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Gragas Build Guide by Pluckin Penguin
The King of Bop: A Competitive Jungle Gragas Guide
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Threats & Synergies
In early game duels, Amumu has a slight edge on you with his Tantrum spam and Despair. Amumu is a very strong skirmisher if his ult is up, which has a significant cooldown in the early ranks. Try to gank around the Curse of the Sad mummy cool down to avoid a devastating counter gank. In team fights, Amumu has a very long range engage with Bandage Toss and you can likely toss out an Explosive Cask on the enemy back line when he goes in. If you're engaging on to Amumu's team be very cautious not to knock Amumu straight into your team.
In early game duels, Dr. Mundo will tear you apart with his Infected Cleavers that deal a significant percentage of your current health. I would try to stay very aware of his position because you likely won't be able to win a skirmish if he's present. In team fights, Dr. Mundo can't exactly engage on your team without a gap closer. When peeling Dr. Mundo off one of your carries, make your best attempt to block his Infected Cleavers as they will drastically hinder your carry's ability to kite Dr. Mundo if one lands.
In early game duels, Elise will beat you down pretty hard especially if you let her land a Cocoon. I would try not to force too many ganks prior to level six because that is when you have an actual ultimate ability over Elise. In team fights, Elise will likely just fish for Cocoons, and try to jump one of your carries. She is not a very good target to engage on due to Rappel, but she is quite vulnerable if that's on cool down.
In early game duels, most of Evelynn's damage comes from her Hate Spike spam which means that you will have trouble in extended duels versus her, but can do quite well for yourself in short duels. You should always keep a Pink Ward up on the map against Evelynn. In team fights, you won't see much of Evelynn until the fight erupts, but due to the fact that she doesn't have a gap closer, she is relatively easy to peel off of your allies. Even if you know Evelynn's location, it is not always the best idea to engage on her unless you can burst her down almost immediately. If you aren't able to burst her down then she will likely get a very good Agony's Embrace down which will give her a meaty shield.
In early game duels, Hecarim will beat you in prolonged fights in which he gets to make use of his Rampage's low cool down. His ganking before six is substantially weaker than yours, so you should use that time to capitalize on your advantage. In team fights, if Hecarim engages then you can likely burst him down while using Explosive Cask to zone off the enemies. However, it can be quite hard to stop Hecarim from getting to your backline. Mid-late game Hecarim will likely be able to burst one of your carries for 80% (if not more) of their health with one combo (if he purchased Trinity Force), but it is very hard to prevent Hecarim from getting into range to use his [[Onslaught of Shadows]]. If you are attempting to peel try to Body Slam or use Explosive Cask on him immediately after he uses Onslaught of Shadows.
In early game skirmishes, Kindred will be able to abuse you with her ample mobility and damage. If you do have to fight her, it is important to bait out Dancing Arrows before you attempt to land your skill shots. In team fights, you can Explosive Cask the entire enemy team out of Kindred's Lamb's Respite making Gragas a very big counter to Kindred in that sense. However, I would not recommend knocking Kindred back into your team if you can't kill her while she's in mid-air.
In early game duels, you can actually do pretty well against Lee Sin prior to level six. If you can dodge his sonic wave, you should have an edge while it's on cool down, but even if you get hit by the Sonic Wave, a well-timed Body Slam can actually cancel the Resonating Strike. His skirmishing early game is quite formidable especially after level six, so I'd try to gank where Lee Sin is not present. In team fights, Lee Sin has a lot of mobility and can be difficult to engage on and peel off of your carries. Be ready for any engage attempts out of Lee Sin because you may be able to interrupt his engagement with a well-placed Body Slam or Explosive Cask.
In early game duels, Master Yi will slowly begin to gain an edge on you as he begins to stack up his Enchantment: Devourer. However, you should be able to take him prior to level six as long as you can Body Slam when his Alpha Strike is on cool down (to avoid Master Yi Alpha Striking to essentially dodge your Body Slam). In team fights, you can engage on Master Yi in most scenarios and win the fight with ease. If you are trying to peel Master Yi off of your carries, it is essential that you land your Body Slam because Barrel Roll won't be able to stop his Highlander.
In early game duels, she can beat you down pretty easily especially if she is able to hit Javelin Toss. Against Nidalee, you should also respect her ability to invade you, and I would highly recommend using your Warding Totem to scout for a potential level two invade. Alternatively, you can just start your bottom side buff instead of starting a small camp. In team fights, you will want to engage on to Nidalee's team as soon as possible because you don't want to give Nidalee too much time to poke your team down with Javelin Tosses. Engaging on Nidalee is not a bad idea before she acquires Zhonya's Hourglass. Usually, Nidalee won't end up on your back line until she thinks she can kill a priority target, but she is quite squishy and can be easily bursted down with the help of your allies if you crowd control her effectively.
In early game duels, Quinn will destroy you like it's nobody's business. She can easily kite you prior to six with Vault, and then disable you with her Blinding Assault. At level six, she doesn't gain much of a dueling power spike, but she will be able to apply a lot more pressure on the map. Try your best to avoid skirmishes with her. In team fights, Quinn is a decent target to engage on in most scenarios; however, Quinn's team fighting is rather weak meaning that there are probably better targets to engage on. Some Quinn's may try to dive your back line which shouldn't be a problem, but you need to be wary of Blinding Assault. A blinded ally will not be able to follow up on your crowd control during the duration of the blind.
In early game duels, you and Rammus tickle each other, but you do have a slight edge when Defensive Ball Curl is on cool down. He has stronger ganks prior to six than you, but you have stronger ganks post six. In team fights, you cannot allow Rammus to engage on your back line with a Puncturing Taunt. However, there may be some situations in which you can split Rammus's team from him with Explosive Cask. Additionally, Rammus isn't that hard to peel with his lack of gap closer.
In early game duels, you will not be able to win elongated duels due to the low cool down of Queen's wrath. Even though your ganks are stronger than Rek'Sai at all points in the game, her Tremor Sense may allow for her to set up for some easy counter-ganks. In addition to that, a lot of Rek'Sai's power comes from the fact that she has global pressure with her Void Rush which can make it very hard to capitalize on chunking her down. In team fights, Rek'Sai usually isn't the primary form of engage, and will likely come into team fight to follow up on the engage. Rek'sai's Tunnel has a very long cool down so you should be able to peel her off quite easily after Tunnel has been used.
In early game duels, Rengar can easily fight you if he can land a five ferocity ability on you; however, if you find him outside of his jungle with one or two ferocity it may not be the best idea to engage in a duel with him if you can't kill him. This is primarily due to the fact that he can chase you down with the abundance of brushes present in the jungle. Once Rengar is level six, expect him to gank almost immediately. A key part of beating Rengar is to stop him from snowballing early on in the game. In team fights, Rengar will try to dive your back line or an isolated target. When you see an exclamation mark above one of your teammates heads, pop your Oracle Alteration in attempt to determine Rengar's Location. Peeling Rengar off of your carries can be a bit difficult depending on how fed he is, but you may be able to prevent him from one shotting your carry if you are able to Body Slam him instantly after his jump.
In early game duels, you can do okay, but you have to be aware that Shaco will likely have a combat summoner spell up on you (usually Ignite or Exhaust). I would highly recommend starting your bottom side buff against Shaco in order to avoid the potential invade at level two. In general, don't burn too much of your cool downs on Shaco if you know his Deceive is available. In team fights, you likely won't see much of Shaco because a good chunk of Shaco players enjoy split pushing with him. If that's the case then you should try to have your team engage before Shaco is able to get too much done split pushing. If Shaco does show up to the fight he will likely try to assassinate a member of your back line, but Shaco is very vulnerable once his Deceive is on cool down and should be easy to handle if that's the case.
In early game duels, Vi should be able to destroy you in both short and prolonged duels; however, you may have a small chance if you are able to dodge Vault Breaker. Her ganks are just as powerful as your before six and post six, but she is much more single-target oriented than you. In team fights, if Vi engages, I would try to Explosive Cask away the rest of her team and burst Vi down. When it comes to peeling Vi, it can be quite difficult unless you are able to body block Vault Breaker for your ally.
In early game duels, you practically don't stand a chance versus Graves unless you manage to dodge End of the Line (be wary of terrain) or outnumber him. Even if you manage to dodge End of the Line, be aware that you will be taking the full force of his auto attacks when you are in melee range of him. Graves is one of the best junglers in 2 v 2 scenarios where he is able to unleash all of his area of effect damage and burst. If you do find yourself in such a situation, it is likely in your best interest to separate yourself from your ally to ensure that Graves will only be able to hit one of you at a time. In team fights, Graves can provide a significant amount of follow up to any enemy who is caught out of position. However, Graves has a very short range auto attack and you may be able to land a cheeky Explosive Cask on him if he walks up to far. If Graves ever moves to try to get damage down on your back line, try to stay in between him and his target to block his auto attacks.
4/17/2017 Update: I updated the build for this guide, and I will be looking to update the content of the actual guide itself sometime in the upcoming month.
|Hey everyone, I'm Pluckin Penguin, and welcome to my Gragas guide. I've been playing League of Legends since late Season 1, and I am currently a Diamond I Jungle Main in dynamic queue. In addition to that, I am also the starting jungler for North Carolina State University's Collegiate Star League Team.|
Gragas has been one of my favorite champions since Season 1. I was inspired by Shushei's astounding AP Gragas performance at the Season 1 World Championship; however, Gragas has gone through a rework since then and now has an incredibly different play style. As of 2/25, I have a 67% win rate on Gragas in 12 games played with a 6.32 KDA. I hope that my guide will be able to enrich your knowledge and performance on Gragas!
> Strong duelist for a tank jungler|
> Extremely tanky
> Strong ganker after level six
> Versatile team fighter
> Strong disengage with ultimate
> Can be very reliant upon Flash|
> Does not snowball well
> Your ultimate can backfire on you
> Is relatively prone to early game counter-jungling
Fury vs Sorcery: Gragas can make much more use of the ability damage provided by Sorcery then the attack speed provided by Fury .
Double Edged Sword vs Feast : Both masteries are viable options, but I personally prefer the increased damage provided by Double Edged Sword over the sustain from Feast
Wanderer vs Savagery : As nice as the out of combat movement speed is, Gragas can really make efficient use of Savagery 's bonus damage to monsters to clear the jungle faster.
Runic Affinity vs Secret Stash vs Assassin : Secret Stash isn't very useful for junglers in general, and Assassin isn't very applicable to Gragas because you usually rely on your teammates for follow up. Thus, extended buff duration from Runic Affinity is the best choice.
Recovery vs Unyielding : Bonus magic resist and bonus armor will take a very long time to become more useful than the health regeneration provided by Recovery .
Explorer vs Tough Skin : Bonus movement speed in the brush and river can be quite useful, but the damage reduction really helps Gragas stay at a reasonable health percentage in his early clears.
Runic Armor vs Veteran's Scars : Honestly, both of these masteries are very good and can substitute on another. Veteran's Scars is very useful if you are engaging in multiple early game engagements, but once you have some health Runic Armor will being to substantially increase the health from Happy Hour.
Insight vs Perseverance : There is no reason to pass up on reduced cool down for summoner spells when Flash is so important for Gragas.
Swiftness vs Legendary Guardian : Both masteries are pretty good, but I personally prefer the tenacity reduction to help avoid sticky situations.
Grasp of the Undying vs Strength of the Ages vs Bond of Stone : Grasp of the Undying is useless for junglers and should be used exclusively on laners, and Bond of Stone is much more useful for supports and doesn't provide much for you early on. Strength of the Ages is currently the preferred keystone for all junglers in professional play due to the ample amount of flat health it provides.
Marks of Attack Speed are standard on tank junglers because they help increase clear speed significantly. Additionally, attack speed can come in handy for any of the early-mid game skirmishes you encounter.
Alternative: Greater Mark of Magic Penetration
|Seals of Armor are standard for most junglers, and jungle Gragas is no different. If you don't own any runes and would like to jungle, armor seals are very critical to maintaining a decent health bar in the jungle.|
Seals of Scaling Health are commonly seen in combination with armor seals on champions with decent sustain who do not necessarily need the full nine armor. These seals will give you a pretty noticeable amount of health in the mid-game.
Alternatives: Greater Seal of Armor
Glyphs of Cooldown Reduction are very beneficial for Gragas as he is very reliant on his abilities for damage and crowd control. In addition, these glyphs do speed up your jungle clearing and increase your dueling potential.
Alternatives: Greater Glyph of Ability Power, Greater Glyph of Scaling Magic Resist, Greater Glyph of Magic Resist
Glyphs of Ability Power will provide you with some extra early game power to aid with clearing and dueling, but these can be replaced with the alternative listed below.
Alternatives: Greater Glyph of Ability Power, Greater Glyph of Magic Resist
Quintessences of Ability Power give Gragas a faster jungle clear and a noticeable damage increase in any early game skirmishes. Also, given the fact that most of Gragas's abilities are area of effect and have decent ability power ratios, these quintessences help out immensely.
Alternatives: Greater Quintessence of Armor
|Flash is a must-have on almost every champion in the game. Furthermore, it is a necessity to have Flash on Gragas if you have any hopes of engaging with a Body Slam + Flash combo (more on that later).|
|Smite is a must-have summoner spell for all junglers. Smite enables you to secure objectives, speed up your jungle clear, and obtain buffs from jungle camps. Above all, Smite allows you to purchase Hunter's Machete, Hunter's Talisman, and your eventual jungle item enchantment.|
|Happy Hour: This passive makes Gragas much tankier than he seems, and provides him an incredible amount of sustain. With an eight second cooldown, this passive can become very useful in extended fights early on in the game.|
- Keep an eye on Happy Hour's cooldown during your first few clears to make sure that you are using your other abilities to get maximum efficiency out of Happy Hour
- Drunken Rage only has a 30 mana cost and a fairly short cooldown meaning it a very efficient way to trigger Happy Hour while roaming around the map.
- Your barrel will turn a bright red when it is fully fermented and able to amplify the and damage by 150%.
- This ability can be cast during your Body Slam animation which is very useful if you're trying to burst a target.
- Don't get too greedy and try to let your barrel ferment for the maximum amount of time in combat.
|Drunken Rage: This is a very spammable single target damage spell in which Gragas bops his target with his barrel. This ability also makes Gragas incredibly tanky with the substantial amount of damage reduction the Drunken Rage steroid provides.|
- Try to charge up Drunken Rage as you're about to gank a lane.
- Due to the fact that you can't auto attack while casting Drunken Rage, try to position yourself in the best position possible during its casting animation.
- Ensure that you are spamming this ability all of the time in skirmishes to significantly reduce the damage you take.
|Body Slam: An essential part of Gragas's kit when it comes to ganking, mobility, and engaging. Your ability to hit Body Slam makes it much easier to land the other abilities in Gragas's kit.|
- Flash can be casted during Body Slam to extend the range, or redirect it.
- After a brief knock back, Body Slam stuns your target. Thus, be aware of which enemies have either Cleanse or Quicksilver Sash.
- You can use Body Slam to hop walls and avoid wards.
|Explosive Cask: This is a very strong disengage and displacement tool that's use will define your mastery of Gragas. In certain situations, Explosive Cask can also make for a splendid engagement tool as well.|
- Explosive Cask can be cast during your Body Slam which allows you to hide Explosive Cask's animation and potentially catch an enemy off guard.
- Be extra cautious when using Explosive Cask as it may backfire on you if you knock the wrong enemy away or back into your team.
- Your ultimate can be used to disrupt an enemy's attempt at engaging. For example, after an enemy champion engages, look to potentially throw an Explosive Cask to knock away the enemy team's backline to significantly reduce follow up damage.
For obvious reasons, you are going to want to take a point in Explosive Cask at levels 6, 11, and 16. Aside from your ultimate, you should max out your Barrel Roll as soon as possible because it does decent damage in the early-mid game, and maxing Barrel Roll significantly increases your jungle clearing speed. After maxing your Barrel Roll, you should max out Body Slam to reduce its cool down allowing you to have great sticking potential with the reduced cooldown. Lastly, you will want to put your final points into Drunken Rage.
I would highly recommend sticking to this ability sequence, but it is also a viable option to max out Drunken Rage second instead of Body Slam. This ability sequence used to be far more popular before the Body Slam cooldown nerfs from earlier in the season.
|Hunter's Talisman: This item grants Gragas an immense amount of sustain in the jungle allowing him to easily farm the jungle without starting with three Health Potions. In addition to these benefits, if you do end up getting a lot of gold prior to your first back, you can potentially delay Tracker's Knife, and purchase Aether Wisp + Amplifying Tome without missing out on the mana regeneration, a problem that you might experience if you start Hunter's Machete.|
|Refillable Potion: If you aren't planning on ganking sometime before your first back, then Refillable Potion is the start for you. Additionally, Refillable Potion will likely save you 100-200g on Health Potions over the course of the game. If you are planning on skirmishing before your first back, I'd highly recommend starting 3 Health Potions instead to maintain the highest health you can for dueling. NOTE: I would not recommend upgrading Refillable Potion to Hunter's Potion because it shouldn't be too difficult to manage Gragas's mana pool.|
|Warding Totem: Everybody starts the game with this trinket for a reason. Stealth Ward can aid you in safely prevent an enemy invade early on in the game, and lights up the map to hopefully locate the whereabouts of the enemy jungler. I would hold onto this trinket until you are level nine and can swap it out for the Oracle Lens.|
|Tracker's Knife: This item essentially is just a more cost-efficient Sightstone for junglers, and it is excellent on Gragas. Simply due to vision it provides, this item can allow for you to make more calculated plays, and potentially fend off any of the enemy's aggressive plays. The drawback of purchasing this item is that you don't have the dueling power of Stalker's Blade or Skirmisher's Sabre. Therefore, be very careful when involving yourself with the enemy jungler if they have invested in Stalker's Blade or, especially, Skirmisher's Sabre. Stalker's Blade and Skirmisher's Sabre are both viable replacements for Tracker's Knife.|
|Enchantment: Runic Echoes: Gragas can make very efficient use of all aspects of Enchantment: Runic Echoes. The ability power and Luden's Tempest-esque passive provided significantly increases your clear speed, and mana regeneration. Additionally, the immense movement speed provided by Enchantment: Runic Echoes allows you to apply a lot of pressure across the map, and chase down fleeing enemies. Enchantment: Cinderhulk is a viable replacement for Enchantment: Runic Echoes, but I would only recommend purchasing Enchantment: Cinderhulk if you are behind.|
|Oracle Alteration: A very powerful trinket throughout the mid-late game that allows you to clear out all vision around the dragon to baron area in one activation if you have one or two teammates help you out. Ideally, you will want to replace your initial Stealth Ward with this around level nine.|
|Boots of Swiftness: Currently, these boots out class their counterpart Mobility Boots in a variety of aspects and are standard across almost all junglers. They allow you to move around at a significant speed while in and out of combat, and in addition, are cheaper than the other boot choices by a decent margin. On another note, I would highly recommend trying to buy these boots early on in the game, ideally after you complete your Enchantment: Cinderhulk. I would make these boots your default choice until the other boot choices are buffed or Boots of Swiftness are nerfed.|
|Ionian Boots of Lucidity: If you are snowballing and/or massively ahead of the enemy jungler, I would highly recommend Ionian Boots of Lucidity. They significantly reduce the cool down for Flash and your abilities while also being very cheap to purchase.|
|Mercury's Treads: The magic resistance on Mercury's Treads may be nice, but the primary reason for buying these boots is for the tenacity they provide. I would recommend purchasing these boots against teams with 3 or more forms stuns, taunts, fears, silences, snares, or roots. Getting these boots early on may allow for you to safely itemize armor without sacrificing too much magic resist.|
|Ninja Tabi: If you can't justify purchasing Mercury's Treads, then Ninja Tabi should be your ideal choice of boots. They provide immense resistance against marksman, and other auto-attack reliant champions in the game. Another situation in which you may opt to purchase Ninja Tabi is if you are facing a team composition that is entirely or almost entirely physical damage.|
|Dead Man's Plate: This is my typical first purchase after Enchantment: Cinderhulk for multiple reasons. Dead Man's Plate grants Gragas not only a little bit more damage, but a little bit more crowd control and movement speed. I would recommend purchasing this item when the enemies' primary threat is physical damage, and you are even or ahead of the enemy jungler.|
|Frozen Heart: A stellar first item choice against attack speed reliant team compositions, or perhaps a couple strong physical damage dealers. This item is superb on Gragas due to the immense cool down reduction and armor it provides. If you do purchase this item first, be careful around enemy mages because your only defense against them will be your health from Enchantment: Cinderhulk.|
|Randuin's Omen: This item is a great purchase as a second or third armor item in most situations, but I would definitely not recommend purchasing this as a first item. The majority of the value in Randuin's Omen is the reduced damage from critical strikes which doesn't really come in handy until the enemy marksman has 2 or more core items completed. Consider switching Dead Man's Plate out for Randuin's Omen in the late game when you're already six items as Randuin's Omen provides significantly more durability.|
|Thornmail: Similarly to Randuin's Omen, this item is best purchased later on in the game. The reasoning for this is primarily due to the fact that Thornmail's passive's damage is significantly increased by how much armor you have already purchased. Typically, Thornmail will be the final armor item that you purchase.|
|Locket of the Iron Solari: This is a great supportive magic resist item that sacrifices individual tankiness for a tanky aura that is shared with the team. I would highly recommend purchasing this item early on in the game if you are facing a double AP composition (e.g. Kennen Top, Brand Mid). However, this item should also be purchased in situations where you are facing a fed AoE (area of effect) mage (e.g. Ziggs). Ensure that you communicate with your support when you purchase this item because double Locket of the Iron Solari is not ideal in most situations. If you have a tank top laner, consider putting a higher priority on this item because it will be important to keep your carries alive in a double tank team composition.|
|Spirit Visage: Ideally, you would like to get this as your first magic resist item on Gragas for the extra healing from Happy Hour, and cool down reduction. This item provides Gragas with a substantial amount of health, magic resist, and cool down reduction. Spirit Visage should be your first magic resist item when it is neither the appropriate situation to purchase Locket of the Iron Solari (Not facing double AP or AoE Mage) nor the appropriate situation to purchase Banshee's Veil (Little benefit from spell shield).|
|Banshee's Veil: This item is spectacular on Gragas because the spell shield from Banshee's Veil allows you to engage without getting interrupted by a pesky crowd control ability. However, I would be hesitant about purchasing this item if you are against a team that can easily pop your Banshee's Veil, or doesn't necessarily have any important abilities that need blocking.|
|Abyssal Scepter: First of all, I would not recommend purchasing Abyssal Mask unless you are extremely ahead, or you are take on the role of a secondary tank on your team. This item lets you output a lot more damage than Frostfire Gauntlet with the magic resist reducing aura. I would recommend this item if you are on a heavy magic damage team, or you are facing a large amount of magic damage.|
|Iceborn Gauntlet: First of all, I would not recommend purchasing Frostfire Gauntlet unless you are extremely ahead, or you are take on the role of a secondary tank on your team. This item provides a neat passive that allows you to perma-slow enemies and engage in very prolonged duels. The issue with this item is primarily that it sacrifices a lot of needed tankiness, and the only way to really make use of this item is if you are tanky enough to apply your passive multiple times in fights.|
|Rod of Ages: Compared to the other damage items you should consider on Gragas, Rod of Ages is a long term investment. It is extremely important with the current fast-paced meta that if you are going to build a Rod of Ages that you do so quickly so you can fully stack it. That being said, if you are considering purchasing this item, you HAVE to purchase it immediately after your Enchantment: Cinderhulk or Enchantment: Runic Echoes.|
|Zz'Rot Portal: This item provides a good mix of armor and magic resist, and, in addition, it provides you with a placeable portal that summons voidlings to generate side lane pressure or help with sieges. Another added benefit of Zz'Rot Portal is that it provides you with bonus movement speed when near towers (i.e. provides noticeable movement speed when fighting inside of a lane most of the time).|
|Sightstone: This item is seldom used with the existence of the Tracker's Knife jungle item, but it is still a viable means to gain vision control if you have opted for either Stalker's Blade or Skirmisher's Sabre. If you do purchase this item, ensure that you upgrade it into one of its various upgrades later on in the game to make its slot more efficient. However, don't|
- Always try to think at least thirty seconds ahead, so you don't waste time fumbling over what to do next.
- Be careful about clearing the Rift Scuttler if your nearby lanes don't have enough pressure to cover you if the enemy jungler finds you.
- Consider giving Blue Sentinel to your mid laner on your second clear.
- You can use your Body Slam to stun the Rift Scuttler and do significantly increased damage to it.
- Try to save a charge of Smite before ganking if you have opted for either Stalker's Blade or Skirmisher's Sabre.
- Make sure you position yourself so all jungle monsters are hit by Body Slam.
- All of Gragas's ability have a cast animation, and, thus, it is best to cast them right after auto-attacking when clearing the jungle in order to cancel some of your auto-attack animation.
- You can start on the top lane side of your jungle if your bot lane plans on starting a camp before they go to lane. If this is the case, simply follow the jungle route that you would normally perform on the opposite side (i.e. If you are on the red side and you start on the top side of your jungle, then follow the clearing order that you would for the blue side).
Clear Summary: Start with Hunter's Talisman + Refillable Potion. Head over to the Crimson Raptor . Level up Barrel Roll. Have mid lane assist you with the Crimson Raptor if possible by damaging the small raptors and clear it. Level up Drunken Rage. Head over to the Red Brambleback . Use your first charge of your Refillable Potion. Kite and clear the Red Brambleback with Smite, and head over to the Blue Sentinel . Clear the Blue Sentinel , and level up Body Slam. Head over to the Gromp , and clear it. Head over to the Greater Murk Wolf , and clear it. You can now look to gank a nearby lane, go to the nearby scuttle crab, or go back to base.
NOTE: Your clear will be significantly healthier if you learn how to kite the Red Brambleback and Blue Sentinel efficiently.
Blue Sentinel Clear
Clear Summary: Start with Hunter's Talisman + Refillable Potion. Head over to the Blue Sentinel . Level up Barrel Roll, and use Barrel Roll on Blue Sentinel 's spawn at 1:37. Have the nearby side=lane assist you with the Blue Sentinel and clear it. Level up Drunken Rage. Head over to the Greater Murk Wolf . Clear the Greater Murk Wolf , and head over to the Red Brambleback . Clear the Red Brambleback , and level up Body Slam. Head over to the Ancient Krug , and clear it. Head over to the Crimson Raptor , and clear it. You can now look to gank a nearby lane, go to the nearby scuttle crab, or go back to base.
NOTE: Your clear will be significantly faster and healthier if you are provided a leash from your laners on the first camp of your clear.
Red Side Clear
Clear Summary: Start with Hunter's Talisman + Refillable Potion. Head over to the Red Brambleback . Level up Barrel Roll, and use Barrel Roll on Red Brambleback 's spawn at 1:37. Have the nearby side=lane assist you with the Red Brambleback and clear it. Level up Drunken Rage. Head over to the Greater Murk Wolf . Clear the Greater Murk Wolf , and head over to the Blue Sentinel . Clear the Blue Sentinel , and level up Body Slam. Head over to the Gromp , and clear it. Head over to the Crimson Raptor , and clear it. You can now look to gank a nearby lane, go to the nearby scuttle crab, or go back to base.
NOTE: Your clear will be significantly faster and healthier if you are provided a leash from your laners on the first camp of your clear.
- Knowledge of the enemy jungler's whereabouts can allow for you to take more calculated risks, or potentially set up a countergank scenario. Tracker's Knife and Vision Wards are critical to establishing the vision control in order to find the enemy jungler's location to accomplish this.
- Consider focusing your vision control around your laners that are most prone to being ganked. This will usually give you opportunities to countergank or just prevent the enemy's gank opportunity altogether.
- Ask your laners for information on where the enemy has placed wards in order to make the stealthiest gank possible.
- I would highly recommend communicating to your teammates with a significant amount of pings when you are ganking to ensure that they are on the same page as you.
- Don't be afraid to gank a lane if you cannot kill the enemy. In some scenarios, it can be quite effective to gank just to pressure an enemy out of lane, or burn one of their summoner spells.
Who to Gank and When to Gank Them
- In general, it is best to gank enemy laners who have limited mobility, low health, or are simply over extended.
- Gank lanes that can snowball a lead efficiently. On the flip side, it may also be valuable to gank lanes to prevent an enemy from snowballing.
- Be extremely cautious when ganking for a laner who is at a significant disadvantage compared to the enemy. You do not want to make the lane worse for them by losing in a 1 v 2 or a 2 v 2 scenario.
- It is usually the safest idea to gank winning lanes because you will likely win a skirmish if the enemy jungler shows up.
- In general, you should gank when you and your laner have a noticeable advantage over the enemy laner and their jungler.
- When you have the appropriate amount of health to survive the 2 v 1 or 3 v 2 scenario.
- When either you or your laner has hit a core item power spike (e.g. Trinity Force on Irelia), and is definitively stronger than their respective opposition.
- You should gank when you have a strong sense of where the enemy jungler is, or at least know that you and your nearby ally can win the potential skirmish.
- Typically you will need to initiate the ganks (unless your teammate has a reliable crowd control spell). Try to engage the gank when the enemy is furthest up in the lane and ideally when the enemy has used a mobility spell (e.g. Living Shadow, Shunpo).
- When you have knowledge that the enemy laner's Flash or alternative escape summoner spell is on cooldown.
Before Level Six
- While approaching the enemy champion, begin charging up your Drunken Rage.
- If you are in range for Body Slam, go for it. If not consider the possibility of Body Slam + Flashing or using Barrel Roll to slow the enemy. Only use Body Slam + Flash if your teammate can easily help you finish the enemy off during the duration of the crowd control, or if the enemy champion is fairly easy to gank when their Flash is down (Reasoning: They will likely have to Flash after you Body Slam + Flash.
- If you connect Body Slam, use your Barrel Roll immediately after if you can burst them during the duration of the crowd control. If you cannot burst the enemy, then you should save Barrel Roll until the Body Slam crowd control has finished to layer your crowd control efficiently.
- If you have approached an enemy from behind, don't use your Body Slam because the enemy will have to run towards you to escape or fight it out. Use your Body Slam once they gain some separation distance from you.
- If the enemy champion Flashes your Body Slam (a common occurrence), throw your barrel at their Flash location and consider whether or not it is worth to pursue the gank any further.
After Level Six
- Charge up your Drunken Rage as approaching the enemy. If you are in Body Slam range, Body Slam the enemy and immediately cast Explosive Cask to knock them into your laner (assuming the enemy isn't capable of killing your laner). Be careful about using your Drunken Rage auto attack before casting Explosive Cask. There is a window where the enemy is able to Flash out before your Explosive Cask lands if you auto attack after Body Slam, but casting Explosive Cask immediately after Body Slam guarantees for the Explosive Cask to connect.
- If you are not in range of Body Slam, you have three options: do the combo described above with Body Slam + Flash instead, go for the Explosive Cask to knock the enemy back, or Body Slam to get in range of tossing Explosive Cask.
- Don't be afraid to use your Explosive Cask to finish off low health enemies.
- In general, tower dives should only be performed when you have a significant advantage over the enemy lane and have the knowledge to execute the tower dive in a safe manner.
- In most tower diving situations, either you or the support will tank the tower while allowing for your allies to exert the maximum amount of damage possible.
Ganking through Lane
- The idea of ganking through lane is to simply sneak through the brushes in either the top or bottom lane and punish the enemy's aggression or engage on the enemy yourself when they get close to the brush.
- An advantage of an in-lane gank is its surprise factor because this style of ganking is not all that common especially at lower rankings.
- The primary reasons to lane gank would be if the enemy laner has warded the other means of ganking or if the enemy's minion wave is pushing. The reason why you want the enemy's wave to be pushing is due to the fact that the enemy will be forced to move up the lane closer to your location if their minions are pushing.
- Execution of a gank through the lane is no different than what is stated above, but usually requires a little bit more patience then your standard gank.
- Body Slam + Flash is a very useful combo on Gragas, so I would advise you to avoid team fights where your Flash isn't up.
- Ensure that you layer your forms of crowd control with your allies.
- Don't underestimate the value of using Explosive Cask merely to disorient the enemy team's positioning. This is especially useful if you can prevent the enemy carries from being able to do damage for a couple seconds or more.
- You can use Explosive Cask as a means of disengage if you don't want to engage in a fight at the moment.
- Body Slam + Flashing on an enemy carry can be used merely to disrupt an enemy carry, or to catch them out when they misposition in the fight.
- When to Initiate:
- You are the only form of initiation on your team.
- A priority target (AD carry, or AP carry) is severely out of position (i.e. in range of Body Slam + Flash or Body Slam + Explosive Cask) and can be caught out by one of the methods below.
- You are facing a poke composition and you need to pull the trigger before you and your teammates are whittled down.
- When your full team is present, or you have complete knowledge that the fight you're about to engage has even numbers or numbers in your favor.
- How to Initiate: You can initiate in the exact same way that you would gank an enemy after level six. You can engage by simply throwing your Explosive Cask and knocking someone back (use Body Slam if you need to get closer to toss your Explosive Cask), or you can use Body Slam or Body Slam + Flash followed up by an Explosive Cask.
- When to Peel:
- An ally on your team is strong enough that their survival in a fight is a guaranteed victory.
- If you aren't relied upon for engage.
- A nearby carry is suffering and you can do something about it.
- Your Flash is down, or you would have a rough time getting on the enemy back line.
- In the late game, even if you engage, peel back for your marksman as they are likely the strongest threat on your team.
- How to Peel: You should stand between the enemy you are trying to peel off of your ally and your ally in order to block skillshots and force the enemy to path around you. In addition to that, use your forms of crowd control in order to keep the enemy off of your ally; however, don't forget that killing a threat is the best way to nullify it.
These combos are the most important combos to know how to execute in order to play Gragas at a high level. These combos are best used in order to catch an enemy out of position. Thus, these combos are also very effective when ganking an enemy laner.
These combos are primarily seen when playing AP Gragas, but still have some uses if you are playing the standard tank Gragas. These combos are best used in order to finish off a low health enemy or damage them as much as possible. You will rarely (once every five or so games) find proper situations to use these combos, but they are nice to know.
Even though I am just a Diamond IV player, I can take pride in my mechanical skill on Gragas. If you are ever interested in watching some of my recent Gragas gameplay, simply head over to my page on Replay GG, a LoL replay website, and you will have access to replays for any of the match-made games I have played in the past seven days. In addition to being able to watch my recent gameplay via Replay.gg, I will try to upload some of the better Gragas games to learn from to my YouTube channel.
Pluckin Penguin's Gragas Gameplay
IEM San Jose: TSM vs LGD Game 1 (Svenskeren)
IEM San Jose: CLG vs UOL Game 1 (Xmithie)
IEM San Jose: CLG vs UOL Game 2 (Xmithie)
- jhoijhoi: I made use of some of her wonderful templates from her guide about Making A Guide.
- PsiGuard: I modeled a good portion of this guide off of PsiGuard's well-made Nocturne Guide, Haunt the Jungle.
- utopus: For giving me a lot of constructive criticism to help improve my guide.
- NCSU Team Alpha: For allowing me to perfect my Gragas play in a team environment.