Patch 16.9support

Braum Support Build & Guide — Patch 16.9

Braum

Tactical Dashboard

Difficulty
Damage
MAGIC
Class
Tank / Warden
Patch
16.9

Core Abilities

Concussive Blows
Braum's basic attacks apply a stack of Concussive Blows. Once the first stack is on a target, ally basic attacks also stack it. At 4 stacks the target is stunned and takes magic damage. Braum's Q applies a stack from range.
Winter's Bite
Winter's Bite
Long-range linear skillshot that slows and deals magic damage. Crucially, it applies one stack of Concussive Blows from range — the setup tool that lets you reach the 4-stack stun without first walking into auto-attack range.
Stand Behind Me
Stand Behind Me
Braum leaps to a target allied champion or minion. On arrival both Braum and the ally gain Armor and Magic Resist for a few seconds. The signature peel tool: jump in front of your ADC to body-block incoming damage.
Unbreakable
Unbreakable
Braum raises his shield in a chosen direction for several seconds: it intercepts every projectile coming from that side, fully negates the first basic attack, and reduces all following attack damage from that direction.
Glacial Fissure
Glacial Fissure
Braum slams the ground, knocking up enemies next to him and along a line in front of him. A frozen fissure remains on the line and slows enemies who walk through it. Long cooldown — the team's main initiation or peel button.

Skill Order

1
Q
2
W
3
E
4
Q
5
Q
6
R
7
Q
8
E
9
Q
10
E
11
R
12
E
13
E
14
W
15
W
16
R
17
W
18
W

Primary Combo

QAAAAR

Core Items

World Atlas
Mercury's Treads
Solstice Sleigh
Knight's Vow
Locket of the Iron Solari

Situational Items

Plated Steelcaps
Plated Steelcaps
swap from Mercury's vs auto-attack-heavy bot lanes (Caitlyn, Draven, Tristana) when their early harass hurts more than late CC
Zeke's Convergence
Zeke's Convergence
vs comps where your ADC is the main carry and stays close to you (Aphelios, Jinx) — the slow on R triggers next to your bonded ally
Kaenic Rookern
Kaenic Rookern
vs AP burst comps (double mage like Syndra mid + Brand support) — the passive magic shield eats one ult and lets you keep peeling

Runes

Primary · Resolve
Aftershock
KeystoneAftershock
Font of Life
Font of Life
Conditioning
Conditioning
Bone Plating
Bone Plating
Secondary · Inspiration
Hextech Flashtraption
Hextech Flashtraption
Cosmic Insight
Cosmic Insight
Stat shards
Adaptive ForceAdaptive ForceHealth Scaling
Offense · Flex · Defense

Win Condition

Land Q on a priority carry, walk in for an auto-attack so the 4-stack stun pops, then peel your ADC with W jumps and E shield wall through the whole fight. R when the enemy team groups for the knock-up zone.

Weakness

Slow, immobile (no dash, no blink): hard CC at range cuts you off from your ADC. Q is a skillshot — miss it and you have zero kill threat in lane, and a wasted R locks you out of the next teamfight.

Overview

Braum is a warden support (a tank-class support whose job is to protect his own ADC, not to start fights) — built to peel enemies off his carry, not to dive theirs. The kit revolves around one threat: Concussive Blows, the passive that stuns any target hit by 4 basic attacks from him or allies. The trick: Winter's Bite (Q) applies a stack from 1000 range, so Braum Qs first, walks up, and one of his autos plus one of his ADC's fires the stun on the enemy ADC. Stand Behind Me (W) jumps to any ally and gives both armor and magic resist on landing — the peel (protecting your carry from enemies trying to kill them) tool that makes him unique. Unbreakable (E) is a directional shield that body-blocks every projectile from the chosen direction (ADC auto-attacks, Caitlyn R, Ezreal R, Ashe R). Glacial Fissure (R) is the AOE line knock-up: long cooldown, used as initiation or as panic peel when their diver (a champion that jumps deep into the backline) lands on your carry.

Game plan: in lane, poke (chip damage from distance) with Q whenever the enemy ADC steps up to last-hit, then walk in for the auto-attack that pops the stun — your ADC unloads in the 1-second window. After level 6, roam (leave bot lane to help mid or jungle) with R to set up picks: your lead (early advantage) comes from converting Q-stack stuns into objectives, not solo kills. Late-game sit one step in front of your ADC, jump back with W the instant they get engaged on, and pop E in the line of any incoming skillshot (an ability that has to be aimed) — Braum is the only support who can refuse a Caitlyn ult mid-channel.

Recommended Build

Starting items: World Atlas World Atlas (the unified support starter) plus 2 Health Potions. Don't last-hit minions in lane: leave that gold for your ADC, World Atlas pays your gold separately through its quest progress.

Core items (in order):

  1. World Atlas World Atlas — starter. It evolves automatically as you accumulate quest progress through Runic Compass Runic Compass and Bounty of Worlds Bounty of Worlds, ending in the endgame upgrade you choose.
  2. Mercury's Treads Mercury's Treads — magic resist plus tenacity (a stat that shortens the duration of crowd control on you). Default boot for a peel tank: shorter stuns mean you reach W jump range to your ADC before they're already dead.
  3. Solstice Sleigh Solstice Sleigh — the peel-focused endgame upgrade your support item turns into. Whenever you CC a champion (Q slow, passive stun, R knock-up) it slows nearby enemies more and gives you and a nearby ally a movement-speed burst — exactly what you need to chase a low-HP target or kite back to your carry.
  4. Knight's Vow Knight's Vow — bonds you to your ADC (Attack Damage Carry — the auto-attacking bot lane teammate, your team's main late-game damage dealer): a portion of the damage they take is redirected to you, and you heal them in return. Always pick the carry whose life you most need to extend.
  5. Locket of the Iron Solari Locket of the Iron Solari — active that shields all nearby allies for a few seconds. Pop it the instant the enemy commits their engage so your team soaks their first burst (the high damage they dump in the first 1-2 seconds of a fight).

Situational items:

  • Plated Steelcaps Plated Steelcaps — boots that give armor and reduce damage from basic attacks. Swap into Mercury's Treads when the enemy bot lane is auto-attack heavy (Caitlyn, Draven, Tristana) and their lane harass (poke and chip damage to wear you down) hurts you more than the enemy team's CC will later.
  • Zeke's Convergence Zeke's Convergence — bond it to your ADC. When you crowd-control an enemy (Q slow, R knock-up) the bonded ally's next basic attack deals bonus magic damage in an area — perfect when your carry stays close to you (Aphelios, Jinx) and you Q the front line to set up their first auto.
  • Kaenic Rookern Kaenic Rookern — passive magic shield that regenerates while out of combat. Pick it into AP-burst comps (a double-mage setup like Syndra mid + Brand support) — the shield eats a full ult and lets you keep peeling instead of dying first.

Boots: Default Mercury's Treads Mercury's Treads for the tenacity — a 2-second Morgana root becomes a 1.2-second one, leaving you the window to W back to your ADC. Swap to Plated Steelcaps Plated Steelcaps before completing them only if the enemy bot lane is auto-attack heavy and hurting you more than the enemy team's late-game CC will.

Skill order: Max Q (Winter's Bite) first — it's your only ranged damage, your stack-applier, and the cooldown drops from 8 to 6 seconds at rank 5 (more poke, more lane pressure). Max E (Unbreakable) second — longer duration shield wall makes teamfight peel cleaner. Max W last (the jump cooldown shrinks but the resist values matter more on early ranks, and you rarely run out of W targets). Take R at levels 6, 11, 16.

Runes: Primary Resolve (defensive tree — durability) with Aftershock (free armor and MR for a few seconds when you CC someone, fires on every passive stun and on R), Font of Life (your CC marks the target; allies attacking it heal a bit), Conditioning vs late-scaling lanes or Bone Plating vs early-burst lanes, and Unflinching (extra tenacity, the stat that shortens CC on you, when you use a summoner spell). Secondary Inspiration (utility tree) with Hextech Flashtraption (backup short-range Flash on long cooldown — surprise R angles) and Cosmic Insight (lower cooldowns on summoner spells and Locket active). Stat shards (three small boosts at the bottom of the rune page): Health / Health / Health — Braum scales with raw HP, and early durability lets you walk forward to apply Q stacks.

Pick into / Counterpicks

Draft-level matchups: when this pick shines and which champions are picked against it. Mechanical reasoning, not winrate.

Pick into

  • Immobile ADCs with no dash

    Q has 1000 range and applies a Concussive Blows stack from afar. Against an ADC with no escape, one Q + one auto-attack from your ADC + your follow-up auto = stun, and they have no way to break the chain.

    CaitlynJhinSenna
  • Squishy enchanters with no hard CC

    They can't stop your walk-up. Once Q lands they have no peel for their ADC, and your E blocks every healing-cancel skillshot they would throw to save them.

    SorakaSonaYuumi
  • Aggressive auto-attack ADCs that step up to trade

    Their kit forces them to walk into Q range to throw axes or dash-AA. Each step in is a free Concussive Blows stack — they either back off and lose lane prio or eat the 4-stack stun.

    DravenLucian

Counterpicks

  • Hook supports with point-and-click pull or stun

    A landed hook pulls Braum out of W jump range to his ADC. While he's getting chunked at the back, the enemy ADC freely deletes your now-unprotected carry.

    BlitzcrankThreshNautilus
  • Long-range mage supports that out-poke from beyond Q

    They sit at 1100+ range and chip your HP for free. Braum has no ranged answer past his Q, and E only helps if he's already close — they win the lane by attrition.

    XerathVel KozBrand
  • ADCs with self-peel from a built-in slow

    Their auto-attack slow keeps Braum at arm's length. He can't reach W range to body-block, so his peel kit is half-disabled and his team's frontline collapses faster.

    AsheVarus

Key matchups

  • Leona: Engage matchup (she wants to start the fight) versus your peel (you want to stop hers). She has longer-range CC than you (Zenith Blade dash-stun, Solar Flare R), so don't try to body-block early — sit one step behind your ADC and W away the instant her Zenith Blade flies. Once her E is on cooldown you have a 10-second window to walk up and Q-stack her ADC for free.
  • Pyke: Skill matchup — no clear edge on paper, decided by who plays better. He out-pokes you with Q and out-roams you on stealth (he becomes invisible while passing through brush). Keep vision deep in the river bushes, force fights in lane where his R reset doesn't matter, and E his R hook to body-block the pull on your ADC.
  • Lulu: Hard counter into your all-in (full kill commit). Her polymorph cancels your auto-attack mid-chain — you can no longer pop the 4-stack stun. Don't commit when her polymorph is up; track its cooldown (around 13 seconds at rank 1) and force trades only in the window where it's down.
  • Soraka: Pure sustain enchanter (a healing-focused support that wins by keeping her ADC alive, not by starting fights) with no engage tool of her own. You out-trade her: she has no way to stop your Q + walk-up, and her healing is roughly half your stun damage. Force short trades whenever her Q is on cooldown.
  • Senna: Long-range poke matchup (chip damage at distance to wear you down). She bullies your HP under tower with Q-through-minion damage. Stand at the back of the wave so her Q heals from your minions but doesn't hit you, and trade only when your jungler is bottom side — Senna with no dash dies to a single Q-stun chain.

Power spikes & win conditions

  • Level 2 (Q + W): First spike. The full Q + walk-up auto-attack + ADC auto-attack chain unlocks the moment you have W as your second ability, because W lets you reposition out of return damage. An over-extending enemy ADC (one who has pushed too far past their first wave — the row of incoming minions) loses 30% HP to one stack chain.
  • Level 6 (R unlocks): Engage and peel both jump a tier. Glacial Fissure is a long line knock-up your ADC converts into a kill; alternatively it's the panic-peel button when their Zed jumps onto your carry. You can Flash-R at angles their team doesn't expect — flash forward and instantly cast R is the surprise pick tool.
  • Solstice Sleigh Solstice Sleigh completion (~ minute 12-14): First teamfight item online. The movement-speed burst on CC lets you chase a low-HP enemy past minions or kite back to a faltering carry. Group with your team for Drake (the dragon objective in the bottom river — kills give your team permanent stat buffs) or Voidgrubs (small monsters in the top river — the team that kills them earns bonus damage to enemy structures).
  • Locket of the Iron Solari Locket of the Iron Solari endgame (~ minute 22-26): With Locket and full E uptime your team can survive a wombo combo (a chained team-fight engage). Your job becomes E-walling the enemy carry's damage cone while your team kills theirs first.

Common mistakes

  • Throwing Q with no walk-up. A Q-slow on its own is not a kill threat — the enemy strolls out of range and you've wasted 8 seconds of cooldown. Q is the setup (the move that prepares the kill, not the kill itself); the moment it lands, walk in for the auto-attack. Without the auto-attack, the Concussive Blows stacks fall off after a few seconds and the lane reset comes for nothing.
  • W'ing onto your ADC after they're already dead. W has a 650-range jump on a 12-second cooldown at rank 1. If you wait until your carry is at 20 HP to jump, the resist bonus arrives too late. The rule: W to your ADC the same instant you see the enemy commit (Leona Q flies, Blitz hook in the air, Zed shadow jumps in), not after they hit zero.
  • Standing in front for free. Braum's E protects only the direction you face. If you're behind your ADC, it shields nothing. The default position is one step in front of and one step toward the enemy team's expected damage source — face the Caitlyn, not your jungler.
  • Burning R on a single target. Glacial Fissure is an AOE line knock-up with a 100-130 second cooldown. Using it to ult one minion-laner who's mostly dead anyway is a free throw (a giveaway of advantage) — you've just locked yourself out of the next teamfight. R only when 2+ enemies are in the line, or when your carry will die without the panic peel.
  • Forgetting passive stacks reset. Concussive Blows stacks fall off after a few seconds if no new stack is applied, and once a target is stunned the same target cannot receive new stacks for several more seconds. Spamming auto-attacks into a freshly-stunned ADC adds nothing — walk forward to the next priority target instead, or back off and reset the W resist timer.

Advanced tip

The flash-R angle. Braum's R has a 1250-range line in front of him; the cast windup is short enough to Flash forward, instantly press R, and have the line spawn from your new flashed position — catching a back-line carry who thought they were safe at 1500 range. Bind Flash and R within reach of the same hand and drill the timing in Practice Tool until both fire inside a fifth of a second. Save it for a fight your team has already grouped for: a flash-R catching enemy ADC plus support converts into a clean ace, while the same R on one isolated mid-laner is a long cooldown spent on a skirmish.

Past patches

No previous versions available.

Related support guides