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Braum Build Guide by MissMaw

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League of Legends Build Guide Author MissMaw

[7.22] My Shield is my Sword - Braum Support

MissMaw Last updated on November 16, 2017
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Cheat Sheet

First we fight

Braum Build

LoL Path: Resolve
LoL Rune: Guardian
LoL Rune: Font of Life
Font of Life
LoL Rune: Conditioning
LoL Rune: Second Wind
Second Wind

LoL Path: Inspiration
LoL Rune: Biscuit Delivery
Biscuit Delivery
LoL Rune: Celestial Body
Celestial Body

+130 Health

Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Threats to Braum with this build

Show all
Threat Champion Notes
Alistar He's a relatively weak support at the moment and the only real thing you need to look out for is his Pulverize + Headbutt combo with which he may knock you under a turret. Other than that it's more of a stalemate than anything else, he can't really poke you or kill you, and he can't do anything to your AD if you use your E during trades.
Blitzcrank Not quite as squishy as you might like, but he's not tanky and he's melee and can't poke you. You can intercept his Q on your ADC to deny him any kills.
Soraka Squishy and with very low damage, only problem is that she has a lot of sustain for her ADC, and she has a silence which can be annoying.

Hey guys, welcome to my Braum guide for Preseason VIII. I'm MissMaw, a mod here and a low Diamond support main on the EUW server. I've been playing League since late 2011. I picked up Braum at his release in Season IV, and haven't stopped playing him since.

Braum is a melee bursty support who's very tanky and has a lot of CC, both singular and AoE slows, a knock-up and a stun that can be activated by your allies. He's a good teamfighter, a good roamer and overall a nice guy if you ask anyone in Freljord.

Braum, the Heart of Freljord - a top tier tanky support, similar to the likes of Alistar and Leona. He's got decent damage, good CC and thus good peel, many poro friends and, according to lore, everyone likes him. Has he any drawbacks at all? Just a few.

- Vulnerable to poke: Like most melee champions, Braum has to be careful when laning against ranged enemies, for they can poke him down with either ranged abilities or autoattacks. Although Braum's E can lower the amount of damage Braum takes from poke, E has a large CD that's best saved for trading.

- Can't poke efficiently: Not only do you have a problem dealing with poke, but also with poking yourself. You have one ranged skillshot with which to poke with, but, unfortunately, using it too often in lane will cause you to have low mana. Additionally, it can be evaded/intercepted with some effort and, when it does hit, it doesn't do as much damage as you might like it to.

- No sustain: Although you are tanky, you have no sustain bar your health regen and potions, if you buy them. This can be a problem if you get poked down too much, as you'll be forced to go back. Utilising your E and W, you can avoid dropping too low on HP, but this will deplete your mana supplies.

And as for the advantages:

+ Many slows, stuns and more: A lot of crowd control, good for both protecting your allies and destroying your enemies, as well as for engagements and disengagements. His Q and R slow enemies, and his R also knocks enemies up, and then there's his passive, which can apply multiple stuns to multiple people in teamfights with just an auto-attack from you. Extremely valuable in teamfights and lane phase.

+ Amazing peel: Being able to apply slows and stuns so effortlessly make peeling for your team extremely easy. If anyone jumps on your ADC, it's enough to just slap him a few times with your AA and he'll be stunned. After the stun wears off, you can easily hit your Q, ult or exhaust. Whatever's necessary.

+ Roam and gank potentional: Again this is where your CC comes in. Not only is Braum a great roamer (good movement speed with boots, a gap closer and CC) but he's great when recieving a gank, as he has great follow up and engagement.

+ Tanky: Good tank stats that are also boosted when you use your W make Braum very durable. When stats alone aren't enough, you have your E which basically nullifies all damage heading towards you. This makes you a nice sponge in teamfights, amazing in 2v2 duels bot lane and overall a huge pain to play against.

When you or your ally (if he's close enough) take damage, both of you gain movememnt speed and a shield. This can be a quick defense and escape mechanism (making use of the speed, you can quickly disengage) or you can take advantage of the speed and shield and counter-engage.

Impairing the movement of an enemy with your Q or R will mark them, and allies attacking this marked enemy get healed. This is similar to the old Stoneborn Pact from before the preseason, which used to be Braum's keystone. It's very useful in lane and may save your ADC's life in certain situations.

After 10 minutes you will gain a boost to your armour and magic resistance, permanently.

This rune will help you repel poke in laning phase, since everytime you take damage, you'll heal some of it away over the next few seconds.

With this rune you receive a biscuit every 3 minutes until the 12th which, when consumed, grants you health and mana. Everytime you consume a biscuit you also gain a permanent boost to your maximum mana.

Great rune for laning phase as it makes you really tanky with the health bonus. You will deal less damage until minute 10 but your primary use is as a tank and CC-er anyways.

|| FLASH || Essential on nearly every champion in the game, and essential on Braum as well. It's not only the best defensive spell, but also the best offensive spell. Defensively it's used as an escape, an extra - more reliable - gap closer for you. Offensively it can be used to catch up to enemies that are trying to escape, or in order to get in range to use your abilities on your enemies. ||

|| EXHAUST || Exhaust is a very useful spell, and especially in the games where you find yourself going up against some sort of bursty assassin (the likes of Talon and Zed), an AS reliant champion (Vayne or Tryndamere) or simply when you're against an unfavourable match-up in bot lane. You also use this spell both offensively and defensively, the latter when you peel for your allies, and offensively for the damage and AS reduction which is useful during dives and 2v2 fights. ||

|| IGNITE || Ignite is a great summoner spell for aggressive supports. The idea is that Ignite will increase your kill potential in lane and you and your marksman will get super powerful and be able to do amazing things during mid game. Take Ignite especially when you're against squishy enemies or when you're laning with an aggressive Marksman. ||

CONCUSSIVE BLOWS Braum's AAs and Q apply stacks of Concussive Blows. Once 4 stacks have been applied, the target is stunned for 1.25 / 1.5 / 1.75 seconds and takes 32 + (8 * level) magic damage. Once the first stack has been applied, the basic attacks of any allied champion will generate Concussive Blow stacks.
Braum's bread and butter. This ability is what makes Braum such a strong 2v2er and teamfighter, for he can apply a stack on anyone on their team and his allies can quickly stun them.

Once an enemy is stunned, he cannot gain any stacks in the next 8 seconds, but during this time he will take bonus magic damage from Braum's AAs. Although the magic damage is pretty insignificant in teamfights, in lane it can be rather useful, so make sure to take advantage of the magic damage as well.

Enemies will not just stand in your melee range or run into your Qs, and in fact as soon as they get one stack they'll probably run for the hills. This is why you need to be clever when using this passive. In lane a good way of applying a quick stun on the enemy is this: walk up to (or use your W on a minion to get in melee range) the enemy (support) and AA as many times as you can before they run out of range, this will usually be after one or two AAs. Once they're out of melee range, Q them. Now they have at least two stacks and are slowed, giving you time to squeeze in at least one more AA, if not two. Even if you don't stun them, you chunked them for a good bit of health with the magic damage from Concussive Blows and your basic attack damage.

WINTER'S BITE Braum propels ice from his shield that travels forward in a line, dealing 70 / 115 / 160 / 205 / 250 (+2.5% of Braum's max. health) magic damage and slowing the first enemy hit by 70% that decays over 2 seconds.
His other bread and butter! This is your only "spammable" ranged ability and so it is utilised for poking as well as engaging.

Poking with this ability doesn't just consist of aiming it and pressing a button. If you use it from long range, it will not only be more difficult to hit, but it will also be something of a waste even if it does hit. Why? Because it's very mana inefficient. This because, for one, it costs a rather considerable amount of mana, especially when spammed. For two, it doesn't really do much damage, especially at earlier levels and when you haven't gotten any HP items. So in order to utilise it efficiently, make sure to couple your Q with either some AAs from you, or some AAs/abilities from your ADC. Using it without any "backup" will result in you going OOM, and your enemies still having an adequate amount of health.

In teamfights this ability can be used as an effective engagement tool. Using this applies a stack of your passive, which is basically a signal for your team to attack, especially your ranged teammates. Hitting your Q at a start of a teamfight is basically a free stun, and a free kill or at least a free flash-burn.

In lane, when engaging, be sure to follow the instructions from above. Before using your Q, AA your enemies in order to be able to land a quick stun before they run out of range.

STAND BEHIND ME Braum leaps to a nearby ally, positioning himself between his target and their nearest enemy champion. On arrival, Braum and his friend gain 15 / 17.5 / 20 / 22.5 / 25 (+10 / 11.5 / 13 / 14.5 / 16% bonus armour) bonus armour and 20 / 22.5 / 25 / 27.5 / 30 (+10 / 11.5 / 13 / 14.5 / 16% bonus magic resist) bonus magic resist for 3 seconds.
Aside from being a run o' the mill gap closer, it will grant you and your ally a good bit of bonus MR and armour. You can also self-cast this ability so that you gain these stats when you are alone and taking damage from enemies/tanking a tower/dragon/a minion wave/etc.

This ability may also be utilised as an escape in certain scenarios. This is only possible if there's minions or an allied champion nearby in a convenient position.

But there are many more uses to this ability. Getting to lane quicker - by bouncing onto the lane friend ahead of you or a minion. Then there's leaping onto your lane friend during 2v2 fights so you are both tankier. Additionally, it is possible to leap over some walls and terrain if an ally is on the other side. This is possibe at the Baron and Dragon pits.

And finally, using it to get in melee range and engage fights. This you do by leaping onto a minion that has positioned itself just in front of your enemy laner. This will put you in the position between that minion and the enemy, and in very close range of that enemy. You can now, if close enough, AA them to apply stacks, or, if not close enough, Q them.


Additionally if possible, you can flank your enemies using this ability by bouncing onto a minion once the enemy has gone past the caster minion line.

Using your W in such fasion is something that could be quite useful when you are roaming (or ganking) another lane.

UNBREAKABLE Braum raises his shield, creating a barrier that intercepts all oncoming, hostile projectiles for the next 3 / 3.25 / 3.5 / 3.75 / 4 seconds. Braum takes no damage from the first projectile he intercepts and 30 / 32.5 / 35 / 37.5 / 40% reduced damage from intercepted projectiles thereafter, and gains 10% movement speed for the duration.
Braum's final bread and butter. I promise.

So, bluntly put, this shield is ridiculous. It will basically nullify all damage heading for you, and it lasts for a whole 3-4 seconds.

The most obvious use of this ability is during trading in bot lane, or if that wasn't obvious - now you know. When your ADC starts fighting the enemy ADC, get in between them (either by walking if you're close enough, or using your W otherwise) and use this ability. Now your ADC and you will take near to no damage, whereas the enemy will still take a considerable amount.

Next, blocking abilities. Things like Enchanted Crystal Arrow, Trueshot Barrage, Super Mega Death Rocket! and Boomerang Blade, that would normally do a lot of damage, can be blocked completely by this shield. You can save yourself and your allies from taking fatal damage by using this ability.

But why stop there? Blocking damage? Puh. Block things like Death Sentence, Rocket Grab and Dark Binding for your ADC in lane. This by, once again, either walking inbetween your AD and the skillshot, or by using your W and then E. Sure, you'll be taking a hook to the face and get CC'd, but you're much tankier than your AD, and you're not even a primary target. If you've used your E to block something, there's still a couple more seconds before it disappears, and you won't take much damage until it does.

GLACIAL FISSURE Braum slams his shield into the ground, dealing 150 / 250 / 350 (+60% AP) magic damage to all enemies in a line as well as those in an X-radius area around him. The first champion hit is knocked up for 1.0 / 1.25 / 1.5 seconds, subsequent enemies are knocked up briefly.
Actual final bread and butter. Nah, kidding, but it's pretty good. This is an AoE slow and knock-up, that does a good bit of damage and, frankly, is very pleasing to the eye.

Although it's relatively long range, it's somewhat slow and enemies can dodge it if they see it coming, especially if they have some sort of gap closer. This is why you should try to use this while your enemies are slowed with Q, or some ally ability, or, better yet, when they're stunned.

When to use it specifically? Generally it's best used in teamfights, when your enemies are clumped up together. This ability sets up for many combos, such as Bullet Time, Curse of the Sad Mummy, Glacial Prison and Last Breath, for example.

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

You take Q at level one and max it first. This is so that it has a shorter CD and does more damage, as this is your primary way of engaging and poking.

You take your first point in W at lvl 3 and max it last. Alternatively, you can choose to put the first point in at lvl 4, but it's safer to do it sooner as you might need it in case of a gank.

First point is taken at lvl 2, as this is when the first duels occur in bot lane. You max it second, and maxing it will increase the duration and lower the CD.

As with all ultimates, you put a point in R every time you are able. Level 6, 11 and then 16.

Relic Shield is the obvious starter item for melee supports. Relic and its upgrades give you health, a very valuable stat for tanks, and you get passive gold generation. All of the support starter items have quests now; once you earn 650 gold with the items, you gain a reward. For Relic, you gain a shield which regenerates out of combat, which is very useful for an engager like Braum.

Health potions are necessary because as a melee support, you'll be in danger of getting poked down. If you're too low on health to engage, then you are basically useless.

Warding Totem is your "starting" totem, you get this with Relic Shield at the very start of the game. It stocks 2 wards and you use these to either ward the enterances to bot lane or to ward the lane brush in order to keep an eye on the enemy support.

Sightstone is a core item for every support. It gives you health and it stores green wards for you. Without sightstone, the only wards that you can carry are the ones from your trinket. It costs 800 gold, so it's ideal for you to have at least this much gold on your first recall, because you should aim to buy Sightstone as early as possible in order to avoid getting ganked unexpectedly.

Targon's Brace is Relic Shield's first upgrade. It will grant you another 100 Health, as well as health regen. You'll also now heal for an extra amount from Spoils of War, and you'll get more stacks of that passive, meaning more gold and more sustain.

Best option in my opinion. Boots of mobility grant a load of out of combat movement speed which makes roaming, warding and engaging a lot easier for you.

Once you've obtained Sightstone, you'll have another source of wards, and you won't need Totem anymore. The best thing to do is to get Sweeping Lens and use it to clear enemy wards. Generally you'll want to clear wards when you are looking to have your junger gank. In this way you'll ensure that the enemy doesn't see your jungler coming!

What's next? Let us first take a look at what stats benefit Braum the most.

Health is a stat which increases the amount of damage your champion can take before dying. Health is important for Braum because, as a tank, he'll be the one to sponge up damage in teamfights. It will not only make Braum bulkier, but it will increase the damage on his Q, as it scales with health. You build health every game and especially when you're against assassins and bursty champions.

Armour is a stat which decreases the amount of damage you take from auto-attacks and abilities which deal physical damage. Getting armour will also increase the amount of armour you and your allies gain from your W ability. You get armour every game, and you get a lot of armour when you're against teams that deal a lot of physical damage.

Magic Resistance is a stat which decreases the amount of damage you take from magical damage dealing abilities. Getting MR will also increase the amount of MR you and your allies gain from your W ability. You get magic resistance when you're against high magic damage dealing teams or teams with bursty mages.

Ruby Sightstone is one of the Sightstone upgrades. It'll increase the amount of wards you can carry by 1, you'll gain a big amount of health and all your item actives will have their cooldowns reduced by 10%. It's not that pricey for the amount of stats you gain so overall it's a great item.

An item which is kind of similar to Talisman of Ascension, as both items have a similar active. In terms of stats, it compliments Braum greatly, as it gives you a bucket of health and hpregen and armour. Great item since patch 7.12 and removes the need to ever build Ancient Coin.

Face of the Mountain is Relic Shield's second upgrade. Yet again you get an increase in health, health regend and the passive improves. Additionally you get 10% CDR from FoTM and you get a new active - Deadly Phalanx. The active is a shield which lasts for 4 seconds before detonating.

Alternatively, you can sacrifice some stats and the FoTM shield and buy Eye of the Equinox.

Eye of the Equinox combines your Targon's Brace and your Sightstone into one item. The good? You'll have an extra slot for an item of your choice. The bad? You'll lose out on the shield from Face of the Mountain, though with Iron of the Locket Solari, it's not that great a loss especially since you can make up for the loss with a whole new item.

Warmog's is an item which grants a lot of health and health regen. Both are desirable stats for Braum, so if you're playing against bursty champs or just want to be bulkier, this is a good item. It's best purchased after getting 3000+ health, as only then will the passive Warmog's Heart start working.

This item increases your armour and MR by 40 in teamfights (or small skirmishes; when there are 3 enemies nearby). Outside of this passive (called Stone Skin), the item stats are great and synergize well with Braum and there's also an added active which increases your size, health and lowers your damage. As you're a tank and not a damage dealer, this active is very helpful in teamfights.

Probably a core item since patch 7.12. The stats are amazing and the passive has excellent synergy with Braum. Ulting near an ally summons a "storm" around you which slows and burns the enemies.

Gives your ADC numerous boosts. When you're near your partner, the damage he deals to enemies will heal you and a percentage of the damage they take will be redirected towards you and deal true damage. Though you will take some damage with this item, it'll certainly be less than what your AD could handle as you will have a lot more health. Aside from this, the item itself is great as all the stats compliment Braum greatly.

Dead Man's Plate is built from Giant's Belt and Chain Vest, so it grants a big amount of armour and health. It additionally grants a passive called Dreadnought, which stacks while you're moving. As you move you gradually gain up to 60 movement speed and your next auto deals extra damage. Useful stats and a useful passive = great item.

Randuin's Omen is also build from Giant's Belt, and from another armour item. The stats are similar but Omen's work nicer with Braum because of the extra health. Aside from that with Randuin's, if attacked by an auto-attack, the attacker loses 15% AS for a second and you also take less damage from crits. Lastly, you gain an active which slows nearby enemies' movement speed. This is very useful in teamfights when you're trying to peel enemies off your ADC.

Frozen Heart and Randuin's have one component in common - Warden's Mail. In addition to this, Frozen Heart is built from another armour item, thus FH gives you a lot of armour. In addition to the 100 armour you get, you will also get 20% CDR (useful because your ultimate will come up sooner), mana and a passive which reduces the AS of nearby enemies. The only fault of this item is the mana, which really doesn't benefit Braum. It's best bought when you're against teams with enemies that rely on their attack speed - Jax, Vayne and Tryndamere for example.

Thornmail gives a good mix of armour and health with a unique passive. When enemies AA you, ~10% of their damage reflects back onto them as magic damage. The damage scales with level and with bonus armour, so the more armour you have the more potent the ability is. I'd suggest building this against AA-based enemies (fed ADCs namely) and teams that consist namely of physical damage dealers.

Solari is your go-to item when you need Magic Resistance. Aside from the very useful stats like health, health regen and magic resist of course, you gain an incredibly strong active. The active will shield every one of your team members for 2 seconds, which is very useful in teamfights especially versus AoE enemy team comps.

Abyssal is another great MR item, especially if you have more than one AP champion on your team, like a Vladimir toplane or Elise jungle. It gives a lot of mana/mana sustain which isn't too useful on Braum (he's not very mana hungry mid/late game) but it's still an okay item.

ZZ offers a good mix of health regen, armour and magic resistance. All the stats compliment Braum well, so it's a good buy in any game. The active should be used nearby the enemy base to help you push against that specific lane. It can also be placed on your side of the map to stop enemy waves from pushing in too hard on your base.

Seems good as well for MR, and it gives you CDR as well. Passive works best against stuff with DoT spells (any bleeding or burning effects, or poison) but the stats themselves justify the buy probably.

Banner of Command's stats aren't nearly as useful, but it's a good item nonetheless. You get an active called Promote, which upgrades a chosen minion by improving its stats and giving it immunity to magic damage. It's a good item which will slow push a lane of choice.

After you hit level 9, you'll have access to Sweeping Lens' free upgrade. Instead of sweeping a selected area, you'll detect all wards that are around you and be able to clear them as long as the Lens last (which is 6 seconds!).

Mikael's Crucible is a core item on many supports. The active is simply really useful in most games - it's like a QSS for your ADC. What's off-putting to Braum, though, is the stats you gain from this item as well as the components. Aside from the MR and the CDR, the stats are focused on mana and mana regen, something Braum doesn't need at all and those stats will go completely to waste.

Now that we are done talking about items and abilities and all that other boring junk, we've gotten to the good part - actually playing Braum.

Just kidding, first we'll talk a bit about supporting in general before moving onto acutal Braum related stuff. In general there several things you need to keep in mind when playing support (Braum):

Roaming is the act of leaving your lane in order to gank another. You've got a lot of CC so ganking is very easy and it is encouraged that you roam at least a little each game if it's possible.

Bad times to roam:
Bot lane is pushed to your tower - In this scenario, leaving your lane would mean, at best, losing bottom tower. At worst, they could tower dive and kill your ADC, then take tower.
Your AD has just arrived to lane after having recalled: This means that he's been off lane, missing CS, and if you leave him now he'll get zoned and lose even more.
Good times to roam:
When you're playing against a passive lane: This means there won't constantly be fighting bot lane and you're free to sneak off mid lane for some action.
When you've just recalled: Before heading bot lane, sneak off to top or mid lane and do a quick gank.

Where you roam, as in which lane, depends on your team as well as the enemy team. Although mid lane is closer, it's arguably more difficult to gank, because the lane is shorter - meaning there's less distance between the enemy and their tower. If they're nowhere near their turret, there's still several exits from mid lane, whereas bot and top there's only the one towards river and the one toweards the tower.

That said, if the enemy mid laner is one that's easy to gank - no gap closers or their Flash is on CD, no CC or low CC/unreliable CC, squishy or on low HP - in spite of the fact that mid is tougher to gank, it's a good idea to do so.

The same can be said about top lane. It's an easier lane to gank, but it's far away and therefore it's riskier. For one, because your ADC will be alone for a long time, and, for two, because it'll take you longer to get back to your own lane if the gank is unsuccessful, meaning you'll lose out on more XP/gold than you would if you failed a mid lane roam.

A successful mid or top lane gank can secure a Rift Herald or Dragon, towers, or just kills for your laners - unless you steal 'em (try not to!).

This isn't just limited to Dragons and Barons, but also buffs, wards, summoner spells and if you can, some ultimates/abilities. If no one else is timing these, you should take initiative. These timers won't just benefit the team, they benefit you yourself.

The timers are these:

• Baron Nashor - 7 minute respawn time.
• The Dragon - 6 minute respawn time.
• Blue and Red Buff - 5 minute respawn time.
Flash 5 minute CD.
Heal 4 minute CD.
Exhaust 3,5 minute CD.
Ignite 3,5 minute CD.

Of course it's impossible to keep track of so many numbers during games, so whenever you time something type it up in the chat. Simply say "thresh fl 12 40" or "eb (enemy blue) 24 50".

Communication is important for every team and no matter what role you play it is encouraged that you communicate with your team as best as you can. However communicating is especially important when you're playing support, as you will be laning with a buddy down in bot lane. If you don't communicate with your friend, your lane will likely turn out bad.

Here's a little scenario that you might even be familiar with. You've left the lane to ward. Your ADC didn't notice you leave, they're alone in lane and they get caught by the enemy bot lane. They died, and are blaming you. Your reaction is surely "what? You're blaming ME because YOU got hooked by Thresh?". Obviously it is his fault that he got hooked, furthermore he should've noticed that you had left the lane. But had you simply alerted him of your absence, perhaps things would've gone differently.

Tell your ADC when you're leaving to ward, roam, recall. Tell him your Exhaust, Flash and ultimate timers, and then it will much easier to win lane. Ping him back if you notice the enemy jungler or mid laner heading bot, or if you see a TP in the bush. Ping him back if don't want to fight, ping him when you do want to fight.

Everyone likes getting kills and having good scores, but when playing support it is best to leave as much to your allies as possible. Although you could go for some nice 200g to upgrade your boots, having the money on virtually anyone on your team is far more valuable. Think about it. Would you rather have Boots of Swiftness for yourself, or a Pickaxe for your ADC.

But MissMaw, I hit the-... and I did the- ... and he--!! Yes, great, you're a beast. But you're not doing your team any favours if you get all the kills, even if all you buy are team-beneficial items. You are a support - you support your team and do everything you can to get them ahead!

When someone is getting away and you're sure your ally won't be able to get it, that's when it's fine (and obviously preferable) for you take the kill yourself.

Although as a support farming is one of the things you need not worry about, one of your responsibilities is helping your ADC control the minion wave, as in control where the minion wave is. You can control it so that they're closer to your tower, to the enemy tower, in the middle of the lane and so on. You control the minion wave so as to give your ADC an advantage and give the enemy ADC a disadvantage.

Freezing the wave refers to controlling the wave so that it doesn't move from a certain location. For example, you can freeze the wave near your tower and then the wave won't venture off near the enemy's tower, thus the wave will remain in a safe area where your ADC can farm without having to worry about the enemy bot lane engaging or their jungler ganking you.

If your ADC is attempting to freeze the wave, you mustn't last-hit or attack any of the minions, lest you break the freeze.

Pushing a minion wave is the exact opposite of freezing it. When you and your ADC want to push a lane, you should attack the wave with your AAs use your Q as well. As a melee with not many damaging abilities, pushing on your own isn't esay. And you still have to be careful not to take any last-hits by accident - you're only damaging the minions for the ADC to kill off faster and push the wave.

An ideal time to push the wave is when the enemy laners have just recalled and you're about to recall. What does this accomplish? Pushing the minion wave down the lane will result in them eventually reaching the enemy tower and, hopefully, dying to it. With no laners nearby, the XP and gold will go to waste and your enemy will be at a disadvantage. This is also the safest time to push a lane because you're not at risk of being ganked.

Unlike with pushing, where you're assisting your ADC, this something you do on your own. Holding the minion wave means you're stopping the enemy minions from reaching your tower. You do this by basically body-blocking the wave until your own minion wave catches up, or your ADC does so he can kill all the minions. You're not meant to kill any of the minions, just distract them so they can't reach the tower and die to it - making your ADC lose valuable gold and experience. Your E and W come in handy here.

Once your minion wave comes to the rescue, you need not block the wave yourself anymore. This will, however, mean that your minion wave will now attack the enemy's minion wave. So as to lose as little gold as possible, last-hit minions close to death, but don't attack them otherwise so they can live as long as possible and hopefully get killed by your ADC later![/columns]

Last-hitting under tower can be very tricky. Luckily, you don't have to do it! What a great role support is. You are still expected to help your ADC out though, so let's learn how.

Melee minions can take 3 tower shots before they die. Your ADC should let the tower hit the minion twice, then last-hit it. Therefore, when it comes to melee minions, you shouldn't assist in any way at all unless they're not at full HP when they reach the tower. In that case you'll need to try and help your ADC out with your AAs.

Caster minions will take two tower shots before they die. However, in order to get the last-hit your ADC needs to AA the caster minion twice after it has been shot by the tower. The tower's "auto-attack CD" is just under 1 second, and it doesn't give your ADC enough time to hit the minion twice before the towers attacks again. This means that with caster minions, until your ADC gets a BF Sword or something, you'll need to help. When the tower shoots the minion once, you should AA it and then your AD should. Another thing you could do is use your Q on just the caster minions when you're under the tower. Charge it for no time at all so it does the smallest amount of damage, and release it. That'll do just enough damage and help your ADC get the last-hits!


Level 1 is generally pretty uneventful. You've started with Q and the best thing to do right now is poke the enemy support if it's possible. But first you need to utilise your Relic Shield. And this is how:

First wave: Last-hit one MELEE minion. Do not bother wasting your stack(s) on caster minions, as they give you less gold.

Second wave: If your AD has taken damage and missing some health, last hit another minion.

Third wave: By the third wave you'll have regained a third stack, which you will use to kill the cannon, or siege, minion. These minions grant the most gold and you'll want to kill these every time. They spawn every 3 waves.

Fourth and Fifth wave: Do not kill any minions, for if you do you'll have no stacks for the sixth wave, when the second siege minion will appear.

After the third wave keep saving your stacks for every third wave until you buy Targon's Brace. It'll allow you more stacks and the stacks will recharge quicker, and you'll earn a lot more gold once you've gotten it.

This is when the first few fights in bot lane occur. The enemy ADC will want to fight your ADC especially if you're in an unfavourable match up. This is when you have your Q and E, and you can use these to greatly improve trades for yourself.

When your ADC starts trading, stand in between him and the enemy ADC and you Unbreakable to soak up the damage your ADC would take from the enemy. This will make for a good trade as, obviously, the enemy will be taking damage from you and your ADC, whilst you two aren't taking zilch.

Additionally this is also a good time to try and make some kills happen. If you've got vision of the enemy support, you can easily Q him and start a fight. Or, even better, just walk up to them and AA them as much as you can, and once they realise the danger they're in because of Concussive Blows and try to get out of your melee range, Q them. Now they've got at least 2-3 stacks of Concussive Blows and just one is needed to seal the deal. Many squishy supports will drop to half HP from just that, and if they're not close to their tower, this can mean a kill for you, or at the very least they'll burn Flash. If you decide to commit to the kill after they've Flashed, be vary of the enemy ADC who will obviously try to fend you and your ADC off.

Level 3 just means that you'll have your full kit, making it easier to both assist your AD in trading and in engaging fights and poking your enemies.

The big change between levels 1-5 and lvl 6 is, obviously, you've got your ultimate now, and so do your enemy laners and your lane mate. Fights are now more serious as every fight may result in a kill for either team. Additionally, you are more susceptible to being ganked by the enemy jungler, mid laner, top laner or all three at once even.

How do I know if I'm getting ganked? Wards. By now you should have your Sightstone and you better use it. Having Dragon and Tri brush warded is usually enough to ensure your safety, but wards are useless if you haven't got good map awareness. Every few seconds you must look at the map, especially if your team has pinged that their lane has an enemy missing, to make sure nobody is heading bot lane. Another thing to look out for is the Teleport animation coming from the enemy top laner.

Having your ult also means that your ganks are more potent. Roaming around this time is encouraged.

Teamfights start occuring around the time lane phase ends and mid game begins, and they don't stop until one of the Nexuses turns to shards. Usually teamfights are connected to objectives - towers, inhibs, Dragons, Barons, even regular buffs and the Scuttler. People will find any excuse to fight these days.

There's a few roles you play in teamfights:

1. The tank: As you're a bulky durable support, sometimes the only thing you end up doing in a teamfight is soak up a lot of damage. In no sense is this a bad thing. I mean, either you take 2k damage or your AD does, and they die.

2. The peeler: Sticking to your ADC like glue, not leaving him unless you have to and peeling off assassins, bruisers and all sorts of other nasty things off of him using your abilities and Exhaust. Don't forget you have active items - Randuin's Omen, Locket of the Iron Solari, Face of the Mountain!

3. The crowd controller: CC as many people as possible. You can apply Concussive Blows stacks and stuns to more than just one person in teamfights, as your team is always there to AA the poor fool who got hit by your AA/Q.

4. Idiot who got caught: And, well, sometimes you're that guy. Remember map awareness?

Warding is a very complicated aspect of playing support that would be really hard to explain in a few sentences. There are some general things I can relay here that might help you become better at vision control, and I'll try to do that, but I can't tell you exactly where to put what ward and when, since that'll depend on a million different in-game factors.

Wards grant vision and vision grants your team different advantages. Wards can help your team by telling them where a particular enemy is - OR where they are not. Both are equally useful. If you are bot lane and a ward spots the enemy jungler in their jungle top lane, you'll know it is safe to engage, for example. If you have a ward top side but you do not see Lee Sin anywhere on the map, you should play cautiously as it might mean that he is bot side instead.
A long time ago when I started playing league, you could buy any amount of wards and there was no limit as to how many you could place on the map. Supports were kinda just ward-bots for the most part. Now supports have a greater role in games but they have lost the ability to completely control the map. As of getting sightstone, you will have 3 or 4 wards in your inventory at a time and you will only be able to have 3 wards on the map at any given point.

This is where people often make mistakes. Wards last 3 minutes, but that doesn't mean that a particular ward needs to stay where it is for 3 minutes or up until an enemy kills it. You might have wards bot lane, sitting there and still alive, with 1 and a half minute until they expire. But that doesn't mean they should stay there. When you only have 3 wards at your disposal, you'll need to make decisions as to whether or not you need wards there or whether them sitting there for another minute will be a waste. This is especially important when it comes to Control Wards, which can last an infinite amount of time, but will be useless sitting in bot lane tri-brush the whole game.

Sometimes wards SHOULD stay in a particular location until they expire. These are usually wards that are covering the River, Dragon, Baron etc. These wards are always useful because they will alert you if an enemy is moving through the River (AKA attempting to gank) or if the enemy team wants to do an objective. I'm gonna call these wards "general wards".

But these wards are TOO general. There are many paths an enemy can take to get to their destination. So when you are bot lane, you don't only ward River and hope they pass there. You ward their tri-brush, your tri-brush, their blue/red buff, the river bush... etc. When you are laning bot lane this isn't too hard since you are only expected to control this portion of the map. But after laning phase it can get very tricky because you will need more wards than you can carry. Where you should place wards will depend on many different factors, and I'll call these wards "situational wards". When the particular situation arises - you are about to fight or try to take an objective or turret; get rid of general wards. It's more important to have vision in the moment than to have some wards covering objectives and stuff.

Situational Wards - When doing Baron

Blue Team

When you are doing Baron you want to have wards that will give away the enemy team if they try to come near Baron. As a member of blue team, the enemy will usually come from behind the Baron pit since that's where their base is. I've placed 6 wards on this map, which obviously you can't, but hopefully someone on your team will help you out or ultimately they won't be necessary. These wards are effective as there is no direction from which the enemy can come near Baron without alerting you.

Red Team

As red team it's a little harder to ward or do Baron safely because it is sort of facing the enemy team's base. But on the plus side you can easily ward over-the-wall behind Baron to make sure they aren't doing it. This ward spot is also useful when your team is behind and you can't safely ward on the outside of the pit. When doing it, you want to ward out their entire top side jungle, on their Blue buff and the brush near the entrance to the river especially.

Situational Wards - When doing Dragon

Blue Team

As blue team you will have the option of over-the-wall warding Dragon, like how red can do so with Baron. Helpful for the same reasons as above; makes it easier to keep it safely warded without having to go into the river. When doing Dragon, you want a lot of deep wards into the bot side jungle as that's usually where they'll be coming from. Also be sure to ward over the wall near the enemy tri-brush, as there will be a blast plant there which they can abuse. If you placing a control ward, it's better to place it a bit further from the pit so that it can catch more wards, as they will rarely go far into the pit to ward it (since it's safer not to).

Red Team

On red team you will be facing the Dragon pit which makes it safer for you to ward it. When doing it, place wards directly behind the pit as there is a blast plant there with which they could jump into the pit. If you use a control ward, put it closer to the pit to make sure you can clear or disable wards that are inside; ones they might have placed over the wall. If their bot lane tower is still there, it's necessary to ward the tri brush as well.

Situational Wards - Sieging

Sieging AKA going after turrets. When you and your team try to take turrets, you will need to expect resistance. Sometimes you'll just siege under the turret against a couple enemies who are next to said turret. But usually they will attempt to flank you from the sides and try to kill you for your attempt. These wards will prevent that.

Blue Team

Above map shows warding spots when you are attempting to get red team's inner turrets. The light blue dots are wards to place when you are sieging the inner mid turret, and the dark blue spots are for the respective side lanes.

Mid lane, the most important locations will be the side lane bushes. This will prevent their top/bot lanes from coming mid, as well as of course the jungler who can come from anywhere. Wards around jungle entrances to mid lane are also important since the jungler could appear from there too.

When sieging top lane there are only three entrances from which the enemy could appear. The tri brush, Krugs bush and River.

In bot lane you will want to ward the enemy blue buff to prevent the jungler from surprising you, and river for the mid laner. The mid laner could come from your tri-brush as well. You will want to ward the enemy tri-brush as well, because it's possible for them to attempt to blast-plant over the wall and flank you from behind.

When sieging the second turret the enemy is almost certainly in their base, so you shouldn't usually expect flanking unless it's from the side.

Red Team

No explanation really necessary because it is the same situation but with the map flipped. The only different is that usually you will have more people bot lane than top lane, so deeper wards bot lane are good when sieging the first/second turret, though as blue side sieging top lane they might not be.

Bot Lane Wards

Blue Team

Red Team

General tips/tricks/info on warding

  • Buy a lot of Control Wards. Usually less experienced supports will only have 1-2 per game because they will place 1 and leave it there all game. Always buy 1 or 2 control wards per recall if you can afford it, they're always useful. Even if they get removed as soon as you've placed them, they've fulfilled their purpose of revealing an enemy. Use them almost interchangeably with Sightstone wards. Think of it like this: If you could prevent a gank for 75 gold, would you?
  • Control Wards disable other wards. If you are doing Dragon/Baron or sitting in a bush with a control ward there, you don't need to clear any wards that might be in the same location since they will be disabled - the enemy cannot see you. If you do try to attack the ward that is there, they will briefly get vision of you which defeats the purpose of a control ward.
  • Utilize Scryer's Bloom when warding the river. Pop it so it goes over the area you want to ward to make sure there are no enemies around that will kill you if you try to ward. It's also useful as a ward-sweeping tool.
  • When using oracle's alteration or any other ward-removing device, think about where you would have warded were you in the enemy team's situation. This way you will be able to find a lot of wards, provided the enemy support knows what they are doing anyway.
  • As blue team, always have a control ward in tri-brush during laning phase since it's very hard for the red team bot lane to remove it unless they are ahead of have their jungler/mid laner with them.
  • As red team, have the little bush near the lane control warded as it's harder blue team to clear it unless the minions are pushed to your tower. This makes it easy for your jungler to gank via blast plant.

And that concludes my guide. I hope you found it helpful, thanks for reading and good luck on the Rift!

If you have any comments, suggestions or questions, please feel free to post in the comments or send me a private message. I will read everything and reply to all questions and criticism.

Thanks to my friend Gangplank 1 for helping me take the screenshots in the abilities chapter :)

I've written a couple other other guides, and, if you liked this one, checking them out would be appreciated ♥