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Gragas Build Guide by I Am Goliath


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League of Legends Build Guide Author I Am Goliath

In Depth Gragas Top Lane Guide

I Am Goliath Last updated on September 12, 2017
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Ability Sequence

1
4
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9
Ability Key Q
2
8
10
12
14
Ability Key W
3
13
15
17
18
Ability Key E
6
11
16
Ability Key R

Masteries

12 Ferocity

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18 Resolve

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Hey guys, my name is Goliath. I've played League of Legends since season 2, and top lane since season 3. I've been high Diamond in every season since season 4, peaking at Diamond 1.

I've always been drawn to top lane and tanks, and believe that they're super strong for climbing. I've previously played for a Challenger team, and do various online tournaments like Go4LoL, but now I mostly play Solo Queue and focus on climbing and teaching the game as much as I can.

Here is my OP.GG for anyone interested.

If you want to see me play, maybe learn a thing or two, or ask me some questions, you can find my stream here. Stop by some time, I'm always down for giving advice and helping you improve.

If I'm offline on twitch but you still want some pointers or just wanna chill, then feel free to join my discord server and hit me up.






Why Gragas?


If you want to play a tank with a bit of magic damage that can make some big plays then I think you should give Gragas a try. Gragas can also be surprisingly consistent as a champion, mainly due to the CC he provides, and the fact that his abilities can be game changing if he hits them. I see Gragas is one of the more fun tanks because he can actually do a lot of damage early game if you hit your abilities. He also has a good chance of winning lane, and also transitions into late game fairly well.

Another thing to take into consideration is the fact that his abilities heavily rely on skillshots and timing, so if you're a player that enjoys that kind of gameplay, then I'd pressure you to at least give Gragas a shot.


TL;DR: If you like being a tanky drunk that focuses on skill-shots and is capable of pulling off some big plays, or if you just really like getting wasted, then you'll like Gragas.





Pros




+ Decent mobility.
+ Good engage.
+ Good peel.
+ Sustains well.
+ Tanky in most situations.
+ Decent damage for a tank.




Cons





- High Mana costs.
- long cooldowns.
- Abilities rely on skill shots.









I think pros outway the cons a lot with gragas because items will help with mana and cooldowns so the only real con here is abilities being skill shots which isn't that bad.






Runes

Greater Seal of Scaling Armor
9

Greater Glyph of Scaling Magic Resist
9

Greater Mark of Magic Penetration
9

Greater Quintessence of Attack Damage
3


- Marks -
Greater Mark of Magic Penetration: All your abilities do magic damage, so this will make them a bit stronger.


- Seals -
Greater Seal of Scaling Armor: I prefer armor scaling because i think you can survive early game and the scaling is just too nice, but you can use flat if you want to be super aggressive early.


- Glyphs -
Greater Glyph of Scaling Magic Resist: Provides more scaling for late game.


- Quints -
Greater Quintessence of Attack Damage: Provides an extra bit of magic damage on your abilities.



Resolve Tree








You take 2 less damage from champion and monster basic attacks.



I take Unyielding over Recovery because I think you already have enough sustain in lane, and I think Unyielding gives you more overall stats on a tank.









You take 2 less damage from champion and monster basic attacks.



I take Tough Skin over Explorer and Siegemaster because I don't believe them to be all that useful on Gragas, and blocking some extra damage on auto attacks is super helpful. Tough Skin also stacks with Ninja Tabi's, which is just another added benefit.










+ 1.6 / 3.2 / 4.8 / 6.4 / 8 % bonus to all shields and healing on you (includes lifesteal and regeneration).



I think Runic Armor is way better then Veteran's Scars on most champions because it scales much better. Veteran's Scars only adds 50 total hp, which is only going to help you with all inning in the very early game, while Runic armor is based on percentage, so it's kind of a no brainer.










Your summoner spells have a 15% reduced cooldown.



I take Insight over Perseverance and Fearless because of the importance of Flash when playing Gragas, and also the fact that you don't really need more sustain. You can use flash to combo with your E, as well as your ult, so insight is more important when compared to the other two. It also helps with your teleport cooldown, which is just an added bonus.










+ 0.6 / 1.2 / 1.8 / 2.4 / 3 Armor and Magic Resist for each nearby enemy champion



I take Legendary Guardian over Swiftness because I think the extra Armor, MR, and Unyielding synergy have more value then the Tenacity and Slow Resist from Swiftness . Although if the opposing team comp looks like it has some nasty CC, you should probably take Swiftness .










Gain a shield for (3 + 3 per level + 5% of your maximum health) for each nearby enemy champion for 3 seconds after hitting an enemy champion with hard CC (45-30 second cooldown at levels 1-18)



I pick Courage of the Colossus over Stoneborn Pact and Grasp of the Undying mainly because Courage gives you a nasty shield every time you engage with your E, which will help you in lane every time you trade. I think grasp can be alright, but courage seems to be more consistent in my opinion. (Although if you're jungling, I would go with Stoneborn Pact since it flows with cinderhulk very well.)










Ferocity Tree









+ 0.4 / 0.8 / 1.2 / 1.6 / 2 % Increased Damage from Abilities.



I pick Sorcery over Fury mainly because I think the DPS boost that you get from the ability damage increase provided by Sorcery, is higher than the attack speed boost that you get from Fury.










Killing a unit restores 20 Health. (30 second cooldown)



To be honest, I just prefer Feast 's lane sustain over Fresh Blood 's damage on your first auto attack. I just see Feast as the better mastery when in top lane in most cases.










At level 1,
+ 0.4 / 0.8 / 1.2 / 1.6 / 2.0 AD
+ 0.6 / 1.2 / 1.8 / 2.4 / 3.0 AP

At level 18,
+ 2 / 4 / 6 / 8 / 10 AD
+ 3 / 6 / 9 / 12 / 15 AP




I take Natural Talent over Vampirism because I believe your passive already has a decent amount of sustain, so, in this case, having the slight dps boost that you get from Natural Talent is better then the small amount of sustain that you get from Vampirism .











Gain up to 3% increased damage over 3 seconds when in combat with enemy Champions.



I take Battle Trance over the other two because I don't think Bounty Hunter is practical on a tank character, and Double Edged Sword makes you take more damage, which is again, not practical on a tank character. In my opinion, Battle Trance is fitting for a tank because, as a tank, you should survive long enough to get the full 3% increased damage out of it.











Flash: This spell is kind of a "must" on most champions, and very important on Gragas. You can E flash for a stun that they cannot react to, and can also flash R to catch somebody out.
Teleport: Always take teleport, just too much value for top lane, since you can use it to join fights and gank for bot lane.



Happy Hour

Range: N/A
Cooldown: 8
Cost: N/A

Gragas takes a drink from his cask every time he uses an ability, instantly restoring 6% of his maximum health.





Happy Hour: This is your only sustain in lane, so try to time it with how you use abilities if you're low HP if you want to stay in lane. In my opinion this passive is actually super underrated and is your key to winning a lot of top lane match ups. Basically you can just keep taking trades and then healing up with this, and eventually you'll choke them out of lane. However, you have to be smart with it, and should never overextend into a bad fight. Even a small "even trade" will end in your favor in a lot of match ups because of this passive.




Barrel Roll

Range: 950
Cooldown: 11 / 10 / 9 / 8 / 7
Cost: 60 / 65 / 70 / 75 / 80

Gragas rolls his cask to a target location, which can be activated again to explode after arriving or will explode on its own after 4 seconds, dealing 80 / 120 / 160 / 200 / 240 (+60% of ability power) damage (deals 70% damage to minions) and slowing the movement speed of enemies struck by 40 / 45 / 50 / 55 / 60 % for 2 seconds. The damage increases as the cask ferments, up to 150% over 2 seconds.





Barrel Roll: This can be a very strong poke ability, you'll want to be using this a lot in lane, and remember it slows their movement speed as well. Also, if you wait two seconds it does extra damage, but you usually won't have the opportunity do this in lane, unless of course you CC chain with a jungler on a gank, but keep this in mind for team fighting. This ability also grants sight of the area, so you can use it to scout bushes. Another important thing to mention with this ability is that it can be great for wave clearing so use that to your advantage when you can.




Drunken Rage

Range: N/A
Cooldown: 8 / 7 / 6 / 5 / 4
Cost: 30

Gragas takes a long swig from his barrel, disabling his ability to cast or attack for 0.75 seconds and gaining 10 / 12 / 14 / 16 / 18% damage reduction for 2.5 seconds. Upon finishing his drink, Gragas' next attack within 3 seconds will deal 20 / 50 / 80 / 110 / 140 (+30% of ability power) (+8% of target's maximum health) bonus magic damage (Max. 300 damage against monsters) in a 250 unit radius area.





Drunken Rage: This can be a pretty useful ability, and has many effects. It's a good idea to use this ability before you use your E, as it has a 1 second channel. This ability is also useful for activating your passive, since it's only 30 mana. This can also be used as decent wave clear, since it has slight area of effect damage. This ability also grants you some damage reduction for 2.5 seconds, so you can time this ability to absorb some damage. Another nice thing about this ability is it does 8% of their max health, so it will always do a decent amount of damage against tanks. This ability can also be used as a pretty good zoning tool in lane, when you see one of your minions getting low and you know they have to come up to last hit it just cast W and try to hit them with it, since it's such low mana you don't really lose much.




Body Slam

Range: 600
Cooldown: 16 / 15 / 14 / 13 / 12
Cost: 50

Gragas charges forward, colliding with the first enemy unit, dealing 80 / 130 / 180 / 230 / 280 (+60% AP) magic damage to enemies in the area, and bumps them back, stunning them for 1 second.

Cooldown is reduced by 3 seconds if Gragas collides with a unit.





Body Slam: This is a very good ability to setup other abilities, and is especially useful late game since you can E and then flash to catch people out. Remember you can use this ability to escape as well, and it also counts as a knock up for a Yasuo ult. This ability has slight aoe as well, but the width really isn't that big, so the best use of this ability is E'ing, and using your flash on top of one of their carries; they won't be able to react to this 90% of the time, making it a free stun. Using this effectively is going to take a little bit of practice, and requires knowing the exact range of your E. I have seen a few people mess this one up, and it's really bad if you miss it, but insanely good if you hit it. Basically, it's high risk / high reward, but once you have it down it should be second nature.




Explosive Cask

Range: 1150
Cooldown: 120 / 100 / 80
Cost: 100

Gragas throws his cask to a location, which explodes on impact, dealing 200 / 300 / 400 (+70% of ability power) magic damage to all units struck, knocking them back.





Explosive Cask: This can be a very game changing ability depending on the circumstance. Simply speaking, you can use this to knock enemies into you, as well as knock the team off your carries, but it can be used in many other ways. This ability has a little bit of travel time though, so it's going to take some time to get good with, but it can be a straight up game changer because of how many different ways you can use it. I usually use it to engage or catch somebody out, and then E into them for the lock down, but don't be afraid to use it to save a teammate in danger.



Ability Sequence



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1
2
3
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Q
W
E
Q
Q
R
Q
W
Q
W
R
W
E
W
E
R
E
E




Laning phase is really fun with gragas, since, unlike most tanks, I think you win a lot of match ups. You want to use your Q to poke as much as you can, and try to go for W auto attacks when they go for minions.

Gragas also has very good wave clear since all of his abilities are AOE, so use this to your advantage when you need to push.

Gragas actually does very well against ganks, as you can just Q slow them and then E away. If they extend to far, you can R them into your turret and pick up a kill or two. I've gotten many double kills just by doing this. You can also just R them away and then E if you need to.

In general, laning as Gragas is very solid since he has a reliable poke and has mobility, while also having sustain from his passive to out-lane your opponent.


Threat List









In my experience, Gragas has insane teamfight potential due to his E flash combo, as well as because of how much a well placed ult can impact the teamfight.

Try to focus on peeling for your team, unless you can get a catch on one of their carries with your flash and E, or if you think you can get a good R. Although sometimes people will just flash your R, so keep that in mind.

If they have a comp that is very all-in, or dives your backline, then it's your job to peel with your R and E.

If you have a Yasuo on your team then you can also try to go for a huge R for that wombo combo.

I usually play gragas as a huge annoying wall that peels super hard for his team, so don't be afraid to try the same.





Gragas, in my opinion, is a very fun mobile tank. He can do surprisingly well in lane, while also transitioning very well into late game; that is, as long as you're able to hit your abilities and know when to use them.

In my experience Gragas feels like Pre-7.9 Maokai did, except he requires a little bit more skill, does better in laning phase, and features a *way* more impactful ult. Beyond that though, I think these two champions have a lot of similarities, so if you enjoyed pre 7.9 Maokai, I figure that you'll like Gragas.

If you like playing tanks, but don't think they have a lot impact, then you should give Gragas a try; He can change the game with his ult, and also get picks late game with his Flash E combo to lockdown a carry. I have had plenty of teamfights where I completely changed the encounter with my R. To be honest, I think it's one of the most impactful abilities in the game currently, so I think most people should atleast try him out.



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