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ARAM · Howling AbyssMatchup guidePatch 16.20.1

Braum vs Lee Sin

Build, runes, abilities and practical pre-game checks in one queue-aware reference.

BraumVSLee Sin

Matchup guide

Choose the matchup

Search any two champions. ARAM uses one shared lane, so no Rift role selection is required.

VS
FormatOne shared lane

Choose two champions from the list.

ARAM context

One shared lane, one champion-specific plan

The page uses ARAM starting, shopping and teamfight rules. Its internal build source is not shown as a Rift assignment.

Howling Abyss
Review patch unknownRecommendation review pending

These patches track recommendation review, build validation and item lookup separately. Updating item data does not complete a build review.

Recommendation patch
— Data Dragon
Build validation patch
16.19.1 Data Dragon
Item lookup patch
16.20.1 Data Dragon

Howling Abyss rules

Prepare for one shared lane

ARAM removes the normal Rift role map. Build around the champion, the five-player team and the next fight instead.

01
Start together

Review rerolls and the shared bench, then leave with an opening that fits this champion and the team around it.

02
Shop while dead

You cannot Recall to buy. Plan components before leaving the shop and use each death timer deliberately.

03
Share health relics

A relic heals nearby allies after a short delay. Signal it and avoid taking the trigger when a lower-health teammate needs the area.

04
Fight with the wave

Minions create structure pressure and safer space. Clearing first can be more useful than forcing another low-health engage.

ARAM · Howling Abyss

ARAM engage support

Compare the opening with Riot's ARAM Recommended shop before leaving base. After that, purchases happen only while dead; the six usable inventory slots do not increase.

Death-only shopping
S
ARAM opening · separate from item 1

Guardian's Horn

950 gold

An ARAM health and regeneration starter to compare with the current Recommended shop.

1
Control defence

Mercury's Treads

1,250 gold

Adds magic resistance and tenacity against reducible crowd control.

2
Team shield

Locket of the Iron Solari

2,200 gold

Adds an immediate shield for nearby allies after a team commit.

3
Protect one ally

Knight's Vow

2,300 gold

Redirects protection toward one priority ally.

4
Against repeated attacks

Frozen Heart

2,500 gold

Adds armour and attack-speed reduction against repeated basic attacks.

5
Against magic damage

Kaenic Rookern

2,900 gold

Adds dedicated magic resistance against sustained spell damage.

6
Mixed resistance

Jak'Sho, The Protean

3,200 gold

Completes the permanent inventory with mixed resistance for extended front-line contact.

Buy this only after selling the Guardian starter when all six permanent slots are needed.

Complete build choices

Choose the route before play

Recommendation review pending

AlternativeToo much healingChempunk Chainsword adds anti-heal without abandoning attack damage and health.View full route

Best when: Chempunk Chainsword adds anti-heal without abandoning attack damage and health.

  1. Control defenceMercury's Treads
  2. Team shieldLocket of the Iron Solari
  3. Chempunk Chainsword
  4. Against repeated attacksFrozen Heart
  5. Against magic damageKaenic Rookern
  6. Mixed resistanceJak'Sho, The Protean

Buy this only after selling the Guardian starter when all six permanent slots are needed.

AlternativePhysical burstDeath's Dance delays physical damage so takedowns can stabilise the fight.View full route

Best when: Death's Dance delays physical damage so takedowns can stabilise the fight.

  1. Control defenceMercury's Treads
  2. Team shieldLocket of the Iron Solari
  3. Death's Dance
  4. Against repeated attacksFrozen Heart
  5. Against magic damageKaenic Rookern
  6. Mixed resistanceJak'Sho, The Protean

Buy this only after selling the Guardian starter when all six permanent slots are needed.

AlternativeThey stack armourBlack Cleaver shreds armour during extended fights.View full route

Best when: Black Cleaver shreds armour during extended fights.

  1. Control defenceMercury's Treads
  2. Team shieldLocket of the Iron Solari
  3. Black Cleaver
  4. Against repeated attacksFrozen Heart
  5. Against magic damageKaenic Rookern
  6. Mixed resistanceJak'Sho, The Protean

Buy this only after selling the Guardian starter when all six permanent slots are needed.

Complete build comparison

Complete build comparison

Recommendation review pending

AlternativeToo much healingChempunk Chainsword adds anti-heal without abandoning attack damage and health.View full route

Best when: Chempunk Chainsword adds anti-heal without abandoning attack damage and health.

  1. Control defenceMercury's Treads
  2. Team shieldLocket of the Iron Solari
  3. Chempunk Chainsword
  4. Against repeated attacksFrozen Heart
  5. Against magic damageKaenic Rookern
  6. Mixed resistanceJak'Sho, The Protean

Buy this only after selling the Guardian starter when all six permanent slots are needed.

AlternativePhysical burstDeath's Dance delays physical damage so takedowns can stabilise the fight.View full route

Best when: Death's Dance delays physical damage so takedowns can stabilise the fight.

  1. Control defenceMercury's Treads
  2. Team shieldLocket of the Iron Solari
  3. Death's Dance
  4. Against repeated attacksFrozen Heart
  5. Against magic damageKaenic Rookern
  6. Mixed resistanceJak'Sho, The Protean

Buy this only after selling the Guardian starter when all six permanent slots are needed.

AlternativeThey stack armourBlack Cleaver shreds armour during extended fights.View full route

Best when: Black Cleaver shreds armour during extended fights.

  1. Control defenceMercury's Treads
  2. Team shieldLocket of the Iron Solari
  3. Black Cleaver
  4. Against repeated attacksFrozen Heart
  5. Against magic damageKaenic Rookern
  6. Mixed resistanceJak'Sho, The Protean

Buy this only after selling the Guardian starter when all six permanent slots are needed.

Runes and summoner spells

Runes and summoner spellsBraumHowling Abyss

ARAM rewards reliable access to clustered fights. Mark helps a melee front liner enter; Flash preserves a separate escape or reposition.

ARAM
Primary tree

Resolve

Grasp of the UndyingFont of LifeConditioningOvergrowth
Secondary tree

Precision

TriumphLegend: Haste
Summoner spells
FlashMark
Howling Abyss only

Mark and Clarity are mode-specific choices. Do not copy this pair onto a Summoner's Rift page.

Protect the next fight

Choose the second spell around access, survival and team resources rather than treating every ARAM champion as a diver.

Matchup notes

What changes when Lee Sin is opposite you?

Pre-game kit comparison
Shared-lane interaction

Compare reliable reach and repeatable value

Track which champion can apply damage, control or protection without crossing the enemy team's safe space. ARAM does not turn this kit comparison into a lane-counter claim.

Team context first

Rerolls, allied range, engage and protection can matter more than either champion in isolation.

Your plan

Use the route you prepared

Use the champion-specific ARAM build as a starting reference, then check the current Recommended shop, your five-player composition and the next available death shop.

Ability reminders

Braum reminders

  • Work with your allies to stack Concussive Blows, encourage them to basic attack marked targets.
  • Leap in front of squishy friends and shield them from projectiles with Unbreakable.
  • Glacial Fissure leaves a powerful slow zone, position it well to split teamfights and slow the enemy approach.
Ability reminders

Against Lee Sin

  • Stay spread out to minimize the impact of Lee Sin's ultimate, Dragon's Rage.
  • Lee Sin has powerful tools to combat physical damage in Iron Will and Cripple but he is still vulnerable to magic damage.
  • Lee Sin relies heavily on following up with his abilities. Use disables to prevent him from chaining together his abilities and attacks.

Static alternatives

Compare the problem before changing the plan

These choices are not selected from live scores. Use one only after you identify the stated match problem yourself.

Too much healing

Chempunk Chainsword

Chempunk Chainsword adds anti-heal without abandoning attack damage and health.

Physical burst

Death's Dance

Death's Dance delays physical damage so takedowns can stabilise the fight.

They stack armour

Black Cleaver

Black Cleaver shreds armour during extended fights.

Only when enemy healing is deciding fights

Oblivion Orb

Oblivion Orb supplies healing reduction without committing to a completed Morellonomicon. Skip both when healing is not the problem or an ally already covers your target reliably. Healing reduction does not reduce shields.

Conditional component, not a core item. Complete Morellonomicon only when its stats and slot efficiency justify delaying another purchase.

Ability reference

Compare both kits

Ability reference Data Dragon 16.20.1

Cooldown (s) / Cost / Listed range (units) Data Dragon 16.20.1

Braum

  1. P
    Concussive Blows

    Braum's basic attacks apply Concussive Blows. Once the first stack is applied, ally basic attacks also stack Concussive Blows. Upon reaching 4 stacks, the target is stunned and takes magic damage. For the next few seconds they cannot receive new stacks, but take bonus magic damage from Braum's attacks.

  2. Q
    Winter's Bite

    Braum propels freezing ice from his shield, slowing and dealing magic damage. Applies a stack of Concussive Blows.

    Cooldown (s) 8/7.5/7/6.5/6 · Cost 45/50/55/60/65 · Listed range (units) 1000
  3. W
    Stand Behind Me

    Braum leaps to a target allied champion or minion. On arrival, Braum and the ally gain Armor and Magic Resist for a few seconds.

    Cooldown (s) 12/11/10/9/8 · Cost 40 · Listed range (units) 650
  4. E
    Unbreakable

    Braum raises his shield in a direction for several seconds, intercepting all projectiles causing them to hit him and be destroyed. He negates the damage of the first attack completely and reduces the damage of all subsequent attacks from this direction.

    The exported range is not a verified gameplay distance. Check the current ability tooltip.

    Cooldown (s) 16/14/12/10/8 · Cost 30/35/40/45/50
  5. R
    Glacial Fissure

    Braum slams the ground, knocking up enemies nearby and in a line in front of him. A fissure is left along the line that slows enemies.

    Cooldown (s) 130/115/100 · Cost 100 · Listed range (units) 1250

Lee Sin

  1. P
    Flurry

    After Lee Sin uses an ability, his next 2 basic attacks gain Attack Speed and return Energy.

  2. Q
    Sonic Wave / Resonating Strike

    Sonic Wave: Lee Sin projects a discordant wave of sound to locate his enemies, dealing physical damage to the first enemy it encounters. If Sonic Wave hits, Lee Sin can cast Resonating Strike for the next 3 seconds. Resonating Strike: Lee Sin dashes to the enemy hit by Sonic Wave, dealing physical damage based on the target's missing Health.

    Cooldown (s) 10/9/8/7/6 · Cost 50 · Listed range (units) 1100
  3. W
    Safeguard / Iron Will

    Safeguard: Lee Sin rushes to target ally, shielding himself from damage. If the ally is a champion, they are also shielded. After using Safeguard, Lee Sin can cast Iron Will. Iron Will: Lee Sin's intense training allows him to thrive in battle. Lee Sin gains Omnivamp.

    Cooldown (s) 7 · Cost 50 · Listed range (units) 700
  4. E
    Tempest / Cripple

    Tempest: Lee Sin smashes the ground, sending out a shockwave that deals magic damage and reveals enemy units hit. If Tempest hits an enemy, Lee Sin can cast cripple. Cripple: Lee Sin cripples nearby enemies damaged by Tempest, reducing their Move Speed. Move Speed recovers gradually over the duration.

    Cooldown (s) 8 · Cost 50 · Listed range (units) 450
  5. R
    Dragon's Rage

    Lee Sin performs a powerful roundhouse kick launching his target back, dealing physical damage to the target and any enemies they collide with. Enemies the target collides with are knocked into the air for a short duration. This technique was taught to him by Jesse Perring, although Lee Sin does not kick players off the map.

    Cooldown (s) 110/85/60 · Listed range (units) 375

Adapt the plan

What to do when the game changes

Judge the whole lane or map state, not only personal kills. Choose the situation closest to the current game.

Even plan

Trade around health, range and the next wave

1
Wave

Let the team clear without spending every important cooldown at once.

2
Map play

Track the shared lane, brush control and available relics rather than looking for a Rift rotation.

3
Fights

Use the champion's reliable range, protection or control before forcing a low-percentage engage.

Shared-lane plan

Braum on Howling Abyss

Read health, range, wave position and respawn timing together. ARAM has no side-lane rotation, neutral-objective setup or normal ward-control loop.

ARAM only
1
Before the fight

Clear or escort the wave, check which allies are alive and preserve enough health to use the champion's reliable range, protection or engage.

2
During the fight

Use the nearest safe target and the team's reachable follow-up. Do not cross the whole enemy formation for a single low-health champion.

3
After the fight

Push with surviving minions, take the safe structure damage available and reset only through a real death rather than donating one alone.

Keep preparing

Stay with Howling Abyss information

Open the complete ARAM build or compare another champion. Rift role counters are intentionally kept out of this page.

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