • LoL Champion: Braum
    Tank Jungle [0/21/9]
  • LoL Champion: Braum
    Feral Flare Jungle [9/21/0]

// Patch Change Log



Patch 4.11 | Quill Coat Introduction


Concussive Blows initial damage reduced by 20, but now gains 2 more damage per level. Proc timer reduced from 5 seconds to 4.
-- Nerf to early game passive damage, but does more damage past Level 10.

Bug fix: Using Stand Behind Me to jump walls with enemies nearby should make Braum actually jump the wall instead of doing nothing.


Patch 4.9 | Karthus Visual Rework


Bug fix: Concussive Blows no longer stuns enemies when they have a spell shield active.

Bug fix: Fixed an issue where certain effects could bypass Unbreakable's barrier.

Winter's Bite now deals 20 less damage at all ranks.
-- Winter's Bite will be a bit weaker when used for poke, but is still worth maxing first.

The flat bonus armor and magic resistance given by Stand Behind Me is reduced by 5 at all ranks. The % bonus armor and magic resistance is reduced by 4% at all ranks.
-- You won't be as much of an unstoppable tank with Stand Behind Me as you would be previously. This means you and your ally will be more squishy.

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Introduction


Welcome to my guide for Support and Jungle Braum!

As a mid-Gold Support main, I've been having some fun with Braum. For me, he's in my Trinity of Support Tanks with Thresh and Leona. While I think his engage is a bit less crazy than theirs is, he provides a lot of protection for his team and really gives a good feel of what a tank should be.
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Pros / Cons

Pros


+ Scales with Health, Armor, and Magic Resistance
+ Provides a lot of team protection with his
Stand Behind Me Unbreakable
+ Can engage or disengage easily with
Stand Behind Me
+ Gives his teammates a stun with his passive
+ Synergizes well Auto-Attack/On-Hit champions
( Ezreal Tristana) and short-range ADCs ( Vayne Graves)
Cons


- Not as much engage or CC as
Leona Thresh
- Can be pushed and poked out fairly easily
- Doesn't do much damage outside of
Winter's Bite Concussive Blows and autos
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Skill Explanations [R > Q > E > W]

Concussive Blows (passive)


Braum's autos and Winter's Bite apply stacks of Concussive Blows. After a target first receives a stack of Concussive Blows, any allied autos will apply more stacks. When the target reaches 4 stacks, they take magic damage and are stunned for a short duration. After they're stunned, the target cannot have Concussive Blow stacks applied to them for 8 seconds, but until then, Braum's autos deal additional magic damage.
This is the source of Braum's CC. He can safely apply Concussive Blows with his ranged Q, and he can put stacks on as many targets as he wants. This makes his ADC, or the ally he's ganking for, get easy damage and a stun on their lane opponent.

Winter's Bite [Q]


Braum fires a ranged ice projectile from his shield, hitting the first enemy it comes in contact with. The enemy hit takes flat magic damage (+2.5% Braum's Max HP), is given a decaying 70% slow over 2 seconds, and has Concussive Blows applied to them.
This is a good source of ranged poke that will slow enemies and apply your passive to them. Its mana cost is fairly small, but it can practically be spammed later in the game. Max this second behind your R.

Stand Behind Me [W]


Braum leaps to an ally, giving both of them a flat amount of bonus armor (+a % of Braum's armor) and magic resistance (+a % of Braum's magic resistance) for 3 seconds. If an enemy is nearby the ally he leaps to, Braum positions himself between his ally and their closest enemy. Braum can also use this ability on himself and allied minions.
This gives Braum some crazy engage and disengage in team fights. It also makes himself and his target even tankier with resistances while also allowing Braum to position himself between his allies and enemies for Unbreakable. Max last.

Unbreakable [E]


Braum raises a shield of ice and gains 10% movement speed for a few seconds, intercepting any projectiles that would otherwise fly through it. The first projectile deals no damage, but will still apply CC effects to Braum. Ensuing projectiles that fly through the shield hit Braum, despite their intended targets, and will deal reduced damage to him.
Think of this like a cheaper Wind Wall that's stuck on you. If an enemy ADC is trying to shoot your ally behind you, you will take the hits instead. This works really well with Randuin's Omen and Thornmail, and the CD will drop quite a bit as you rank it up. Max third behind R and Q.

Glacial Fissure [R]


Braum slams the ground with his shield, firing a medium-range shockwave in a line. All enemies that are hit by the shockwave or are surrounding Braum take flat magic damage (+60% of Braum's AP) and are briefly knocked into the air. The first enemy champion hit by the shockwave will be knocked up for a longer period. Glacial Fissure will stay on the ground for 4 seconds afterwards, slowing enemies in it by 60% for 1.5 seconds.
This ability feels like Nami's Tidal Wave, looks like Rumble's The Equalizer, and has a little more range than Thresh's Death Sentence. All in all, it's a good chunk of damage that can disorient the enemy team. It's a pretty good initiation tool, especially with an AoE team comp or Yasuo. Max this first.
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Support | Runes / Masteries [0/16/14]


Runes

Masteries


Marks

Magic Pen Marks will help make all of his abilities hit harder since Braum lacks physical damage outside of autos. These can be swapped for Hybrid Pen or Armor Marks instead.

Seals

Flat Health seals are the go-to for Season 4 supports. With the recent Armor seal nerfs, it's more beneficial to go Health seals and Armor quints.

Glyphs

Scaling MR Glyphs are fairly standard to keeping tanky against mages late game. If you're facing an AP support like Annie Karma, you can toss out 4-5 of these for flat MR Glyphs instead.

Quintessences

You want at least 2 Armor quints to keep tanky in lane, but the third is a personal choice between an Armor quint or an HP quint. Use whichever you're more comfortable with.

For Braum, I use 0/16/14 masteries, the same ones I use for Thresh and Leona. These masteries give:
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Support | Items

Starting Items



Relic Shield and 3 Health Potions is the standard start. If you want to, you can swap out 2 Health Potions for an additional Stealth Ward just to make sure your lane is safe from ganks. As a melee tank though, this means that you'll lose out on a lot of sustain. Relic Shield = 365g
Health Potion (x3) = 105g
TOTAL = 470g
OR
Relic Shield = 365g
Health Potion (x1) = 35g
Stealth Ward = 75g
TOTAL = 475G

Early Game/Buybacks

targon's brace


targon's brace and Sightstone are your core items. Make sure to get them as soon as possible, swapping to Sweeping Lens when you manage a Sightstone. If you find yourself with spare gold, try to pick up a pair of Boots to upgrade later. targon's brace = 500g
Sightstone = 800g
Boots = 325g
TOTAL = 1625g

Boots



With little engage outside of a Winter's Bite and Stand Behind Me, Mobility Boots aren't as much of a core buy as they would be on Thresh or Leona. You should mostly be sticking with your ADC or solo laners. I'd recommend going Merc's for Tenacity/MR, Tabi for AA Reduction/Armor, or Lucidity for some CDR. Mercury's Treads = 875g
OR
Ninja Tabi = 675g
OR
Ionian Boots of Lucidity = 625g

Basic Core Build

face of the mountain


Some supports like to hold onto Relic Shield until late-game without upgrading it, and then sell it to swap out for another item. Personally, I like upgrading it to face of the mountain to help shield who I need to, especially without something like Heal or Mikael's Blessing.

You shouldn't upgrade to Ruby Sightstone early since you only get some health and an extra ward out of it. Save the money for something else. And don't forget to upgrade your Boots and Sweeping Lens.
face of the mountain = 1335g
Oracle's Lens = 475g
TOTAL = 1815g

Defensive Options








Frozen Heart and Iceborn Gauntlet are nice Armor choices that give CDR and Mana. Iceborn Gauntlet also helps you keep on enemies so that you can keep up your autos for your passive.

Thornmail and Randuin's Omen both synergize well with your Unbreakable since autos are redirected to you instead of your allies.

Locket of the Iron Solari and Spirit Visage both give Magic Resistance along with a bit of CDR, Health, and Health Regen.

Banshee's Veil gives only Health and Magic Resistance, but the bubble will help absorb the CC that you're likely going to take with Unbreakable.

Warmog's Armor is a good option for when you don't need resistances or just want to be tankier with a harder-hitting Winter's Bite.
Frozen Heart = 2600g

Iceborn Gauntlet = 2900g

Thornmail = 2200g

Randuin's Omen = 3000g

Locket of the Iron Solari = 2800g

Banshee's Veil = 2750g

Spirit Visage = 2750g

Warmog's Armor = 2830g

Standard Core

face of the mountain




Against most teams that aren't heavy AD or AP, this would be my go-to build. face of the mountain, Ruby Sightstone, Randuin's Omen, and Banshee's Veil all give Health, buffing Winter's Bite.

face of the mountain and Iceborn Gauntlet provide 20% CDR, putting you at 25% CDR with the 5% from mastery. To get more, you could swap out Banshee's Veil for Spirit Visage or Locket of the Iron Solari.

Randuin's Omen and Iceborn Gauntlet provide 130 armor and Banshee's Veil and Mercury's Treads provide 80 magic resistance (with Enchanted Armor , 136.5 armor and 84 magic resistance).
face of the mountain = 2200g
Ruby Sightstone = 1600g
Randuin's Omen = 3000g
Iceborn Gauntlet = 2900g
Banshee's Veil = 2750g
Mercury's Treads = 1200g
TOTAL = 13650g
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Tank Jungle | Runes / Masteries [0/21/9]


Runes

Masteries


Marks

5 flat MR and 4 flat Armor give a good amount of both resistances for ganking. If you feel you don't need them, you can try swapping them out for Attack Speed or even Magic Pen.

Seals

Flat Armor helps survive the initial clear. If you want to, you could swap out 4-5 of these for Scaling Armor instead to help your late-game. Alternatively, you can try Health seals and Armor quints.

Glyphs

Scaling MR is standard for late-game tankiness against AP. There aren't many other options I would take.

Quintessences

I like going MS Quints on junglers with Mobi Boots just so I can get to wherever I need as fast as possible. Alternatively, you can try Armor quints with Health seals.

I go with 0/21/9 for tanky junglers, which gives:
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Tank Jungle | Items

Starting Items



This is a pretty typical start for jungling. The Stealth Ward also helps grant you vision for early counter-jungling. Just don't forget to swap it out for Sweeping Lens when you pick up your Quill Coat. Hunter's Machete = 325g
Health Potion (x4) = 140g
TOTAL = 465g

Early Game/Buybacks



Quill Coat essentially guarantees your sustain and will later be upgraded to Spirit of the Ancient Golem for health, armor, CDR, and Conservation stacks.

Giant's Belt builds into some nice core items for Braum, like Sunfire Aegis and Randuin's Omen. The extra chunk of health is nice for keeping tanky and buffs the damage of Winter's Bite.

Boots reduce travel time between camps and lanes and will be later upgraded into Mobility Boots. Alternatively, you can go for Boots of Swiftness or Ninja Tabi, depending on what's needed.
Quill Coat = 375g
Giant's Belt = 1000g
Boots = 325g
TOTAL = 1700g

Basic Core Build



Spirit of the Ancient Golem is your core tank item for the jungle. It provides you with CDR, health for Winter's Bite, Tenacity, and builds up Conservation stacks for extra gold.

Giant's Belt, as said before, is a core item in items like Randuin's Omen and Sunfire Aegis which both give goods chunks of armor and health.

Mobility Boots, I feel, are the best for roaming between lanes and camps. Alternatively, you can go for Boots of Swiftness if you really hate losing movement speed in combat.
Spirit of the Ancient Golem = 1300g
Mobility Boots = 475g
TOTAL = 1775g

Armor





Randuin's Omen and Sunfire Aegis are two choices for your Giant's Belt. Randuin's Omen synergizes better with Unbreakable but lacks the persistent magic damage of Sunfire Aegis. Both are good options that give health and armor.

Thornmail, like Randuin's Omen is great with Unbreakable when facing ADC's.

Iceborn Gauntlet and Frozen Heart are great for CDR and mana. Iceborn Gauntlet lets you stick on enemies, while Frozen Heart reduces the amount of hits from the heavy ADs.
Randuin's Omen = 3000g

Sunfire Aegis = 2650g

Thornmail = 2200g

Iceborn Gauntlet = 2900g

Frozen Heart = 2600g

Magic Resistance



Locket of the Iron Solari gives less total MR and health regen than Spirit Visage, but it provides your team with a bit of MR, health regen, and the active AoE shield. Locket of the Iron Solari is better for your team, while Spirit Visage is more of a personal item.

Banshee's Veil is always a nice choice to take, especially since you're likely to eat some big CC with Unbreakable.
Locket of the Iron Solari = 2800g

Spirit Visage = 2750g

Banshee's Veil = 2750g

Health


These are your other two choices for your Giant's Belt. Warmog's Armor is a huge chunk of health for Winter's Bite and keeping tanky. It also provides some nice health regen provided you have enough health. Frozen Mallet is a good alternative to Iceborn Gauntlet for keeping on your enemies. Warmog's Armor = 2830g

Frozen Mallet = 3300g

Standard Core






Spirit of the Ancient Golem, Randuin's Omen, Banshee's Veil, and Locket of the Iron Solari give a good chunk of health for staying alive in the late-game.

Randuin's Omen and Iceborn Gauntlet provide a good amount of armor for fighting AD. Banshee's Veil and Locket of the Iron Solari also give a nice amount of magic resistance for the AP enemies.

Between Spirit of the Ancient Golem's tenacity, Banshee's Veil's spellshield, and Tenacious , CC will barely even affect you. Go ahead and eat Tidal Wave with Unbreakable, you'll be up and going in no time.

Iceborn Gauntlet, Spirit of the Ancient Golem, and Locket of the Iron Solari also puts you at a good 30% CDR, 35% including the points in Intelligence .

Mobility Boots can be swapped out for Ninja Tabi for Boots of Swiftness depending on what you need.
Spirit of the Ancient Golem = 2000g
Randuin's Omen = 3000g
Iceborn Gauntlet = 2900g
Banshee's Veil = 2750g
Locket of the Iron Solari = 2800g
Mobility Boots = 800g
TOTAL = 14250g

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Feral Flare Jungle | Runes / Masteries [9/21/0]


Runes

Masteries


Marks

Since Braum's damage is going to come from autos and his passive, I take attack speed Marks to decrease the time it takes to proc Concussive Blows while also abusing the extra magic damage per hit he gets after the stun is applied.

Seals

Flat Armor helps survive the initial clear. If you want to, you could swap out 4-5 of these for Scaling Armor instead to help your late-game.

Glyphs

Scaling MR is standard for late-game tankiness against AP. There aren't many other options I would take.

Quintessences

Same as Marks, you want to abuse both parts of your passive in the Jungle since your only damage comes from Winter's Bite.

Since Braum uses autos to clear, I go with 9/21/0 to buff his clear. This set gives:
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Feral Flare Jungle | Items

Starting Items



This is a pretty typical start for jungling. The Stealth Ward also helps grant you vision for early counter-jungling. Just don't forget to swap it to Sweeping Lens when you pick up Wriggle's Lantern later. Hunter's Machete = 325g
Health Potion (x4) = 140g
TOTAL = 465g

Early Game/Buybacks



This is something I've been seeing pop up on Feral Flare junglers to give them extra sustain. While Madred's Razors gives Braum good enough clear, Spirit Stone helps him regen his health and mana after ganking. Feral Flare will still gain up to 29/30 stacks from Hunter's Machete and Madred's Razors, so there's no need to upgrade to Wriggle's Lantern super early.

Don't forget to grab your Boots to roam between lanes and jungle camps quicker.
Madred's Razors = 450g
Spirit Stone = 700g
Boots = 325g
OR
Spirit Stone = 400g
Madred's Razors = 750g
Boots = 325g
TOTAL = 1475g

Basic Core Build




Since you're going to be clearing with autos, why not take Feral Flare as well? It makes your autos hit even harder and gives you great damage in the late-game just for sticking on targets. You can keep Spirit Stone for your sustain since you'll have some mana problems later on, but you can sell it when you need to. Finally, grab some Mobility Boots for better roaming between lanes and jungle camps. Wriggle's Lantern = 1050g
Mobility Boots = 475g
TOTAL = 1525g

Offensive Options



Wit's End is a good source of Magic Resistance with all the auto-attacking you're gonna be doing. Buffs your attack speed, MR, and gives you extra magic damage per hit.

Frozen Mallet and Iceborn Gauntlet keeps your targets slowed so you can sit on them and bash their face in all day. Frozen Mallet is more reliable and gives a good chunk of health, but Iceborn Gauntlet also gives some nice stats like CDR and armor.
Wit's End = 2400g

Frozen Mallet = 3300g

Iceborn Gauntlet = 2900g

Defensive Options





Frozen Heart and Randuin's Omen are good sources of armor. Frozen Heart provides a ton of CDR and Mana for Winter's Bite spamming, and Randuin's Omen gives health along with the slow passive for blocking attacks with Unbreakable.

Locket of the Iron Solari has less total MR and Health Regen than Spirit Visage, but provides the AoE shield and some MR for your team. I'd go Locket for the team or Visage for yourself.

Banshee's Veil is a good chunk of MR and Health that helps you avoid major CC when you engage. It's an all-around good item for Braum.
Frozen Heart = 2600g

Randuin's Omen = 3000g

Locket of the Iron Solari = 2800g

Spirit Visage = 2750g

Banshee's Veil = 2750g

Standard Core






This is typically what I would go for as a Jungle Braum. Feral Flare stacking will provide nice auto damage while Frozen Mallet ensures that they can't get away from you.

Randuin's Omen and Banshee's Veil cover your resistances and give huge chunks of health for Winter's Bite. Wit's End gives more MR as well as attack speed for your Feral Flare.

Mobility Boots keep you in the fight. Late-game, though, you can swap to Ninja Tabi, Ionian Boots of Lucidity, or Mercury's Treads.
Feral Flare = 1800g
Randuin's Omen = 3000g
Frozen Mallet = 3300g
Banshee's Veil = 2750g
Spirit of the Ancient Golem = 2000g
Mobility Boots = 800g
TOTAL = 13650g
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Epilogue

Thanks for reading through the guide. In truth, I'm still learning about Braum as much as anyone is, so a lot of this is subject to change as I get more games in and do some research into what everyone else is doing with him. I hope this helped clear up some doubts and provided you with some good information about Braum.
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// Guide Updates

6/03/2014::
- Updated Support Braum's mastery page from 4/21/5 to 0/16/14.
- Updated Support Braum's mastery section.

5/14/2014::
- Fixed some typos and phrasing.
- Began adding parts for Jungle Braum.
- Finished Jungle Braum parts.
- Fixed some coding errors.
- Separated Jungle Braum into Tank and Feral Flare.
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