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Choose Champion Build:
- I AM SUPPORT!
- Jungle
Recommended Items
Spells:
Exhaust
Flash
Items
Ability Order
Happy Hour (PASSIVE)
Gragas Passive Ability
Introduction Pros/Cons Team Composition |
Pre-Game Ability Details and Sequence Items |
Some Twisted Treeline Specifics Jungling The End |
Hello community. I'm Teemoshy and this is my very first Mobafire guide. To give you an idea of my experience I've been playing League since just after Syndra's release. I've been in the Treeline since it was revamped during the 2012 Harrowing and have been growing and learning continually. My LoL profile won't look too grand if you look me up as for the last 8 months I've been working 2 jobs over 13 hours a day so I don't have a lot of time to play. However I've gained a lot of game knowledge and over the last year or so and I hope I can give some to all of you. As for Gragas, he is a mobile, durable, high cc AP bruiser whose utility and power is great for almost any 3v3 team comp, especially AoE comps. Also, because the mana regen buff that the Treeline provides is a 50% stronger Chalice of Harmony passive, as well as the recent rework changes he doesn't see the bad mana problems that he did on the Rift as much. He has the flexibility to play both in lane and jungle, and the ability to build full tank or a build with more damage. So, let's get into this. Updates
SPECIAL THANKS: Credits to jhoijhoi for the template, which you can find here. Please note that I have made some modifications for this guide. |
Pros
+ High cc (slow, stun, and displacement ult) + Great Mobility + Strong zoning with Barrel Roll + Decent sustain through Happy Hour |
Cons
- Melee auto attacks make last hitting less easy sometimes (enemy harass) - High skillcap (only means more practice to master so not too bad of a con) - Drunken Rage takes an odd channel to use making it feel clunky - Barrel Rolls are hard to cook |
Gragas is a great champ in that he isn't super team reliant. For TT he can really shine in most kinds of team comps like protect the ADC and AoE heavy engage comps, and doesn't need to be built around like Garen or Yasuo. Though there are some nice comps you can try.
This is a great AoE comp that's really durable and has a lot of catch. If you come across a straggler roaming as a team there shouldn't be any way for them to get away. Between slows, knockups, stuns, and displacement as well as a cage in J4 ult, teamfights should go in your favor just from cc locks and massive AoE damage. All three are also really safe and mobile. Has the funs.
Yet another high mobility, very safe team. Great wave clear and decent durability. This comp has all the same strong points as the last with good catch and what I've already mentioned, however you give up a bit of tankiness for more damage.
(still in progress)
Masteries
Things you may ask about:
I saw this in an article about the S4 Korean meta on Cloth5. Completely slipped my mind until then that Gragas is melee and thus benefits greatly from this mastery. Also his damage reduction buff makes the extra damage received non-existent. |
Things I don't take:
The passive mana regen buff that we get on the Treeline makes this mastery not as useful. |
Runes
Runes
- Greater Quintessence of Ability Power: More damage for spell scaling. Standard for mages.
- Greater Mark of Magic Penetration: Standard marks for mages. These work wonders to burn through enemy resistances.
- Greater Seal of Health: Since the 4.5 patch health seals give you more effective health level 1 than armor seals, even against someone like Riven. Because of this I splash a few but armor is still needed for when those
Brutalizers come around.
- Greater Seal of Armor: The Twisted Treeline is full of bruisers. Armor seals are still needed to help mitigate their damage past the first few levels. Also needed when jungling.
- Greater Glyph of Magic Penetration: These are the ideal glyphs in 3's for mages with less than amazing AP ratios which Graggy now has. These plus your marks and a double pen rush adds up to 43.5 magic pen. You will be reducing most enemies to almost or even below 0 MR, dealing almost or more than true damage to them. Great pickup when you are the teams primary magic damage dealer.
Alternate runes:
- Greater Mark of Hybrid Penetration: EdisonKhoo brought these up in the comments and got me thinking about them. I have not gotten the chance to test them but they would be great in lanes that you can bully easily and justify heavy autoattack harass or in jungle.
- Greater Glyph of Magic Resist: These would be great to run if the enemy team has a lot of magic damage, to help stay in lane and teamfights longer.
Summoner Spells
Flash: Undoubtedly the most powerful summoner spell in the game. Good for repositioning in fights for better ult placement, escaping, chasing, etc. |
Ignite: Take this spell when laning. It gives you that extra little umph in your burst combo to finish a kill. Also, the healing reduction is helpful for bringing down sustain tanks and bruisers who are common on this map. I'm looking at you Trundle. |
Smite: Take this if you're the jungler. It will help you get to level 2 quickly and speed up your clear time, help you counterjungle, and secure Vilemaw easily. |
Ghost: This is a spell that I like to take against extra slippery targets like Kha'Zix or Kassadin. The reasoning is that you have a Flash already in your Body Slam. Ghost has a lower cooldown than Flash and gives you a prolonged mobility boost rather than just a single blink which will hopefully give you time to finish the kill. |
Ability Explanation
-
Happy Hour Passive: Your passive is quite helpful for keeping your health up. It's not going to save your life too often in team fights but can be nice while laning or clearing your camps out.
-
Barrel Roll (Q): Barrel Roll is your main damage spell. It has a decent cooldown, decent damage, and a great AoE slow. The big thing with it, though, is learning how to get a good cook time on it. The longer it sits (up to 2 sec) the more damage and slow it has. This means you will generally need to combo it with either your Body Slam or your ultimate if you're good with it. Another thing to try to get used to is throwing your barrels right behind people. The reason you do this is that when you use E, it has a slight knockback to account for. You also get more time just because they have to walk through it to get to safety.
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Drunken Rage (W): Since the 4.5 rework this ability is now an AA buff. It still has a 1 second channel time that you have to account for. This is one full second that you can't do anything but move. It is also quite visible so your enemy will be on his toes so try to use bushes to your advantage if you can. It has strong % max health damage and gives you 3 seconds of damage reduction so it is very useful, just clunky.
-
Body Slam (E): Body Slam is your gap closer and escape spell. It is also pivotal to cooking your barrels and getting close to smack people with your Drunken Rage buff. It takes a bit to get used to because you will stop if you hit any enemy which isn't fun when chasing champs through minions. Also, if you don't hit anything with it it has a 12 second cooldown. A little trick for escaping is to hit an enemy minion or jungle creep that's in your path at max range so you get the full length dash but still get the cooldown reduced. I normally take this level 2 in lane because TT is setup to encourage roaming and ganking and I need to be able to leave when I want.
- Explosive Cask (R): Mastery of this spell's use is the key to being a great Gragas player. It is a ranged AoE spell that deals good damage and knocks all enemies away from the center of the blast. This can be used to disengage, "pull" the enemy team to yours, or even to fling a single member of their team your way to be bursted down, putting them in a 2v3 situation. It can also be used to throw people off your altar so the enemy doesn't cap it or to steal away Vilemaw. A bad ult can throw away a sure kill however so be careful and practice up.
Ability Skilling Order
As with 99.9% of ultimates, we take Explosive Cask at levels 6, 11, and 16. Then Barrel Roll takes priority because it's your main damage spell and each rank gives it a damage increase, lowered cooldown, and increased slow. Body Slam is second for the increased damage (40 each rank after the first) with no increase in mana cost. We finish off with Drunken Rage. It's a good "one and done" spell due to it giving you great numbers at rank 1 then piddly increases after that. |
This guide won't go too deep into the detailed nuances of grand Twisted Treeline strategy or team composition. I'm just going to touch on some things I see far too often and hope that this will help some of you improve your 3's play. I do apologize if this comes of a bit rantish.
There are some great general guides by Voosha and Aseafy here on Mobafire and a kinda older one by YaSloom on Cloth5 which has some decent info, like the topic of Vilemaw aggro. So, let's get you started on some TT specifics.
NOT UPDATED YET!!!
To be honest, the differences between lane and jungle Gragas are very minute. In the jungle you still play the role of AP Carry. TT only has three small camps on each side so you can smite the camps and blaze through them super quick and get to ganking or counter jungling. The already quick clearing means we don't need to do a whole lot to tailor ourselves to the position.
I would like to add some videos and pictures to this guide but overall it's fairly complete (not thinking about the upcoming changes). I will also update as patches come in. I hope what I have thus far is helpful and informative. Please leave any feedback you can muster. GL and HF :) SPECIAL THANKS: Credits to jhoijhoi for the template, which you can find here. |
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