
World Atlas
400 doubloonsArrr, starts Support income and progresses into wards.
Support · Normal DraftMatchup chartPatch 16.20.1
Loadout, runes, tricks and practical pre-battle checks in one queue-aware reference.
Arrr, role fit
Gragas has a reviewed secondary role here. It be less common aboard than th' primary roles, but it has a recognisable role-specific course.
These patches keep recommendation review, build checks and item lookup on separate charts, matey. Fresh item data does not finish a build review.
Arrr, normal Draft · Support
Follow th' completed-gear order as a pre-battle reference. Components and owned gear do nay create extra inventory slots.

Arrr, starts Support income and progresses into wards.

Adds a reviewed part o' this champion and role core.

Adds inexpensive trick haste and movement speed.

Helps nigh th' ship crewmates set sail or leave a fight.

Adds an immediate shield fer nigh th' ship crewmates after a crew commit.

Arrr, redirects protection toward one priority ally.

Adds a reviewed part o' this champion and role core.
Shipshape loadout choices
Recommendations await inspection
Arrr, best when: Apply anti-heal only when repeated healing be materially changing fights.
Arrr, best when: Mikael's removes eligible crowd control from an ally; inspect that th' effect can actually be cleansed.
Arrr, runes and summoner spells
Use controlled poke and preserve th' cooldown that makes th' next aboard catch seaworthy.
Inspect which defensive spell th' Bot partner picked afore duplicating Heal, Barrier or Exhaust.
Exhaust answers a committed damage dealer; Ignite adds pressure and anti-heal; Heal protects both nigh th' ship partners.
Arrr, matchup notes
Track th' cooldown and range o' th' trick that starts their safest trade. Do nay treat this chart as a statistical counter claim.
Keep Vex visible afore committing. Th' second Bot-course champion and nigh th' ship Jungler can change whether th' same engage be seaworthy.
Arrr, static alternatives
These choices be nay picked from live scores. Use one only after ye identify th' stated clash problem yourself.

Arrr, Oblivion Orb supplies healing reduction without committing to a completed Morellonomicon. Skip both when healing is not the problem or an ally already covers your target reliably. Healing reduction does not reduce shields.
Arrr, Conditional component, not a core item. Complete Morellonomicon only when its stats and slot efficiency justify delaying another purchase.
Mikael's removes eligible crowd control from an ally; inspect that th' effect can actually be cleansed.
Trick reference
Trick reference Data Dragon 16.20.1
Cooldown / Cost / Range Data Dragon 16.20.1
Happy Hour be th' always-on rule shaping Gragas's normal trading and fight pattern. Watch its in-battle state afore committing.
Barrel Roll contributes a slowing effect. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.
Cooldown 10/9/8/7/6 · Cost 80 · Arrr, listed range 850Drunken Rage contributes basic-attack interaction and damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.
Cooldown 5 · Cost 30 · Arrr, listed range 20Body Slam contributes damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.
Cooldown 14/13.5/13/12.5/12 · Cost 50 · Arrr, listed range 600Explosive Cask contributes damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.
Cooldown 100/85/70 · Cost 100 · Arrr, listed range 1000Doom 'n Gloom be an automatic part o' th' kit involving hard crowd control and damage. Track when its condition be active instead o' treating every fight th' same way.
Mistral Bolt be a ranged cast involving its listed effect. Respect its line or target area, and avoid spending it when th' foe can simply step astern afore th' fit fer th' captain's eye exchange.
Cooldown 8/7/6/5/4 · Cost 45/50/55/60/65 · Arrr, listed range 1200Personal Space contributes protection or sustain and damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.
Cooldown 16/15/14/13/12 · Cost 75 · Arrr, listed range 475Looming Darkness creates setup or area pressure. Place it where th' foe must choose betwixt entering its space, changing course or giving up th' immediate contest.
Cooldown 12 · Cost 70/80/90/100/110 · Arrr, listed range 800Shadow Surge be a ranged cast involving movement or repositioning and damage. Respect its line or target area, and avoid spending it when th' foe can simply step astern afore th' fit fer th' captain's eye exchange.
Cooldown 140/120/100 · Cost 100 · Arrr, listed range 2000/2500/3000Adapt th' course
Judge th' whole course or sea chart state, nay only personal kills. Pick th' situation closest to th' present battle.
Deny space wit' yer course partner, but keep th' carry moored to th' wave instead o' roaming at every opportunity.
Move first aboard wit' an ally, establish vision and protect th' course yer crew will use to enter.
Set sail only when crewmates can follow, then change to peel if an foe reaches th' protected carry.
Hold th' trick that makes foes respect yer course and trade when both Bot-course partners be shipshape.
Recall and move on seaworthy wave timings; an unsupported roam can cost th' carry an entire wave or a dive.
Control one approach and keep enough protection fer th' foe's most likely engage.
Stay fer a crashing wave, block a dive and avoid spending th' key defensive trick on low-value poke.
Enter darkness wit' another sailor and ward th' nearest useful entrance instead o' reaching fer deep vision.
Peel first aboard and punish overextension. A blind engage rarely repairs a losing battle.
Pings, movement and prizes
Turn ship's intelligence into a shared decision. Move wit' an ally and preserve th' tool that makes th' next aboard fight seaworthy.
Pings create a shared course; they do nay replace checking waves, vision and who can move.
'Round a minute afore Dragon, ping th' course, spend doubloons if needed and make sure Bot and Mid know whether they can move.
Walk wit' th' Jungler or another ally. Sweep one course, place useful entrance vision and ne'er face-inspect alone.
Inspect nigh th' ship waves and foe positions. Hold th' spell that either starts a reachable fight or protects yer main damage dealer.
Keep enemies astern from th' seaworthy entrance, mark th' reachable threat and avoid chasing so far across th' waters that Dragon be left unprotected.
Later prizes: Use th' same pattern fer Rift Herald or Baron: communicate first aboard, move through controlled vision wit' an ally, then choose engage or peel afore th' fight begins.
Arrr, keep preparing
Th' matchup chart be a pre-battle reference. It does nay predict th' result or alter its recommendation from changing live clash data.