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Recommended Items
Spells:
Exhaust
Flash
Items
Ability Order
Concussive Blows (PASSIVE)
Braum Passive Ability
Introduction
As soon as Riot announced Braum, I knew I had to play him and I even bought the bundle on his release day, and he has been my favorite champion ever since.
Pros:
Cons:
-
Able to destroy projectiles with E
Fantastic at protecting teammates
Resistance boost for allies
Very powerful passive that is easy for teammates to follow up on
Great peeling and CC
Powerful ultimate that knocks opponents up and slows
Strong late game
Cons:
-
"Weak" early game
Some abilities cannot be stopped by Braum
Whilst Braum does block and destroy projectiles, he can still be affected by them (e.g. stun from Ashe's ultimate)
Alternate Marks: I suppose Attack Damage could work as you'll be autoattacking a lot, but I personally wouldn't use them.
Alternate Seals: Armor if not using armor quintessences
Alternate Glyphs: Scaling Magic Resist if the enemy team does not have heavy magic damage early game
Alternate Quintessences: Movement speed can help you keep up with opponents and apply stacks easier, but I personally feel that i'm fast enough with Stand Behind Me (W) and unbreakable (E)
Health used to be great Quintessences for tank supports, but ever since health seals were buffed, using health seals/armor quints is better as that combination gives you just under 13 armor and 72 health at level 1 in contrast to armor seals/health quints giving 9 armor and 78 health
Alternate Seals: Armor if not using armor quintessences
Alternate Glyphs: Scaling Magic Resist if the enemy team does not have heavy magic damage early game
Alternate Quintessences: Movement speed can help you keep up with opponents and apply stacks easier, but I personally feel that i'm fast enough with Stand Behind Me (W) and unbreakable (E)
Health used to be great Quintessences for tank supports, but ever since health seals were buffed, using health seals/armor quints is better as that combination gives you just under 13 armor and 72 health at level 1 in contrast to armor seals/health quints giving 9 armor and 78 health
In this section I will go over the masteries I use:
Block/Unyielding: Less damage taken, not much else to say.
Enchanted Armor: As a tank you will be buying a lot of items with resistances, meaning it will scale well into the late game.
Veteran Scars: Boosts survivability and unlocks Juggernaut.
Juggernaut (Hey Braum!): Scales well with all of the Health items you will be building, especially early game.
Oppression: For one point, I feel that this mastery is hugely underrated, as it not only works with your own CC, but teammates as well.
Hardiness/Resistance: Less Damage Taken
Reinforced Armor: All Attack Damage Carrys build critical strike at some point, and very well may save your life in some instances.
Evasive: A lot of AP Champions have Area of Effect abilties
Perseverance: Helps to stay sustained in lane and scales with your maximum health, making it useful for the whole duration of a match.
Second Wind: Further improves the sustain gained from Perseverance when low on health
Legendary Guardian: Amazing mastery for teamfighting, as well as in lane as you will always be against 2 opponents
Tenacious: The less you are crowd controlled for, the better.
Meditation: Running out of mana is never fun
Block/Unyielding: Less damage taken, not much else to say.
Enchanted Armor: As a tank you will be buying a lot of items with resistances, meaning it will scale well into the late game.
Veteran Scars: Boosts survivability and unlocks Juggernaut.
Juggernaut (Hey Braum!): Scales well with all of the Health items you will be building, especially early game.
Oppression: For one point, I feel that this mastery is hugely underrated, as it not only works with your own CC, but teammates as well.
Hardiness/Resistance: Less Damage Taken
Reinforced Armor: All Attack Damage Carrys build critical strike at some point, and very well may save your life in some instances.
Evasive: A lot of AP Champions have Area of Effect abilties
Perseverance: Helps to stay sustained in lane and scales with your maximum health, making it useful for the whole duration of a match.
Second Wind: Further improves the sustain gained from Perseverance when low on health
Legendary Guardian: Amazing mastery for teamfighting, as well as in lane as you will always be against 2 opponents
Tenacious: The less you are crowd controlled for, the better.
Meditation: Running out of mana is never fun
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