Arrr, VRC.LOL

Support · Normal DraftMatchup chartPatch 16.20.1

Gragas vs Vex

Loadout, runes, tricks and practical pre-battle checks in one queue-aware reference.

GragasVSVex

Matchup chart

Pick th' matchup

Scan th' horizon every champion, choose th' assigned role, then open th' exact queue chart.

VS
Role
Picked courseSupport

Pick two champions from th' list.

Arrr, role fit

SupportGragas

Gragas has a reviewed secondary role here. It be less common aboard than th' primary roles, but it has a recognisable role-specific course.

Arrr, reviewed secondary
Review patch be unknownRecommendations await inspection

These patches keep recommendation review, build checks and item lookup on separate charts, matey. Fresh item data does not finish a build review.

Recommendations’ patch
— Data Dragon
Build check’s patch
16.19.1 Data Dragon
Item lookup’s patch
16.20.1 Data Dragon

Arrr, normal Draft · Support

Arrr, possible Gragas utility Support

Follow th' completed-gear order as a pre-battle reference. Components and owned gear do nay create extra inventory slots.

Arrr, reviewed secondary
S
Draft / Ranked opening · separate from gear 1

World Atlas

400 doubloons

Arrr, starts Support income and progresses into wards.

1
First aboard gear

Bloodsong

400 doubloons

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

2
Boots

Ionian Boots of Lucidity

900 doubloons

Adds inexpensive trick haste and movement speed.

3
Core

Shurelya's Battlesong

2,200 doubloons

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

4
Late

Locket of the Iron Solari

2,200 doubloons

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

5
Flexible

Knight's Vow

2,300 doubloons

Arrr, redirects protection toward one priority ally.

6
Arrr, against magic damage

Kaenic Rookern

2,900 doubloons

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

Shipshape loadout choices

Pick th' course afore play

Recommendations await inspection

AlternativeArrr, too much healingApply anti-heal only when repeated healing be materially changing fights.Spy full course

Arrr, best when: Apply anti-heal only when repeated healing be materially changing fights.

  1. First aboard gearBloodsong
  2. BootsIonian Boots of Lucidity
  3. CoreShurelya's Battlesong
  4. Morellonomicon
  5. FlexibleKnight's Vow
  6. Arrr, against magic damageKaenic Rookern
AlternativeArrr, crowd controlMikael's removes eligible crowd control from an ally; inspect that th' effect can actually be cleansed.Spy full course

Arrr, best when: Mikael's removes eligible crowd control from an ally; inspect that th' effect can actually be cleansed.

  1. First aboard gearBloodsong
  2. BootsIonian Boots of Lucidity
  3. CoreShurelya's Battlesong
  4. Mikael's Blessing
  5. FlexibleKnight's Vow
  6. Arrr, against magic damageKaenic Rookern

Shipshape loadout comparison

Shipshape loadout comparison

Recommendations await inspection

AlternativeArrr, too much healingApply anti-heal only when repeated healing be materially changing fights.Spy full course

Arrr, best when: Apply anti-heal only when repeated healing be materially changing fights.

  1. First aboard gearBloodsong
  2. BootsIonian Boots of Lucidity
  3. CoreShurelya's Battlesong
  4. Morellonomicon
  5. FlexibleKnight's Vow
  6. Arrr, against magic damageKaenic Rookern
AlternativeArrr, crowd controlMikael's removes eligible crowd control from an ally; inspect that th' effect can actually be cleansed.Spy full course

Arrr, best when: Mikael's removes eligible crowd control from an ally; inspect that th' effect can actually be cleansed.

  1. First aboard gearBloodsong
  2. BootsIonian Boots of Lucidity
  3. CoreShurelya's Battlesong
  4. Mikael's Blessing
  5. FlexibleKnight's Vow
  6. Arrr, against magic damageKaenic Rookern

Arrr, runes and summoner spells

Arrr, runes and summoner spellsGragasSupport

Use controlled poke and preserve th' cooldown that makes th' next aboard catch seaworthy.

Normal Draft, matey
Arrr, primary tree

Sorcery

Arcane CometManaflow BandTranscendenceScorch
Arrr, secondary tree

Inspiration

Biscuit DeliveryCosmic Insight
Arrr, summoner spells
FlashIgnite
Coordinate th' Bot pair

Inspect which defensive spell th' Bot partner picked afore duplicating Heal, Barrier or Exhaust.

Clash th' course threat

Exhaust answers a committed damage dealer; Ignite adds pressure and anti-heal; Heal protects both nigh th' ship partners.

Arrr, matchup notes

What changes when Vex is opposite you?

Pre-battle kit comparison
Arrr, kit comparison

Respect th' foe's reliable threat

Track th' cooldown and range o' th' trick that starts their safest trade. Do nay treat this chart as a statistical counter claim.

Yer course

Use th' course ye prepared

Keep Vex visible afore committing. Th' second Bot-course champion and nigh th' ship Jungler can change whether th' same engage be seaworthy.

Trick reminders

Gragas reminders

  • Th' damage reduction from Drunken Rage be applied when ye set sail drinking, try to use it when ye see damage coming yer way.
  • Try to knock enemies back aboard into yer towers wit' Explosive Cask.
  • Try to combo Body Slam wit' Explosive Cask to set up kills fer yer crew.

Arrr, static alternatives

Compare th' problem afore changing th' course

These choices be nay picked from live scores. Use one only after ye identify th' stated clash problem yourself.

Arrr, Only when enemy healing is deciding fights

Oblivion Orb

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.
Arrr, crowd control

Mikael's Blessing

Mikael's removes eligible crowd control from an ally; inspect that th' effect can actually be cleansed.

Trick reference

Arrr, compare both kits

Trick reference Data Dragon 16.20.1

Cooldown / Cost / Range Data Dragon 16.20.1

Gragas

  1. P
    Happy Hour

    Happy Hour be th' always-on rule shaping Gragas's normal trading and fight pattern. Watch its in-battle state afore committing.

  2. Q
    Barrel Roll

    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 850
  3. W
    Drunken Rage

    Drunken 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 20
  4. E
    Body Slam

    Body 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 600
  5. R
    Explosive Cask

    Explosive 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 1000

Vex

  1. P
    Doom 'n Gloom

    Doom '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.

  2. Q
    Mistral Bolt

    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 1200
  3. W
    Personal Space

    Personal 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 475
  4. E
    Looming Darkness

    Looming 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 800
  5. R
    Shadow Surge

    Shadow 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 2000/2500/3000

Adapt th' course

What to do when th' battle changes

Judge th' whole course or sea chart state, nay only personal kills. Pick th' situation closest to th' present battle.

Even course

Balance course pressure wit' protection fer th' carry

1
Course

Hold th' trick that makes foes respect yer course and trade when both Bot-course partners be shipshape.

2
Sea chart play

Recall and move on seaworthy wave timings; an unsupported roam can cost th' carry an entire wave or a dive.

3
Fights

Control one approach and keep enough protection fer th' foe's most likely engage.

Pings, movement and prizes

Gragas Support sea chart course

Turn ship's intelligence into a shared decision. Move wit' an ally and preserve th' tool that makes th' next aboard fight seaworthy.

Ahead

Make th' lead open th' sea chart

Ping
Use On Me Way afore changing angle, then Assist Me on Dragon after Bot be seaworthy to move. Use Peril if th' carry starts following through an unsafe course.
Sea chart movement
Roam after a pushed wave, shared recall or when th' carry can collect safely. Deep wards still require th' Jungler or another nigh th' ship ally.
Prize
Arrive early, clear th' deck th' foe entrance and hold th' key engage or peel spell. Do nay chase astern from Dragon and hand th' foe a free course back aboard in.
Even

Create one clear th' deck numbers advantage

Ping
Use On Me Way afore an engage or roam, Foe Lost overboard as soon as a course foe disappears, and Peril when yer carry cannae follow.
Sea chart movement
Leave only on a seaworthy wave or recall timing. If th' carry would meet defeat a full wave or face a dive, stay Bot and communicate that ye be nay moving.
Prize
Lend a hand Bot finish th' wave, then enter river wit' th' Jungler. Set vision afore starting and avoid turning an even prize into an unseen gamble.
Behind

Stop th' next aboard defeat afore seeking a play

Ping
Use Retreat or Peril afore an ally enters darkness, Foe Lost overboard immediately, and Assist Me when ye need company to restore defensive vision.
Sea chart movement
Do nay abandon a crashing wave or vulnerable carry. Move after th' wave be stable and use th' nearest seaworthy ward line rather than forcing deep vision.
Prize
If yer crew cannae enter river safely, ping Retreat and trade fer farm, vision or another sea chart resource. Contest only after creating a seaworthy course together.
Prize setup

Arrr, four calls, in order

Pings create a shared course; they do nay replace checking waves, vision and who can move.

  1. 1
    Afore th' move

    'Round a minute afore Dragon, ping th' course, spend doubloons if needed and make sure Bot and Mid know whether they can move.

  2. 2
    Arrr, enter together

    Walk wit' th' Jungler or another ally. Sweep one course, place useful entrance vision and ne'er face-inspect alone.

  3. 3
    Afore starting

    Inspect nigh th' ship waves and foe positions. Hold th' spell that either starts a reachable fight or protects yer main damage dealer.

  4. 4
    During th' contest

    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

Use th' champion chart or choose another foe

Th' matchup chart be a pre-battle reference. It does nay predict th' result or alter its recommendation from changing live clash data.

Unfurl full loadoutArrr, compare counter options