Upon reaching 4 stacks, the target is stunned for 1.25 / 1.5 / 1.75 seconds and takes 32 + (8 × Braum's level) magic damage. After being stunned, an enemy cannot be affected by Concussive Blows again for a few seconds, during which time they instead take 6.4 + (1.6 × Braum's level) bonus magic damage from Braum's basic attacks and Winter's Bite.
Active: Braum propels ice from his shield in the targeted direction, dealing magic damage to the first enemy hit, applying Concussive Blows and slowing them by 70% for 2 seconds. The slow decays over its duration.
Magic Damage: 60 / 105 / 150 / 195 / 240 (+2.5% of max health)
Active: Braum leaps to the aid of the targeted ally, positioning himself between his target and the enemy champion closest to them. On arrival, Braum gains bonus armor and magic resist for 3 seconds. If his target is a champion, they will also receive this buff.
Unbreakable is a direction-targeted ability that generates a persistent barrier in front of Braum. The barrier is connected to Braum and will move with him, but its facing direction remains constant regardless of the direction Braum is moving.
Unbreakable has no cast time and does not interrupt Braum's previous orders.
Oncoming refers to sources of damage coming from a direction in front of the shield. Sources of damage that originate from behind the shield will not be affected.
Projectiles are any entities with a velocity that are not classified as a unit (champions, minions, monsters, etc).
Intercepting a projectile causes it to hit Braum regardless 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 dash abilities. Champion-summoned units, such as Orianna'sCommand: Attack and Maokai'sSapling Toss, are not considered to be units until they hit the ground - and thus will interact with Unbreakable while en route.
Projectiles whose effects trigger on collision will still happen upon hitting Braum — dealing damage, applying debuffs, creating slowing fields and marking the target as "hit" for the purposes of Zenith Blade'sdash or Infected Cleaver's health refund. Abilities that deal area of effect damage on-collision will only damage Braum, contrary to what Riot stated while Braum was in the PBE (possible bug).
If Draven'sSpinning Axe hits Braum, regardless if it's the first hit on the damage mitigation or not, it will ALWAYS bounce back, and will 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, such as Miasma and Aqua Prison, will apply their full effects to Braum but will be destroyed without affecting any other ally.
The damage reduction only benefits Braum. For example, if Xin Zhao'sAudacious Charge would path him through Unbreakable, only Braum will take reduced damage.
Damage over times are calculated per instance of damage. PENDING FOR TEST Be wary that the one-use 100% damage reduction will only mitigate a single tick.
If the damaged mitigated by Unbreakable exceeds a minimum threshold, it is represented with floating text similar to the damage mitigated by shields - e.g. -60. This floating text is always shown for the single source of damage that is mitigated by 100%.
For the purposes of abilities like Backstab, Braum's facing direction is the direction he's moving in - not the direction his face (or the shield) is looking. This is a recognised limitation of the game engine.
COST: 100 mana
COOLDOWN: 140 / 120 / 100
Active: Braum leaps into the air and slams his shield onto the ground, dealing magic damage to all enemies in the targeted direction 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.
Magic Damage: 150 / 250 / 350 (+60% AP)
Slow: 40 / 50 / 60%
If no enemy champions are hit in the point-blank area, the first enemy champion hit in the line is knocked up for a few seconds.
For the next 4 seconds a field of ice remains, slowing enemies that enter the area.