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Braum Build Guide by ifound1dollar

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Braum Top: The Impossible Bruiser (Patch 9.23) (Preseason!)

By ifound1dollar | Updated on November 20, 2019
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Runes: Standard

1 2
Precision
Lethal Tempo
Triumph
Legend: Tenacity
Coup de Grace

Resolve
Second Wind
Unflinching
Bonus:

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

1 2
Standard
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Teleport

Teleport

LeagueSpy Logo
Support Role
Ranked #27 in
Support Role
Win 48%
Get More Stats

Champion Build Guide

Braum Top: The Impossible Bruiser (Patch 9.23) (Preseason!)

By ifound1dollar









Hi! I'm ifound1dollar, a Diamond Vayne main in North America (spoiler: this isn't a Vayne guide). Braum is a bit of a pocket pick of mine, so I decided to make a guide for him!

This is my in-depth guide to toplane Braum. I hope you learn a thing or two!


Come watch me on Twitch! Every Wednesday and Saturday (at minimum), starting around noon CST (10am PST) and lasting for a few hours.






Pros:
+Incredibly strong Passive
+Great peel
+Heavy CC
+Surprisingly high DPS
+Catches enemies off guard
Bruiser Braum top is much stronger than one might think, largely because of the way his passive works. Because it can be used on more than one enemy at any given time, he can be self sustaining in a solo lane, while also providing a ton of CC and peel during mid/late-game teamfights. The reason this build is so effective, however, is because he can build Attack Speed bruiser items and still be effective. This build style (and the damage it deals) typically catches your opponents off guard, which gives you the upper hand when all-inning someone. Nobody expects to be 100-0'ed by Braum toplane.

Cons:
-Little damage early game
-Low base Health early
-Somewhat kite-able
-Weak to ranged toplaners
-Team reliant
Braum is primarily a support; as a result, his base stats in the early game are a bit lackluster, though they normalize as you level up. A lot of matchups, especially against ranged toplaners, are going to be a little rough early. You'll usually have to farm and wait for a gank. Another downside is that, at least earlier in the game, you'll be reliant on your team (jungler specifically) to make plays. Braum has very little base damage without Attack Speed items, so he'll need any ally's damage early. Also, because he's a melee champion, Braum can be kited easily. While he does have a lot of tools to CC his opponents, you'll still find that he has a hard time sticking to some enemies.






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

This is the standard ability sequence for Braum. You'll want to start off with a point in Winter's Bite, as it's your core ability. Level 2 you should get a point in Unbreakable for the damage reduction, which greatly helps during trades. Stand Behind Me should be taken at level 3. Winter's Bite should always be maxed first, as it's damage increases and cooldown decreases. You can either max Stand Behind Me second for the increased defensive stats at a lower cooldown, or Unbreakable for the higher % reduced damage. A point in Glacial Fissure should be taken at levels 6, 11, and 16.



Passive: Concussive Blows
Cost: None
Cooldown: 8s per target
Range: Self

Concussive Blows: Braum's basic attacks and Winter's Bite apply stacks of Concussive Blows. Once the first stack has been applied, the basic attacks of any allied champion will generate Concussive Blows stacks. Upon reaching 4 stacks, the target is stunned for 1.25/1.5/1.75 seconds and takes 16 + (10 * level) Magic Damage. After an opponent is stunned from Concussive Blows, they no longer gain stacks and instead take 14-48 bonus Magic Damage from basic attacks for the next 8 seconds.

Braum's passive is the most important part of this playstyle. It's what allows him to be self-sustaining and able to stick to his targets, and the bonus damage it deals what allows the attack speed/bruiser build to work on him. None of his abilities scale with offensive stats (except for Glacial Fissure), so the on-hit damage from this ability is vital to his kit.



Q: Winter's Bite
Cost: 55/60/65/70/75 Mana
Cooldown: 10/9/8/7/6s
Range: 1000

Winter's Bite: Braum propels ice from his shield that travels forward in a line, dealing 60/105/150/195/240 (+2.5% of Braum's max. Health) Magic Damage and slowing the first enemy hit by 70% that decays over 2 seconds.

Winter's Bite is Braum's core ability; it's his only non-ultimate offensive ability. It's what allows him to reach and stick to his targets, while also allowing his allies to reach and stack Concussive Blows on an enemy even if he's not in auto attack range.

Tip: Hitting an enemy champion with Winter's Bite will effectively wind up Lethal Tempo (granted that you're using the rune), so try to hit your target from a distance before engaging. It'll usually result in Lethal Tempo activating as you reach the enemy, allowing Concussive Blows to be stacked much quicker and more easily.



W: Stand Behind Me
Cost: 50/55/60/65/70 Mana
Cooldown: 14/13/12/11/10s
Range: 650

Stand Behind Me: Braum leaps to the aid of a nearby ally, positioning himself between his target and their nearest enemy champion. On arrival, Braum and the ally gain 10/14/18/22/26 (+10/11.5/13/14.5/16% bonus Armor) bonus Armor and 10/14/18/22/26 (+10/11.5/13/14.5/16% bonus Magic Resist) bonus Magic Resist for 3 seconds.

Stand Behind Me is a great ally defense tool, because it increases both you and your ally's Armor and Magic Resist. It's also a pretty effective way to enter/flee a fight, granted that you have an ally nearby.

Tip: Stand Behind Me can be self-casted and used on minions. This helps him be self-sustaining in solo lanes, as the increased defenses can mean the difference between winning and losing a trade. Also, because it can be cast on minions, it can be an effective way to escape a gank or simply flee from your enemy laner.



E: Unbreakable
Cost: 30/35/40/45/50 Mana
Cooldown: 18/16/14/12/10s
Range: Self

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.

Unbreakable is an incredibly useful defensive tool in any composition. There'll always be incoming projectiles, and being able to completely negate one of them, no matter what the damage, is very useful (take blocking the enemy Ezreal's ult, for example). Beyond that, the fact that it continues to block projectiles and reduces 30-40% damage for the next few seconds is an effective way to shut down the entire enemy team's comp.

Tip: In teamfights, you'll always want to hold this ability until you need to block an important projectile (like Nami's ult or Caitlyn's headshot on a trapped target). It blocks 100% of the damage from the initial projectile, so if used at the right time, you can turn a 1000+ damage Veigar ult into nothing. Don't worry, if you use it too early, it'll still be blocked, but you'll take 30-40% of the damage.



R: Glacial Fissure
Cost: 100 Mana
Cooldown: 150/120/100s
Range: 1250

Glacial Fissure: Braum slams his shield into the ground, dealing 150/250/350 (+60% Ability Power) 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.

For the next 4 seconds a field of ice remains, slowing enemies that enter the area by 40/50/60% for 0.25 seconds.

Glacial Fissure is a very high-utility ability. It can be used to engage, disengage, or simply to be an obstacle. It's got decent damage, especially since it'll almost always be only base damage, as this playstyle doesn't use Ability Power at all. While this ability isn't necessarily a vital part of Braum's kit, it does still serve as a very useful tool.

Tip: Glacial Fissure has a pretty long cast time, which can sometimes make it difficult to land. Often times, it's a good idea to wait until you've already closed in on and stunned an enemy before using this. It'll guarantee that the ability will land, and make it harder for the enemy to flee because of the slow.







RUNE STATS

OFFENSE
+10% Attack Speed
FLEX
+9 Adaptive Force (5.4 AD)
DEFENSE
+6 Armor or +8 Magic Resist




PRIMARY TREE


PRECISION

Lethal Tempo
Lethal Tempo plays an important part in this build. It allows him to effectively DPS, as it increases attack speed by quite a lot. However, Press the Attack is also a very good option. You'll usually have to auto an enemy three or more times in order to proc Concussive Blows, so it synergizes pretty well. Whether you choose Lethal Tempo or Press the Attack is just personal preference. Conqueror, though, can also turn out to have some use. It's a nice steroid, but in my opinion, the first two options are more consistent. Fleet Footwork is underwhelming in general, so you really shouldn't take it.


Triumph

Triumph is one of my favorite runes to take. It can be super clutch, definitely meaning the difference between life and death in many situations. Also, the bonus 20g is a nice touch. Presence of Mind is not really that useful with this playstyle. For one thing, it's not based around your ult, and another, it's not based around Mana. Overheal is useless the vast majority of the time because you don't have any Life Steal or a support to heal you.


Legend: Tenacity

Out of the 3 'Legend' options, Legend: Tenacity is usually the best option for Braum, as he's melee and kite-able. Legend: Alacrity is also a viable option, as bonus Attack Speed always helps to DPS. Legend: Bloodline might also be useful if you want extra sustain, but it takes twice as long to fully stack (20 stacks instead of 10).


Coup de Grace

Coup de Grace is a very well-rounded, consistent option for any damage dealer. The bonus damage to enemies below 40% Health will always have use in every game, and the stats on takedown are a nice touch. Last Stand can also be useful, as it synergizes well with Wit's End's healing below 50% Health, but it's not as consistent as Coup de Grace. Cut Down will be useless for the majority of the game, as you'll be building Health.




SECONDARY TREE


RESOLVE


Font of Life

Font of Life synergizes really well with any champion that has a lot of CC. While, in this case, Braum isn't being played support, it's still an effective tool to support your team later on. Demolish won't end up having much use throughout the game. Your early game is weak, so unless you get far ahead or a lot of ganks, you'll very seldom make use of it in the laning phase. The laning phase typically the most impactful part of the game. Shield Bash is completely useless on Braum unless you can utilize Overheal and/or have a shielding support, neither of which you should rely on.


Second Wind
Second Wind is a very good sustain tool for the laning phase. Braum has a weak early game, and this helps him get through it. Bone Plating is definitely another option if you're facing a lot of quick burst damage in lane. It also scales a little better than Second Wind does. Conditioning can sometimes be useful as well, but it's not an early game rune, and the early game is typically the most important part of the game.


Unflinching
Unflinching is an important rune any melee champion that needs to stick to their target. This, when combined with Legend: Tenacity and possibly Mercury's Treads, grants quite a large chunk of Tenacity. Overgrowth is also a good option. You'll be spending a lot of the early game just farming and scaling, so you can make good use of this rune. Revitalize is basically useless, as you don't cast shields and only receive any if you have shielding champions on your team.







Attack Speed Bruiser Build:

Trinity Force should always be the first item in your build. It's basically the go-to item for any bruiser who can utilize attack speed, as it wields a giant bundle of misc. defensive and offensive stats. The item's two passives are another reason it's so good for Braum; Spellblade means you really hit like a truck after using Winter's Bite, and Rage makes it much easier to stick to your targets.



Wit's End is another vital item in this build. The damage it deals synergizes very well with the playstyle, and the defensive stats and passive really help to sustain. Because you're building on-hit, you'll rely on this item's passive damage to successfully DPS. The Magic Resist and Movement Speed are also incredibly useful. It'll help you stay alive longer to deal damage, and help you keep up with your opponents' movement. Finally, the second part of the passive is a very useful sustain tool. It'll basically guarantee that you can always stay at or near 50% Health by simply walking over to a minion wave and auto attacking, as it heals for 100% of the item's damage dealt.



Phantom Dancer is another very useful item. Like the two first items, it grants a healthy mix of offense, defense, and utility. Critical Strike Chance is always a good stat on any attack-based champion, and again, the Movement Speed always comes in handy when trying to stick to targets. The passives, though, are the most important part of this item. The first passive, Spectral Waltz, grants 7% bonus Movement Speed and allows you to move through units for 2 seconds after attacking an enemy champion. Once again, like stated before, this is useful when trying to stick to stick to your enemies. The second passive is arguably the most important part of the item - it grants a shield when falling below 30% Health. This increases survivability quite a bit, as it's basically just a situational increase in Health.



Frozen Mallet is the last core item in this build. As stated earlier, Braum needs help sticking to his targets, and this item's passive is among the most efficient ways to do exactly that. The reason it's so efficient is because of the item's stats; the only item in the game that grants more flat Health is Warmog's Armor, and this also grants 30 Attack Damage on top of the ridiculously high Health.





Now that you have your core, you should be basing your final item on the enemy team's and your team's composition. For example: if your team has multiple carries and need extra peel as a result, you should strive to be a meat shield. Buy a Gargoyle Stoneplate and become what is basically a raid boss. Or maybe a Randuin's Omen if the enemy team has multiple Crit champions, or an Adaptive Helm if they have lots of damage over time. However, if you and your team's comp can afford to let you build a damage item, you can even go so far as to build a Titanic Hydra or Black Cleaver if you want a little more DPS. You'll want to be sure, though, that you actually need DPS over tankyness.





There are only 2 real options for boots with this build: Ninja Tabi or Mercury's Treads. Which of these you buy should be self-explanatory; if the enemy team's full of marksmen and Physical Damage dealers, you'll want to get Ninja Tabi for the Armor and auto attack damage reduction passive. However, if they have a lot of CC and Magic Damage dealers, you'll want to pick up a Mercury's Treads. Sometimes, though, there'll be times where either of these will be the best purchase. In that case, you'll have to figure out who's the biggest threat to you right know, who will be in the future, and choose based on that.






I'm extremely greatful for jhoijhoi's Making A Guide, because without it, I wouldn't have been able to create this guide.

If you liked the guide, feel free to vote and/or leave a comment or suggestion!


Feel free to check out my other guides:












August 19, 2019
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