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GRAGAS BUILD GUIDE: [S3] The Big Bang Theory by ShakzyO

by ShakzyO (last updated over a year ago)

Featured1,696,961 Views 42 Comments
9
Greater Mark of Magic Penetration( +7.83 magic penetration)
9
Greater Seal of Scaling Ability Power( +0.9 ability power per level (16.2 at champion level 18))
9
Greater Glyph of Scaling Ability Power( +1.53 ability power per level (27.54 at champion level 18))
3
Greater Quintessence of Ability Power( +14.85 ability power)
View Rune Details
Summoner Spells
View Summoner Details
21
0
9
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/4
mastery 3 mastery 3 3/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 3/3
mastery 2 mastery 2 0/1
mastery 3 mastery 3 1/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 3/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 2 mastery 2 1/1
21 Offense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 2 mastery 2 0/1
0 Defense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 3/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 1/3
mastery 3 mastery 3 3/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 1/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
9 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Happy Hour
QBarrel Roll
WDrunken Rage
EBody Slam
RExplosive Cask
View Skill Order Details

Runes

Masteries

mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/4
mastery 3 mastery 3 3/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 3/3
mastery 2 mastery 2 0/1
mastery 3 mastery 3 1/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 3/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 2 mastery 2 1/1
21 Offense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 2 mastery 2 0/1
0 Defense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 3/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 1/3
mastery 3 mastery 3 3/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 1/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
9 Utility

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Happy Hour
QBarrel Roll
WDrunken Rage
EBody Slam
RExplosive Cask

Champion Matchups

Introduction

Sup, I'm Shakzyo, 20 years old & I live in germany. It's quite possible that some sentences may not make any sense at all (like this one maybe? :x), but you'll get the point most of the times, I guess.


Currently I'm sitting in Gold III while only playing ARAM's. After peaking at Gold I with ~85-98 points & huuuuuuge losingstreaks, I kinda gave up. That doesn't mean that I don't know what I'm talking about tho - if you follow the LCS, you'll see that (in rare cases where Gragas gets actually played, <3 scarra) the builds will most likely be very similiar to mine.

Obviously there is no real cookie cutter build, since this ain't no Blizzard game. Kappa

Real Talk: Since LoL is extremely situational, you'll need to build different in most of the games. Therefore, gameknowledge is required. But you'll eventually get that. On your way to learn as much as possible about the game, I will try to help you understanding Gragas as good as possible!

What's good about ?

  • He's a high mobility champion.
  • He has INSANE farming capabilities.
  • He has ridiculous burstdamage.
  • He can carry games completely alone.
  • His ult can MAKE or break a teamfight.
  • His skillcap is actually higher than one would expect.
  • He looks funny.



Basically, is the perfect champion for someone that loves to be aggressive and roams a lot while still being able to farm insanely well & scaling well into lategame.


On the other hand, there are a few things that aren't super awesome.

  • He's kinda squishy the first few levels.
  • He goes oom quite fast if you spam his skills.
  • He needs to be in meleerange to lasthit.
  • He has only Skillshots.
  • His ult can make or BREAK a teamfight.


NOTE

All videos are available in 1080p, because my rendersettings are so damn awesome! :b

Masteries

[http://i.imgur.com/PjV51.jpg]


DON'T GET BISCUIT! - GET THE INCREASED BUFFDURATION.



Usual 21/0/9 masteries.

Offense Tree provides us with:

+5 Attack Damage & Ability Power when is on cooldown
+6 Ability Power
+3% Cooldown Reduction
+8% Magic Penetration
+2% Increased Damage
+1 Ability Power per Level
+5% Increased Ability Power
+5% Of Ability Power in Magic Damage per Autohit
+5% Increased Damage to Targets below 50% Health


Utility Tree provides us with:

-15s cooldown on
+10 Mana per Level (180 at level 18)
+4% Cooldown Reduction on Summoner Spells
+3 Mana Regen per 5 Seconds
+20% Increased Buff Duration




[http://i.imgur.com/Cg0JG.jpg]


We want to use this page if we don't feel comfortable with the matchup in our lane, or if we know that we're gonna have a baaaad time.


Offense Tree provides us with:

+5 Attack Damage & Ability Power when is on cooldown
+6 Ability Power
+3% Cooldown Reduction
+8% Magic Penetration
+2% Increased Damage
+1 Ability Power per Level
+5% Increased Ability Power
+5% Of Ability Power in Magic Damage per Autohit
+5% Increased Damage to Targets below 50% Health


Defensive Tree[/higlight] provides us with:

+6 Health per Level (108 at lvl 18)
+30 Health
+2 Armor
+5 Magic Resist



[http://i.imgur.com/AEHKW.jpg]


This is our full defensive mastery setup. Imagine you're playing against a midlane that has as Jungler. In this case, this setup is worth EVERYTHING!

Since there are quite a lot of Froggen wannabes, you will indeed face a or other stuff such as and whatnot in the midlane.


[highlight]Offense Tree
provides us with:


+6 Ability Power
+4% Cooldown Reduction
+8% Magic Penetration


[highlight]Defensive Tree[/higlight] provides us with:

+6 Health per Level (108 at lvl 18)
+30 Health
+5 Armor
+5 Magic Resist
+7.5% reduced effectiveness of slows
+15% reduce CC duration (stacks with tenacity)
+4% increased Health
+3.5% increased Armor & Magic Resist
+3% reduced damage taken


Runes

Now up to the runes. The runes have changed A LOT over the past few months. There are way more possibilities now, and I have to admit that I definitely like them! :b



[http://i.imgur.com/Ofp9v.jpg]


This however is the same page as before, as it's still perfectly fine & viable.





  • Greater Mark of Magic Penetration

These Runes should be part of every AP Mid runepage. Increases your damage by negating the magic resistance of your enemies.


  • Greater Seal of Scaling Ability Power

Scaling AP runes, which give us 16.2 AP at level 18.

  • Greater Glyph of Scaling Ability Power

Scaling AP runes, which give us 27,54 AP at level 18.

  • Greater Quintessence of Ability Power

Flat AP runes, which give us 15 AP at level 1.



Stats at level 1:

+7.8 Magic Penetration
+17,43 Ability Power


Stats at level 18:

+7.8 Magic Penetration
+58.74 Ability Power




[http://i.imgur.com/Go8U1.jpg]


Here we run MPen, Armor, MR and AP. Against earlier mentioned & co. So why is there still MR in it? Usually there will be an AP in the toplane, and since you want to roam these are quite useful. However, even if your matchup is just a bad one AND the enemy as a strong AD ganker as a jungler, this page is your choice!


  • Greater Mark of Magic Penetration

These Runes should be part of every AP Mid runepage. Increases your damage by negating the magic resistance of your enemies.



  • Greater Seal of Armor

Gives us +13 Armor.


  • Greater Glyph of Magic Resist

Gives us +12 Magic Resist.


  • Greater Quintessence of Ability Power

Flat AP runes, which give us 15 AP at level 1.



Stats at all levels:

+7.8 Magic Penetration
+13 Armor
+12 Magic Resist
+15 Ability Power






[http://i.imgur.com/Lhli6.jpg]


This is an interesting one. The scaling AP seals provides us with only 16.2 AP at level 18, where as the scaling HP seals will grant us 175 HP at level 18.

With the full build at level 18, we would have 4,009 effective hit points - however - with the scaling HP glyphs, we would have 4,358. So basically these runes give us 349 HP. Based of & , 1 HP costs around ~2g. If we take a look at the costs of 1 AP, we will see that & tell us that 1 AP is worth ~20g

So 349 HP *2 = 698g
So 16.2 AP *20 = 324g


Goldwise, we get more than the double amount out of it, which is quite huge. However, it's up to you if you prefer Runesetup A or C for normal lanes. :3



  • Greater Mark of Magic Penetration

These Runes should be part of every AP Mid runepage. Increases your damage by negating the magic resistance of your enemies.


  • Greater Seal of Scaling Health

Gives us 175 HP at level 18, for some theorycrafting you should scroll up.


  • Greater Glyph of Magic Resist

Gives us +12 Magic Resist.


  • Greater Quintessence of Ability Power

Flat AP runes, which give us 15 AP at level 1.



Stats at level 1:

+7.8 Magic Penetration
+9.72 Health
+12 Magic Resist
+15 AP


Stats at level 18:

+7.8 Magic Penetration
+175 Health
+12 Magic Resist
+15 AP


[http://i.imgur.com/4VYjz.jpg]

This one is pretty standart nowadays. A lot of people will run flat MR glyphs, and as a melee you definitely should do it aswell! Helps A LOT in lane but still gives us the AP for the mid/lategame. Good choice against poking rangestuff like for example.



  • Greater Mark of Magic Penetration

These Runes should be part of every AP Mid runepage. Increases your damage by negating the magic resistance of your enemies.

  • Greater Seal of Scaling Ability Power

Scaling AP runes, which give us 16.2 AP at level 18.


  • Greater Glyph of Magic Resist

Gives us +12 Magic Resist.

  • Greater Quintessence of Ability Power

Flat AP runes, which give us 15 AP at level 1.


Stats at level 1:

+7.8 Magic Penetration
+12 Magic Resist
+15,9 AP


Stats at level 18:

+7.8 Magic Penetration
+12 Magic Resist
+31,2 AP









NOTE:

Feel free to replace the flat AP Quintessences with %Movement Speed Quint Essences. Personal Preference, I guess - but the AP Quints will make farming early on A LOT easier..

Summoner Spells



Explanation:


Again, standard Summoner Spells.


to make some mad plays when combined with followed by a + combo.


to finish off people, to win trades, to reduce heal, to accidently ignite Dragon.



Other summoners aren't really an option for us, because we need both and

Skills

Passive: Happy Hour
On ability use, Gragas takes a drink restoring 2% of his max health over 4 seconds.

Explanation:

Looks meh, but is actually awesome. If you get blue, you have infinite sustain in lane. You can just spam skills and recover a lot of health.



Q: Barrel Roll
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. Enemies struck by the blast have their attack speed reduced by 20 / 25 / 30 / 35 / 40% for 3 seconds.

Cost 80 / 90 / 100 / 110 / 120 mana

Range 1100


Explanation:

Your #1 farming skill. You can oneshot entire waves with this, so you won't lose any farm if your team starts to group up in your lane. Problem, AD Carry?



W: Drunken Rage
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


Explanation:

Sustains you in lane. Gives a good amount of mana & triggers the passive. Makes you tanky & makes last hitting literally a breeze. Also increases the damage of your



E: Body Slam
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


Explanation:

Charge through walls, does a good amount of damage, slows the enemy so you can hit



R: Explosive Cask
Gragas throws his cask to an area. Upon landing, it deals 200 / 325 / 450 (+100% of ability power) magic damage to all units struck and knocking them back.

Cooldown 90 / 75 / 60seconds
Cost 100 / 125 / 150mana
Range 1050


Explanation:

HURR DURR HAI THERE AD CARRY, IMA JUST ONESHOT YOU NPNPEZPZ.



Use is either to engage, disengage, oneshot stuff, peel or just to disposition their backline.


Skill Order

Early Game:

Priority: >>>


So, why are we maxing over ?

gives us 18% DMG reduction at rank 5. Paired with the MR of & the armor of you get incredible tanky.

Also, the bonus AD of are increasing the damage of , so you won't lose that much.

Item Builds

Start with + OR + + OR + X


You need to make your first decision when the game starts. Do you want to start or ?

This obviously depends on some things.

Let's say you will face in lane. would be the better choice, since every tiny bit of movement speed will help you to dodge

Against someone like for example, the movementspeed isn't necessary. Maybe you will run away fast enough so he can't cast & but it's just very unlikely because you already have your to escape from situations like this.

So, you basically want to start + against skillshot reliant champions like and so on, but want to start against non skillshot champions like and stuff AND/OR against gank heavy earlygame junglers like etc.


First Back: dorans-ring dorans-ring + () + . Wards are insanely important early on, because you will need to get very close to lasthit.


Second Back:

+ OR

Also, if spare money:


Get your big items in this order: OR followed by // > > > (Obviously, it depends on the game if you get first or first. If the enemies are all getting MR so you can't oneshot shit, get . If they are dumb and try to jump on you after you unloaded your combo already, get .)


Get ++ somewhere in between. Like if you have some spare gold, just buy them.



If you have some spare money OR if you plan on fighting for objectives very soon, you might aswell get some of these badboys.


EXPLANATION AND OTHER POSSIBLE ITEMS



Was a core item, but got nerfed pretty hard for The range is 700 now, while has 1100 range, 600 range & 1050 range. It might be still a good choice in rare cases, but definitely not a core item anymore.




After the change, DFG got a lot more attractive for basically every AP mid champion. DFG has great synergize with kit, since you heavily rely on your burst. It's almost 100% sure that no AD/AP Carry or Support will survive a combo when paired with

Not after the S3 update, I feel like that this item is just amazing. Even tho the base &DMG got lowered, it offers us a 20% damage increase for 4s on the target that we've used the active on. Just think about the INSANE damage that a full combo will deal to a target, which has the debuff.




Guardian Angel is always a good choice if you want to get tankier. Always consider this as an option, but don't rush it.




Another possible option. Since you will be in meleerange after using offensively, you might aswell autoattack the enemy once. It's kinda expensive and provides almost no defensive stats, but the utility and offensive plus is huge. Keep in mind that the damage of the proc will be physical.



One of the most situational items. If you got a few early kills and it looks like you're about to snowball really hard, go and grab this item. When fully stacked, it's really costeffient.





THE ITEM FOR EVERY AP CHAMPION. MUST BUY




A possible choice. If you don't like to get you can also buy this. Wouldn't recommend it tho, since you want and need the early AP to farm and roam effectively.




I don't recommend this item because your spells aren't really spammable. Therefore you cannot keep the slow up, unlike other champions such as



Another core item. It's very likely that the enemy will buy magic resistance to counter your burst. Look at the end of this guide, where I explain when to get



If you have another AP champion in your team, you might consider to get this after you finished your Core & It gives you and your team a decent AP aura and most important, a Spell Vamp aura. EVERYONE makes use of Spell Vamp, even your jungler when he uses




Great item. Don't rush it like and would do, but if the enemy deals a lot of physical damage, consider to buy it after you finished your core +



New Items:



Used to be amazing, but isn't that awesome anymore. :( Still a valid & legit choice, but getting after x2 is just stronger.



A really good item on a lot of characters like and so on. In some scenarios it can be good on , but it definitely isn't a must buy or go to item by any means.



Uhm.. no..



Only if you're a troll and want to play some kind of bruiser



A legit item and a good alternative to , since we kinda want some CDR.






REST WILL COME LATER HERE, I PROMISE!

Early Game

Alright, so you want to get at level 1, unless the enemy team is invading and you got caught. It's possible that won't be enough to get away, so in some cases you'll need to get . Therefore, be cautious and don't level anythng up until you leash the golem/lizard for your jungler.


When you arrive in your lane, you can do 2 things.

  • Get every possible CS.
  • Sacrifice the first 2 CS so the lane will push to your side.

If the enemy jungler is one of these, take option 2.

Otherwise you can take every CS!


If you feel comfortable with the matchup, you can harass the enemy right of the bat.

  • Keep an eye on your minions health! If you see that a ranged minion is about to die, take a look at the enemy and try to anticipate where he will stand to get that one autoattack off. Aim at this position to harass him.


If you don't feel comfortable, don't bother harassing.

  • Push the lane with Make sure that you hit every minion!
[http://i.imgur.com/HjihQ.jpg]

  • Lasthit the melee creeps with autoattacks & use to exclusively lasthit the ranged creeps.


Recall with ~1200g to get your first items, some pots & wards.


Wards are the key factor of Gragas laningphase. You can die super easy early on, because you are just a squishy guy that runs around in meleerange. If the jungler ganks while you are surrounded by minions & your enemy has a snare or a root, you'll just die.

So if you don't know where the jungler is, just let one or 2 cs go & stay alive.


The best time to go for a kill is obviously when you reach level 6. You can beat almost everyone in a straight up fight.





Here is a perfect example of when to use . Against champions like you need to bait their defensive ability first, before you can make use of your ultimate.



So always keep in mind, don't if aren't on cooldown.

Mid Game

For you, the laning phase ends quite early. With level 9 you can oneshot waves with .

After that, you need to decide if you want to farm Wraiths/Wolves or gank.

Please, ASK your jungler if you can take his stuff. People see streams of tournament play and take it as a matter of course to take them. The midlaner is ALWAYS asking the jungler if it's okay for him. If you are a douche, wait at least until your jungler has 1 or 2 GP/10 items. And NEVER take them before your jungler hits 6, unless he's ganking somewhere and they'll be up again by the time he returns.


So, if you want to gank lanes, i really recommend to camp bottom. You can almost instakill the Support/AD Carry with a full combo of , and if he still lives, your AD Carry will finish him/them off quite easily.


You can through almost every wall, so it's very easy to bypass wards if your team isn't full of shitheads that won't tell you where wards are. Look at Tips & Tricks for a map.


Always try to communicate with your team - as much as possible. If you see that your jungler is heading towards bottom lane, write something like "wait for me bot" so they know that you will join them.

Before you dive, always ask "Can we dive LANE X?" Since you are not Chuck Norris, you can't know if your teammates or your enemy has his summoner spells ready.

Another important thing is timing buffs/objectives.

Lizard & Golem both have a respawn time of 5 minutes.
Dragon has a respawn time of 6 minues.
Baron has a respawn time of 7 minutes.

So, if you pick up the golem buff at minute 7:20 (normal time I'd say), write something like "12:20 oB".

oB stands for our Blue.

Other common shortcuts are:

  • eR/eB for enemy Red/enemy Blue
  • tB/tR for their Blue/their Red
  • drag for dragon
  • drake for dragon
  • d for dragon
  • b for baron
  • nash for baron


While we are at communicating and timing stuff, you might aswell write down when a ward has been placed & ping the location.

Wards will fade after exact 3 minutes, so if you see that the enemy has just warded the dragon, you could write something like this.

  • "drag ward 13:37"
  • "ward 13:37" - followed by a ping


Popular warding spots are these.

[http://i39.tinypic.com/1g5g6h.jpg]

Late Game

This is the time where the magic happens. You are close to 6 items, or you already have 6 items.

The next teamfight could decide the game, so make sure that you stay grouped with your team.

If your team is ahead and there are objectives to take (such as Baron, Turrets and Inhibitors) it's your turn to make plays. In this case you normally want to make something happen, since you can engage quite well with .


Here an example of what can happen if you decide to actually make something happen!





As you can see, my dropped both and down to ~55% of their HP. I realized the HUGE opportunity and was able to actually get the doublekill with a simple, but well delivered combo.





This is an example of what happens if you don't stay with your team if you are already behind.

Team Fights

Don't be afraid to engage a teamfight! You can do CRAZY shit with .

You can flank the enemies through a wall, you can to travel a huge distance in no time to catch them off guard and use to initiate.


If you see the AD Carry being a greedy fuck and being out of position cuz he tries to get some cs, punish him.

On the other hand, if your AD Carry is a greedy fuck and he's about to get punished for that, you might wanna use to peel for him.


Chose wisely if you wanna use to oneshot shit, to engage, or to disengage.



Usually, you want to hit the AD Carry with .
After that, you just throw some and stay by your AD Carry to peel with .


Since it's kinda hard to explain everything with words, I'll show you some teamfights as video. Keep in mind that the stuff you'll see won't be flawless. But you should get a good idea of what to do!







Early game teamfight ++ Dragon steal



Keep in mind that reduces the attackspeed of enemies if they got hit by it. So if you see someone like diving your AD Carry, you should consider to peel her off. If you don't have your ready for that, and will do the job. Even tho Irelia has shitloads of tenacity with her and , the one second might be enough time for your AD Carry to survive because either dies, needs to run out or your carry can lifesteal enough to survive.

Tips & Tricks

Basic Stuff:

  • You can throw a to Golem/Lizard before it spawns and return to your lane, so youn won't miss any CS/EXP.

  • Always aim behind the enemy, instead of aiming it at their current position.

  • If you do the Golem, it's faster to wait for 's cooldown to reset and use it to get through the wall instead of walking around it.

  • Never use offensively in lane, unless you know where the enemy jungler is.

  • Be careful with using offensively in teamfights if you don't have or

  • If you use immediately after pressing , you get the mana but not the damage reduction buff.

  • You can use while using to increase the range.



Advanced Stuff:

  • Place slightly besides/in front of you and use to knock back the enemy right into hit. Looks sick, but hard to pull off

  • You can easily steal both Baron & Dragon with +. You need to know how much damage you can do & how much damage the enemy junglers smite does. Time it perfectly and you can outdamage most junglers.



  • Hard to steal stuff against

  • If you are ganking a lane & you plan on using , combo it with and use it first.
So it would look like this:

(Enemy will most likely use his own or escape to get away)

Why in this order? If you and the enemy uses his own , he will escape.


  • Make sure that there are no minions near a enemy if you want to go in with, otherwise he won't recieve the full damage.

  • A list of walls you can through & possible gank paths & from where to steal shit with +. (Just pretend my paintskills are awesome)

[http://img827.imageshack.us/img827/220/bodylsamxdd.jpg]


RED = BODYSLAM
YELLOW = GANK PATH
BLACK = STEAL SHIT



  • AP needed to oneshot minions.

[http://i.imgur.com/SnM9i.jpg]

Replays

I would love to upload them to YouTube, but since my Upload is somewhat around 0.2MB/s, it would take ages to do this. Sorry. :3


For some reason, LOLReplay wasn't recording for almost a half year, LOL. So there aren't that many replays.

Search for "SHAKZYO GRAGAS" and you'll find a few.



As you can see, my CS was almost every time the highest. It's really important that you keep up your farm throughout the game.

Lane opponents



Difficulty 5/10

You won't die unless you get hit by 2 Q's in a row, which allows her to kill you in a full combo. Make sure to stay at ~70% HP all the time, and you should be fine.




Difficulty 1/10

Super easy lane. Dodge her slow ass Q with if necessary. Outpush her early & turn the lane into a farmfest when she hits 6. You can through her wall to escape ganks and shit.




Difficulty 7/10

Really annoying champion. If you let her harrass you, you'll lose the lane. Make sure to watch out for her passive & try to her if she comes to close & follow it with a . Get asap.




Difficulty 3/10

Easy lane. Dodge his stuff with & make sure to get away from your minions if he ults.




Difficulty 7/10

She will zone you, so just be patient and stay near your ranged creeps. Dodge her Q so shes pushes the lane & farm under tower as good as possible. Survive the early game and you can farm for free.





Difficulty 5/10

You are stronger early on. You can zone him with if he tries to get CS. Make sure to him if he uses his jump to dodge your





Difficulty 3/10

Farm lane. Just farm and roam.




Difficulty ?/10

Dno lol, if you ever meet him in your lane, you are either drunk (see what I did there?) or you should start to play some ranked games.





Difficulty 4/10

If you think she maxes W first, you're gonna have a baaaad time.
I see her Q charging towards my creeps.. AAAAAAAND THEY'RE GONE.

Just don't overextend, cuz if you get ganked you'll prolly die if you dont have . As always, just farm!





Difficulty 1/10

Be aggressive and try to deny him as many cs as humanly possible. If you hit 6 before he does, go all in. Otherwise just farm & try to roam as much as possible, since he can basically roam without leaving the lane, lol.





Difficulty 8/10


You control him pre 6, he controls you past 6. All you want to do is FARM FARM FARM. You are one of the only mages that is able to follow when he roams. But unlike him, you won't lose a bunch of cs if you do so.





Difficulty 6/10


If he's smart, he'll take ARP masteries and harass the living shit out of you. You can never use to get cs if you aren't healthy & under your tower. Play it safe until you can outpush him.






Difficulty 7/10


Super annoying champion. You have exactly 1 thing to do. Survive. She can dodge your stuff, you cant dodge hers. Get asap & push the wave to her tower as good as you can. Always go crazy on pings if she's MIA. You outscale her superhard, so again - be patient.






Difficulty 5/10


NEVER GET HIT BY ! DODGE IT WITH OR SHE'LL LAZ0R YOU. Otherwise, you will take some damage from her E and AA's, but you should be able to trade quite good with her.





Difficulty 6/10

Make sure to stay away from the minion with his dot on it. Farm farm farm





Difficulty 5/10


Morde es #2 HUEHUEHUE. You are actually doing pretty well against him, cuz he can't outpush you. Just wait for him to use his E, then you can do w/e you want.






Difficulty 3/10


You can beat her. She'll max W, so you have more damage. You can dodge her Dark Binding super easy. Just make sure to break her Black Shield with before you or her. If you can't break it, just bait it with & go in when it went off.






Difficulty 8/10


She hits super hard. Her passive allows her to bully you around. She will max Q, so you can't outpush her. You want to farm as good as you can, you'll need Wraiths to keep up with her. Try to roam as much as possible so your other lanes can snowball.

Her AA's will hit SUPER HARD, due to . Really think about every lasthit.






Difficulty 7/10


Early game he can't do anything. You can just push the wave and make him lose CS under his tower. Later on he does insane dmg if he unloads his shit on you. Just make sure that you always stay out of his W range. And you NEED to ward both sides ASAP!!! Otherwise you'll die to a -Runeprison combo if the jungler shows up.






Difficulty 4/10


If he has his shield on, go away. If he runs/flashed towards you, away. When the shield is gone, clear the wave & go crazy if he leaves the lane with his . Ward good & you can follow him to countergank, which is actually quite easy. Let's say he runs towards top. You ping him, so your m8 knows that you are coming. can do NOTHING against you if his Q is on CD. So as soon as he used it on someone, you want to combo his shield down and just kill him.






Difficulty 8/10


His dots are hitting hard, you want to farm without being aggressive. Roam if possible, if not - call for ganks. Consider to get if the jungler is camping you.






Difficulty 7/10


If the TF is good, you're gonna have a baaad time.

You need to be aggressive as soon as you hit lvl 2. If you try to farm only, he will outpush & outharass you quite hard.

Ward smart so you see when he tries to gank with his ult, and try to interrupt it with & (if needed)




Difficulty 5/10

Buy , stay at range so his cage won't hit you and be passive. A fed Veigar will ALWAYS become even more fed. So play it safe and sacrifice some CS if necessary.






Difficulty 8/10


He will dodge your with his Sanguine Pool, & he can outheal your poke if he's a bitch and gets

You really need the help of your jungler here, otherwise he will also farm like a mad man. And that's definitely not good.






Difficulty 1/10

Easy lane, like really easy peasy. If he's using his W, either him towards you and kill him or just away.

His poke is non existent if you W is up. You can dodge his shit with , and if you get close to him it's very likely that he'll just die.






Difficulty 3/10


Don't get poked by her and her fucking plants. As long as you can avoid her poke, you'll eventually be able to oneshot her at some point.






Difficulty 6/10


Finally, she got nerfed. She won't be that much of a problem anymore, as you can basically just freefarm with without being in danger of getting poked down to 60% with a single , resulting in an instant death by the following (once you )


However, she's still pretty strong, so make sure to run MR runes and maybe think about the 21/9/0 or even the 9/21/0 masteries. Whatever you feel confident with.





Difficulty 5/10


As annoying as , but you should be fine after you get your x2. Just farm and roam.

General SoloQ Tips

I know that has almost nothing to do with , but if you are already here, you might want to read this aswell.


  • If you prefer a specific role, ask politely in champ select.

Good Example:"Hey, I'd like to play mid, if possible!"
Bad Example:"ME MID OR AFK NOOBS!!!!!!!!!!"

  • If someone else takes your role, don't be mad.

  • This is a teamgame. You rely on your 4 teammates to play good. Therefore it's always a bad idea to flame.

  • Always try to stay calm. Be nice and friendly, and have fun while playing.

  • Don't provoke your teammates if they did something bad.
Stuff like:

-x9 please
-GG (after someone died)
-It's lost (Especially after someone gave away fb, but it's always a bad idea)
-"insert random insult here"
-OMG WTF
-umad
-ubad
-ujelly
-umirin
-usuck


ARE NEVER NEVER NEVER GOOD!


  • If your team did something good, write "Good Job! - Well Done!" or something similar.

  • Be positive, always! Even if your team is behind/losing. Try to keep your team motivated.

-It's not over yet, we can still win.
-Come on guys, we got this.
-One good teamfight and we're back in the game.

And honestly, I've seen so, so, so, SO many SoloQ games been thrown by stupid mistakes.


  • Be a sportsman. Write GG or GG WP even if you lost the game.

  • NEVER write "GG EASY NOOBS" or something similar. The defeated team knows that they didn't played good enough, don't be a douche!

When to buy Voidstaff and why [S2]

Void staff costs 2295 gold total. It provides 70 AP and 40% MPen. AP is approximately valued between 20 and 21.5 gold per point, an average between Blasting Wand and NLR. Let's value it at 20.5--on the low side, for argument's sake--and say you're paying 1435 gold for 70 AP. This means you're paying 860 gold for 40% MPen--in other words, you're trading a Blasting Wand for 40% MPen.

This is important for later.

Next, I devised an equation for League of Legends resistance->damage reduction conversion:

f(X) = X / ( 1 + 0.01X )

This equation produces the following values:
( 30, 23 )
( 100, 50 )
( 200, 66.67 )
( 300, 75 )

This is accurate with in-game values, where X is resistance and f(X) is damage reduction (in percentage).

Essentially, this means that as magic resistance goes up, the reduction value per point goes down. We already knew that, though. So what does it mean?

There is a point where the nullification granted by Void Staff actually starts going down per point of MR instead of up. And it's not as high as you think.

Surprised?

So, I took the damage reduction equation and manipulated it to produce an equation for Void Staff's nullification value.

There are two formulas for this. f(A) assumes you do not have the 10% penetration mastery, f(B) does:

a(X) = f(X) - f(0.6X)
b(X) = f(X) - f(0.66X)

For those of you not familiar with this form of mathematics, f(0.6X) means that in all instances where X occurs in f(X), replace it with 0.6X.

These equations calculate the amount (in percentage) of damage reduction you nullify when you buy Void Staff.

This produced the following data set: ( resistance, a(X), b(X) )

( 30, 7.82, 6.55 )
( 50, 10.26, 8.52 )
( 100, 12.5, 10.24 )
( 150, 12.63, 10.25 )
( 200, 12.12, 9.77 )
( 250, 11.43, 9.16 )
( 300, 10.71, 8.56 )

Basically, this means that the scaling of nullification provided by Void Staff increases sharply between 50 and 100 MR, plateaus between 100 and 150 MR, and then decreases after 150 MR.

The maximum is at 129 MR, where you nullify 12.7% of their damage reduction (they drop from 56.3% damage reduction to 46.7%). There is a long plateau (as you can see in the data) between 100 and about 160 MR where you're at or above 12.5% nullification.

This also means that without the 10% penetration mastery, Void Staff accounts for a 10% nullification when the target has as little as 48 MR.

So what’s the big deal about nullification?

Basically (as provided to me by a poster) it increases your damage output (relative to the damage you’re already dealing) by a lot.

The formula I’m using is as follows:

r(X) = Damage you could be dealing / Damage you are dealing
r(X) = ( 100 + f(0.66X) – f(X) ) / ( 100 – f(X) )

This calculates the ratio between your current damage output and the damage output you have after buying Void Staff.

Here’s the same data set from above with (resistance, damage increase w/o AK, damage increase w/ AK):

( 30, 10.2%, 8.5% )
( 50, 15.4%, 12.8% )
( 100, 25%, 20.5% )
( 150, 31.6%, 25.6% )
( 200, 36.4%, 29.3% )
( 250, 40%, 32.1% )
( 300, 42.9%, 34.2% )

This is your net damage increase from buying Void Staff. Yes, even if they only have 50 MR, you increased your damage by almost 13%. The far right calculation assumes you have Archaic Knowledge.

Remember that calculation we did earlier about trading a Blasting Wand for 40% MPen? Go ahead, look up there.

That's right. You're paying 860 gold to increase your damage output by 12% when the enemy has only 48 MR--and it just keeps getting better after that.

So what's the bottom line here?

Well, people often believe that if you have Sorcerer's Shoes, you shouldn't buy Void Staff. "You shouldn't be focusing tanks," they say, so you shouldn't buy Void Staff.

Well, here's something fun. Let's compare real-world numbers.

You are a mage with 10% penetration mastery and 28.5 magic penetration from Marks and Sorcerer's Shoes. Your target is a carry whose only defensive item is Banshee's Veil. Given that many carries run Magic Resistance glyphs, I'm going to be adding in 13 Magic Resistance (the value of a flat MR glyph set). This puts the carry at 93 Magic Resistance (30 + 50 + 13).

You penetrate 28.5 of that, reducing their effective MR to 64.5.

You have 10% penetration, so Void Staff only gives you 34%.

Void Staff's magic penetration results in 15.4% damage increase against a carry using Banshee's Veil in a realistic scenario. (It's an 18.5% damage increase if you don't have the 10% penetration mastery.)

Remember, they didn't even have Mercury Treads... or per-level Glyphs.

Now, depending on your champion, compare that to 40 AP. Are your ratios high enough to say that 40 AP is a 15.4% damage increase on all your abilities in the same scenario?

I'm not acquainted with every mage in the game, but I'd have to say "probably not." Especially as your levels increase and your pool of AP grows, flat boosts of AP just don't compare. An increase in AP becomes a smaller and smaller percentage increase in damage as the damage of your abilities increases.

Long story short: Penetration is the only multiplicative stat mages have. Use it.


Summary:
  • Void Staff, without Archaic Knowledge and without any flat penetration, increases your damage output by 13% when your target has as little as 50 MR (with just the magic penetration component).
  • Void Staff's magic penetration component continues becoming more powerful throughout the game as enemies gain MR.
  • Void Staff's nullification increases sharply between 50 MR and 100 MR, plateaus between 100 and 150 MR, and decreases slowly after that.
  • As a general rule, any time your enemy has more than 50 MR after your penetration/reduction stats, Void Staff is a strong choice. (The magic penetration increases your damage by 15% without Archaic Knowledge, 13% with.)
  • Did I mention the magic penetration of Void Staff costs 860 gold, the same as a Blasting Wand? You get a percentage damage increase for the cost of flat 40 AP.
  • Last Whisper follows the same rules, but with more flat penetration/reduction available for physical damage, it is less universally awesome.
  • Buy Void Staff. I know I will.

Now back to me

[http://i.imgur.com/xQJsA.jpg]

Final Comments



Seth Rogen plays , I guess.


I hope you learned something while reading the guide, and I also hope that you noticed my AMAZING Gimp (yes, Gimp - fuck Photoshop!) skills. xD



Maybe you wanna check out this stuff:

www.youtube.com/shakzyo
Twitter: @ShakzyO

Would really appreciate it. :p

However, feel free to contact me if you wanna talk or smth else, lol.



[http://weknowmemes.com/wp-content/uploads/2012/05/oh-you-whats-up-dog.jpg]

Comments

December 5, 2013 - 03:20 PM #1

Quiero agradecerte mucho por tu ayuda, esta guia me ayudo bastante y me gustaria mostrarte mi historial despues de usar tu guia.. gane todas las partidas y hasta me compre el skin del vandalo jajaja.. espero que sigas haciendo guias eres muy bueno.. Te dejo el comentario en aleman para que se te haga mas facil leer

Ich möchte Ihnen für Ihre Hilfe danken sehr, diese Anleitung hat mir geholfen, ziemlich und ich möchte Sie nach der Verwendung Ihrer Führung zeigen, meinen Rekord .. jedes Spiel gewinnen und ich sogar kaufen die Haut Vandalo lol .. Ich hoffe, Sie halten sehr gut tun Führungen sind ..

March 22, 2013 - 02:57 AM #2

Replace Abyssal with Morellonomicon and it's fine. You definitely want some CDR tho.

March 21, 2013 - 07:03 AM #3

What do you think of Sorcs, Rabs, Void, Zhonya, Abyssal and Warmogs? It's my go to tankiesh Gragas build.

March 18, 2013 - 10:38 PM #4

Those videos are exactly the kind of players that you'll meet, if you need to read a guide.

March 18, 2013 - 09:01 AM #5

those video's are the worst enemies on this planet wtf?

February 11, 2013 - 12:37 PM #6

RoA and Tears are kinda denying your burst imo. Nothing wrong with a Warmogs as 5th item or so tho, if you wanna be tanky.

January 28, 2013 - 03:38 AM #7

I recently played Zyra mid, went RoA > Tears into Rabadons and noticed my AP was incredibly high once I got Seraphins/Archangel and RoA fully stacked.



Have you tried this ? Wouldn't it be viable as it'd let you E bruisers more easily since you're quite tanky through RoA + shield from Seraphin ?

January 22, 2013 - 07:03 AM #8

@Mana Regen - It's up to you and your playstyle. Runes are (most of the time) nothing but personal preference.



@Liandry's - There a just better Items for Gragas. He needs to do huge damage ASAP, and usually Liandrys won't help us with that. We want to do unload our Combo on someone and get out of the fight before they get to us.



@Hepodix - Sorry but why do you advertise your video here? There's other platforms for that.

January 21, 2013 - 03:13 PM #9

Well done guide mate!

I want to share my own retrospective video here!

In-depth guide for SEASON 3 Gragas!

http://www.youtube.com/watch?v=BcN_JAN7IFM



Enjoy! :)

January 20, 2013 - 08:48 AM #10

Why do you say that Liandry's isn't worth a buy on Gragas? I feel the the hp burn can add up vs a more bruiser filled team.

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