This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
We recommend you take a look at this author's other builds.
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page






Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Anyways, its a good guide. Synergies will get better with playtime and masteries/runes ain't really a big deal.
Greetings, Isolanporzellator
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!
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.
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,
To the information:
Masteries:
-
- secondary masteries -> there are 7 points left, not 6 :p and it's not possible to get
- I reworked the masteries in my braum guide. I recommend you to give another look at it because I failed with
Skills:
-
Items:
I don't think
- As for
- As for
I hope, I could help you a bit :)
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
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.
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.
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?