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Braum Build Guide by Dibullba

Tank It's All in the Stache- A S4 Braum Guide (Synergies Added)

Tank It's All in the Stache- A S4 Braum Guide (Synergies Added)

Updated on May 24, 2014
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League of Legends Build Guide Author Dibullba Build Guide By Dibullba 55,702 Views 14 Comments
55,702 Views 14 Comments League of Legends Build Guide Author Dibullba Braum Build Guide By Dibullba Updated on May 24, 2014
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1
Isolanporzellator (20) | June 1, 2014 9:59am
Just a few things to mention from my side:
  • The masteries: Why would you pick Perseverance (it kinda sucks on him, really) when you could get your points in the 10% crit and 4% AoE reduction, or even in another tree.
  • I think the 1.5% Movement Speed for 3 points would be better spent in mana regeneration, not only because the mere stat value/point is higher, but also because mana is a great help for early harass (its like starting with a Faerie Charm) while MS barely ever makes a difference in terms of lane presence. Movement is even less needed for Braum specifically because he has a 10% speedboost in his E and a gapcloser in his W.
  • You stated that flat HP quints are primarily meant for lategame. That is just straight out wrong. Calculate the effective health and you'll see that armor quints are actually better in lategame, while HP quints are better early game. Both are taken for the early game, though; If you want lategame, take scaling. You take HP quints against poke supports because armor is of less use there.
  • About your synergies: Corki sucks with Braum. Even harder than Draven, who is actually fairly strong because of the crazy damage and the speedboost to proc your passive. You don't want to play defensive with Draven early on, he is the frickin early game dominator. Ashe has great synergy with Braum. The fact that you rarely see a good one doesn't change this. In fact, they are one of the strongest lvl 1 botlanes due to her crit and slow with your passive. Caitlyn is also great with Braum because of the superior zoning power with her range and your passive.

Anyways, its a good guide. Synergies will get better with playtime and masteries/runes ain't really a big deal.

Greetings, Isolanporzellator
1
inT0xicaTing (6) | May 20, 2014 7:08am
Dibullba wrote:

Primary Masteries would be 0/21/3 because I count Fleet of Foot as a primary making it 24 spent, 6 to spend. Since 3 points are in Fleet of Foot as well, it is perfectly possible to get to culinary mastery with 6 points if all are spent in utility.

I still prefer to have Enchanted Armor over Recovery, but will invest some time looking into support masteries on Braum. The additional gold masteries definitely would be worth it, just again it will probably just be preference since I have a good W/L rate atm.


Oh then I misread it^^
Yes, I think you can either go for the gold masteries or defense. I think both are ok!
1
Dibullba (2) | May 20, 2014 6:47am
Fixed the rune problem, how embarrassing XD. Not sure that I mentioned Unbreakable not blocking CC. More so that Tenacious is needed because of that ability.

Primary Masteries would be 0/21/3 because I count Fleet of Foot as a primary making it 24 spent, 6 to spend. Since 3 points are in Fleet of Foot as well, it is perfectly possible to get to culinary mastery with 6 points if all are spent in utility.

I still prefer to have Enchanted Armor over Recovery, but will invest some time looking into support masteries on Braum. The additional gold masteries definitely would be worth it, just again it will probably just be preference since I have a good W/L rate atm.

Added the on hit effect. I have noticed this, yet did not think about adding it into the tips.

As for the items I will reorganize them when I add in champion synergies/counters as well as revamping what they will be bought for aside those that I am pleased with. I will still probably keep Frozen Mallet and Iceborn Gauntlet because they are still viable options even if they are not the best options. More likely with the changes, I will still recommend other items over them.
1
inT0xicaTing (6) | May 20, 2014 3:13am
Hi, I said I'd come back and have another look as soon as I have more time, so here I am.

I think this will be a bit longer again^^

First I list some points to formatting and stuff and afterwards about the information.

Your guide formatting looks a lot better than the last time!! You did a good job in this.

- In your cheat sheet you have "Optional Items", I would sort them for a better overview. Something like this: mres items, armor items, hp items

- In the Runes section you refer to tier 1 or tier 2 runes. Example, Seal of Armor - Greater Seal of Armor. I'm not sure if you just forgot the "greater" in front of every rune name or because you like the colors of those runes :p

To the information:

Masteries:
- Unbreakable doesn't block any CC as far as I know :o (mastery point Tenacious )
- secondary masteries -> there are 7 points left, not 6 :p and it's not possible to get Culinary Master with 7 points.
- I reworked the masteries in my braum guide. I recommend you to give another look at it because I failed with Perseverance and Enchanted Armor :/

Skills:
- Concussive Blows can be added with on-hit attacks as well. I think this is very important because there are ADCs that have on-hit abilits (e.g. ezreal and mf Q)

Items:
I don't think Frozen Mallet and Iceborn Gauntlet are worth a buy.

- As for Frozen Mallet: You can buy other items with more defensive stats (HP + resistances). I can see that the slow is really annoying! But spending 3.3k gold for a perma slow while your Q Winter's Bite is maxed with a 6s CD and 2s duration.. Not worth imo.

- As for Iceborn Gauntlet: The only ability that scales with AP is the ultimate and you don't buy any other AP items. From this side, it's not worth I guess. Frozen Heart has more armor, more CDR and only 100 mana less. I can see that the passive is good. If someone gets caught, you can use Stand Behind Me and slow all chasing enemies. But again, you can use your ult if more enemies are chasing or Q for a single target.

I hope, I could help you a bit :)
1
Dibullba (2) | May 16, 2014 9:08am
Very much appreciated. When I originally made this guide, it was the first time I did something like this. I looked at a reputable guide to see what people would expect and did my best to code. I may end up completely revamping my guide once I have all the information I need about synergies and counters as with all the changes I have made, it has become messy.
1
inT0xicaTing (6) | May 16, 2014 8:26am
Hi, you gave some good inputs to my guide and told me that you wrote one as well, so here I am :)

First of all, I want to give you a tip or two about formating and stuff:
- In the cheat-sheet items you can set the option "Core Items". Set this option at an example build and not at the core items. The items you mark as "Core Items" are displayed here (don't know how to call it)

- I recommend to include a picture in the mastery section (like I did) for better visability.

- I think the mastery section overall looks a bit messy (mine isn't really better but I think an image helps a lot)

- To Pros/Cons: Try to give better descriptions of where he is good at and keep it short (the mustache joke is ok I think :) ).
You have the points:
* Master of getting Assists (20+ consistant)
* A Real Team Player
* Ally about to die? No problem, Braum has his back!
* Dragon Shield!
* Amazing defensive shield that can even negate a projectile ult
With all these points you say the same -> he is a teamplayer that is good at helping his allies.

- The pros/cons and skills chapters are really good formated and no problem to read. I recommend to structure the other chapters better (doing more paragraphs for better readability). A lot of people stop reading if it looks like a wall of text (e.g. item section).

I don't have more time at the moment and I can't say much about the information you deliver but so far I mostly agree with runes/masteries/items. I will probably come back and give it another look. Keep on working on the formatting and it will get a lot better and people will enjoy it more (mine isn't a lot better, I know^^).

Hope this what I wrote is understandable, I didn't reread it. If you don't understand something or have a question about formatting (maybe look up something in my guide and include it, if you like it) feel free to ask.
P.S. You can do an empty line using [ space ] if you didn't know it
1
Dibullba (2) | May 15, 2014 7:42pm

Hm just wondering why going for hp per level instead of the flat quints... I mean wouldn't that extra health early game help you chasing away the ganks?

It is not a bad thing to go with flat health quints, just that if you go with those, you will need to readjust your armor needs with seals. At the moment, health and health per level seals are somewhat better than armor seals. Going with Armor quints thus allows you to have flexibility in the other runes you use and adds to your capability of keeping your adc alive with Stand Behind Me. As of recent through current experience, I have been running with 2 armor quints and 1 movement speed quint as well as testing out mobility boots which have been doing wonders of getting me in position to protect an ally.
1
Jaegerjaquez (1) | May 15, 2014 7:09pm
Hm just wondering why going for hp per level instead of the flat quints... I mean wouldn't that extra health early game help you chasing away the ganks?
1
Dibullba (2) | May 15, 2014 3:23pm

Why rank up E first?? Each level only increases the damage reduction by 2.5%. Percentage scaling is stronger late game when your opponents are throwing out big numbers at high attack speed. Early game it is much less significant. An adc with 100AD would be reduced from 70 damage with 1 point in E but the second point in E only brings it down to 67.5 (this is all ignoring armor which would lessen the effect even more) So you see the first point in E gives a 30% damage reduction, the second point only gives 2.5%. Not the right skill to rush IMO

I think ranking up Q or possibly even W first is better. Every rank in Q increases its base damage by 45!! that is no small amount, especially at low levels. It also lowers its cooldown. Leveling Q first leads to more harass, more zoneing and potentially more kills.

Ranks in W increase with a flat bonus as well as an increased percentage bonus. The flat bonus is nice but you wont feel the effects of the percentage increase until you have build some items that boost MR and Armor, which wont be significant until mid game, your early items boost HP. The only advantage of leveling this skill early is the reduced cooldown which gives you more mobility and the opportunity to make more plays.

That my opinion on Braums abilities, what do you think?

I am currently testing out maxing Q to see how I feel about it. Keep in mind that by ranking up E, you also make it last longer which can mean more shots blocked. So rather than seeing it as an additive difference, it becomes multiplicative. The primary reason I was against maxing Q is the expense of the spell and how it's scaling can give you a free rank up. As things stand atm though, I am seeing Braum capably taking on two different roles during laning phase depending on the matchup. I was teamed up with Cait against a Lucian/Braum. Lucian can take advantage of Concussive Blows faster than Cait, so in this case maxing Q would be detrimental in the laning phase. The Braum that was with Lucian was maxing Q first while I was maxing E which brings up the difference in how you max them. Defensive lanes will likely max E whereas aggressive lanes will likely max Q. Still gotta do a lot more testing on this, but that is the theory at the moment.
1
Master Ironfist | May 15, 2014 1:32pm
Why rank up E first?? Each level only increases the damage reduction by 2.5%. Percentage scaling is stronger late game when your opponents are throwing out big numbers at high attack speed. Early game it is much less significant. An adc with 100AD would be reduced from 70 damage with 1 point in E but the second point in E only brings it down to 67.5 (this is all ignoring armor which would lessen the effect even more) So you see the first point in E gives a 30% damage reduction, the second point only gives 2.5%. Not the right skill to rush IMO

I think ranking up Q or possibly even W first is better. Every rank in Q increases its base damage by 45!! that is no small amount, especially at low levels. It also lowers its cooldown. Leveling Q first leads to more harass, more zoneing and potentially more kills.

Ranks in W increase with a flat bonus as well as an increased percentage bonus. The flat bonus is nice but you wont feel the effects of the percentage increase until you have build some items that boost MR and Armor, which wont be significant until mid game, your early items boost HP. The only advantage of leveling this skill early is the reduced cooldown which gives you more mobility and the opportunity to make more plays.

That my opinion on Braums abilities, what do you think?
1
Dibullba (2) | May 14, 2014 10:36am
Fair enough. But I will let the work put into my guide speak for itself if it is good or not. Of course I am also gonna play plenty of games with Braum to gather as much information as well since a lot of things still need testing. I also need to find synergies with Braum which with what few games I have gathered, he will likely work best with champions that can follow up on concussive blows such as Vayne and Lucian. I originally thought he would also have been good with Draven, but quickly found out why they are a bad pair. From experience, but still technically theory atm.
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