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Braum Build Guide by Hanjaro

Support Hanjaro's Braum Supporting your way to Challenger

Support Hanjaro's Braum Supporting your way to Challenger

Updated on September 21, 2021
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League of Legends Build Guide Author Hanjaro Build Guide By Hanjaro 141 6 457,201 Views 4 Comments
141 6 457,201 Views 4 Comments League of Legends Build Guide Author Hanjaro Braum Build Guide By Hanjaro Updated on September 21, 2021
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Font of Life
Bone Plating

Biscuit Delivery
Cosmic Insight

+8 ability haste
+6 Armor
+6 Armor


1 2
LoL Summoner Spell: Flash


LoL Summoner Spell: Ignite


Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Ideal Strong Ok Low None

Hey guys! Hanjaro here!
A little bit about me

I started playing League in Season 1, towards the end of the season. Since the beginning I was a support main, I enjoyed the 2v2 dynamics much more than 1v1s so I've stuck with it throughout my league career.I have achieved the rank of challenger at multiple points during seasons 4, 5, 6, 7, 8 and 9, and continue to push for the highest elo I can get.
I love competitive games and have yet to find anything for me that compares to League.
Aside from League, I am a happily married man, father of 2 kids and I am a beloved pet owner. If you guys have any questions about my guides, champions or really anything in general, feel free to stop by my stream!

Why Braum?

Braum is a tanky, melee support with soft and hard CC, peel and damage reduction. He's very safe in lane, able to defend your ADC, slow and stun the enemies, engage from range with his ultimate, and his peel excels in teamfights.

If you enjoy playing, or want to learn more about Braum, you can read and discuss more over at

Summoner Spells

Flash and Ignite are the staple go to for nearly all support champions.

The reasoning behind Ignite is that it gives you a lot of extra pressure in lane, and furthermore adds a 40% healing reduction. If you play with an aggressive ADC, and want extra kill pressure, Ignite is the best spell to take.

Exhaust is used when there are high damage threats on the enemy team, such as Zed, Kayn, Draven etc
It gives you an extra chance at escaping with the damage reduction, as well as the slow it provides. The slow also can help set up a Winter's Bite, or the damage reduction can be used to negate all in damage, from something like a Zed's Death Mark.

Flash is used as your primary escape summoner, and can be used offensively as a gap closer for your abilities.

Resolve + Inspiration

Braum is nearly always next to his allies, making Guardian an easy keystone to proc. You both gain a shield, and movement speed when either of you take damage - while Guardian is off cooldown. This is a very good defensive tool, or you can use it to turn a fight around in your favor.

Font of Life offers a small heal when damaging enemies you have impaired with your CC. Braum's kit offers a slow, knock-up and stun, making this rune easy to proc, and offering your allies some extra sustain.

Bone Plating generally speaks for itself, you are the target most of the time due to being in melee range, and in poke matchups such as Morgana, Brand and Xerath, the damage reduction on extra abilities used on yourself is invaluable for surviving, as well as all the aoe damage in teamfights. One ability having reduced damage could be the difference between life or death.

You are granted extra tenacity and slow resistance with Unflinching, increased to 30% at 30% maximum hp or lower. Braum is a frontline tank, and with the burst damage in the game, it won't be hard to end up at 30% hp, so we need to be able to escape quickly.

Even though Braum may be tanky with the Resolve treeline and his high defensive base stats, he is still a melee champion, and against poke match-ups, Total Biscuit of Everlasting Will helps increase your sustain. His mana pool isn't as gratuitous as others and the biscuits also restore 10% of your missing mana, and also increase your mana cap permanently by 50 per biscuit consumed, or sold.

Cosmic Insight reduces the cooldown of everything in your set-up, and adds an extra 5% CDR to your max CDR, meaning you can have higher up time on your engage tools, disengage tools, items you buy, and summoners.




Boots of Mobility > MOVEMENT SPEED
Very good at helping you roam, ward, and engage.

Mercury's Treads > TENACITY
If the enemy team has a lot of CC, or a lot of AP damage, you can trade Mobi's out for these. They offer +25 magic resist, along with reducing the effect of stuns, slows, taunts, fears, silences, blinds and immobilizes by 30%.

Plated Steelcaps > ARMOR
If the enemy team has a lot of physical damage threats, and you're the primary front line, or need some extra survivability, Plated Steelcaps's are the way to go, offering 20 armor, and reducing incoming basic attacks by 12%.

Zeke's is a fantastic item on Braum as it offers armor, magic resist, ability haste and an extra 250 mana. When immobilize an enemy, they receive bonus magic damage from your chosen allies basic attacks on-hit and abilities - increasing damage output for quicker kills.

Redemption offers an aoe heal in an area, adding a health sustain for his allies that Braum's kit lacks. It also offers HP and Mana regen, meaning you can stay in the fights longer, recall less, and you can help out even while dead.

Locket of the Iron Solari > SURVIVABILITY/SUSTAIN
With Locket of the Iron Solari, you gain 30 armor and 30 magic resist, increasing your overall tankiness, while providing a shield to your allies upon use - and you also provide nearby allies 5 bonus armor and magic resist. It also empowers other legendary items to increase passive bonus resistances by 2.

You gain extra HP, 40 armor and 10% AH with this item, 35% bonus movement speed when your chosen ally is below 50% hp. If your ally is nearby, you redirect 15% of the damage they take, to yourself (increasing their survivability]. Usually a core item to take vs physical damage.

A good pick when facing an enemy team with hard CC that you need to Cleanse on allies, such as Impale, Dark Binding, Cocoon etc and grants your ally a small heal. Increases your Mana and HP regeneration, while granting you 40 magic resist.

Extra armor, and a massive amount of health are the staple stats Braum wants as a tank vs physical champions. You reduce incoming damage from all attacks by 5 per 1k health, capped at 40% of the attacks damage, and you can activate the item to slow enemies for 99% and reduce their attack and critical strike damage by 10&20% for 4 seconds, making this a great item vs heavy AD reliant teams.

When in teamfights or skirmishes, this item increases your armor and magic resist by 40, overall great stats for a tank. As a tank primarily, the active, which increases your size and health, keeps you alive longer. It reduces your damage, but during mid-late game, you're going to be wanting to frontline or peeling for your team, not focusing on dealing damage.

A fantastic item if you're up vs a lot of quick hitting, physical damage champions. You gain 80 armor, and you reduce the attack speed of enemies by 15% within 1000 units. It can easily help shut down an ADC such as Vayne, hindering her attack speed, and protecting you longer. It has the same damage reduction passive as Randuin's Omen, so it's best to take one or the other.


Concussive Blows

Concussive Blows (Passive)

PER TARGET COOLDOWN: 8/7/6 seconds
INNATE: Braum's basic attacks and Winter's Bite each apply Concussive Blows to his target for 4 seconds, stacking up to 4 times. Once the first stack has been applied, any allied champion's basic attack on the target generates an additional stack.

Upon reaching 4 stacks, the target is stunned for 1.25 − 1.75 (based on level) seconds and takes 26 − 196 (based on level) magic damage.

This effect cannot occur on the same target more than once every few seconds, but during this immunity period affected targets instead take 20% of the trigger damage as bonus magic damage from Braum's basic attacks and Winter's Bite

Winter's Bite

Winter's Bite (Q)

RANGE: 1000
COST: 55 / 60 / 65 / 70 / 75 mana
COOLDOWN: 10 / 9 / 8 / 7 / 6
ACTIVE: Braum propels ice from his shield in the target direction, dealing magic damage to the first enemy hit and slowing them by 70% decaying over 2 seconds.
  • Can be used to slow an enemy and/or build passive stacks.
  • Great for escaping, or catching a fleeing enemy.

Stand Behind Me

Stand Behind Me (W)

RANGE: 650
COST: 40 mana
COOLDOWN: 12/11/10/9/8
ACTIVE: Braum dashes to the target ally, positioning himself between them and the closest enemy champion, gaining bonus armor and bonus magic resistance for 3 seconds. If his target is a champion, they also receive the same bonuses.
  • If Braum casts Stand Behind Me on himself, it has no cast time and does not interrupt Braum's previous orders.
  • Stand Behind Me can also be used on allied minions and pets, but cannot be used on wards. Great for engaging in lane on unsuspecting enemies.


Unbreakable (E)

ANGLE: 180°
COST: 30 / 35 / 40 / 45 / 50 mana
COOLDOWN: 18 / 16 / 14 / 12 / 10
ACTIVE: Braum raises his shield in the target direction, creating a barrier that intercepts incoming non-turret enemy projectiles and reduces the damage he takes through the shield. The first instance of damage blocked by his shield is negated completely.

While his shield is raised, Braum also gains 10% bonus movement speed and is Ghosted.

  • Abilities that deal area of effect damage on-collision will only damage Braum.
  • INTERCEPTING: A projectile hits Braum because he stands in front of the intended target. In addition to being redirected, an intercepted projectile is also destroyed after hitting Braum (although this is only applicable to pass-through projectiles)
  • Projectile-based ground-targeted abilities that only occur upon successfully hitting the ground ( Miasma, Aqua Prison, etc.) will apply their full effects to Braum. but will be destroyed without affecting any other ally.
  • If Braum is protected by a spell shield, both it and the one-time-use full damage reduction can be consumed by a single blockable spell.

Glacial Fissure

Glacial Fissure (R)

RANGE: 1250
COST: 100 mana
COOLDOWN: 140 / 120 / 100
ACTIVE: Braum leaps into the air and slams his shield into the ground, creating a fissure in the target direction that deals magic damage to enemies as well as those around him.

Enemy champions hit in the close vicinity are knocked up 1-1.5 seconds at all ranks based on distance from Braum for the first target hit in the fissure, every other target hit or within close vicinity is knocked up for 0.25 seconds

If no enemy champions are hit in the point-blank area, the first enemy champion hit in the line is knocked up for the full duration.

A field of ice then remains at the fissure's location for 4 seconds, slowing enemies within, persisting for 0.25 seconds.
  • Very good engage tool, and also can be used to disengage from a fight easily
  • Enables Last Breath


Early Game

At level 1, you generally want to level your Winter's Bite, it can slow enemies from an engage,
or potentially secure a level 1 kill if your team invades.
If worst comes to worst and you get caught in an invade, but an ally is near, you could take Stand Behind Me to escape - but this is not ideal.

You want to try and harass the enemies away from taking CS, from a safe distance, your Winter's Bite is your main poking tool. You can proc your passive this way, and if you have an aggressive ADC, you may be able to find easy stuns on the enemies, and potentially a kill if your jungler comes to gank.

You can use Unbreakable to soak damage from your ADC, or to soak a skill shot such as Ezreal's Mystic Shot, which means an early trade is going to be in your favor, as neither you or your ADC will have taken damage from the enemies abilities. You can use Stand Behind Me as an escape tool, or a engage tool, jumping onto allied minions as a gap closer to throw out a Winter's Bite or to get in melee range for Concussive Blows. If you're vs a squishy, mage support, if you engage on them after their CC tools such as a Light Binding or Grasping Roots, you should easily be able to burn a Flash, or secure a kill if they have already used their escape.

You want Control Wards around your bottom brushes to be aware of any impeding ganks coming, and to deny the enemies any vision of where your jungler or you, may be.

Once you get your first back, hopefully with at least one or two kills under your belt, you want to be looking to buy Mobility Boots for the roaming potential - if you choose to take this route, and you also want to make a start on your core items. You can set up kills for your midlaner and get them ahead, along with your ADC.

Proccing your Runesteel Spaulders, you'll want to be focusing the cannon minions as priority, then melee minions, and lastly ranged.

Mid - Late Game

Outside of laning phase, you're going to want to be setting up a lot of wards around objectives, such as Baron Nashor and the drakes. If your team is ahead, and it is safe to do so, you can set up deep vision in the enemies jungle, allowing yourself and your team to get important picks, that allow you to take the previously mentioned objectives.

As tanky as Braum is, you generally want to be around your team as much as you can, especially late game, where warding alone can get you caught out and potentially lose the game in a 4v5 teamfight.

During teamfights, you have multiple options to be aware of, and general you have up to 4 roles to fill.
  • Frontline - You're the only tank on your team, and you need to be able to soak up the majority of the damage instead of your ADC, or high damage threat. You can take a lot more damage due to Unbreakable, and the resists you get from Stand Behind Me are invaluable to staying alive, and keeping your allies alive.
[*] Peeling - If the enemy team has multiple assassins, or backline divers such as Renekton, you want to stick to your ADC and peel him from these damage threats. This is mostly what you'll be focusing on doing, with the great CC and peel built into your kit.

[*] Engage - You might be the only engager on your team, hopefully not, but sometimes this happens! At this point, you'll want to be catching out enemies and starting fights in your favor, with a huge 3 - 4 man knock-up Glacial Fissure, or a Concussive Blows stun onto a major target.

[*] CC - This kind of falls in line with being a peeler, slowing and stunning enemies that get in range of your team, or push to your backline which you need to peel.

The main thing to be aware of, is making sure your teams threats stay alive, while removing, or zoning, the enemy teams threats.

Control Ward's are a staple part of any support, both to deny your enemies vision, and to provide your team extra vision. You should make sure to buy one at least every time you back, preferably to have 2 on you at all times.

I hope you enjoyed, and learned enough from my Braum guide, to play him as well as the pro's.

If you enjoyed my guide, you can check out my other guides here, in which I've covered more styles of supports, incase you want to branch out on supports such as mages ( Zyra, Lulu etc!).

If you're interested in seeing more of me, please follow my stream! I stream every day but Saturday, from 12:00pm - 11:00pm GMT. I play a wide variety of supports, and I am always engaging with my stream chat.
Update Log
  • 06/30/2019 - Published Guide.
  • 11/25/2019 - Updated for 9.23.
  • 12/12/2019 - Updated for 9.24.
  • 11/21/2020 - Updated for preseason.
  • 01/21/2021 - Updated for 11.2.
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League of Legends Build Guide Author Hanjaro
Hanjaro Braum Guide
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Hanjaro's Braum Supporting your way to Challenger

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