Innate:Braum'sbasic attacks and Winter's Bite each apply a Concussive Blows stack to their target for 4 seconds, stacking up to 4 times, refreshing with each application. Once the first stack has been applied, any allied champion's basic attack on-hit applies an additional stack to the target.
Upon reaching 4 stacks on a target, Concussive Blows is consumed to deal 26 − 196 (based on level)magic damage and stun them for 1.25 − 1.75 (based on level) seconds.
This effect cannot apply to the same target more than once every few seconds. During this immunity period, affected targets take「 20% of the trigger damage as bonus magic damage 」「 5.2 − 39.2 (based on level)bonus magic damage 」from Braum's basic attacks.
Concussive Blows won't be applied if the attack is dodged or blocked.
𝐏𝐄𝐍𝐃𝐈𝐍𝐆 𝐅𝐎𝐑 𝐓𝐄𝐒𝐓: Concussive Blows' application via basic attack interaction with blind.
Active:Braumdashes to put himself between the target ally and the closest visible enemy championwithin 1500 units, and upon arrival grants himself and the ally bonus armor and bonus magic resistance for 3 seconds.
Active:Braum sets his shield in the target direction for a few seconds, creating a barrier that intercepts all incoming hostile non-turretprojectiles and reduces the damageBraum takes through the shield. The first instance of damage blocked by his shield is negated completely.
30 / 32.5 / 35 / 37.5 / 40%
3 / 3.25 / 3.5 / 3.75 / 4
While his shield is raised, Braum also gains 10% bonus movement speed and ghosting.
"My shield is here for you."
Incoming: Damage sources coming from somewhere facing the shield. Those coming from different sides are not affected.
Intercepting: A projectile hitting Braum because he is standing 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).
Moving units are not intercepted under any circumstance, including dashes. Champion summoned units are not classified as units until they hit the ground (e.g. Sapling Toss) and thus will interact with Unbreakable whilst en route.
Projectiles whose effects trigger on collision will still trigger - dealing damage, applying debuffs, creating area of effects and marking the target as 'hit'.
Abilities that deal area of effect damage on-collision will only damage Braum.
If Spinning Axe hits Braum, regardless of if its the first hit on the damage reduction or not, it will always bounce back and not be destroyed. This happens even if Braum intercepts the attack for an ally though the axe will bounce back from Braum and not the intended target.
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.
Projectiles that cannot hit Braum or his allies (such as an enemy Prismatic Barrier) will not be intercepted.
Active:Braum leaps into the air and slams his shield into the ground, creating a fissure that travels in the target direction, dealing magic damage to enemies within its path as well as those around Braum.
150 / 300 / 450 (+ 60% AP)
The first target hit is knocked up for at least 0.3 seconds, increased if they are further away from Braum. All other enemies hit are knocked up for 0.3 seconds.
Maximum Knockup Duration:
1 / 1.5 / 2
A field of ice is created along the fissure's path, lasting for 4 seconds and slowing enemies within the area every 0.25 seconds. The field disappears after the duration ends in the same order and speed it was created with.
Base damage increased to 150 / 300 / 450 from 150 / 250 / 350.
Old Effect: Enemy champions hit in the close vicinity are knocked up for 1 / 1.25 / 1.5 seconds, while enemies hit in the line are 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.
New Effect: The first target hit is knocked up for between 0.3 and 1 / 1.25 / 1.5 seconds, depending on distance from Braum. All other enemies hit are knocked up for 0.3 seconds.
Bug Fix: Fixed a bug where, when Braum tried to jump over a wall to a teammate with an enemy nearby, he would try to protect his teammate by facing the enemy but would then smack his butt into the wall and not actually jump over to safety.
Braum's basic attacks and Winter's Bite each apply Concussive Blows to his target for 5 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 / 1.5 / 1.75 (based on level) seconds and takes 70 − 240 (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.
Per-Target Cooldown:8 / 7 / 6 (based on level) seconds
Active:Braum propels ice from his shield in the target direction, dealing 80 / 125 / 170 / 215 / 260 (+ 2.5% maximum health) magic damage to the first enemy hit and slowing them by 70% decaying over 2 seconds.
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.
Active:Braum raises his shield for 3 / 3.25 / 3.5 / 3.75 / 4 seconds in the target direction, creating a barrier that intercepts incoming non-turret enemy projectiles and reduces the damage by 30 / 32.5 / 35 / 37.5 / 40% 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.
Active:Braum leaps into the air and slams his shield into the ground, creating a fissure in the target direction that deals 150 / 250 / 350 (+ 60% AP) magic damage to enemies as well as those around him.
Enemy champions hit in the close vicinity are knocked up for 1.5 seconds, while enemies hit in the line are 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 1.5 seconds.
A field of ice then remains at the fissure's location for 4 seconds, slowing enemies within by 60% persisting for 1.5 seconds.