Wild Rift Guides
Gragas Jungle Wild Rift Guide
Who counters Gragas in Wild Rift? The toughest Gragas jungle counters are Zed, Nunu & Willump, and Diana. Full Gragas Jungle counters and matchups, plus the best build, runes, and game plan for Patch 7.2c.
Overview
Gragas is a tanky AP brawler built around his cask and Body Slam. He clears fast, pokes and zones from long range with the cask, uses Body Slam as both gap closer and escape, and his ultimate knocks a target wherever he wants it. That last button is the reason to pick him: he gets to decide where the enemy carry stands. His ganks land harder than they look. Body Slam closes the distance and the cask slow gives your laner a free window, so a gank into a pushed lane once his clear is done usually means a flash burned or a kill outright. He is not a snowballing assassin, though. Gragas wants to farm to his first item, build resists, and arrive at the dragon pit as the bruiser nobody wants to fight in a tight space. The catch is that he leans on cooldowns. Once the cask and slam are spent, he has no follow-up for a few seconds, and fast early junglers love catching him in that gap. His single-target damage also thins out late, but played for tempo and the fight-flipping ultimate, he is one of the safest playmakers in the role.
Strengths
- Elite engage and pick threat: the cask zones the ground and the ult flings any priority target into your team.
- Fast clears with a built-in heal, so he holds tempo into every early skirmish.
- A tanky AP bruiser who survives dives and counter-ganks, making him miserable to fight in the dragon pit.
Weaknesses
- Cooldown-reliant: once the cask and Body Slam are down he has no follow-up and gets punished in the gap.
- Single-target damage fades late, leaving him a utility engager rather than a carry once enemies stack health.
- A misfired ultimate can save the enemy carry or scatter your own setup, since the knockback cuts both ways.
Build Snapshot
Rune Setup
Summoner Spells
Gragas Jungle Counters
Who counters Gragas Jungle in Wild Rift (WR)? These champions beat Gragas in the jungle matchup, with how each one wins. Learn to play around them or ban them in ranked.
- Zed: Zed swaps away from your telegraphed Barrel Roll and Body Slam with his shadow, then pokes you with shuriken from a range your combo cannot answer. He refuses the trade you win and takes the one you do not.
- Nunu & Willump: Nunu out-sizes you: his percent-health bite chunks your health faster than your combo dents his, he sustains through your poke, and his snowball catches you the moment Body Slam is down.
- Diana: Diana's shield absorbs your Body Slam burst and her pull stops you from kiting away with Explosive Cask. She dives, resets her combo, and out-damages a brawler whose burst she just soaked up.
Champions Gragas Is Strong Against
Gragas's best matchups in Wild Rift. Gragas holds an edge against these picks in the jungle role, so look to press the advantage and contest objectives.
- Master Yi: Master Yi cannot do much to you until he has items, and your cask, slam, and ult form a full lockdown chain that interrupts his Alpha Strike and flings him out of the fight.
- Kindred: Kindred relies on kiting, but Body Slam closes the gap her kiting needs, and your burst combo deletes her fragile frame once you land it. Drunken Rage also shrugs off her poke.
- Warwick: Warwick needs the long drain fight, and you refuse to give it: your cask chunks him before he engages, Drunken Rage shrugs off the damage his sustain relies on, and your burst out-trades him.
Early Game
Take the full clear and start on the side that leaves you near a gankable lane when it ends, because Body Slam is what actually closes out a kill once you get there. Your passive heal and cask damage make the clear cheap, so you can move straight into contesting scuttle, and that scuttle is what puts you on level five with your ultimate ready. Take the crab fight when you can: your cask slow and slam stun beat most junglers in the first skirmish, and the vision sets up your first real play. From there, gank while your camps respawn. Throw the cask behind the enemy so the slow cuts off their escape, slam in, and let your laner finish while you walk back to the camps that just came up. Keep track of the enemy jungler's start, because Gragas hates getting caught mid-clear with everything on cooldown.
Mid Game
Six minutes brings both objectives and you own the small space around them. Set vision early and look to flip a dragon or Herald fight with one good ultimate that knocks their tank off the pit or their carry into your front line. That swing is worth contesting whenever your team is winning the early skirmishes. In an even game take Herald, since it becomes a tower without asking your team to hold the fight, and save the dragon priority for a comp that genuinely wants soul. This is also your window to invade the weaker clearers, because you out-sustain and out-bully many junglers once your resists come in. Steal their camps, push them off scuttle, and keep clearing between plays so you never fall behind on levels.
Late Game
Late game your job changes from killing enemies to moving them. The burst that deleted squishies earlier now only chunks them, so stop hunting solo kills and start hunting positioning. You are the one who walks up, takes the first wave of crowd control on stacked resists, and throws their carry over the wall into your waiting team. Body Slam becomes as much an escape as an engage now, so save it for when you are out of position instead of spending it on poke. Around Baron you are the best disengage on your team: a cask onto a stacked enemy, or an ult that flings their initiator off the pit, can turn a lost objective into a clean reset. That disruption is worth more than any damage you would have added.
Teamfights
You start the fight or you ruin theirs, and most games it is the former. The clean opener is a flash-ult or a deep Body Slam that drops their carry inside your team, then you sit on top of them while everyone collapses, soaking damage on your resists. If their engage comes first, flip it: knock their initiating tank or assassin straight back out of the fight with your ult and the whole thing falls apart before it starts. Cask the chokepoint to split their group or zone the backline off the objective, and keep Body Slam in your pocket as an escape once the ult is spent. The mistake that loses Gragas fights is a greedy ult that knocks an enemy toward safety, so pick the target and the direction before you press the button.