Gragas Build Guide _ the King of Bop Rereview

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7/25/2019 Gragas Build Guide _ the King of Bop Rereview http://slidepdf.com/reader/full/gragas-build-guide-the-king-of-bop-rereview 1/22 S+ S- UN-FAV  REPORT 141K VIEWS 22 COMMENTS 12 VOTES BUILD GUIDE DISCUSSION (22) MORE GRAGAS GUIDES CHEAT SHEET STARTING ITEMS FIRST BACK < 700G FIRST BACK ~700G Standard Tank Gragas Jungle GRAGAS BUILD  GRAGAS BUILD GUIDE BY PLUCKIN PENGUIN The King of Bop: A Competitive Jungle Gragas Guide Pluckin Penguin Last updated on January 24, 2016  Mark of Attack Speed 9x Seal of Armor 9x Glyph of CD Reduction 6x Glyph of Scaling M.Resist 3x Quint of Ability Power 3x Hide item names CREATE GUIDE Builds & Guides LEAGUE OF LEGENDS Database & LOL WIKI Tournaments LEAGUE OF LEGENDS Community LOL FORUMS & NEWS Watch League STREAMS & VIDEO League of Legends Champion Guides  CHAMPIONS MOBAFIRE NETWORK  +0 0 UTOPUS MOBAFIRE NETWORK MORE SITES

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S+ S- UN-FAV REPORT

141KVIEWS

22COMMENTS

12VOTES

BUILD GUIDE DISCUSSION (22) MORE GRAGAS GUIDES

CHEAT SHEET

STARTING ITEMS FIRST BACK < 700G FIRST BACK ~700G

Standard Tank Gragas JungleGRAGAS BUILD

GRAGAS BUILD GUIDE BY PLUCKIN PENGUIN

The King of Bop: A Competitive Jungle Gragas Guide

Pluckin Penguin Last updated on January 24, 2016

Mark of AttackSpeed

9x

Seal of Armor

9x

Glyph of CDReduction

6x

Glyph of ScalingM.Resist

3x

Quint of AbilityPower

3x

Hide item names

CREATE GUIDE Builds & GuidesLEAGUE OF LEGENDS

Database& LOL WIKI

TournamentsLEAGUE OF LEGENDS

CommunityLOL FORUMS & NEWS

Watch LeagueSTREAMS & VIDEO

League of Legends Champion Guides CHAMPIONS

M O B A F I R E N E T W O R K +0 0 UTOPUSMOBAFIRE NETWORK MORE SITES

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Hunter'sTalisman

RefillablePotion

WardingTotem

Hunter'sMachete

Skirmisher'sSabre

Skirmisher'sSabre -

Cinderhulk

Boots of Speed

OracleAlteration

CORE ITEMS

Boots of Swiftness

Mercury'sTreads

Ninja Tabi

BOOTS

Dead Man'sPlate

Frozen Heart Randuin'sOmen

Thornmail

ARMOR

Locket of theIron Solari

Spirit Visage Banshee's Veil

MAGIC RESIST

Iceborn

Gauntlet

Abyssal

Scepter

DAMAGE

Righteous

Glory

Sightstone

OTHER

Skirmisher'sSabre -

Cinderhulk

Boots of Swiftness

Locket of theIron Solari

Dead Man'sPlate

Spirit Visage Randuin'sOmen

EXAMPLE BUILD

2 4 5 7 9

3 8 10 12 13

1 14 15 17 18

ABILITY SEQUENCE

COMMUNITY CUPS

VIEW ALL TOURNAMENTS ON MOBAFIRE

Gragas

MORE GUIDES

TOP GRAGAS GUIDES

The King of Bop: A CompetitiveJungle Gragas GuideBY PLUCKIN PENGUIN

Get Drunk and Get to Business:GRAGASBY DAZZLLING5

[S6] Gragas [Support/Top] - BlueBelly Beer BuildBY AWAKENINGAGATE

Jungle Gragas - Oh yeaaaa! (In-depth LCS build guide)BY JOHNY77

WEEKLY FREE CHAMPIONS

MORE GUIDES

FEBRUARY

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6 11 16

Ferocity: 0

Cunning: 18

Resolve: 12

MASTERIES

THREATS TO GRAGAS WITH THIS BUILD

THREAT SHOW ALL

THREAT CHAMPION NOTES

2 Master Yi

In early game duels, Master Yi will slowly begin to gain an edge on you as hebegins 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 AlphaStrike is on cool down (to avoid Master Yi Alpha Striking to essentially dodgeyour Body Slam). In team fights, you can engage on Master Yi in most

LOW HIGH

5/5

1/1

5/5

1/1

5/5

1/1

5/5

1/1

5/5

1/1

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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 Rollwon't be able to stop his Highlander.

TABLE OF CONTENTS

Introduction

Pros & Cons

Masteries

Runes

Summoner Spells

Abilities

Ability Sequence

Items

Jungling

Ganking

Team Fighting

Advanced Tricks and Combos

Gameplay

Credits

Introduction

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Hey everyone, I'm Pluckin Penguin, and welcome to my Gragas guide. I've been playing Leauge of Legends

since late Season 1, and I am currently a Diamond IV Jungle Main in soloqueue. 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 andnow has an incredibly different play style. As of 12/11, I have a 71% win rate on Gragas in 24 games played. I

hope that my guide will be able to enrich your knowledge and performance on Gragas!

Pros & Cons

Pros Cons

> 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

Masteries

MASTERIES

5/5 1/1 5/5 1/1 5/5 1/1 5/5 1/1 5/5 1/1

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I opt for the Thunderlord's Decree mastery in the Cunning tree in order to increase Gragas's burst

throughout the game. However, it is also worth noting that all three keystones in the Resolve tree are also viable

choices on Gragas.

After obtaining Thunderlord's Decree in the Cunning tree, I put my last twelve points in the Resolve tree to

ultimately achieve Insight which reduces your Flash's cooldown to 255 seconds.

Cunning Resolve

Savagery : Increased jungle speed

Runic Affinity : Increased buff length is very nice on

junglers

Merciless : Helpful when trying to finish off targets

Dangerous Game : Can be the difference from

surviving or dying in a gank

Precision : Hybrid penetration increases your

damage ou tput

Thunderlord's Decree : Significantly increased burst

damage in the earlier stages of the game

Recovery : Increases your sustain at all points in

the game

Explorer : Handy movement speed when walking

down the river or clearing scuttle crab

Runic Armor : Synergizes with your passive, Happy

Hour

Insight : Reduced cooldown on Flash is very

important on Gragas

Runes

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.

Alternatives: Greater Mark of Hybrid Penetration, Greater Mark of Magic Penetration

Seals of Armor are standard for almost all roles, 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.

Alternatives: Greater Seal of Scaling Health (best paired with Greater Quintessence 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 Scaling Magic Resist will provide you with some bonus magic resist later on in the

game, but are hardly noticeable earlier on in the game. I would recommend switching these Scaling

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Magic Resist Glyphs out for Flat Magic Resist Glyphs against an AP jungler (e.g. Nidalee, Elise).

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

Summoner Spells

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 and your eventual jungle item enchantment.

Abilities

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.

Tips and Tricks

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.

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Barrel Roll: This is your main damage source in the early game and a wonderful ganking tool. If you

are able to let the barrel sit for a little bit before casting it, the extra damage makes it an effective

tool for clearing jungle camps, and minion waves.

Tips and Tricks

Your barrel will turn a bright red when it is fully fermented and able to amplify the slow 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.

Tips and Tricks

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.

Because Drunken Rage deals bonus magic damage on your next auto attack, you only need to

connect one more ability or auto-attack after hitting an enemy with a Drunken Rage auto-attack

to proc Thunderlord's Decree .

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.

Tips and Tricks

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

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mastery of Gragas. In certain situations, Explosive Cask can also make for a splendid

engagement tool as well.

Tips and Tricks

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 wrongenemy 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.

Ability Sequence

> > >

ABILITY SEQUENCE

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

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 the reduced cool down will help out a ton. After maxing your Barrel Roll, you should max

out Drunken Rage to reduce its cool down allowing you to keep your damage reduction steroid active in a good

portion of skirmishes. Lastly, you will want to put your final points into Body Slam.

I would highly recommend sticking to this ability sequence, but it is also a viable option to max out Drunken

Rage instead of Barrel Roll. This ability sequence used to be far more popular before Drunken Rage was

nerfed in Patch 5.17.

Items

Starting Items

Hunter's Talisman: This item grants Gragas an immense amount of sustain in the jungle

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allowing him to easily farm the jungle without starting with three Health Potions. That being said,

I would only use this jungle start if you aren't planning on going for a gank at level three. The

reasoning for this is primarily due to the fact that Gragas clears fairly slowly in comparison to the

Hunter's Machete bruiser or marksman junglers. More information on this below.

WHEN SHOULD I 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 onHealth 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 t o 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. Warding Totem 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 Alteration.

Core Items

Skirmisher's Sabre: This item allows you to duel or survive duels with enemies quite easily. This

may be my personal preference, but it can easily be substituted for Stalker's Blade or Tracker's

Knife. Stalker's Blade can make it easier to catch enemy champions out of position, but falters in

comparison to Skirmisher's Sabre when it comes to dueling. Tracker's Knife is a more

supportive route that allows you to light up the map with wards which can be very helpful, but also

sacrifices your ability to take a combat Smite.

Enchantment: Cinderhulk: This is a fairly straight forward choice for a tank jungler. It provides

you with a passive similar to that of Sunfire Cape, and grants you a decent chunk of bonus health

as you buy more and more health items. I would not recommend deviating from the

Enchantment: Cinderhulk if you are planning on itemizing Gragas as a tank.

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 Warding Totem with this around level

nine.

Boots

Boots of Swiftness: Currently, these boots out class their counterpart Boots of Mobility in a

variety of aspects and are standard across almost all junglers. They allow you to move around at a

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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.

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.

Armor

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 inRanduin'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.

Magic Resist

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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.

Damage

Iceborn Gauntlet: First of all, I would not recommend purchasing Iceborn Gauntlet unless you

are extremely ahead, or you have a top lane 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.

Abyssal Scepter: First of all, I would not recommend purchasing Abyssal Scepter unless you are

extremely ahead, or you have a top lane tank on your team. This item lets you output a lot more

damage than Iceborn 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.

Other

Righteous Glory: This is a very strong item if your team has weak engage, or you are relied upon

for engage. In terms of stats, it provides a decent chunk of health, but the durability it provides is

lacking in comparison to some of the armor and magic resist items I've listed above. You should aim

to purchase this item quite early into the game, but I would definitely not recommend purchasing it if

you fall behind early on in the game.

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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

Jungling

General TipsAlways 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.

Save your Smite for Crimson Raptor if you plan to gank soon after. The buff allows you to

safely go for ganks knowing that you haven't been spotted.

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.

Don't underestimate the power of using Smite on the Greater Murk Wolf . It's a great use of

Smite if you are suffering from counter-jungling or if your team is simply being pressured around

that side of the jungle.

Try to save a charge of Smite before ganking if you have opted for either Stalker's Blade or

Skirmisher's Sabre, but don't underestimate the value of the Smite buff from the Crimson

Raptor . The Crimson Raptor buff allows for one to make significantly safer ganks and

counterganks.

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 avoid cancelling your auto-attack.

You can start on the top lane side of your jungle if your bot lane plans on starting a camp beforethey 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).

Blue Side Clear

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S6 Gragas Guide: Blue Side Clear (Talisman)

Video Summary: Start with Hunter's Talisman + Refillable Potion. Head over to the Ancient Krug .

Level up Body Slam. Have bottom lane assist you with the Ancient Krug and clear it. Level up Barrel Roll.

Head over to the Red Brambleback . Consider using your Warding Totem near it to evade the level two

invade. Clear the Red Brambleback , and head over to the Blue Sentinel . Clear the Blue Sentinel , andlevel up Drunken Rage. Head over to the Greater Murk Wolf , and clear it. Head over to the Crimson

Raptor , and clear it. Head back to base, and purchase Skirmisher's Sabre (or your preferred jungle upgrade).

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

S6 Gragas Guide: Red Side Clear (Talisman)

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Video Summary: Start with Hunter's Talisman + Refillable Potion. Head over to your Gromp . Level up

Body Slam. Have bottom lane assist you with Gromp and clear it. Level up Barrel Roll. Head over to the

Blue Sentinel . Consider using your Warding Totem near it to evade the level two invade. Clear the Blue

Sentinel , and head over to the Red Brambleback . Clear the Red Brambleback , and level up Barrel Roll.

Head over to the Crimson Raptor , and clear it. Head over to the Greater Murk Wolf , and clear it. Head back

to base, and purchase Skirmisher's Sabre (or your preferred jungle upgrade).

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.

Ganking

General Tips

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

Who to Gank:

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.

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When to Gank:

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.

SVENSKEREN'S GRAGAS GANK (BEFORE 6)

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

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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.

Team Fighting

General Tips

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

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to catch them out when they misposition in the fight.

Initiation

When to Initiate:

1. You are the only form of initiation on your team.

2. 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.

3. You are facing a poke composition and you need to pull the t rigger before you and your

teammates are whittled down.

4. When your full team is present, or you have complete knowledge that t he 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.

XMITHIE'S GRAGAS INITIATION

Peeling

When to Peel:

1. An ally on your team is strong enough that t heir survival in a fight is a guaranteed victory.

2. If you aren't relied upon for engage.

3. A nearby carry is suffering and you can do something about it.

4. Your Flash is down, or you would have a rough time getting on the enemy back line.

5. 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.

Advanced Tricks and Combos

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Stan ar Com os

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.

STANDARD COMBO W/ FLASH (PRE-6)

STANDARD COMBO W/ FLASH (POST-6)

Burst Combos

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.

BURST COMBO

BURST COMBO W/ FLASH

LONG RANGE BURST COMBO

Gameplay

IEM SAN JOSE: TEAM SOLO MID VS LGD GAMING GAME 1 (SVENSKEREN)

IEM SAN JOSE: COUNTER LOGIC GAMING VS UNICORNS OF LOVE GAME 1 (XMITHIE)

IEM SAN JOSE: COUNTER LOGIC GAMING VS UNICORNS OF LOVE GAME 2 (XMITHIE)

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