Braum Build Guide by Hanjaro
[10.2] Hanjaro's Braum Supporting your way to ChallengerBy Hanjaro | Updated on January 23, 2020
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+1-10% CDR (lvls 1-18)
+15-90 HP (lvls 1-18)
Threats & Synergies
Karma has high damage, a slow even when her Q is unempowered, a shield with MS buff and also a root. She has good mobility, disengage and consistent poke. Very strong.
Long range, high damage poke, along with great disengage on her polymorph, movement speed, a shield, and a knock up with added HP.
Strong spellshield, negating your passive stun, or any other kind of CC you try to apply. Bait out her shield, it has a long CD, or focus the laner without her shield. Her root can lock you down for what feels like days, negating your engage.
She has extreme sustain, and a silence which can negate your engage, stop your escape, and turn into a root if you stay into it too long. She has decent poke on her Q, and can ult her team from across the map. She is squishy, but takes a lot of focus.
Long range poke, along with a long root and high damage from her plants make Zyra a tough lane. Dodge her roots, negate her damage with your shield and play defensive.
Very good disengage, high poke with her W and can protect her ADC with a shield, that increases their AD as well. Also has a knockback healing ult but you can interrupt this with a well timed glacial fissure.
Can negate any damage you do with her heal, while trading back easily. Her ult is like yours but longer and wider, you can stop her bubble but you'll still get suspended. Play defensive, engage on her with a gank, she's immobile.
He's got a strong auto attack, and a lot of CC, along with a great disengage on his ult, or keeping you locked down. He is squishy, so you can lock him down after he's used all his tools.
Strong poke, strong heals. She's very squishy, immobile and lacks CC outside of her ultimate. Lock her down, shield her poke.
High range, high damage, hard to reach to lock down. He's squishy if you can get to him, and you can interrupt his ult with yours.
She's tanky and has high damage, but she can't do much to you unless she has backup, intercept her dash/root and then counter her with your stun.
Be careful of him using flash to knock you under a turret, but you can still escape with your stand behind me. Neither of you generally have the power to kill each other, and you both have build up stuns. Play normal.
Long range, good CC, high burst, and he's also immobile. You can help peel him, increase his MS with guardian, and shield him easily.
High burst, easy to proc your stun with. Easy kills if you lock down a target.
High burst, has disengage with her rocket jump, enabling you to jump away to safety with her, or jump into a fight as a gap closer.
One of the best ADC's with Braum due to his passive being able to proc your stun the quickest, enabling quick lockdowns, along with his high burst and mobility.
Decent CC, but slow attack speed at the start, making it difficult to proc your stun during laning phase. High burst damage with headshot.
Good CC to help lockdown enemies, proccing your stun easily with her Q, following up with her R stun. Slows enemies to help you gap close.
A little bit about me
I started playing League in Season 1, towards the end of the season. Since the beginning I was a support main, I enjoyed the 2v2 dynamics much more than 1v1s so I've stuck with it throughout my league career.I have achieved the rank of challenger at multiple points during seasons 4, 5, 6, 7, 8 and 9, and continue to push for the highest elo I can get.
I love competitive games and have yet to find anything for me that compares to League.
Aside from League, I am a happily married man, father of 2 kids and I am a beloved pet owner. If you guys have any questions about my guides, champions or really anything in general, feel free to stop by my stream!
If you enjoy playing, or want to learn more about Braum, you can read and discuss more over at
The reasoning behind Ignite is that it gives you a lot of extra pressure in lane, and furthermore adds a 40% healing reduction. If you play with an aggressive ADC, and want extra kill pressure, Ignite is the best spell to take.
Exhaust is used when there are high damage threats on the enemy team, such as Zed, Kayn, Draven etc
It gives you an extra chance at escaping with the damage reduction, as well as the slow it provides. The slow also can help set up a Winter's Bite, or the damage reduction can be used to negate all in damage, from something like a Zed's Death Mark.
Flash is used as your primary escape summoner, and can be used offensively as a gap closer for your abilities.
|Braum is nearly always next to his allies, making Guardian an easy keystone to proc. You both gain a shield, and movement speed when either of you take damage - while Guardian is off cooldown. This is a very good defensive tool, or you can use it to turn a fight around in your favor.|
|Font of Life offers a small heal when damaging enemies you have impaired with your CC. Braum's kit offers a slow, knock-up and stun, making this rune easy to proc, and offering your allies some extra sustain.|
|Bone Plating generally speaks for itself, you are the target most of the time due to being in melee range, and in poke matchups such as Morgana, Brand and Xerath, the damage reduction on extra abilities used on yourself is invaluable for surviving, as well as all the aoe damage in teamfights. One ability having reduced damage could be the difference between life or death.|
|After casting a summoner spell, and while they're on cooldown, you are granted extra tenacity and slow resistance. Very good for a clutch escape, and negating some of the enemies CC, especially if vs a champion like Morgana with a very long root.|
|Even though Braum may be tanky with the Resolve treeline and his high defensive base stats, he is still a melee champion, and against poke match-ups, Total Biscuit of Everlasting Will helps increase your sustain. His mana pool isn't as gratuitous as others and the biscuits also restore 10% of your missing mana, and also increase your mana cap permanently by 50 per biscuit consumed, or sold.|
|Cosmic Insight reduces the cooldown of everything in your set-up, and adds an extra 5% CDR to your max CDR, meaning you can have higher up time on your engage tools, disengage tools, items you buy, and summoners.|
Boots of Mobility > MOVEMENT SPEED
These are the cheapest boots in the game, but often the most useful - especially on a support. Very good at helping you roam, ward, and engage.
Mercury's Treads > TENACITY
If the enemy team has a lot of CC, or a lot of AP damage, you can trade Mobi's out for these. They offer +25 magic resist, along with reducing the effect of stuns, slows, taunts, fears, silences, blinds and immobilizes by 30%.
Ninja Tabi's > ARMOR
If the enemy team has a lot of physical damage threats, and you're the primary front line, or need some extra survivability, Ninja Tabi's are the way to go, offering 20 armor, and reducing incoming basic attacks by 12%.
Zeke's Convergence > SURVIVABILITY/UTILITY/SUSTAIN
Zeke's is a fantastic item on Braum as it offers armor, magic resist, cooldown reduction and an extra 250 mana, making this a good pickup into any comp. When you cast Glacial Fissure, you ignite an aoe around you that slows enemies by 20% - meaning less chance to escape on your engage, while the ally that you have chosen to attach to, their attacks burns enemies for 30% bonus magic damage, increasing their damage output for quicker kills.
Redemption > CDR/HP+MANA REGEN/SUSTAIN
Redemption offers an aoe heal in an area, adding a health sustain for his allies that Braum's kit lacks. It also offers HP and Mana regen, meaning you can stay in the fights longer, recall less, and you can help out even while dead.
Locket of the Iron Solari > SURVIVABILITY/SUSTAIN
With Locket of the Iron Solari, you gain 30 armor and 60 magic resist, increasing your overall tankiness, while providing a shield to your allies upon use - using +20% of your maximum health, which Redemption and Knight's Vow both increase. A very valuable pickup on Braum as he will be fighting nearby his allies.
Mikael's Crucible > SURVIVABILITY/CDR/UTILITY
A good pick when facing an enemy team with hard CC that you need to Cleanse on allies, such as Impale, Dark Binding, Cocoon etc and grants bonus movement speed for 2s after successfully cleansing an ability.
Increases your Mana and HP regeneration, while granting you 40 magic resist.
Righteous Glory > SURVIVABILITY/CDR/SUSTAIN/UTILITY
Righteous Glory is good for a team with physical damage threats, and also helps your engage on the enemy team, which can be useful if you're the primary engager. You gain 75% movement speed for 4 seconds when moving towards enemies or enemy structures, once reaching them, you slow by 75% for 2 seconds. The stats you gain - 30 armor, extra health, health regeneration and CDR - greatly compliment Braum as a champion, and is a good go to item.
Randuin's Omen > SURVIVABILITY/UTILITY
Extra armor, and a massive amount of health are the staple stats Braum wants as a tank vs physical champions. You slow attackers attack speed by 15% for 1s with Randuin's Omen passive, making it fantastic vs champs such as Vayne and Quinn. The active reduces enemy movement speed within 500 units for 2s, great for helping you peel your team.
Frozen Heart > SURVIVABILITY/CDR
A fantastic item if you're up vs a lot of quick hitting, physical damage champions. You gain 100 armor, 20% CDR and you reduce the attack speed of enemies by 15% within 1000 units. It can easily help shut down an ADC such as Vayne, hindering her attack speed, and protecting you longer.
Adaptive Helm > SURVIVABILITY/CDR/MAGIC RESIST
When you're up vs a lot of AP champions with spammy spells such as Xerath, Vel'Koz or Lux, the passive from Adaptive Helm reduces all damage taken from that spell, or effect, by 20% for 4s, and it works with multiple incoming damage spells. You also gain a nice chunk of health, some CDR, health regen and most importantly, magic resist.
Concussive Blows (Passive)
PER TARGET COOLDOWN: 8/7/6 seconds
INNATE: Braum's basic attacks and Winter's Bite each apply Concussive Blows to his target for 4 seconds, stacking up to 4 times. Once the first stack has been applied, any allied champion's basic attack on the target generates an additional stack.
Upon reaching 4 stacks, the target is stunned for 1.25 − 1.75 (based on level) seconds and takes 26 − 196 (based on level) magic damage.
This effect cannot occur on the same target more than once every few seconds, but during this immunity period affected targets instead take 20% of the trigger damage as bonus magic damage from Braum's basic attacks and Winter's Bite
Winter's Bite (Q)
COST: 55 / 60 / 65 / 70 / 75 mana
COOLDOWN: 10 / 9 / 8 / 7 / 6
|ACTIVE: Braum propels ice from his shield in the target direction, dealing magic damage to the first enemy hit and slowing them by 70% decaying over 2 seconds.|
- Can be used to slow an enemy and/or build passive stacks.
- Great for escaping, or catching a fleeing enemy.
Stand Behind Me (W)
COST: 40 mana
|ACTIVE: Braum dashes to the target ally, positioning himself between them and the closest enemy champion, gaining bonus armor and bonus magic resistance for 3 seconds. If his target is a champion, they also receive the same bonuses.|
COST: 30 / 35 / 40 / 45 / 50 mana
COOLDOWN: 18 / 16 / 14 / 12 / 10
ACTIVE: Braum raises his shield in the target direction, creating a barrier that intercepts incoming non-turret enemy projectiles and reduces the damage he takes through the shield. The first instance of damage blocked by his shield is negated completely.
While his shield is raised, Braum also gains 10% bonus movement speed and is Ghosted.
- Abilities that deal area of effect damage on-collision will only damage Braum.
- INTERCEPTING: A projectile hits Braum because he stands in front of the intended target. In addition to being redirected, an intercepted projectile is also destroyed after hitting Braum (although this is only applicable to pass-through projectiles)
- Projectile-based ground-targeted abilities that only occur upon successfully hitting the ground ( Miasma, Aqua Prison, etc.) will apply their full effects to Braum. but will be destroyed without affecting any other ally.
- If Braum is protected by a spell shield, both it and the one-time-use full damage reduction can be consumed by a single blockable spell.
Glacial Fissure (R)
COST: 100 mana
COOLDOWN: 140 / 120 / 100
ACTIVE: Braum leaps into the air and slams his shield into the ground, creating a fissure in the target direction that deals magic damage to enemies as well as those around him.
Enemy champions hit in the close vicinity are knocked up 1-1.5 seconds at all ranks based on distance from Braum for the first target hit in the fissure, every other target hit or within close vicinity is knocked up for 0.25 seconds
If no enemy champions are hit in the point-blank area, the first enemy champion hit in the line is knocked up for the full duration.
A field of ice then remains at the fissure's location for 4 seconds, slowing enemies within, persisting for 0.25 seconds.
- Very good engage tool, and also can be used to disengage from a fight easily
- Enables Last Breath
At level 1, you generally want to level your Winter's Bite, it can slow enemies from an engage,
or potentially secure a level 1 kill if your team invades.
If worst comes to worst and you get caught in an invade, but an ally is near, you could take Stand Behind Me to escape - but this is not ideal.
You want to try and harass the enemies away from taking CS, from a safe distance, your Winter's Bite is your main poking tool. You can proc your passive this way, and if you have an aggressive ADC, you may be able to find easy stuns on the enemies, and potentially a kill if your jungler comes to gank.
You can use Unbreakable to soak damage from your ADC, or to soak a skill shot such as Ezreal's Mystic Shot, which means an early trade is going to be in your favor, as neither you or your ADC will have taken damage from the enemies abilities. You can use Stand Behind Me as an escape tool, or a engage tool, jumping onto allied minions as a gap closer to throw out a Winter's Bite or to get in melee range for Concussive Blows. If you're vs a squishy, mage support, if you engage on them after their CC tools such as a Light Binding or Grasping Roots, you should easily be able to burn a Flash, or secure a kill if they have already used their escape.
You want Control Wards around your bottom brushes to be aware of any impeding ganks coming, and to deny the enemies any vision of where your jungler or you, may be.
Once you get your first back, hopefully with at least one or two kills under your belt, you want to be looking to buy Boots of Mobility for the roaming potential - if you choose to take this route, and you also want to make a start on your core items. You can set up kills for your midlaner and get them ahead, along with your ADC.
Proccing your Runesteel Spaulders, you'll want to be focusing the cannon minions as priority, then melee minions, and lastly ranged.
As tanky as Braum is, you generally want to be around your team as much as you can, especially late game, where warding alone can get you caught out and potentially lose the game in a 4v5 teamfight.
During teamfights, you have multiple options to be aware of, and general you have up to 4 roles to fill.
- Frontline - You're the only tank on your team, and you need to be able to soak up the majority of the damage instead of your ADC, or high damage threat. You can take a lot more damage due to Unbreakable, and the resists you get from Stand Behind Me are invaluable to staying alive, and keeping your allies alive.
[*] Engage - You might be the only engager on your team, hopefully not, but sometimes this happens! At this point, you'll want to be catching out enemies and starting fights in your favor, with a huge 3 - 4 man knock-up Glacial Fissure, or a Concussive Blows stun onto a major target.
[*] CC - This kind of falls in line with being a peeler, slowing and stunning enemies that get in range of your team, or push to your backline which you need to peel.
The main thing to be aware of, is making sure your teams threats stay alive, while removing, or zoning, the enemy teams threats.
Control Ward's are a staple part of any support, both to deny your enemies vision, and to provide your team extra vision. You should make sure to buy one at least every time you back, preferably to have 2 on you at all times.
If you enjoyed my guide, you can check out my other guides here, in which I've covered more styles of supports, incase you want to branch out on supports such as mages ( Zyra, Lulu etc!).
If you're interested in seeing more of me, please follow my stream! I stream every day but Saturday, from 12:00pm - 11:00pm GMT. I play a wide variety of supports, and I am always engaging with my stream chat.