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Recommended Items
Runes: Guardian page
+10% Attack Speed
+2% Movement Speed
+65 Base Health
Spells:
Flash
Ignite
Items
Ability Order Basic levelling order
Concussive Blows (PASSIVE)
Braum Passive Ability
Threats & Synergies
Shaco
Shaco has boxes which fear you and that makes it really annoying to play against him. When looking for bush control or engages you will definetely step into one, so an early oracle lens can help a lot.
Ashe
An oppressive combo with a lot of slows. Ashe's slows set up for an easy hit of your Q and a slow.
Ashe
An oppressive combo with a lot of slows. Ashe's slows set up for an easy hit of your Q and a slow.
Champion Build Guide
Greetings fellow support players, welcome to my Braum guide! My summoner name is Aerenax on EUW. Since Braum’s release in season 4 he has always been in my champion pool as a good pick into heavy engage lanes. At the moment I have around 400k mastery points in Braum and I would like to share my knowledge and experience with you guys! I really appreciate some constructive feedback and I do want to know what you guys think of the information or the guide layout itself. If you have any personal questions feel free to ask them aswell! This guide has been written and checked by me. If you have any additions feel free to contact me. I am planning to update the guide every patch to keep you guys up to date on the newest builds, strategies and matchups. For other Braum questions check out the BraumMains reddit! I hope this guide will make you play Braum with the same enthusiasm as me, so let’s jump right into it! |
+ Strong disengage tools + Strong peeling options + Has the options to be played offensive + Strongest level 1 for invades Braum is one of the best disengage champions in the support role that has flexibility in his playstyle to be played offensively as well. His E Unbreakable is a niche ability in the support champion pool and has some strong interactions into certain champions. |
- Suffers into ranged matchups. - Hard to successfully roam. - Hard to engage on your own. - Lacks depth in itemization. Braum’s ability to peel and disengage in teamfights is super strong, but that comes at the cost of laning and roaming. Don’t expect to win a lot of lane matchups, but look to neutralize a lane. Don’t lose lane and try to impact lanes with good setup such as an Ahri with her charm or a Renekton that can quickly stack your passive. |
Braum’s basic attacks and Winter’s Bite each apply a stack of Concussive Blows to their target for 4 seconds, refreshing on subsequent applications and stacking up to 4 times. Once the first stack has been applied, any allied champion's basic attack applies an additional stack to the target on-hit. The fourth stack against a target consumes them all to deal 26 − 196 (based on level) magic damage and stun them for 1.25 − 1.75 (based on level) seconds. This effect cannot apply to the same target more than once every few seconds. During this immunity period, affected targets take bonus magic damage equal to 20% of the trigger damage from Braum’s basic attacks. Braum’s passive will help you lock down target in fights. Your Q also applies a stack of Concussive Blows. |
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. This is Braum’s main ability to start off a fight from a small distance. Using Flash >> Winter’s Bite will animation cancel and catch your enemies off guard. This ability does not pass through minions. |
Braum dashes to put himself between the target ally and the closest visible enemy champion within 1500 units, and upon arrival grants himself and the ally bonus armor and bonus magic resistance for 3 seconds. Stand Behind Me can be self cast to instantly grant Braum the bonus resistances and Unbreakable can be cast during the dash. This ability helps Braum get on top of his allies to peel them. Putting Braum between his ally and the closest enemy is a really strong addition to this ability which makes casting Unbreakable easier as you know where you will land. |
Braum sets his shield in the target direction for a few seconds, creating a barrier that intercepts all incoming hostile projectiles and reduces the damage Braum takes through it. The first instance of damage dealt by a champion from this direction is reduced by 100%. Unbreakable does not affect turrets. While his shield is raised, Braum also gains 10% bonus movement speed and ghosting. Braum’s signature ability that helps him peel from big AoE spells or just simple basic attacks. A fun trick to tilt your enemies is to stand in front of your own turret and block their auto attacks. This way enemies will get turret agro! Another fun thing to do is blocking auto attacks that would last hit minions. |
Braum leaps into the air and slams his shield into the ground, creating a fissure that travels forth in the target direction, dealing magic damage to enemies within its path as well as those around Braum. The first target hit is knocked up for at least 0.6 seconds, increased if they are further away from Braum. All other enemies hit are knocked up for 0.6 seconds. A field of ice is created along the fissure's path, lasting for 4 seconds and slowing enemies within the area every 0.25 seconds. The field disappears after the duration ends in the same order and speed it was created with. Braum’s ultimate will help you a lot in teamfights as it is a great tool for zone control. Moreover this ability will also help you make picks and disrupt enemy channels (for example Fiddlesticks charge up for ult). This ability can also be used defensively to peel your team from enemies that dive on top of them. |
The most common leveling sequence for Braum is the one I am using in this guide which follow R>Q>E>W. There are some variants to this skill sequence such as people maxing E first instead of Q. The levelling of your abilities can change from time to time and is dependent on your needs in game.
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Since season 14 we got a huge overhaul on the support item section. Everyone will be starting with a World Atlas. This item will grant 20 gold for last hitting any minion (so no boosting with canon minions) and either 30 gold (melee) or 28 gold (ranged) for hitting a champion with attack or ability. These stacks are on an 18 second cooldown. Don't worry about the minion gold, your nearby ally will receive the full amount as if they last hit the minion themselves . After finishing the first quest at 500 gold the World Atlas will upgrade into the Runic Compass. The Runic Compass will also generate stacks every 18 seconds but differs in the amount of gold you recieve. Killing a minion grants you 28 gold and attack a champion will grant 34 gold (melee) and 32 gold (ranged). When finishing the second quest at a 1000 gold you receive a Bounty of Worlds. It's the same as the Runic Compass but you will get to choose 1 of 5 upgrades for you support item. Below are the most valid options for Braum. |
Celestial Opposition Celestial Opposition is the best option for Braum. You will be the person on the frontline and getting reduced damage for the first hit will definitly help you. When this shield breaks after receiving damage from a champion you release a shockwave around you that slows enemies for 50% for 1.5 seconds. This will help you peeling for your carries as it will be harder for enemies to come near them. |
Solstice Sleigh Solstice Sleigh is another option you can go for. When slowing or immobilizing an enemy the Sleigh will provide you and the lowest health nearby ally bonus health and movement speed for 4 seconds. If an enemy dives on your carry and you cc them your carry has more chances of getting out alive. As Braum you have a lot of slows and CC in your kit so this can also be a valuable pickup. |
The following section will describe the viable boots options for Braum. Right now Plated Steelcaps or Mercury treads feel like the strongest option as they give you a lot of resistances which are pretty cheap. |
Plated Steelcaps Plated Steelcaps are the obvious choice versus a full AD comp. Also if the enemy composition has a lot of champions that are auto attack heavy ( Kindred jungle, Tristana mid and an ADC for example). |
Mercury's Treads If the enemy team has a lot of CC or magic damage, Mercury's Treads are the ideal boots for Braum as they provide tenacity. As there is a limited pool to good magic resistance items, this is a good and cheap pick up. |
The following section will describe the other items you might want to include into your build. These are my commonly used items and are the best in my opinion: |
Locket of the Iron Solari Locket of the Iron Solari will be the rush item for Braum as it helps you peeling your teammates. It is one of the few items that nearly didn't receive any changes besides the passive armor and magic resist for allies. |
Zeke's Convergence Zeke's Convergence is a good item for Braum. With it's new passive, creating the glacial storm, peeling can be easier. When you are holding the frontline for your team, people will get slowed getting near you. This is a good pickup if the enemy team has strong AD carries and diving potential. |
Knight's Vow Knight's Vow is one of the stronger items on Braum as it does increase the tankiness of your carry as the item mitigates some damage to you. In return, the damage your carry deals heals you for a small amount. This items is a good choice as a second, third or fourth item in your build. Be careful though as damage dealt to you through Knight's Vow and will cancel out of combat stats. |
Redemption Redemption is a solid item in your build as it will help out during teamfights or during the time in between teamfights. It increases your healing and shielding by 20% which is a pretty good amount for Locket of the Iron Solari. The active heals your allies and damages your enemies for a small amount which can turn the tides of battle in your favour by keeping your key carries alive. I recommend going this item later into the game, around your fourth or fifth item. |
Force of Nature Force of Nature is one of the only items that build magic resist besides your mythic. I highly recommend building this item when going up against a lot of overtime AP damage. This item slots in your build after your mythic item or maybe one item later, that highly depends on the game state and if the AP damage dealers are fed. |
Abyssal Mask Abyssal Mask is the other good option to magic resist. I highly recommend building this item when going up against a lot of AP damage and you have strong AP damage champions on your team. This item slots in your build after your mythic item or maybe one item later, that highly depends on the game state and if the AP damage dealers are fed. |
Frozen Heart Frozen Heart is a good item when playing into multiple auto attack oriented champions. For example a team compositions with a standard adc, Kindred jungle and a Sett toplane. These champion rely on auto attacking and you slow their auto attack speed for a solid amount. Furthermore the armor will also help you out a lot. Go for this item as a second or third item after your mythic. |
Randuin’s Omen Randuin's Omen is a lot like Frozen Heart however the time you build these items is different. You want to buy a Randuin's Omen when the enemy has a lot critical strike damage in their team, for example a Jinx adc and a Yasuo midlane. If these 2 get fed you can use the 10% critical strike damage reduction a lot. Go for this item when you feel like you need to build it, probably the second item after your mythic. |
Thornmail When in need of some anti-healing Thornmail is the way to go. By taking any damage you inflict grievious wounds on your enemy which will reduce their healing. A very useful item for champions building a lot of lifesteal like Immortal Shieldbow or enchanters such as Soraka who like to heal their ally a lot. When in need of this item, build it immediately after your mythic. |
ALISTAR
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AMUMU
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ASHE
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BARD
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BLITZCRANK
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BRAND
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JANNA
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KARMA
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LEONA
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LULU
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LUX
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MAOKAI
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MILIO
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MORGANA
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NAMI
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NAUTILUS
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PANTHEON
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POPPY
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PYKE
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RAKAN
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RELL
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RENATA GLASC
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SENNA
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SERAPHINE
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SETT
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SHACO
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SONA
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SORAKA
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SWAIN
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TAHM KENCH
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TARIC
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THRESH
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VEL'KOZ
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XERATH
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YUUMI
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ZILEAN
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ZYRA
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Braum’s laning phase is all about surviving and getting as much farm for your ADC as possible. You don’t have a lot of kill threat and want to neutralize lane. Make sure to have good wave management in the form of freezes so your ADC can farm freely and you have the option to roam for kills in other lanes or setup vision for objectives. |
You have to be wary of lane state no matter the matchup you are in. There are 3 important wave states that you should acknowledge: |
Freeze – Freezing is manipulating your minion wave to stay in the same place for a given amount of time. This is the hardest form of wave management, especially in the botlane as you are dependent on your ADC and your own ability of wave management. Freezing is done by only last hitting the minions and matching minions damage with your opponent. The way you setup a freeze is linked to how close you are to your tower. The closer to your tower the more ranged minions you need, this is because your minions arrive quicker to lane then the enemy minions. The picture shows in what area you need a certain amount of ranged minions to freeze. Learning to freeze effectively requires some practice so don’t give up after the first one doesn’t work out. You want to freeze your wave when you are ahead or when you are in a difficult matchup and your ADC can farm safely so you can roam. |
Slow push – Slow pushing already says what is does, it slowly pushes the wave. This one is easier than a Freeze as you don’t have to be focussing on what the enemy does. All you want to do is killing the caster minions in the wave and there you have it, a slow push. Slow pushing is something you want to avoid during laning phase in botlane. When you leave lane and the enemies have based you almost always want to be fast pushing the wave. The only time slow pushing is applied is in the later stages of the game where you want to prepare waves by slow pushing them in the side lane. This either draws attention of at least one enemy so you can make a play across the map or it builds towards a massive minion wave which helps you siege or denies your opponents a lot of experience and gold. |
Fast push – Fast pushing is important during the laning phase. Fast pushing is done by killing all the melee minions of a wave and even clearing a complete wave in such a way that the wave crashes into the tower and starts slow pushing back to you. Fast pushing when the enemy botlane has backed denies them a lot of gold and experience while you get a good timing to base and get some items and catch the wave that bounced back from the tower. Another viable reason to do so, is to roam. While the wave is under the enemy tower try to get some deep vision in the enemy jungle or look for a roam midlane. The last thing you can do with a fast push is setting up a dive. If the enemy botlane decides to stay you can have a free kill, if they back off they lose gold and experience. I only recommend diving when you know you can get a free kill and don’t risk the fact that you can fall behind because of a misplayed dive. Another important part of the laning phase is to help out your jungler when he is invading or fighting for scuttle crab. Try to fast push the wave and follow him into the jungle to help him fight. By fast pushing you will force the enemy botlane to either miss the wave or leave their jungler for dead. |
Level 2 is a fundamental in botlane that you should know as a support and be able to play around. When getting all the exp from minions you get level 2 from the third melee minion in the second wave. For Braum this isn’t the most important tool as you don’t get extra strong at level 2. Most of the times you level E on level 2 which gives you a good defensive ability, however levelling W second can surprise your enemies (only do this when you see a minion you can jump to, to get close and force something.) Make sure you don’t fall behind as you will be caught out because the enemy has 2 abilities more effectively. In the video you can see Braum is helping his Ashe to secure level 2 faster than his opponents. When Braum and Ashe tick over to level 2, Braum already has bush control and can walk up because of the level advantage forcing out Sivir’s flash in the process. Braum keeps positioning aggressively and punishes the next mistake of Sivir resulting in a lead. This clip shows the advantage you can get when playing correctly around level 2. |
Positioning is an important aspect of laning phase. As Braum you want to put pressure on the enemy ADC while staying close to your own ADC to protect them. You will put pressure on the enemy ADC by positioning yourself in the lane bushes. Keep walking in and out of the bushes to pressure the enemy when they want to go for a last hit. In the example on the right you see Braum and Ashe freezing the wave and putting pressure on the Sivir and Fiddlesticks so they have to give up farm. Once they decide to walk up, Braum punishes them given the Sivir is still flashless. |
As said earlier, your positioning is important because it can make your leads bigger when ahead or even let you catchup when behind when played correctly. To know what positioning fits you well, you will have to play a lot and get to know matchups and how you feel about them. |
Recalling is an important aspect of laning in general, but especially in botlane you have to time it correctly. As a support you always want to try and synchronize your recall with your ADC. When you want to Recall you are looking to push the minion wave under the enemy tower, as this gives you enough time to recall and come back to lane to catch the enemy wave pushing in. In the example on the right you see Kalista and Rakan pushing the wave, getting 2 towerplates and recalling after that. |
During the Mid-Game you want to group up with your teammates and try to collapse on 2v1 or 2v2 situations and get them ahead of their opponent. Braum has one powerspike at level 6 which makes his engaging and disengaging easier because of your ult Glacial Fissure. As Braum you are more focussed on grouping with your jungler and doing the setup for objectives such as Dragon, Rift Herald and Baron. Tempo is a term used to indicate the pace of the game. A high tempo is a tempo that will snowball your leads into bigger leads and closing out the game. This is a tempo you want to adopt into your playstyle when ahead. A slower tempo on the other hand can be important when your team composition is behind or looking to scale into the late game. Champions like Kassadin and Sivir enjoy low tempo games as they can farm up and reach their respective power spikes. Tempo control and knowledge is important as support and it should impact your decision making. Tempo is dependent on your vision on the map and your team’s power spikes. You want to manage the tempo of a game in such a way that champion power spikes can be achieved faster and they can start snowballing their power. During the Late Game your only objective is to keep your carry alive or find a good engage to win your team the fight. Protecting your carry can be done by using your items, using Unbreakable and Stand Behind Me and even your ult Glacial Fissure can be a good peeling tool (see chapter teamfighting). Finding the engage can be done by using your ult Glacial Fissure and maybe even surprising the enemy with a Stand Behind Me >> Flash >> Glacial Fissure. |
Teamfighting can be really hard as Braum because you are the one who needs to make sure to keep your carry alive. When the enemy team has a lot of assassins like Talon and Zed you need to be on top of your protection game to keep your carries going. Make sure to prioritize peeling over engaging when playing Braum. In the video you can see Braum is helping his Ashe to stay alive in a teamfight when the enemy Talon tries to delete her before the teamfight. By using Glacial Fissure he buys enough time for his Ashe to get out of the fight, kill the honeyfruit and get back. Meanwhile Braum reengages with Zac to win the fight. |
As Braum’s roaming can be more difficult than other supports. But if you manage to find a roam, there are some rules linked to roaming: |
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1. Only roam when your minion wave is under the enemy tower or your ADC can farm safely in botlane.
2. Only roam when the enemy midlaner isn’t pushed under his tower so you can make something happen.
If one of these requirements is not met do NOT roam as this will put you or your ADC in a bad spot. You can roam from two different situations; you either roam from botlane after pushing in the wave or when you pushed the wave and come back from base instantly look to make something happen in the river area. The following pictures are coming from the site of mobalytics. For any further information on roaming have a look here. |
Roaming from base The first situation we are looking at is roaming from base. On the right is shown with roam pathings when coming from base. Alistar and his adc pushed the wave on botlane and based. Now he is looking for a roam on mid. He will use the blue dotted path to get behind the enemy midlaner. The same case for Blitzcrank on red side, he will follow the red dotted line to get behind the enemy midlaner. You don't necessarily have to go for a mid gank, as you can also look for a gank top or vision control in the river (check out the warding chapters). |
Roaming from botlane (Blue side) The second situation is when you are roaming from botlane. In this example we look at Alistar again. First you take one of the green paths, when you are pushed under enemy tower you take the path through the river, when your adc is farming under your tower you take the other path. From there on you can choose each of the purple paths. You decide to go through the enemy jungle when the enemy controls rift scutler, otherwise path straight to midlane. From there on you have to choose the best angle for a gank and that totally depends on the position of the enemy midlaner. I always favor wrapping around the longest route as you get more value out of this. |
Roaming from botlane (red side) The same goes for mr. Blitzcrank on the otherside of the map. When your wave is pushed in look to path through the river, if the wave is under your tower and there is no threat of a dive, path through your own jungle following the green paths. As for Alistar in the other example you can also choose the purple path you like from here. I do favor the longest route as this gives the highest reward most of the times as the enemy has to walk into you. When pathing through the enemy jungle beware of the possibility of a jungler that is clearing one of his camps, so be sure you are safe to go there! |
In these examples I only talk about setting up a gank on midlane. When following these green and purple paths it can also just be as valuable to place down wards so you can see the opposing team path along these routes! See the warding chapters for more info on that. |
Vision is one of the key things a support player has to do within his team. You are responsible for vison setup around objectives; this means clearing enemy vision and establishing your own. Not only around objectives but also inside the enemy jungle to spot enemies walking around or around your lane to spot out ganks or roams from enemies. In the examples below the red circles indicate Control Wards and the green circles indicate Stealth Wards, these are interchangeable but I personally mostly use them this way. When using your Oracle Lens you also want to sweep these spots as they are commonly used warding spots. If you want to know how to setup vision in the topside of the map just flip the images, because Summoners Rift is mirrored in the river. Early Game |
1. This ward is a standard ward when you are on your side of the lane. It spots out jungle ganks and it gives your jungler safety to roam into the river to gank or go for an invade. 2. This ward is a standard ward when you are on the enemy side of the lane. This gives you as Support windows to roam or create deep vision because the enemy won’t know where you go. 3. This ward is good when someone else used his Control Ward in the botside so you can spot out enemy invades or midlane ganks. |
4. This ward is a strong ward around minute 3. If the enemy jungler is clearing towards botside he will be there between minute 3 and 3:30. So seeing him pass on the ward helps a lot to avoid getting ganked. 5. This ward is good to cover a dive. If you are feeling you will get dove or you have no info on the enemy midlaner and jungler this ward is really good. It shows people in your side of the jungle which also helps your jungler. 6. You can ward the lane bushes when you think you need a ward in here. These wards are highly advisable when the enemy support is playing a lot around the bushes or you suspect a lane gank. 7. A ward in the middle of the river to check activity around Dragon or Scuttle Crab. This ward also helps spotting midlane roams early. 8. This ward can spot out the enemy jungler entering or leaving the river and if he ganks midlane, this ward is helpful for you midlaner. 9. This ward is useful to spot out lane ganks or for an ally to Teleport on as it perfectly cuts of the escape path of the enemy botlane. 10. This ward is deeper into the enemy jungle and helps getting info on the enemy jungler. Dragon Setup |
1. This ward is a good ward to deny enemy vision inside the Dragon pit. Be sure to place it inside the pit so it covers the full area of the pit. 2. If there is already a ward in the pit, this ward is very helpful because it shows the enemy pathing from midlane towards you if that is the case and it gives your carries time to position correctly in fights. 3. If there is already a ward in the pit, this ward is very helpful because it spots out enemy flanks from your jungle. This is the least useful of the 3 control wards so you could consider a stealth ward or no ward at all here. |
4. This ward is good when your opponent just resets from a cross map play and you try to rush/sneak a dragon. Placing this ward will give you enough space to adapt according to the situation. 5. This ward is good when your opponent just resets from a cross map play and you try to rush/sneak a dragon. Placing this ward will give you enough space to adapt according to the situation. Try to have either this ward or ward 2 in position (can be a Control Ward). 6. This ward comes in handy when the enemy just pushed out their wave from the first botlane tower or closer to their base. This way you can see them coming your way and if they attempt to use a Blast Cone when present. 7. This ward is good when your opponent is pushing in mid and you try to sneak a Dragon. Placing this ward will give you enough space to adept according to the situation. Try to have either this ward or ward 2 in position. 8. This ward a deeper variant on ward 5. This gives you more time to adapt, but less information for a last moment decision. 9. This ward a deeper variant on ward 6. This gives you more time to adapt, but less information for a last moment decision. Baron setup |
1. This ward is a good ward to deny enemy vision inside the Baron pit. Be sure to place it inside the pit so it covers the full area of the pit. 2. When there is a Control Ward in the baron pit already, this bush is a good alternative to place a control ward in. You will spot out enemies trying to get behind the pit or coming from a flank angle. 3. This ward is good because it can show you enemies trying to get behind the pit or flank you from your own jungle. This ward will also help your carries to position accordingly. You either have to place ward 2 or 3. |
4. This ward shows enemies coming from the botside. It will help your carries position accordingly. 5. This ward is important when trying to sneak a Baron attempt when they are hard pushing your toplane wave. This occurs rarely as you want to have a pushing wave toplane when attempting a Baron. 6. This ward will spot out enemies that just came from base and are pathing through topside (can also be a Control Ward). 7. This ward will spot out enemies that just came from base and are pathing through midlane. 8. This ward comes in handy when the enemy just pushed out midlane and are taking the safe route from midlane. This alerts your carries and gives them a lot of time to reposition. 9. This ward will help your carries position correctly if the enemy decides to engage from the topside if they just pushed out their toplane wave from their first tower or closer to their base. 10. This ward helps with fast decision making. You can spot out engages coming from across the wall easier and see if the enemy wants to try and fight you. |
Vision is one of the key things a support player has to do within his team. You are responsible for vison setup around objectives; this means clearing enemy vision and establishing your own. Not only around objectives but also inside the enemy jungle to spot enemies walking around or around your lane to spot out ganks or roams from enemies. In the examples below the red circles indicate Control Wards and the green circles indicate Stealth Wards, these are interchangeable but I personally mostly use them this way. When using your Oracle Lens you also want to sweep these spots as they are commonly used warding spots. If you want to know how to setup vision in the topside of the map just flip the images, because Summoners Rift is mirrored in river. Early Game |
1. This ward is a standard ward when you are on your side of the lane. It spots out jungle ganks and it gives your jungler safety to roam into the river to gank or go for an invade. 2. This ward is a standard ward when you are on the enemy side of the lane. This gives you as support windows to roam or create deep vision because the enemy won’t know where you go. 3. This ward is good when someone else used his Control Ward in the botside so you can spot out enemy invades or midlane ganks. |
4. This ward is good to cover a dive. If you are feeling you will get dove or you have no info on the enemy midlaner and jungler this ward is really good. It shows people in your side of the jungle which also helps your jungler. 5. You can ward the lane bushes when you think you need a ward in here. Especially when you play versus a support that plays a lot around the bushes. Also when you feel like a lane gank is coming you need to make sure you have vision to spot that out. 6. Good ward in the middle of the river that spots out action around Dragon or Scuttle Crab. It also helps scouting out midlane roams early. 7. This ward is good to see when the enemy jungler moves into the river and you can maybe collapse on him with your mid/jungler. Furthermore, this ward is important to get down at around 3 minutes. When the jungler is pathing towards botside he will arrive between 3 minutes and 3:30. 8. This ward can spot out the enemy jungler entering or leaving the river and if he ganks midlane, this ward is helpful for you midlaner. 9. This ward will help scouting out lane ganks early and will give information on the enemy jungler. 10. This ward can spot out the enemy jungler when he is clearing his botside. If placed correctly it spots all 4 entrances of this point. Dragon Setup |
1. This ward is a good ward to deny enemy vision inside the Dragon pit. Be sure to place it inside the pit so it covers the full area of the pit. 2. If there is already a ward in the pit, this ward is very helpful because it shows the enemy trying to get behind the pit from midlane. Having a Stealth Ward here is very helpful aswell! 3. If there is already a ward in the pit, this ward is very helpful because it shows the enemy trying to get behind the pit from botlane. Having a Stealth Ward here is very helpful aswell! |
4. This ward is good when your opponent is pushing in mid and you try to sneak a Dragon. Placing this ward will give you enough space to adept according to the situation. Try to have either this ward or ward 7 in position. 5. This ward is good when your opponent just resets from a cross map play and you try to rush/sneak a dragon. Placing this ward will give you enough space to adept according to the situation. Try to have either this ward or ward 6 in position. 6. This ward is worth it when the enemy is hard pushing botlane and you try to sneak a Dragon attempt. This way you will see the enemy botlane coming your way and your carries can adapt accordingly. 7. This ward comes in handy when the enemy just pushed out their wave in midlane. This way you can see them coming your way from a longder distance and if they try to engage on you. 8. This ward spots the enemies that are coming from base through midlane. These give early information on their position but won’t help with last minute decision making. 9. This ward spots the enemies that are coming from base through botlane. These give early information on their position but won’t help with last minute decision making. Baron setup |
1. This ward is a good ward to deny enemy vision inside the Baron pit. Be sure to place it inside the pit so it covers the full area of the pit. 2. When there is a Control Ward in the baron pit already, this bush is a good alternative to place a control ward in. You will spot out enemies trying to fight you in the pit and your allies can react accordingly. 3. This ward is good because it can show you enemies trying to flank you from your own jungle. This ward will also help your carries to position accordingly. You either have to place ward 2 or 3. |
4. This ward comes in handy when the enemy just pushed out midlane and are taking the safe route from midlane. This alerts your carries and gives them a lot of time to reposition. This will also show any enemies trying to get behind the pit. 5. This ward is important as it spots out enemies trying to steal the Baron or enemies setting up a long range engage. Your jungler will benefit from this ward a lot as he can focus on his Smite timing. 6. This ward will spot out enemies that just came from base and are pathing through topside (can also be a Control Ward). 7. This ward will help your carries position correctly if the enemy decides to engage from the topside if they just pushed out their toplane wave from their first tower or closer to their base. 8. This ward will help your carries position correctly if the enemy decides to engage from the midlane if they just pushed out their mid wave. You should have either this ward or ward 2 in place. 9. This ward is important when trying to sneak a Baron when the enemy just reset. This ward gives early info but won’t help you with last minute decision making. 10. This ward is important when trying to sneak a Baron attempt when they are hard pushing your toplane wave. This occurs rarely as you want to have a pushing wave toplane when attempting a Baron. |
Thank you for reaching the end of my Braum guide! I hope I gave you some insights and new knowledge to apply in your games and become a Braum enjoyer just like me. Don’t forget to leave a comment with some feedback so I can update the guide! The best way to learn Braum is by playing and applying tips you found in guides or on the reddit. Below you will find the Changelog and I will be updating it so you can see what changed in my guide without completely reading it over again every patch. I hope you enjoy your time playing Braum and hopefully I will see you on the rift sometime! |
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