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Recommended Items
Spells:
Flash
Smite
Items
Ability Order
Happy Hour (PASSIVE)
Gragas Passive Ability
Threats & Synergies
Dr. Mundo
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.
Introduction

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 ![]() |
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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

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 |
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Ferocity![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Cunning![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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Resolve![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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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: ![]() |
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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: ![]() |
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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: ![]() ![]() ![]() |
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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: ![]() ![]() |
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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: ![]() |
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Flash is a must-have on almost every champion in the game. Furthermore, it is a necessity to have ![]() ![]() ![]() ![]() |
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Smite is a must-have summoner spell for all junglers. ![]() ![]() ![]() ![]() |
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Happy Hour: This passive makes ![]() |
- 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.
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Drunken Rage: This is a very spammable single target damage spell in which ![]() ![]() ![]() |
- 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.
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Body Slam: An essential part of ![]() ![]() ![]() |
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.
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Explosive Cask: This is a very strong disengage and displacement tool that's use will define your mastery of ![]() ![]() |
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






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



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Hunter's Talisman: This item grants ![]() ![]() ![]() ![]() ![]() ![]() |
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Refillable Potion: If you aren't planning on ganking sometime before your first back, then ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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Warding Totem: Everybody starts the game with this trinket for a reason. ![]() ![]() |
Core Items
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Tracker's Knife: This item essentially is just a more cost-efficient ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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Enchantment: Runic Echoes: ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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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 ![]() |
Boots
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Boots of Swiftness: Currently, these boots out class their counterpart ![]() ![]() ![]() |
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Ionian Boots of Lucidity: If you are snowballing and/or massively ahead of the enemy jungler, I would highly recommend ![]() ![]() |
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Mercury's Treads: The magic resistance on ![]() |
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Ninja Tabi: If you can't justify purchasing ![]() ![]() ![]() |
Armor
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Dead Man's Plate: This is my typical first purchase after ![]() ![]() ![]() |
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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 ![]() ![]() |
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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 ![]() ![]() ![]() ![]() |
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Thornmail: Similarly to ![]() ![]() ![]() |
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. ![]() ![]() ![]() ![]() |
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Spirit Visage: Ideally, you would like to get this as your first magic resist item on ![]() ![]() ![]() ![]() ![]() ![]() |
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Banshee's Veil: This item is spectacular on ![]() ![]() ![]() |
Damage
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Abyssal Scepter: First of all, I would not recommend purchasing ![]() ![]() |
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Iceborn Gauntlet: First of all, I would not recommend purchasing ![]() |
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Rod of Ages: Compared to the other damage items you should consider on ![]() ![]() ![]() ![]() ![]() |
Other
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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 ![]() |
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Sightstone: This item is seldom used with the existence of the ![]() ![]() ![]() |
- 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).
Raptors Clear
Clear Summary: Start with















NOTE: Your clear will be significantly healthier if you learn how to kite the


Blue Sentinel Clear
Clear Summary: Start with















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















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.
Initiation
- 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.

Peeling
- 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




Burst Combos
These combos are primarily seen when playing AP





Even though I am just a Diamond IV player, I can take pride in my mechanical skill on



Pluckin Penguin's Gragas Gameplay
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Professional Gameplay
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IEM San Jose: TSM vs LGD Game 1 (Svenskeren)
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IEM San Jose: CLG vs UOL Game 1 (Xmithie)
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IEM San Jose: CLG vs UOL Game 2 (Xmithie)
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- 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.
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