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Spells:
Exhaust
Ghost
Ability Order
Happy Hour (PASSIVE)
Gragas Passive Ability
Introduction
It has been published so that a friend of mine can view it remotely.
Also, I've never actually played Gragas, making this is all highly theoretical. It could even be utter garbage, but at the moment it makes sense to me.
EDIT: My friend has developed some pretty solid Gragas skills and has basically graduated on to bigger and better builds with less of a focus on tanking. As such, I'm permanently archiving this build.
Section Summary:
Abilities - A characters abilities define their role(s) and establish guidelines for playing them successfully. Without understanding what those abilities are and how they work no intelligent decisions can be made when selecting summoner spells, runes, masteries, items, etc. As such, we start with an examination of Gragas' abilities.
Summoner Spells - This section identifies the summoner spells that best compliment this build, and the ones that simply don't.
Runes - This section examines the runes chosen for this build.
Masteries - This section examines the masteries chosen for this build.
Items - This section examines the items chosen for this build.
Skill Sequence - This section examines the skill sequence chosen for this build.
Some help with acronyms:
AD = Attack Damage
AoE = Area of Effect
AP = Ability Power
AR = Armor
CDR = Cooldown Reduction
HP5 = Health Points restored every 5 seconds
MP5 = Mana Points restored every 5 seconds
MR = Magic Resist
MrP = Magic Penetration (or MR Penetration)
Happy Hour
This passive restores 2% of Gragas' maximum health over 4 seconds every time you use an ability.
At 4256 health, 2% regeneration over 4 seconds comes out to 106.4 HP5. In comparison Force of Nature would give 114.18 HP5 with the same health pool. Though this passive doesn't quite match that value, the fact that it even comes close is amazing. In fact it's strength is one of the primary motivating forces behind the inclusion of these items in this build:
- Rod of Ages - Primarily because of it being the strongest AP/Health item in the game.
- Spirit Visage - Primarily because of it's passive bonus to health regeneration which
- should increase the benefit of Happy Hour from 106.4 HP5 to 122.36 HP5
- Warmog's Armor - Primarily because of it being the strongest Health item in the game.
Barrel Roll
This skill shot adds 90% of your AP to it's damage, while also being an AoE mine that slows the attack speeds of enemies it hits.
During the early laning phase of the game this is a great harassment tool. However towards mid to late game this should become your primary damage ability. In fact, one of the reasons this build focuses on CDR is to give you more opportunities to use this beast, since it can be difficult to line up a shot with it.
Drunken Rage
This FREE self cast buff gives you a number of benefits for 20 seconds after a 1 second channeled cast time. At rank 5 it restores 90 mana, boosts AD by 70, and provides 18% damage reduction.
Now if the resource I'm using is accurate, and I'm making proper sense of the numbers, then 18% damage reduction is basically 36 armor/magic resist that can't be penetrated. While that certainly isn't game breaking, it's a damn nice bonus that costs only 1 second of your time. That coupled with the free mana and AD makes Drunken Rage an ability you should be casting every single time its up, which will end up being every 17.5 seconds with a 30% CDR, making it possible to keep this buff active 100% of the time with this build.
Body Slam
This dash adds only 50% of your AP to it's damage, but it also tacks on 66% of your AD as additional damage, while also being an AoE slow.
I've also read that it can be used as a "flash" for escaping (or chasing) enemy heroes. Apparently it can even be used to jump trees/walls/etc.
Explosive Cask
This ultimate adds 100% of your AP to it's damage, while also being a massive character displacing AoE.
Aside from dishing out some pretty hefty damage, the knock back on this ability can also be used in a number of different situations:
- As an escape tool when used to knock enemy heroes away from you or your allies
- As a chase tool when used to knock enemy heroes towards you or your allies
- As an instrument of chaos when thrown into the center of a team fight
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