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Recommended Build
Items / Win rate / Pick rate
Build Setup
26.9Core items
- Total Price
- 3,000
- Price
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 2,400
- Price
- 300
+550 Health +500 Mana +15 Ability Haste Awe Gain Health. Manaflow (8s, max 4 charges) Landing Attacks and Abilities grant 3 max Mana (doubled vs. champions). Transforms into Fimbulwinter at 360 max Mana.
- Total Price
- 3,000
- Price
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 2,800
- Price
- 800
+400 Health +50 Armor +15 Ability Haste Anguish Every 4 seconds while in combat with champions, deal magic damage to nearby enemy champions and heal for 250% of the damage dealt.
- Total Price
- 3,000
- Price
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 3,100
- Price
- 500
+1000 Health 100% Base Health Regen Warmog's Heart If you have 2000 bonus Health and have not taken damage within 8 seconds, restore Health per second. Warmog's Vitality Gain bonus Health equal to 12% of your Item Health (0).
Situational itemstop 12
- Total Price
- 3,000
- Price
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
51.01%- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
51.75%- Total Price
- 2,400
- Price
- 300
+550 Health +500 Mana +15 Ability Haste Awe Gain Health. Manaflow (8s, max 4 charges) Landing Attacks and Abilities grant 3 max Mana (doubled vs. champions). Transforms into Fimbulwinter at 360 max Mana.
52.99%- Total Price
- 2,450
- Price
- 450
+150 Health +75 Armor Thorns When struck by an Attack, deal magic damage to the attacker and apply 40% Wounds for 3 seconds if they are a champion.
50.15%- Total Price
- 2,800
- Price
- 800
+400 Health +50 Armor +15 Ability Haste Anguish Every 4 seconds while in combat with champions, deal magic damage to nearby enemy champions and heal for 250% of the damage dealt.
52.58%- Total Price
- 3,100
- Price
- 500
+1000 Health 100% Base Health Regen Warmog's Heart If you have 2000 bonus Health and have not taken damage within 8 seconds, restore Health per second. Warmog's Vitality Gain bonus Health equal to 12% of your Item Health (0).
51.67%- Total Price
- 1,200
- Price
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
53.10%- Total Price
- 2,900
- Price
- 800
+400 Health +80 Magic Resist 100% Base Health Regen Magebane After not taking magic damage for 15 seconds, gain a magic shield.
52.52%- Total Price
- 3,200
- Price
- 650
+350 Health +45 Armor +45 Magic Resist Voidborn Resilience After 5 seconds of champion combat, increase your bonus Armor and Magic Resist by 30% until end of combat.
52.01%- Total Price
- 2,700
- Price
- 650
+400 Health +50 Magic Resist +10 Ability Haste 100% Base Health Regen Boundless Vitality Heals and Shields on you are increased by 25%.
51.95%- Total Price
- 2,500
- Price
- 600
+75 Armor +400 Mana +20 Ability Haste Winter's Caress Reduce the Attack Speed of nearby champions by 20%.
51.43%- Total Price
- 2,200
- Price
- 700
+200 Health +25 Armor +25 Magic Resist +10 Ability Haste Devotion Grant nearby allies a 290 - 360 Shield that decays over 2.5 seconds.
51.70%Starting items
- Total Price
- 900
- Price
- 500
+350 Health
53.07%- Total Price
- 400
- Price
- 400
+240 Mana Manaflow (8s, max 4 charges) Landing Abilities grants 3 max Mana (doubled vs. champions), up to 360. Helping Hand Attacks deal an additional 5 physical damage to minions.
53.07%- Total Price
- 900
- Price
- 500
+350 Health
52.59%- Total Price
- 400
- Price
- 400
+150 Health
52.59%- Total Price
- 900
- Price
- 500
+350 Health
52.79%- Total Price
- 50
- Price
- 50
Consume Restores +120 Health over 15 seconds.
52.79%- Total Price
- 400
- Price
- 400
+240 Mana Manaflow (8s, max 4 charges) Landing Abilities grants 3 max Mana (doubled vs. champions), up to 360. Helping Hand Attacks deal an additional 5 physical damage to minions.
52.79%Best ARAM Mayhem Augments
Hextech recommendations / Combo value
| Name | Rarity | Tier | Pick Rate | Games | |
|---|---|---|---|---|---|
Upgrades Bramble Vest and Thornmail , empowering Thorns to generate a protective shell around you. The shell is broken by the next enemy champion to use a basic attack on-hit against you, which causes them to take 50 – 250 (based on level) (+ 30% armor) (+ 30% magic resistance) (+ 12% maximum health) magic damage . Shell regenerates after 20 – 5 (based on level) seconds of being out-of-combat with enemy champions. View augment details | Silver | T1 | 54.35% | 7.16% | 828 |
Gain Bami's Cinder . You can now purchase Hollow Radiance and Sunfire Aegis in spite of the item limit imposed by Immolate . Quest: Obtain Hollow Radiance and Sunfire Aegis . Reward: Upon completing your Quest , convert the items you obtained for the quest into Void Immolation . Void Immolation counts as 2 Burn effect sources. View augment details | Prismatic | T1 | 53.79% | 8.55% | 989 |
Basic attacks deal bonus physical damage equal to 3. 5 % of your maximum health . View augment details | Silver | T1 | 51.95% | 10.85% | 1,255 |
Your basic attacks and abilities execute enemy champions below 5% (+ 3. 5 % per 100 base AD) (+ 2% per 1000 bonus health) of their maximum health , which causes their corpse to be sent flying away in a line. Upon collision with an enemy champion or terrain, the target's corpse explodes to deal 150 – 500 (based on level) (+ 100% bonus armor) (+ 100% bonus magic resistance) magic damage to nearby enemies. Successful executions heal you for 100 – 300 (based on level) (+ 25% bonus health) . The execution may also be triggered by the explosion and goes through shields . View augment details | Prismatic | T1 | 50.91% | 9.53% | 1,102 |
Automatically cast Taric's Cosmic Radiance , calling down a protective star upon you that descends over 2. 5 seconds. Afterwards, you and all allied champions within 400 units become invulnerable for 2. 5 seconds (35 second cooldown). View augment details | Gold | T1 | 50.21% | 4.06% | 470 |
Surrounds you in flames, causing you to apply a Burn every second to enemy champions within 500 units for 3 seconds that deals magic damage equal to [ 0. 6 6 % of your maximum health per second.] This Burn stacks infinitely and refreshes with each application. View augment details | Prismatic | T1 | 50.09% | 9.42% | 1,090 |
Scoring a champion takedown generates a stack, stacking infinitely. For each stack, increase your maximum health and size by 5%. Lose 65% of stacks on death. View augment details | Gold | T1 | 49.86% | 27.70% | 3,203 |
Automatically attach a bomb to yourself that detonates after 5 seconds, creating an explosion that deals true damage equal to 20% of the target's maximum health to enemies within 350 units and knocks them up for 0. 75 seconds (25 second cooldown). View augment details | Silver | T1 | 49.85% | 5.90% | 682 |
Gain 1500 bonus health , but reduce your damage output by 10%. View augment details | Gold | T1 | 49.02% | 23.93% | 2,768 |
Gain one random Prismatic augment, excluding the other two offerings in your current assortment. View augment details | Gold | T1 | 48.91% | 5.16% | 597 |
Grants 1000% base health regeneration , increased to 2000% while below 25% maximum health . View augment details | Gold | T1 | 48.44% | 19.15% | 2,215 |
Grants 35% bonus health , 15% adaptive force , and 50% increased size. View augment details | Prismatic | T1 | 48.20% | 12.70% | 1,469 |
Immobilizing or grounding an enemy champion grants you 6 bonus Attack Damage or 10 Ability Power ( Adaptive ), stacking infinitely (5 second cooldown per cast instance ). Lose 50% of stacks on death. View augment details | Silver | T1 | 47.71% | 12.83% | 1,484 |
Gain the Aftershock and Glacial Augment keystone runes. View augment details | Gold | T1 | 47.67% | 10.01% | 1,158 |
Upgrades Bami's Cinder , Hollow Radiance , Sunfire Aegis , and Void Immolation , empowering Immolate to additionally grant you 12 per tick for each enemy champion afflicted by its effect. Additionally, gain 250 . View augment details | Silver | T1 | 47.62% | 5.81% | 672 |
Automatically cast a modified version of Lissandra's Ring of Frost , creating a cold pulse around you in 450 radius that roots nearby enemies for 1. 25 seconds (6. 5 second cooldown). This modified ability does not deal damage. View augment details | Silver | T1 | 47.29% | 7.97% | 922 |
Your next basic attack or ability hit, or Burn effect, against an enemy champion inflicts them with a Burn that deals [ 100 – 350 (based on level) magic damage over 3 seconds,] as well as releases a canister of chili from the target that lands to a location near them after 0. 75 seconds (3 second cooldown). Upon landing, the canister shatters to create a pool of Chili Oil at the impact area with a radius of 175 units, lasting for 5 seconds. The pool heals you and allied champions within for 60 – 150 (based on level) upon entering and each second of the pool's lifetime thereafter. While enemies are within the pool, they are dealt 100 magic damage every second. For each unique Burn effect source that you have, up to 10, increase the pool's size by 40 units and its damage per tick by 60 magic damage . The healing per tick is also increased by 50 for each unique Burn effect source that the unit being healed has, up to 10. Healing granted by pools counts as self-healing. View augment details | Gold | T1 | 47.03% | 8.88% | 1,027 |
Casting an ability heals you for 5 – 60 (based on level) (+ 1% maximum health) . View augment details | Gold | T1 | 46.82% | 5.85% | 677 |
Immobilizing or grounding an enemy champion grants 10 bonus armor and bonus magic resistance for 10 seconds, stacking up to 10 times for a total of 100 bonus resistances, and refreshing on subsequent triggers (5 second cooldown per cast instance ). View augment details | Silver | T1 | 46.70% | 5.50% | 636 |
Quest: Obtain Heartsteel and accumulate over 300 bonus health from Colossal Consumption . Reward: Upon completing your Quest , increase the bonus health gained from Heartsteel's Colossal Consumption by 200%. View augment details | Gold | T1 | 46.60% | 21.50% | 2,487 |
Immobilizing or grounding an enemy champion grants a shield for 3 seconds that absorbs 150 – 450 (based on level) (+ 4% maximum health) damage (5 second cooldown per cast instance ). Shields can stack between multiple triggers of this effect, though not refreshing the duration of previous shields. View augment details | Prismatic | T1 | 46.53% | 5.72% | 662 |
Immobilizing or grounding an enemy champion grants you 20 bonus health , stacking infinitely (5 second cooldown per cast instance ). View augment details | Gold | T1 | 46.27% | 16.82% | 1,945 |
Immobilizing or grounding an enemy champion heals you for 30 – 250 (based on level) (+ 1. 5 % maximum health) (5 second cooldown per cast instance ). View augment details | Silver | T1 | 44.69% | 6.68% | 772 |
Grants the Mountain Dragon Soul , or a different Dragon Soul if you aleady have it. View augment details | Silver | T1 | 44.03% | 5.14% | 595 |
Your Recall is now functional and is upgraded to Empowered Recall . Completing an Empowered Recall channel enables the shop . Additionally, the spawn platform will now provide healing and resource restoration for you. View augment details | Gold | T2 | 54.49% | 1.35% | 156 |
Gain 1750 upon acquiring this augment. View augment details | Gold | T2 | 54.01% | 1.62% | 187 |
Heal for 0. 2 – 1. 2 (based on level) (+ 0. 01 % maximum health) per 10 units travelled. View augment details | Gold | T2 | 52.88% | 1.80% | 208 |
Automatically cast a modified version of Rakan's The Quickness , empowering you to break into a captivating sprint for 6 seconds. While empowered, you gain ghosting and 50% bonus movement speed , and enemies you collide with are knocked down and become charmed for 1. 5 seconds (25 second cooldown). A sparkly tiara will descend upon you 2. 5 seconds before the effect activates. View augment details | Prismatic | T2 | 52.72% | 2.71% | 313 |
Your Mark is empowered to instead throw a pinball, which deals 100 – 500 (based on level) bonus true damage and ricochets off of terrain that it collides with. Each time the pinball ricochets, its remaining travel distance is reset, it increases in radius by 25%, deals 20% increased damage, and reduces Mark's remaining cooldown by 30% of its total. The pinball can ricochet up to 4 times, for a maximum radius increase of 100% and a damage increase of 80%. Additionally, your Mark's cooldown is reduced equivalent to 50 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . View augment details | Gold | T2 | 52.60% | 2.50% | 289 |
Upgrades your Mark into a massive snowball, empowering it with an increased size radius and the ability to pass through non-champions. The snowball additionally explodes upon impact of the target hit to deal 200 – 350 (based on level) (+ 100% bonus AD) (+ 60% AP) magic damage to all nearby enemies, knock them up for 0. 75 seconds, and slow them by 20% for 2 seconds. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . Non-champions hit by the snowball are stunned for 1. 25 seconds. View augment details | Prismatic | T2 | 52.49% | 1.91% | 221 |
Upon death, you explode to deal true damage equal to 20% of the target's maximum health to enemies within 500 units. View augment details | Silver | T2 | 52.02% | 1.71% | 198 |
Gain 60 ability haste , increased by 3 each time you score a champion takedown . View augment details | Prismatic | T2 | 50.99% | 1.31% | 151 |
Gain two completely random augments, excluding the other two offerings in your current assortment. View augment details | Prismatic | T2 | 50.77% | 1.69% | 195 |
Replace a summoner spell with Laser Heal . Laser Heal: Channel for up to 2. 5 seconds to project an energy beam in the target direction, during which you can steer the beam in the direction of the cursor. The beam heals you and allies within for 200 – 550 (based on level) (+ 70% AP) (+ 50% bonus health) and deals 100 – 350 (based on level) (+ 50% AP) magic damage to enemies within, both over the duration. Enemies hit are also slowed by 20%. Laser Heal can be recast during the channel to end it early. Healing granted by the laser counts as self-healing. View augment details | Prismatic | T2 | 50.41% | 3.16% | 365 |
Your Mark is empowered to hail a snowstorm at the location where the target was hit for 2 seconds, granting sight of the area and dealing [ 200 (+ 200% bonus AD) (+ 120% AP) magic damage ] to enemies within over the duration, as well as slowing them by 50% (+ 6% per 100 AP) . Additionally, your Mark's cooldown is reduced equivalent to 50 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . View augment details | Gold | T2 | 50.29% | 2.99% | 346 |
Each instance of damage dealt to an enemy reduces their armor and magic resistance by 1. 5 % for 4 seconds, stacking up to 20 times for a total of 30% resistances reduction. View augment details | Silver | T2 | 50.00% | 2.42% | 280 |
Casting your ultimate ability empowers you for 10 seconds, causing you to gain a shield for 50% of your maximum health , 20% omnivamp , and 30% bonus movement speed for the duration (20 second cooldown). View augment details | Prismatic | T2 | 49.71% | 1.48% | 171 |
Scoring a champion takedown generates a stack, stacking infinitely. For each stack, gain 8 ability haste and 1% bonus movement speed , and reduce your size by 4%. Lose 65% of stacks on death. Size reduction is capped at 80% (20 stacks). View augment details | Gold | T2 | 48.89% | 2.72% | 315 |
Gain 3 Stat Anvils , with a higher chance of obtaining Gold and Prismatic tier anvils. View augment details | Gold | T2 | 48.60% | 2.47% | 286 |
Gain one random Gold augment, excluding the other two offerings in your current assortment. View augment details | Silver | T2 | 48.51% | 2.32% | 268 |
Scoring a takedown against an enemy champion within 3 seconds of damaging them renders you invisible for 1. 5 seconds. Attacking or casting abilites ends the stealth immediately. View augment details | Gold | T2 | 47.94% | 2.31% | 267 |
Upon entering the enemy team's gate or Catapult for the first time, either of which are located near their spawn , you become Kinged , causing you to gain one random Prismatic-tier augment and the first eligible Legendary item in your inventory to be upgraded with improved stats. The gold value of all upgradeable stats on the item is increased by exactly 1000 . King Me prioritize upgrading the first Legendary item eligible for a upgrade based on its position in the inventory, detecting each slot until an eligible item is found. View augment details | Prismatic | T2 | 47.56% | 1.42% | 164 |
Your champion's third basic ability (E) gains 100 ability haste . View augment details | Gold | T2 | 47.45% | 1.69% | 196 |
Upon dropping below 50% maximum health , you are healed for 30% maximum health over 3 seconds (45 second cooldown, reset upon death). View augment details | Gold | T2 | 46.83% | 2.46% | 284 |
Red envelopes will now randomly appear around you every 25 – 15 (based on level) seconds. You can pick up these envelopes by moving over them, granting you between 8 – 15 (based on level) and 22 – 46 (based on level) gold , and 100 bonus movement speed for 3 seconds. Additionally, whenever you pick an envelope, you gain one of the following stats by random: 5 bonus attack damage 5 ability power 5 ability haste 5 bonus armor 5 bonus magic resistance 50 bonus health 10% bonus attack speed 5 bonus movement speed 5 Lethality 5 magic penetration View augment details | Gold | T2 | 46.72% | 1.98% | 229 |
Grants the Ocean Dragon Soul , which has a modified base heal value of 100, or a different Dragon Soul if you aleady have it. View augment details | Silver | T2 | 46.36% | 1.31% | 151 |
Automatically cast an improved version of Camille's Tactical Sweep when an enemy champion is within 650 units of you, winding up over 0. 75 seconds to slash in a 650 radius around you. The slash deals 200 – 350 (based on level) (+ 75% bonus AD) (+ 45% AP) physical damage to enemies within the area (30 second cooldown). Enemies hit by the outer edge of the circle take bonus physical damage equal to 10% (+ 2. 5 % per 100 bonus AD) (+ 1. 6 % per 100 AP) (+ 0. 1 % per 100 bonus health) of their maximum health and are slowed by 80% decaying over 2 seconds. Additionally, you are healed for 80% of the bonus post-mitigation damage against enemy champions hit by the outer edge. View augment details | Prismatic | T2 | 46.24% | 1.50% | 173 |
Replace a summoner spell with Growth Spurt . Growth Spurt: Enlarge yourself, causing you to knock up enemies within 400 units for 1 second. For the next 7 seconds, you gain 300 (+ 20% maximum health) bonus health and 50% increased size. View augment details | Gold | T2 | 45.83% | 2.28% | 264 |
Your heals and shields now have a chance equal to your critical strike chance to increase in effectiveness by 40% (5 second cooldown per cast instance ). Additionally, gain 25% critical strike chance . View augment details | Gold | T2 | 45.80% | 2.47% | 286 |
Grants 60 ability haste . View augment details | Gold | T2 | 45.29% | 1.47% | 170 |
Basic attacks on-hit against enemy champions and minions grant 10 bonus movement speed , lasting for 5 seconds, refreshing on subsequent triggers, and stacking infinitely. Additionally, gain bonus attack speed equal to 10% total movement speed . View augment details | Prismatic | T2 | 45.14% | 1.25% | 144 |
Basic attacks on-hit deal ( 20 – 40 / 10 – 20) (based on level) (+ ( 25% / 20%) bonus armor) bonus true damage . Additionally, gain 50% bonus attack speed . View augment details | Prismatic | T2 | 45.07% | 3.07% | 355 |
Hitting an enemy champion with Mark casts a random harmful summoner spell on them, and also casts a random beneficial summoner spell on yourself. Using Dash casts the beneficial summoner spell on yourself again upon arrival. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. Harmful summoner spells include Exhaust and Ignite , while beneficial ones consist of Barrier , Clarity , Cleanse , Ghost , and Heal . If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . View augment details | Gold | T2 | 45.04% | 2.44% | 282 |
Upgrades Hubris , empowering Eminence to heal you for 2. 5 % (+ 0. 5 % per stack) maximum health upon being triggered and grant you 10 (+ 5 per stack) bonus movement speed for its duration. Additionally, gain 250 . View augment details | Gold | T2 | 44.97% | 1.29% | 149 |
Immobilizing or grounding an enemy champion summons a comet above them that lands at their current location after 1 second, dealing 50 – 150 (based on level) (+ 40% AP) (+ 4% of your maximum health) magic damage to enemies within the area (6 second cooldown per target per cast instance ). View augment details | Prismatic | T2 | 44.67% | 2.11% | 244 |
Your slowing effects reduce the movement speed of targets by an additional 75 . View augment details | Silver | T2 | 44.22% | 1.27% | 147 |
Grants 100 item haste , which is equivalent to 50% cooldown reduction for items. View augment details | Gold | T2 | 44.11% | 3.16% | 365 |
Automatically cast an improved version of Sivir's Boomerang Blade at the closest nearby enemy champion within 1250 units, dealing 40 – 200 (based on level) (+ 30% bonus AD) (+ 20% AP) adaptive damage to enemies hit (10 second cooldown). View augment details | Gold | T2 | 44.09% | 1.61% | 186 |
Gain 2 Stat Anvils . View augment details | Silver | T2 | 43.93% | 1.50% | 173 |
Upon dropping below 35% of your maximum health , gain a shield for 65% of your maximum health , 150% bonus movement speed , and reduced size (75 second cooldown). These effects all decay over 5. 5 seconds. View augment details | Silver | T2 | 43.84% | 1.26% | 146 |
Immobilizing or grounding an enemy champion inflicts them with a Burn for 5 seconds, dealing magic damage equal to [ 0. 8 % of the target's maximum health per second] (5 second cooldown per cast instance ). This Burn stacks infinitely and refreshes with each application. View augment details | Silver | T2 | 43.71% | 2.89% | 334 |
After dashing or blinking , gain a shield that lasts for 2 seconds and absorbs 65 – 290 (based on level) (+ 65% AD) (+ 26% AP) damage (5 second cooldown). View augment details | Silver | T2 | 43.65% | 1.09% | 126 |
Gain 50 bonus movement speed and 40% slow resist . View augment details | Silver | T2 | 43.24% | 1.28% | 148 |
After using the Dash spell from Mark , you become invulnerable for 1. 5 seconds upon arrival. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . View augment details | Prismatic | T2 | 42.34% | 1.18% | 137 |
Grants bonus health equal to 50% maximum mana . View augment details | Silver | T2 | 42.13% | 1.87% | 216 |
Basic attacks on-hit grant 6 – 18 (based on level) ability power and damaging abilities once per cast instance grant 3 – 9 (based on level) bonus attack damage , lasting for 5 seconds, with the duration of both refreshing on subsequent hits, and stacking infinitely. View augment details | Prismatic | T2 | 41.79% | 1.16% | 134 |
Whenever you damage an enemy champion with an ability, gain 200 bonus movement speed decaying over 0. 75 seconds. View augment details | Silver | T2 | 39.34% | 1.82% | 211 |
Gain 25% (+ 35% per 100 bonus armor) (+ 35% per 100 bonus magic resistance) heal and shield power . View augment details | Prismatic | T2 | 38.05% | 1.77% | 205 |
Your champion's first basic ability (Q) gains 100 ability haste . View augment details | Gold | T2 | 37.50% | 1.52% | 176 |
Gain Shaco's Backstab , Deceive and Hallucinate's explosion. Replace a summoner spell with Deceive . Passive - Backstab: Your basic attacks deal 20 – 35 (based on level) (+ 50% bonus AD) (+ 35% AP) bonus physical damage on-hit when hitting an enemy from behind. Active - Deceive: Become invisible for up to 3 seconds and blink to the target location within 400 units after a 0. 125 -second delay. Your next basic attack while in stealth deals 100 (+ 150% bonus AD) (+ 55% AP) bonus physical damage , increased to [ 155 (+ 232. 5 % bonus AD) (+ 85. 25 % AP) bonus physical damage ] if Backstab was applied (45 second cooldown). Passive - Hallucinate Death: Upon your death, release an explosion in a 350 radius of your death location, dealing 25% of target's maximum health true damage to enemies within. Additionally, you deploy a box at the location of your death that instantly fears nearby enemies for 1 second. This box does not attack but lasts for 3 seconds. View augment details | Prismatic | T3 | 60.78% | 0.44% | 51 |
Grants a spell shield that blocks the next hostile ability (30 second cooldown, timer does not restart from champion damage taken). View augment details | Silver | T3 | 56.52% | 0.60% | 69 |
Gain 15 ability power and 8 bonus magic resistance for each headwear item or hat you have in your inventory, reduced to 8 ability power and 4 bonus magic resistance for hats obtained from Cappa Juice and Stat Bonus . Eligible Items: Abyssal Mask , Bloodletter's Curse , Cosmic Drive , Diadem of Songs , Edge of Night , Experimental Hexplate , Fimbulwinter , Haunting Guise , Hollow Radiance , Hubris , Jak'Sho, The Protean , Knight's Vow , Liandry's Torment , Rabadon's Deathcap , Riftmaker , Shurelya's Battlesong , Spectre's Cowl , Whispering Circlet , Wooglet's Witchcap View augment details | Silver | T3 | 55.70% | 0.68% | 79 |
获得魄罗之王的弹跳!魄罗之王的弹跳:变形为【魄罗之王】3秒!你现在处于不可阻挡和幽灵状态。获得?伤害减免和?移动速度,但被沉默且无法攻击。此外,每1秒都会弹跳,在着陆时对附近的敌方英雄们造成?物理伤害和击退。【魄罗之王】的每次施放仅能对同一敌人造成一次击退。已防止的伤害:?已造成的伤害:?被弹跳的敌人数:? View augment details | Prismatic | T3 | 54.24% | 1.02% | 118 |
Replace a summoner spell with Droppybara . Droppybara: Call upon a massive capybara to land down at the target location after 2. 5 seconds, dealing true damage equal to the 30% of the target's maximum health to enemies within a 650 radius. Deals 70% damage to minions. This augment is only offered to up to 1 player on each team for a given game. View augment details | Prismatic | T3 | 51.95% | 0.67% | 77 |
Replace a summoner spell with Feel the Burn . Feel the Burn: Casts both Exhaust and Ignite on all enemy champions within 800 units, with the former having its slow strength increased to 50% and the latter modified to deal 70 – 410 (based on level) true damage over the duration. This effect counts as a Burn source. View augment details | Prismatic | T3 | 51.85% | 0.47% | 54 |
Grants the Crest of Cinders and Crest of Insight buffs permanently. Crest of Cinders: Empowers your basic attacks to slow the target by ( 10% / 15% / 25% / 5% / 7. 5 % / 12. 5 %) (based on level) for 3 seconds and inflict them with a burn for 2 seconds, which deals 8 – 76 (based on level) total true damage over 3 instances over the duration. Each instance deals 2. 67 – 25. 33 (based on level) true damage , with the first instance being applied on-hit and the second and third instances dealt each second over the burn's duration. Subsequent attacks against a burning target will only refresh its duration. While out-of-combat with enemy champions and turrets , you regenerate [ 0. 5 % / 1% / 3% / 9% (based on level) maximum health every 5 seconds.] This effect counts as a Burn source. Crest of Insight: Grants 10 ability haste . If your champion uses mana , restores [ 5. 5 % of maximum mana every 5 seconds;] if your champion uses energy , instead restores [ 5. 5 % of maximum energy every 5 seconds.] View augment details | Silver | T3 | 50.91% | 0.95% | 110 |
Gain Leona's Sunlight . Sunlight: Your damaging abilities mark enemies, causing them to take 40 – 200 (based on level) bonus magic damage from your ally's next basic attack or ability hit against them (0. 75 -second cooldown per target). View augment details | Gold | T3 | 50.91% | 0.48% | 55 |
Gain the Fleet Footwork and Grasp of the Undying keystone runes. View augment details | Gold | T3 | 50.72% | 0.60% | 69 |
Your abilities apply on-hit effects (1 second cooldown per target). View augment details | Gold | T3 | 50.00% | 0.74% | 86 |
Grants 3 random Dragon Souls . View augment details | Prismatic | T3 | 49.23% | 0.56% | 65 |
You summon a Poro alongside yourself every 3. 5 seconds, up to 5 at a time. Damaging an enemy champion with a basic attack or ability, excluding those which apply damage over time , commands all of your Poros to launch themselves at the target, each dealing true damage equal to 3% of the target's maximum health . If triggered while at the maximum number of summoned Poros , the first Poro to hit the target also knocks them up for 0. 5 seconds. This augment is only offered to up to 1 player on each team for a given game. View augment details | Gold | T3 | 49.06% | 0.46% | 53 |
Dashing or blinking grants 12 bonus armor and bonus magic resistance , stacking up to 5 times for a total of 60 bonus resistances. Stacks are reset every 60 seconds since acquiring the augment. View augment details | Gold | T3 | 48.81% | 0.73% | 84 |
Grants 60% bonus attack speed . View augment details | Silver | T3 | 48.53% | 0.59% | 68 |
Damage dealt by items and damage over time effects can now critically strike for (145% + bonus critical damage ) damage (5 second cooldown per cast instance ). Additionally, gain 25% critical strike chance . If both Jeweled Gauntlet and Vulnerability are equipped, only rolls the critical strike chance of the augment that has the higher critical damage (or either if equal). View augment details | Gold | T3 | 47.17% | 0.46% | 53 |
Gain 4 Stat Anvils , with a higher chance of obtaining Gold and Prismatic tier anvils. Additionally, on the next round of augment selection, you gain an additional reroll per augment slot. View augment details | Prismatic | T3 | 47.06% | 1.03% | 119 |
Your champion's second basic ability (W) gains 100 ability haste . View augment details | Gold | T3 | 46.67% | 0.52% | 60 |
Upon dropping below 35% of your maximum health , you knock back all enemies within a 500 radius by 750 units and slow them by 90% for 1. 5 seconds (25 second cooldown, resets upon death). View augment details | Silver | T3 | 45.95% | 0.64% | 74 |
Your current augments transform into an equal number of completely random Prismatic ones. View augment details | Prismatic | T3 | 45.79% | 0.93% | 107 |
Automatically cast a modified version of Ahri's Fox-Fire , gaining 25% bonus movement speed that decays over 2 seconds and conjuring 3 flames that orbit you clockwise for up to 2. 5 seconds at a radius of 150 units. The flames will fly toward the nearest visible enemy champion within 550 units, dealing 35 – 160 (based on level) (+ 25% bonus AD (+ 25% AP) adaptive damage , reduced to [10. 5 – 48 (based on level) (+ 7. 5 % bonus AD (+ 7. 5 % AP) ] for enemies hit by subsequent flames from the same cast (7 second cooldown). View augment details | Silver | T3 | 45.61% | 0.99% | 114 |
Casting your ultimate ability grants you crowd control immunity for 3 seconds (8 second cooldown). View augment details | Silver | T3 | 45.00% | 0.52% | 60 |
Damaging enemies with your ultimate ability polymorphs them into harmless critters for 2 seconds, during which their base movement speed is reduced by 60 , and disarms them for the same duration (15 second cooldown per target). View augment details | Prismatic | T3 | 45.00% | 0.52% | 60 |
Casting your ultimate ability grants you an aura for 2 seconds, growing in size over the duration to up to 500 units. After the duration, you taunt all enemies within the aura for 2 seconds and gain 50% damage reduction for the same duration (30 second cooldown). Additionally, gain 30 ultimate haste. Aura is activated once the ultimate's effect starts or has elapsed. View augment details | Prismatic | T3 | 43.94% | 0.57% | 66 |
Gain Critical Defend Chance equal to 100% critical strike chance , up to 50%. Additionally, gain 25% critical strike chance . Critical Defend Chance: Grants you a chance to reduce an instance of damage taken by 20% (5 second cooldown per enemy spell cast instance ). View augment details | Silver | T3 | 43.75% | 0.83% | 96 |
Grants the Hextech Dragon Soul , or a different Dragon Soul if you aleady have it. View augment details | Silver | T3 | 43.64% | 0.48% | 55 |
Casting your ultimate ability resets its cooldown once its effect starts or has elapsed (75 second cooldown, reset upon death). View augment details | Prismatic | T3 | 43.18% | 0.76% | 88 |
Basic attacks on-hit reduce the target's damage dealt by 15% for 3 seconds, refreshing with each hit. Their size is also reduced significantly for the duration. View augment details | Gold | T3 | 43.04% | 0.68% | 79 |
Upon acquiring this augment and each time you respawn, gain either 30% adaptive force , 20% bonus health , and 40% increased size or 70 ability haste , 40% bonus movement speed , and 40% reduced size. View augment details | Prismatic | T3 | 41.07% | 0.48% | 56 |
周期性地出现一个小蛋糕快速飞越整个大桥。接住小蛋糕会获得50 %i:goldCoins%金币。小蛋糕还会为你和附近的友军回复? + ?已损失生命值,但你们会被施加持续0.5秒的?减速。你的小蛋糕每治疗1000生命值,就会提供150 %i:goldCoins%金币。获得治疗的总和:?已赚取的金币:? View augment details | Prismatic | T3 | 40.78% | 0.89% | 103 |
Gain Veigar's Phenomenal Evil Power . Phenomenal Evil Power: Generate a permanent stack of Phenomenal Evil each time you damage an enemy champion with ability damage . This effect cannot trigger more than once every second globally and once every 3 seconds from the same cast instance . For each stack, gain 1 ability power . If this is not your first augment, start with 40 Phenomenal Evil stacks, granting you 40 ability power . View augment details | Gold | T3 | 40.54% | 0.64% | 74 |
Gain ( 200 / 100) bonus attack range. View augment details | Gold | T3 | 40.43% | 0.81% | 94 |
Scoring a champion takedown causes the area around the slain champion to explode in a 500 unit radius, dealing adaptive damage to enemies within equal to 15% of their current health and leaving behind a zone for 1. 5 seconds that slows enemies within by 60%. View augment details | Gold | T3 | 40.24% | 0.71% | 82 |
Braum Skill Combos
Extracted from the skill order guide
R > Q > W > E (Condition: Heavy Dash or Cooldown Reset Augments)
Braum Counters
Counters and threats extracted from the matchup guide
Counters
5Braum counters these champions in ARAM: Mayhem.
Read counter detailsCountered By
5Braum is countered by these champions in ARAM: Mayhem.
Read counter detailsBraum Team Comp Highlights
Partner patterns extracted from the team comp guide
Needs a primary damage dealer to protect Braum's entire kit revolves around standing between his carry and the enemy team. Without a clear priority target to shield, his positioning loses focus. Needs allies with rapid attack speed or multi-hit spells — His passive, Concussive Blows, requires four stacks to stun. The faster his team applies those stacks, the faster the enemy dies. Needs waveclear or poke to set up engagements — Braum cannot clear minion waves efficiently. He needs teammates who can thin the wave so he can walk up and look for a Winter's Bite or Snowball without eating free poke. Top Synergy Pairings
1. Lucian (High Value — The Classic Duo)
Synergy Mechanism: Instant passive stacks from Lucian's double-shot passive. Braum's shield covers Lucian during his dash-and-fire pattern. Combo: Braum lands Winter's Bite on a priority target. Lucian Relentless Pursuit forward, double-auto, then Piercing Light. The stun procs before the enemy can flash. Best Scenario: The enemy team has a squishy backline that relies on positioning. Braum and Lucian delete one person instantly, turning the fight into a 4v5. Enemy Answer: Hard disengage or untargetability. Champions like Fizz, Vladimir, or Master Yi can dodge the Winter's Bite or the follow-up burst. If the initial pick fails, Lucian is now overextended. Failure Risk: Lucian dies if he dashes into a trap. If Braum misses his shield or the enemy has a point-and-click CC chain like Ryze or Twisted Fate, Lucian gets collapsed on. Recovery: Braum pops Glacial Fissure to create a zone of slow and knockup. He shields Lucian's retreat path, eating the returning poke while Lucian resets.
2. Twitch (High Value — The Extended Trade King)
Synergy Mechanism: Braum's shield blocks the skill shots that would force Twitch out of his ultimate. Twitch's high attack speed rapidly triggers Braum's passive across multiple targets. Combo: Twitch opens Ambush and repositions. Braum walks forward with shield up. Twitch activates Spray and Pray. Braum uses Glacial Fissure if enemies try to dive, creating a kill zone. Best Scenario: Enemy team is grouped in a choke point or corridor. Twitch's bolts pierce everyone while Braum's shield covers the only angle of return fire. Enemy Answer: Flanks or burst mages who do not rely on projectiles. Champions like Katarina, Kha'Zix, or Zed can bypass the shield and delete Twitch before Braum can react. Failure Risk: Twitch gets caught out while stealthed or during his ultimate channel. Braum cannot shield damage from behind or from instant point-blank bursts. Recovery: Braum peels with Winter's Bite and body-blocks the exit path. He buys time for Twitch to re-stealth or for the rest of the team to collapse.
3. Yasuo (Medium-High Value — The Windwall Combo)
Synergy Mechanism: Layered projectile blocking. Braun holds his shield for the angle Windwall does not cover. Yasuo dashes through targets, stacking Braum's passive. Combo: Braum lands Glacial Fissure through the enemy team. Yasuo follows with Last Breath on the knocked-up targets. The chain CC keeps the enemy airborne or stunned for nearly three seconds. Best Scenario: The enemy team relies heavily on skill shots—Nidalee, Ezreal, Lux, or Varus. The double wall makes them useless for the duration of the fight. Enemy Answer: Champions who ignore walls. Samira's ultimate cuts through, and melee divers like Darius or Garen just walk around the shield. Failure Risk: Yasuo gets caught in a bad dash and dies instantly. Braum cannot save a Yasuo who dives too deep without backup. Recovery: Braum uses his shield to cover Yasuo's retreat, but if Yasuo is too far forward, the recovery window is slim. Braum must save Glacial Fissure for disengage.
4. Miss Fortune (Medium Value — The AoE Death Zone) Miss Fortune provides the waveclear Braum lacks and the AoE damage to exploit his crowd control. When Braum lands a Glacial Fissure, it slows and knocks up a wide line. Miss Fortune drops Bullet Time on top of the disabled enemies. They cannot walk out of the ultimate because of the slow, and they cannot interrupt her because of the knockup chain.
Synergy Mechanism: Glacial Fissure sets up a guaranteed Bullet Time. Braum's shield protects Miss Fortune during her channel, which is her most vulnerable moment. Combo: Braum Flash-Ultimates or uses Snowball to engage. Miss Fortune immediately channels Bullet Time on the clustered targets. Braum turns his shield toward the enemy backline to block any interrupt attempts. Best Scenario: The enemy team is forced to fight in a narrow space. The ultimate hits everyone, and Braum's shield denies the counter-poke. Enemy Answer: Instant hard CC to stop Bullet Time. Champions like Leona, Alistar, or Pyke can break the combo if they get past the shield. Failure Risk: Miss Fortune gets interrupted or forced to cancel her ultimate. The team loses its primary burst window, and Braum's engage becomes a suicide mission. Recovery: Braum kites backward with Winter's Bite and shield, waiting for Miss Fortune's cooldowns. The team resets for a second pick attempt.
5. Jinx (Medium Value — The Snowball Accelerator)
Synergy Mechanism: Braum's passive stun guarantees Jinx's Chompers land. His shield keeps her alive during her ramp-up phase. Combo: Braum engages with Winter's Bite. Jinx throws Chompers behind the stunned target. When the stun ends, the enemy steps into the traps. Jinx gets a free kill, resets, and chases the rest. Best Scenario: The enemy has immobile squishies who cannot escape the Chomper chain. Jinx cleans up the fight after the first reset. Enemy Answer: Assassins who can gap-close and burst Jinx before Braum can shield. Zed, Talon, or Qiyana are major threats. Failure Risk: Jinx gets deleted instantly. Braum cannot shield damage that arrives faster than his reaction time. Recovery: Braum uses Glacial Fissure to cut off the chase. He body-blocks for the remaining carries and looks for a desperate Winter's Bite pick to salvage the fight. Closing Notes
Braum does not carry games with damage. He carries them by enabling the right allies and neutralizing the wrong enemies. Pick him when your team has a hyper-carry who needs a bodyguard, or when the enemy team is heavy on skill shots that Unbreakable can delete. Avoid picking him into teams that rely on point-and-click CC, true damage, or melee brawlers who ignore his shield. His value is entirely dependent on who stands behind him.
Braum ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Role Identity | Braum plays a patient defensive warden, peeling for carries and waiting for enemies to overextend before engaging with passive stuns. | Augments transform Braum into an active playmaker who creates engage windows, as playing purely reactive allows enemy augments to overwhelm you. | Stop playing passive observer; create trouble for enemies first. |
| Skill Priority | Players often max Q first for poke and slow duration, using the shield for extended trades and holding abilities for perfect moments. | Passive priority rises as the primary win condition; max W second for resistances as shorter fights make shield uptime less relevant than surviving burst. | Prioritize passive stuns over poke; burst survival matters more than attrition. |
| Shield Timing | You can hold E for extended trades, waiting for the right moment to block key abilities during longer engagements. | Burst windows are instant, requiring pre-emptive blocking on obvious windups; reacting late to augmented abilities means dying before the shield raises. | Block early rather than perfectly; a partial block beats waiting. |
| Ultimate Usage | R is typically saved for disengage or the perfect multi-person knockup, rewarding patience for big plays. | Ability haste augments let you use R as a fight-starter; a two-man knockup now is worth more than holding for a defensive play that never comes. | Use R frequently to start skirmishes rather than saving it. |
| Death Timer Risk | Long early death timers mean a bad trade at level 3 can cost your team the tower, forcing cautious play. | Reduced timers let you afford aggressive plays like flash-W stuns or body-blocking lethals, as you respawn fast enough to defend. | Calculated aggression is rewarded; dying for nothing is the real loss. |
Champion Analysis
Role / Current performance
Braum the Heart of the Freljord serves as one of the most reliable frontline protectors in Hextech Mayhem, leveraging dramatically reduced cooldowns to raise his massive shield with unprecedented frequency. His core role combines frontline protection, crowd control, and projectile interception, making him an essential anchor for teams seeking defensive stability in the chaotic environment of this mode. His gameplay revolves around protection and crowd control mechanics that become significantly more potent in Hextech Mayhem. Braum's passive, Concussive Blows, stacks on enemies through his basic attacks and Winter's Bite, stunning targets when fully stacked. Teammates can help trigger these stuns quickly with their own basic attacks, creating opportunities for coordinated crowd control chains. Winter's Bite launches a frost fragment that deals damage, slows enemies, and applies passive stacks, with frequent use enabling continuous slows and stuns throughout engagements. Stand Behind Me allows Braum to leap to an ally while granting them bonus armor and magic resistance, making it essential for protecting key allies who become priority targets. This mobility tool reinforces his identity as a selfless protector who can reposition to wherever defensive support is needed most. His signature skill, Unbreakable, raises his shield to intercept projectiles, and in Hextech Mayhem it perfectly blocks enemy ranged attacks and abilities while protecting allies positioned behind him. This projectile interception capability defines his strategic value against poke-heavy compositions. Glacial Fissure serves as Braum's ultimate crowd control tool, sending a shockwave that knocks up enemies and creates a persistent slow zone. In Hextech Mayhem, this ability almost always hits multiple enemies due to the constant clustering and frequent fighting that characterizes the mode. The combination of knock-up crowd control and area denial makes his ultimate a powerful initiation or disengagement tool. Braum's worldview centers on protection as the true measure of strength, and this philosophy translates directly into his gameplay identity. He excels at creating safe spaces for teammates to operate, intercepting dangerous projectiles, and locking down threats through his passive stun mechanic. His strategic value lies in his ability to dramatically reduce incoming damage for his team while providing consistent crowd control that teammates can capitalize on. Builds focusing on health and resistances maximize his protective capability and survivability, allowing him to remain an effective frontline presence throughout extended fights. Braum the Heart of the Freljord stands as a defensive cornerstone whose reduced cooldowns in Hextech Mayhem transform him into an exceptionally consistent guardian for any team composition.
Core Tips
Long-form tips / Play pattern
Braum the Heart of the Freljord does not start fights like Leona or Alistar. Instead, he walks forward, absorbs cooldowns, and looks for stun chains. In Mayhem where damage is high and cooldowns are short, engage relies on Glacial Fissure or a well-timed Snowball into melee Q. Do not throw Q to poke unless you can follow up. Save it for enemies out of position or when your team is ready to dive. Counter-engage is where Braum shines. When enemies dive your backline, turn and cast R beneath their feet. The knockup creates a barrier that slows chasers. Jump to your carry with Unbreakable and proc the passive stun on the diver, turning retreat into a kill. Braum controls the center of the single lane. Stand between melee and ranged minions, forcing enemies to target your shield or the wave. Against poke, juke side-to-side while holding your shield. In Mayhem, holding E until a projectile is airborne is risky but necessary. Pop it too early and enemies wait for it to drop before dumping cooldowns. Your job is not to kill the enemy carry but to make their life miserable. Tag the frontline with Concussive Blows, then auto-attack nearby targets to spread pressure. Once the stun pops, switch targets. Keeping multiple enemies near stun threshold forces them to back off. Focus Q on high-mobility or squishy targets. Hitting tanks wastes damage since they heal, but hitting mages or ADCs forces resets. Snowball is your primary gap-closer. Never use it to farm. Throw it after enemies blow key crowd control. Snowballing into a Morgana binding or Janna tornado means free death. After landing Snowball, do not always dash instantly. The threat of the dash can force retreats. Cancel if the situation turns bad. If you dash, aim for multiple-target Qs or ulting the backline. Mayhem augments change ability timing. Shield augments that add damage or crowd control let you pseudo-initiate: run forward, absorb a hit to trigger the effect, then disengage. For ultimate augments, wait for clumps. Do not use R on single stragglers unless saving a teammate. Hit more enemies for more value from the slow field. Recognize wave rhythm. With advantage, stand on enemy siege minions and block damage while your wave crashes. When pushed, pull enemies to tower range. Q the first enemy approaching and let the tower apply pressure. If they dive, ult immediately and the tower shreds them while they are knocked up. Diving requires patience. Never dive first without R. Let damage dealers go in, then follow with E to block tower aggro or peel. Your shield absorbs tower shots. If tanking, jump out when health drops low. Do not greed for extra autos. Long death timers mean dying for nothing loses games. When behind, stop making hero plays. Shift to pure peel and disengage. Stand in front of your highest-damage teammate and block skillshots. Use R only to stop advances, not to start fights. Look for picks on overextended enemies. Hide in bushes or over walls, wait for them to pass, then Q-R to lock them down. Killing one overextended enemy stops momentum. When enemies siege your inhibitor, save your shield for big wave-clear abilities to keep your wave alive. Every ability must serve a purpose: save a life, stop a dive, or secure a kill.
Read full guidePlaystyle Guide
Playstyle / Team structure
Braum the Heart of the Freljord operates as a defensive frontline presence in the early stages of ARAM: Mayhem, positioning near melee minions or slightly ahead of the ranged wave to threaten Winter's Bite slows on approaching enemies. Creating space for teammates to land free hits takes priority over chasing damage. When facing strong level 1 poke, falling back and using Unbreakable to block the first major projectile wave is the correct response. Snowball should be reserved for checking bushes or following up on teammate engages rather than thrown randomly for chip damage. When Snowball hits a squishy target, flying in is only correct if teammates can follow up; otherwise, cancel the dash and use the mark to close distance for a Winter's Bite. The trading rhythm involves blocking a key spell with Unbreakable, then countering with Winter's Bite or a basic attack to stack Concussive Blows. Pushing with the wave to hit level 3 first is essential, and looking for a flash-Winter's Bite or flash-auto to start a stun chain becomes possible at level 6. During mid game, Braum groups with the main damage dealer and maintains dynamic positioning to intercept skillshots with Unbreakable. The shield's long cooldown in Mayhem means it must be saved for big burst or crowd control chains rather than minor poke. Glacial Fissure serves as both engage and disengage, used to start fights when hitting at least two enemies or cast directly underfoot to peel when teammates are being dove. Auto-attacking the closest target stacks Concussive Blows, after which backing off while the team focuses them is the correct approach. Moving between shield uses to dodge or reposition prevents standing in the open unprotected. In late game Mayhem where damage is very high, one bad shield use can be fatal. Braum's main role shifts to blocking the enemy's biggest spell with Unbreakable and stunning divers with the passive. When assassins or bruisers jump onto the carry, immediately auto-attacking them to stack Concussive Blows and using Winter's Bite to slow them down provides peel. Snowball becomes a gap-closer for picks on out-of-position squishy enemies, but flying in alone is a mistake. The shield becomes critical for blocking the first burst of a fight before repositioning. Mayhem accelerates passive stacking in team fights, making auto-attacking between shields a priority. Unbreakable gains value from high projectile density but the cooldown remains a risk that demands careful management. Snowball serves for repositioning in chaotic fights beyond just engage. Defensive augments enable more forward positioning, while damage augments should focus on Winter's Bite poke and passive procs without building full damage, as utility remains Braum's core strength.
Read full guideStrengths and Weaknesses
Strengths / Weaknesses
When Braum gains an early advantage through health stacking or defensive augments, he transitions from a defensive wall into an inevitable force. The key threshold is reaching enough combined durability that enemy damage dealers cannot burst through in one rotation, typically after a successful level six engage or early takedowns secured with Snowball flips. From ahead, Braum should force enemies under their tower rather than passively farming. His unbreakable shield allows him to walk up, absorb poke, and stand on the wave. When ahead, enemies cannot afford to trade autos because Braum's passive stacks faster than they can kill him. The Snowball into Flash into Ultimate combo opens fights, letting Braum survive the dive, land his ultimate on the backline, block counter-attacks with his shield, and enable his team to clean up. This aggression burns enemy summoner spells and takes inhibitors beyond just securing kills. Engaging when enemies are low on cooldowns or grouped in a choke point forces a numbers advantage or burns multiple sums, enabling free sieging. Augments granting bonus health or healing make Braum nearly unkillable and allow him to play further forward, using his body to zone enemies off health relics. Denying enemy sustain becomes as valuable as killing them. Throws happen when Braum disrespects respawn timers, diving deep under inhibitor towers alone without team follow-up. A death while ahead grants the enemy a shutdown and resets their gold deficit, so checking team position before committing to Snowball is essential. When enemy damage out-scales Braum's defensive items or his team lacks damage, he must switch to a pure peel mindset. The trigger condition is carries getting deleted before outputting damage or Braum getting poked down before fights start. Deep Snowball engages become suicide missions, so Braum should hold Snowball defensively to reposition to a carry or dodge critical skill shots. His role becomes standing between threats and damage dealers, raising his shield the moment enemies wind up projectiles. The ultimate should be saved for disengage, dropped directly on Braum's feet or his carry's position to create a zone of safety. The slow and knockup buys time for the team to retreat or turn the fight if enemies overextend. Using it to chase a low-health target across the map loses games. When an enemy assassin or diver commits to the backline, Braum auto-attacks the diver to stack his passive, then shields the burst damage, neutralizing the engage and forcing retreat or death by counter-attack. Augments offering sustain, damage reduction, or cooldown reduction on the shield help survive poke, with lower cooldowns allowing more damage waves to be blocked. If the team lacks damage, augments adding burn or on-hit effects to the passive help Braum contribute without building offensive items. Forcing fights to recover almost always leads to staggered spawn timers and instant losses. Braum must wait for enemy mistakes like over-diving or splitting up, as patience is the only recovery plan. Dying without burning enemy cooldowns ends the game, so Braum plays exclusively for the stun and the shield.
Read full guideChampion Background
Lore / Identity / Text block
Braum the Heart of the Freljord operates as a defensive powerhouse and stun specialist in ARAM: Mayhem, where the abundance of attack speed and ability haste transforms his passive into a relentless crowd control engine. Concussive Blows serves as his primary kill condition, applying stacks through basic attacks and Winter's Bite that culminate in a stun and bonus magic damage at four stacks. In this mode, Braum stacks the passive incredibly fast, functioning as a stun machine rather than merely a shield bot. The strategic approach involves opening with Q to apply the first stack from range, then closing distance with auto-attacks while using E to block incoming damage. Melee range is where the passive becomes lethal, and players should avoid chasing single targets for too long if they cannot safely reach them. Winter's Bite functions as Braum's primary ranged tool, firing a skillshot that applies a passive stack and slows the first target hit. The lower cooldowns in Mayhem allow for constant pressure, forcing enemies to respect the stun threat on every hit. Minions block the projectile, so enemies hiding behind their wave can deny engage opportunities. Maxing Q first is essential for maintaining pressure through damage increases and cooldown reduction. Stand Behind Me provides Braum's mobility and defensive steroid, allowing him to leap to allied champions or minions while granting bonus resistances to both. The repositioning capability matters more than the resistances in Mayhem's chaotic fights. W serves as either a gap closer or rescue button, enabling engage combos when jumping forward and peel combos when jumping to protect carries. Using W aggressively without a follow-up plan leaves Braum stranded and vulnerable. Unbreakable represents Braum's most powerful defensive tool in Mayhem, creating a directional shield that destroys incoming non-turret projectiles and reduces damage from attacks that penetrate it. The shield generates a safe zone for the team, capable of blocking ultimates and nullifying burst damage. Proper timing is critical; popping E too early allows enemies to wait it out, wasting the cooldown. The shield does not block attacks from behind, making positioning essential. Glacial Fissure delivers massive disruption through a line skillshot that knocks up enemies and leaves a slowing fissure. The first champion hit suffers the full knockup duration, while subsequent enemies are affected for a shorter time. In Mayhem's reduced cooldown environment, Braum should use R liberally when catching multiple enemies rather than saving it for perfect moments. Missing R leaves the team vulnerable to counter-engagement, so players should avoid firing blindly without a follow-up plan.
Read full guideMistakes to Avoid
Common mistakes / Risk control
Braum in Mayhem ARAM faces a faster pace, constant snowball threats, and heavy burst augments that prevent him from sitting back and peeling reactively. He must create openings, but one bad engagement ruins the team's front line. Mechanical mistakes often begin with casting Unbreakable too early before the enemy commits damage, causing the shield to expire or break before the real burst arrives. Braum should hold E until he sees the enemy's key projectile or telegraphed burst, reacting to the threat rather than the possibility. If E is wasted, he should disengage immediately using Glacial Fissure or walk back rather than tanking without protection. Holding Glacial Fissure for a perfect five-man knockup often results in dying with R ready while teammates fall. Mayhem mode moves too fast for perfection, so Braum should use R to disrupt engages, peel for his carry, or create a barrier between enemy lines. A one or two-man knockup that saves an ally outperforms a theoretical five-man ult that never happens. Missing Winter's Bite at max range when enemies retreat loses Braum's only ranged setup tool. He should save Q for when an ally has follow-up damage or when the enemy is slowed, or use it point-blank after jumping to a minion with W. Jumping to an ally with Stand Behind Me who is already doomed places Braum in a terrible position, often behind enemy lines. He should only W to allies healthy enough to turn or positioned to help block damage. Forgetting to auto-attack after applying Concussive Blows stacks delays the stun, allowing enemies to escape before lockdown lands. Braum should treat his passive like a combo finisher with Q, auto, auto sequences. Decision mistakes include using Snowball to engage into teams with heavy crowd control or anti-dive, which gets Braum instantly stunned and dying before pressing E or R. He should use Snowball to reposition or dodge key abilities instead. Standing in front of the team with E active when enemies have piercing or area-of-effect abilities blocks only one projectile while the rest hit the backline. Braum must position dynamically to intercept specific high-damage spells. Chasing low-health enemy carries into their tower or team during stalemates causes overextension and collapse. Braum is a facilitator, not an assassin, and should let retreating enemies go. Ignoring enemy snowball or engage augment telegraphs results in surprise engages that pick the team before Braum can react. He should track dangerous augments and hold E and R for those specific moments. Braum's margin for error in Mayhem is slim, and one mistimed shield or bad jump costs the team their only frontline, so he must play with patience, react to real threats, and always maintain an exit plan.
Read full guideFAQ
Braum
Is Braum strong in ARAM: Mayhem? He is a top-tier defensive pick because Mayhem's high damage output makes his shield invaluable. He excels at neutralizing poke and protecting all-in teammates, but he struggles to close games alone if his team lacks damage. Pick him when your composition has carries who need time to scale. What is Braum's main role in this mode? Your job is to stand between the enemy and your squishies. You block key projectiles with Unbreakable (E) and disrupt engages with Winter's Bite (Q) and Glacial Fissure (R). You enable your team to walk forward by absorbing the enemy's first big burst. How do I use Winter's Bite effectively? Use it to apply passive stacks on the enemy frontline or anyone trying to engage. If you hit a target, your team can quickly stack the stun, forcing them to retreat. Save it when an enemy dashes in so you can peel immediately.
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