Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
Threats to Braum with this build
|Soraka||Easy game .|
Braum is a strong and resilient melee support capable of making game-changing plays while saving his team from a barrage of enemy attacks. He forms symbiotic bonds with the marksman he fights alongside, forming a wall between the two teams and leaping to the aid of his allies as he transitions into a late game tank
FlashFlash is core on almost every champion, but on Braum it can be a little more necessary than others Braums ability to reposition is limited to the availability of nearby allies and the cooldown of Stand Behind Me If you need to escape over a wall and there isn't an allied champion waiting for you the only way you can do that is by using Flash This spell also makes you much more resistant to all-ins and jungle ganks in lane as well as picks or initiations in the late game Flash might be enough to let you get that one last autoattack off and proc Concussive Blows to secure a late game kill that results in a baron for your team It has a lot of potential as an offensive and defensive tool I don't recommend skipping this spell
ExhaustExhaust is the current favorite secondary spell of support players since most Marksmen run Heal and two Heals in the same lane can result in decreased effectiveness due to the healing debuff upon casting the spell. Exhaust, on the other hand, serves as a nice compliment to Heal in an engagement, debuffing the enemy Marksman (or later an assassin or fighter) for several seconds and slowing them. Exhaust can help save yourself or your Marksman from death, but it can also turn the tide in all-ins and even be used to slow down a target enough to secure a kill It's a flexible summoner that's useful in 2v2s and scales well into late game since it reduces a targets damage output by a percentage I recommend Exhaust for most games unless you want you maximize your kill potential in lane
As a whole this rune set is designed to maximize your early game durability against physical damage from minions and auto attacks as well as the magic damage emanating from the enemy support Early game stats are very important in bottom lane as they can determine who has control of the lane Extra early durability can help you assert lane dominance, allowing your Marksman to farm safely and they can help you in an all-in attempt by you or the enemy bottom laners Defensive stats also make you more resistant to being forced out of lane and denied gold and experience, whether that be by 2v2 pressure from the enemy bottom lane or pressure from the enemy jungler As a tank champion Braums kit also happens to scale well with defensive stats hence the utilization of flat HP and resistances
Braum adds stacks of Concussive Blows to enemies with basic attacks or Winter's Bite he and his allies continue to add stacks with basic attacks at 4 stacks their target will be stunned
Braum propels freezing ice from his shield dealing 60/105/150/195/240 (+0.025) [2.5% of Braum's Max Health] magic damage to the first target hit and slowing them by 70%, decaying over the next 2 seconds.
Applies a stack of Concussive Blows.
Braum leaps to a target allied champion or minion.
On arrival, Braum and the ally gain Armor and Magic Resist (20/22.5/25/27.5/30 plus 14/15.5/17/18.5/20% of Braum's bonus Armor/Magic Resist) for 3 seconds.
Braum raises his shield, creating a barrier in the target direction that reduces the damage Braum takes from oncoming sources (excluding true damage and towers) for the next few seconds
Cost 30/35/40/45/50 mana
Cooldown 18/16/14/12/10 seconds
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.
Enemies hit take 150/250/350 (+0.6*AP) magic damage. The first champion hit is knocked up for 1/1.3/1.5 seconds, subsequent enemies are knocked up briefly.
For the next 4 seconds enemies that enter the area are slowed by 40/50/60% for 0.3 seconds.