Gragas Build Guide

Enough alcohol solves every problem.A tanky An AP Gragas guide

Uploader Brohammad
Updated 5 years ago
  • 9
    Greater Mark of Magic Penetration (+0.87 magic penetration)
  • 9
    Greater Seal of Scaling Mana Regeneration (+0.065 mana regen / 5 sec. per level (+1.17 at champion level 18))
  • 9
    Greater Glyph of Scaling Ability Power (+0.17 ability power per level (+3.06 at champion level 18))
  • 3
    Greater Quintessence of Ability Power (+4.95 ability power)
Skill Order
1 1 1 1
2 2 2 2
3 3 3 3
4 4 4 4
5 5 5 5
6 6 6 6
7 7 7 7
8 8 8 8
9 9 9 9
10 10 10 10
11 11 11 11
12 12 12 12
13 13 13 13
14 14 14 14
15 15 15 15
16 16 16 16
17 17 17 17
18 18 18 18

Gragas is a versatile hero capable of being used in any of a few manors. The build I've found by far most effective is the tanky AP option. While it does slightly decrease his damage from the pure AP deathcap rush build that Reginald popularized, I feel that because of Gragas' ability to get in close he scales very well with the health from a Rod of Ages, and it makes him very hard to kill mid game, at the cost of damage. Gragas is extremely lane dominant, and normally will end the game with the most CS in the game. He is in a very strong place right now with the AP middle meta. Taking full advantage of this farming ability, zoning ability, high range, and excellent ratios will greatly increase your teams chances of victory In this guide I'll explain how all of these work and how to use his advantages to win your lane, and the game. About me: I'm a 1500 ELO player season 2, and a 1300 player season 1. I have a little over 900 wins in normals with a pretty good ratio. I've been playing since the patch Olaf was released in. Add me in game if you see a reason.

Gragas, with my build, is a tanky mage. Unlike the standard rushing of [item=rabadons-deathcap] I prefer the throwback to the days of mages all going for [item=rod-of-ages]. This makes him tanky, at the cost of some mid game damage. Because of this I only use gragas in this way if there is another source of significant Magic Damage, and mid game power. His ideal place is soloing top or mid on a double AP team comp, with another mage who has a stronger mid game, possibly one who falls off later. I feel that he compliments something like a LeBlanc very well. Despite it being a little bit off from the Meta, don't be afraid to run Gragas AND another mage. He can be the only mage on the team, but I would advise either following a more pure damage build (Regi) or making sure that your team has other sources of partial magic damage, eg: Corki, singed, cho, jax, etc. Pros: High Burst Long Range Great Farming Strong Displacement Escape Mechanism Very Good lane sustain Tanky as mages go, and with RoA, much more forgiving. Cons: Damage can be dodged Not the greatest sustained damage Has to be in close to maximize damage Takes some skill

These runes are pretty simple... [.]Magic Pen reds because he does magic damage. [.]Flat AP quints for early game damage output [.]Mp5/Level Seals help you maintain the increasing cost of your barrel roll, and how frequently you'll be using it late game. These CAN be switched our with preference for Armor or MR [.]AP/level blues just give him some more kick as he levels. The only thing I wouldn't think about changing is the Marks. Quints rarely, but sometimes you might want movespeed. Seals are up in the air, I just prefer Clarity. And blues Ap/level are really the best but defense or flat cooldowns work too.

[title][img=skills/gragas/p.png] Passive: Happy Hour[/title] [number]On ability use, Gragas takes a drink restoring 2% of his max health over 4 seconds.[/number] [title]Explanation:[/title] This is a really fantastic passive for Gragas. It synergizes amazingly well with his Drunken Rage, giving him near infinite lane sustain if you're using them both properly. If you're not at full health, use something to make sure this is always healing you if you can afford the mana. [title][img=skills/gragas/q.png] Q: Barrel Roll[/title] [number]Gragas rolls his cask to a location, which can be activated again to explode or will explode on its own after 5 seconds, dealing 85 / 135 / 185 / 235 / 285 (+90% of ability power) magic damage in the area. Cost 80 / 90 / 100 / 110 / 120 mana Range 1100 [/number] [title]Explanation:[/title] This is the bread and margarine of playing Gragas. This is what lets you farm, harass, kill and poke. It has VERY long range, and lets you farm from far out of any opponents harass range. If you're winning your lane you can use this to zone your opponent by leaving it between them and their own minions and popping it if they get close. Harassing with this is a little trickier as it requires both prediction and button mashing. To harass with it just pick where they'll be and fling it, and mash Q so it detonates as soon as they get there so they can't move away in time. It hits HARD. For actual fights, I typically Body Slam towards them, and put it directly behind them, so they're slowed and escaping through it. We rank this first because its awesome. [title][img=skills/gragas/w.png] W: Drunken Rage[/title] [number]Gragas guzzles down brew from his cask, channeling for 1 second. He gains 30 / 45 / 60 / 75 / 90 mana while channeling, and becomes empowered after finishing, increasing physical attack damage by 30 / 40 / 50 / 60 / 70, and reducing damage taken by 10 / 12 / 14 / 16 / 18% for 20 seconds. Cooldown 30 seconds Range 20 [/number] [title]Explanation:[/title] Use this on cooldown. If you're not using it on cooldown, you probably should be. In lane it's an excellent way to keep your mana up, in fights it makes you very tanky. It helps you push turrets, and hit harder with body slam. Note: Don't be a moron like me and not let it channel fully though till your second game as Gragas when you realize you weren't getting the steroid. It takes a second. We rank this second to sustain our mana, and increase our attack damage for last hitting. [title][img=skills/gragas/e.png] E: Body Slam[/title] [number]Gragas charges forward, colliding with the first enemy unit he hits and dealing 80 / 120 / 160 / 200 / 240 (+50% of ability power) plus 66% of his physical damage to enemies in the area. Damage is split amongst targets hit. Units hit by Body Slam are slowed by 35% for 2.5 seconds. Cost 50 / 55 / 60 / 65 / 70mana Range 25000[/number] [title]Explanation:[/title] Fat man be slammin. Basically, it is what it sounds like: a gap closer,doesn't hit too hard, and slows. Uses mostly consist of when you're dedicating yourself to a 1v1, or finishing off a minion wave in lane, After laning phase I find myself using it to escape or chase mostly over walls. It goes a little further than it looks like it should, and you get faster the further you've gone. Don't underestimate this ability, even though it really doesn't hit hard, we rank this up last. Note : this can get over any wall Shen can with Shadow Dash. [title][img=skills/gragas/r.png] R: Explosive Cask[/title] [number]Gragas throws his cask to an area. Upon landing, it deals 200 / 325 / 450 (+100% of ability power) magic damage to all units struck, knocking them back and applying a 20 / 30 / 40% attack speed debuff. Cooldown 90 / 75 / 60seconds Cost 100 / 125 / 150mana Range 1050[/number] [title]Explanation:[/title] This is what will make your team love or hate you. A well placed Explosive Cask can win or lose a game. Predicting where it'll launch people is sort of straight forward, it'll launch them away from where it lands. There's no real way to explain how to use this besides that you have to predict their movements. Exploit this ability's very long range, and late game it'll hit for nearly a thousand. This makes it great for either initiating by throwing someone towards you, or swiping a kill that might have gotten away. Early game I use this after I harass someone down and they think they're safe at their tower. Either flash or body slam in range and snipe them behind the tower. It will hit for over 200. I get a lot of my kills with this ability, in its initial damage or it re-positioning them for me to kill with Roll Slam and Ignite. Love this ability, but never trust it.

As seen above, pretty simple. R>Q>W>E, just follow that taking E at 4 for the slow and utility. Reasoning for W over E? E is a nice escape, and gives a slow to make landing Q easier, but all you really gain from ranking it up is cool down and damage. The damage is very low, and maxing W actually adds almost as much damage + sustain+ durability. W is just an all around better ability.

My typical start will be [img=items/boots-of-speed.png] [img=items/health-potion3.png], or [img=items/dorans-ring.png] Your first recall should always include the either boots, or a ring, depending on which you started with. If you have enough gold after that, grab parts of the Rod of Ages. Finish that thing ASAP Whatever happens I almost always end up with 2 [img=items/dorans-ring.png] a [img=items/rod-of-ages.png] and [img=items/boots-of-speed.png] pretty early on. (15 minutes typically) After your [img=items/rod-of-ages.png] finish your [img=items/sorcerers-shoes.png] and start working towards your [img=items/hextech-revolver.png] and eventually [img=items/will-of-the-ancients.png] After you have [img=items/hextech-revolver.png] you go right into your [img=items/rabadons-deathcap.png] for some hard hitting. Then we finish up [img=items/will-of-the-ancients.png] and your team loves you After this just to really get your burst up pick up a [img=items/lich-bane.png] (Sell a ring) After this point is where your build becomes a lot more situational. [img=items/dorans-ring.png] [img=items/sorcerers-shoes.png] [img=items/rod-of-ages.png] [img=items/will-of-the-ancients.png] [img=items/rabadons-deathcap.png] [img=items/lich-bane.png] This is the build I get almost every single game, after which I sell off the last [img=items/dorans-ring.png] . I sell them for a variety of situational things. If you want more damage, but need to be tankier you have three options: [img=items/abyssal-scepter.png] [img=items/rylais-crystal-scepter.png] or [img=items/zhonyas-hourglass.png] depending on what kind of defense you need. If you're REALLY getting trucked on then go pure defense. [img=items/frozen-heart.png] or [img=items/sunfire-cape.png] are my typical anti physical options if [img=items/zhonyas-hourglass.png] for some reason wouldn't be enough. Against magic damage the two options are [img=items/banshees-veil.png] [img=items/force-of-nature.png] I never get [img=items/archangels-staff.png] [img=items/mejais-soulstealer.png] or [img=items/deathfire-grasp.png] or a lot of other things that I don't think people ever consider. Honorable mention to [img=items/moonflair-spellblade.png] because maybe.

[img=items/sight-ward.png] [img=items/sight-ward.png] [img=items/sight-ward.png] [img=items/sight-ward.png] [img=items/sight-ward.png] [img=items/sight-ward.png] [img=items/sight-ward.png] These are wards. They cost 75 gold, they can save your life. You put them places and you see when stupid champions like [img=champ/shaco.png] try to kill you from the jungle. Buy them often.

Gragas is a solo lane hero. He can 2v1 top, 1v1 top, or 1v1 mid very well. If you need a 2v1 top, Gragas is usually the best candidate. Laning you can beat pretty much anybody. You can your Q you can use it to harass and farm early on, predict your opponents movements and harass, or just be lazy and farm with it. Take W at 2 and use it on cooldown. Once you get E at 4 you'll be able to take caster minions from full down in a Barrel and a body slam. At 9 you can take the casters in 1 barrel. Try to position your barrel so it only hits the casters early on, unless they have a weak jungler. If they have a weak jungler, It doesn't really matter but at 9 you can get it so it will kill all 3 caster and get the melee minions to the point where one body slam will kill them, farming the entire wave instantly. But again, do not do this if there is any worry of ganks. Upon reaching level 6 depending on how much you've harassed them you might be ready to kill them. A good level 6 ult catching someone off guard will almost guarantee a kill. You can use it by knocking them back into your combo, or you can harass them to roughly 200 health, and just hit them with an ult behind the tower, or flash in and ignite+ult if you don't trust just the ult. Early game teamfights you just want to stand in the corner and poke with barrels and use your ult to either clean up, catch someone to you, or knock them away if its going badly. In early dragons try to line up a Q explosion with your junglers smite, just for security. Try to get Golem whenever your jungler will allow you, it really helps.

This is when you can start to really drop a lane quickly, and your team fighting presence is at its least. You'll be much more fed than other people, but fights won't be very easy to get your Q's into. Ganking lanes will be very easy if the other lanes are still laning. Your rank 2 ult will obliterate people from 1/3rd of their heath at this point in the game, but its when you're most vulnerable. People aren't super squishy anymore, and you don't have the burst to kill them through health quite yet. Generally just farm and push around here, unless ganks open up. Get your Will of the Ancients and Deathcap as quickly as you can so your damage starts to exceed people's survivability again as quickly as possible.

This part of the game is just downright fun on Gragas. With your typical full build your ult ALONE will hit for 1000+ damage. You'll also finish your build before the enemy squishies get theirs finished. Since a lot of bad carries get their defensive item last, you'll often find yourself blasting off over half of a [img=champ/vayne.png]'s health with your final build and her screwing around with a Phantom dancer boots and half an infinity edge. Your ult is really volatile at this point, and with people running around quickly it's really easy to mess up. Catching someone like [img=champ/missfortune.png]alone and knocking her into your team almost guarantees a win, but at the same time knocking her back when you're trying to secure a kill can really screw you over. Love your ult, but never trust it to do exactly what you expect it to. Its very crucial to remember to keep your [img=skills/gragas/w.png] up at this point because with out it your 3100 health will drop like a rock. Dropping your ult in the midst of a team fight in close quarters will often not rocket anybody to a bad place, and is a good way to give your team an 800 damage lead on all of them. Its cool down is also very short end-game. You have the advantage of being fully built before most people because of your excellent farm, but once they start to catch up you do lose some of your lead, so be careful once [imgsmall=items/banshees-veil.png] starts popping up all over the other team. Possibly get another team mate to pop Veils so you can still ult.

This was totally not my idea, I just saw another guy doing it, Hellspore, in his AP Sion Guide and thought it was a great idea. Learn to last hit : If any terms confused you : General Overview of Mid : If you want to try a different, more aggressive Gragas : Every player should read : The guide I got this idea from, Also a great Sion build :

All in all Gragas is a little bit of a tricky AP burst hero. He requires your team to have some other magic damage on it, but under the right circumstance he is powerful. He can dominate most lanes, and as a result dominate most games. [img=champ/gragas.png] is fully worth learning to play. Note this is the first guide I've made, critique where needed.

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