This guide may be out of date. The guide author did not update it for more than 6 month.
For the most up-to-date information please refer to the Grux Build Guide
This is a bruiser build I created that focuses on building lots of damage and attack speed early, and then transitioning into just health after 27 cxp. Grux is a great initiator and ganker with his aoe pull and aoe stun and can tank nearly as well as the “true” tanks. I’ve had great success with it, with a 62% win rate and 3.16 KDA with around 13 kills per match since I’ve started using this deck.
DISCLAIMER: This is an advanced build relying on card replacements and many cards that some people may not have. I will give suggestions to other suitable substitutes for these cards, which I will type in ( ).
I almost always build grux in the exact order that these cards appear in this guide.
Health Potion ×1
Strike Token ×2
This is for the earliest of the early game, which is THE MOST IMPORTANT PART OF THE BUILD, as it allows for maximum snowball ability. I equip these 3 cards and immediately SOLO red buff. Solo is key here because the cxp from red buff will allow you to enter your first gank with Double Pain and Smash n Grab available, making ganks much easier and sometimes getting a quick double kill at the 3-4 minute mark. With 2 kills, I back with another 6 cxp and:
Replace both Strike Tokens with
Harvester’s Key ×1
Mana Potion ×1
Guardian’s Ward ×1 (Brawler’s Ward ×1)
Rustbreaker ×1 (Voidsteel Dagger/Adamant Edge ×1)
This gives me slightly more damage, but also provides my team with precious Get-Out-Of-Gank-Free cards that will continue to be super helpful to us throughout the game. I then return to the jungle, to farm and look for another gank opportunity. You should already be ahead of the enemy in cp and this has allowed me to get yet another double kill in lane, furthering increasing mine and my teammates’ lead over the enemy and putting me at 3-4 kills at around 7-8 minutes into the game. Regardless of what happens, I try to return to base with another 6 cxp to upgrade my Rustbreaker with:
Major Strike ×1
Minor Strike ×1
From here it becomes a lot less specific regarding what to do and when to back, but I mentioned earlier how to snowball in the very early game and this is how I like the first 10 minutes of the game to play out for me. It usually puts me 3-6 cxp ahead of the other team, which is massively helpful and even allows me to win 1v1’s against Khaimera and Rampage. The rest of the build order goes as follows:
Rustbreaker ×1 (Voidsteel Dagger/Adamant Edge ×1) with 3, 2, and 1pt Strike upgrades
Flashfire Piston ×1 (Windcarver Blade ×1) with 3, 2, and 2pt or 3, 2, and 1pt kinetic upgrades respectively, depending on which item card you choose
By this point it should be midgame and you hopefully will have acquired more kills and a few towers, so it is time to start building our massive health pool to be of more use in team fights as the front-liner and initiator. Now equip the following cards:
Pain-eater ×1 (Amulet of the Veteran ×1) with 3, 3,and 1 or 3, 3, and 3pt Health upgrades respectively, depending on which item card you chose
Amulet of the Veteran ×1 with 3, 3, and 3pt Health upgradeservices
If I have a substantial lead over the enemy, sometimes I will initially forego my Amulet of the Veteran for an:
Adamant Edge ×1 with 3 and 3pt Health cards and a 3pt Strike card, still providing me with some tankiness while allowing me some more damage if I’m not worried about the enemy’s damage yet. I will always eventually swap this cardeck with the Amulet of the Veteran, however, as late game the extra health is more useful than the damage, especially if there is not a true tank on my team.
It is typically at this point that the endgame phase begins. We are at 54 cxp and the final 6cxp goes back into our Guardian’s Ward, which we never completed, as Health. If you used the Brawler’s Ward instead, fill it with Strike cards, as you have little use for the mana. Now for some reasoning behind some of my choices.
I chose Rustbreaker over Voidsteel Dagger or Adamant Edge because it has more upfront Damage than the other two and also provides a small amount of physical pen to get through heroes’ base resistances. I usually put an extra pen item into one of my Rustbreakers in case I run into a heavily armored team.
I also prefer having Pain-eater over a second Amulet of the Veteran because of the 40% lifesteal that kicks in while critically wounded. With my optimal card setup, I sit at 4760 health at 60 cxp and 5160 health with the 2nd Amulet of the Veteran equipped. Because of our large health pool and the critically wounded state beginning at 25% max health, our lifesteal begins to take effect at 4760×.25=1190 health, providing us ample time to regenerate health back. Against opponents with little or no armor, this is far more useful than the extra 400 health from the 2nd Amulet of the Veteran. You should never be attacking their tanks unless all other enemies are dead, otherwise you are wasting your damage and your lifesteal, so if you have Pain-eater, definitely use it.
General Gameplay Tips
This may seem like common knowledge to some, but this guide is meant for all, so here are some examples helpful game play tips to better understand the purpose of this build and highlight Grux’s strengths and minimize his weaknesses.
Be aggressive. Grux in my opinion is the best ganker in the early game. He has some crazy burst damage with his Smash n Grab and Double Pain. When I’m ganking, if I am behind the enemy, I open up with a basic, then use Double Pain and follow up with as many basics as I can until I am out of range. Then I activate Smash n Grab followed by more basics until I can use Double Pain again. Grux is unique because he essentially has two gap closers, the first being his Smash n Grab and the second being his charge. Capitalize on this and stay in the enemy’s face.
Take Red Buff. You deal a lot of damage with Grux early on. Secure more kills by grabbing red buff whenever it is up. Don’the be afraid to venture into the enemy jungle to take theirs if you know where the majority of their team is. This makes snowballing much easier.
Activate as many Harvester’s as you can. I see so many people forgetting to activate their Harvester’s or activating them way too late and it gives the enemy a leg up. As a jungle, it is your responsibility to put Harvesters up. At the very least try to have more than the enemy and try to collect from them regularly, because a full harvester is not collecting any amber.
Once you start to build to build health, make sure you use it effectively. Defensively, use it to block incoming damage from hitting your squishies. Offensively, use it to body-block enemies and to tower-dive for easy kills, using your charge to get back out of tower range.
Know when to join in a team fight and when to farm and when to lane. Start to finish, Grux has some of the best lanning potential. With a ridiculously fast wave-clear, tower clean-up is practically a cake-walk. If there is a team fight a long way away from you, don’t feel like you have to run all the way to the other side of the map to help your allies unless it’s late game. People like team players, and sometimes the best thing you can do to help your team at that moment is to push a tower, especially if it’s a tier two or an inhib.
Make sure you are in team fights, now more than ever. Late game, your allies are going to need your tankiness and CC to get a quick upper hand in the fight. Use your Smash n Grab to group them all up and follow up with a basic, Double Pain, followed by another basic. Try to target their squishies with your pull to get them in the front where they don’t want to be and where you and your allies can quickly take them out. If you happen to get athe least two with your Smash n Grab, you can follow up with your Ult, Warlord’s Challenge, which provides a damage buff to you and is also a large aoe stun. This can result in quick nukes of squishy opponents if your allies have good aoe of their own.
Another worthwhile use for Grux’s Ult is to stun Gideon out of his Ult. Gideon can do a whole lot of damage to every hero, especially in his Ult. Use your’s to immediately knock him out of his, taking away a lot of his usefulness in the team fight and leaving him right in the heart of the action to quickly get taken out.
Additionally, it is great at stunning heroes trying to use a gap closer/escape ability, specifically Khaimera. Many people build Khaimera to be able to nuke squishy heroes with his targetable gap closer and Ult. Prevent him from jumping to your back line by activating Warlord’s Challenge midleap or mid-Ult to protect your quishies, although, this tactic applies through the whole match, not just late game.
Take Blue Buff. Late game, Grux relies more heavily on his abilities to help his team do damage than doing the damage himself. If your casters aren’t there to grab it, take it for yourself. But if they are there, give it to them because they will make a lot more use of it than you would. Same applies to Red Buff. Give it to your rangers if they are there, if not, you can always benefit from the extra damage.
Take Black Buff. FFS take Black Buff. I see so many people ignoring black buff because they don’t realize how invaluable it is. You can absolutely demolish towers with black buff on. And going off of what I said earlier about Grux having amazing wave-clear, if you catch a team off guard with black buff while they’re not around to defend their lane, you can take two towers in less than two minutes, which is great for you and a huge morale drop for the enemy.
Use wards. Wards Save Lives 2016 people. As a jungle, you have more opportunities than others to place wards. On the outer lanes I place them further into the jungle in line with the shadow pads and in mid I place them just shy of the bases of the ramps. If these are already warded or way out of your way, placing them near the enemy red and blue camps is a smart tactic. Additionally, when attacking or defending a tier 2, I place them at the bottom of the tier 2 ramps to prevent ganks. Mid/late game it is wise to ward Orb Prime, especially after the latest patch, and if the enemy has a Kallari, I always save one to drop down in a jiffy if she comes in for a gank. For late game team fights, I also try to keep one to put behind our team to deter would-be assassins from taking out our back line. In an ideal scenario, my team would have a true tank to stay up front while I went to the flank to protect the rangers/casters from heroes like Khaimera, Kallari, and Feng Mao when they try to sneak in from behind.
Capitalize on individual and team kills. If you’re racking up a lot of kills but you’re not capitalizing on them effectively, you’re not being a helpful jungle. If you or an ally gets a kill, go try to take a tower. If you can’t, then at least push a lane up or both of you go gank another lane. If you have Black Buff and an ally gets a kill, go help them take a tower or go take an enemy harvester. If you can’t do any of that, then at the very least take the enemy jungle. A kill equals an opportunity to put the enemy further behind, so if you’re not taking a tower pushing a lane or disrupting their farm, you’re not being an effective teammate.
Thanks for reading everyone. I hope this was helpful. This is my first attempt at a build Guide so I hope I did the build justice. It really is an awesome build that allows Grux to be immensely useful through the entire game, with no drop-off in utility. So if you are looking for a Grux build that provides a little of everything to be A LOT of help to his team, then you need to TAKE A RIDE ON THE PAIN TRAIN!
P.S This build also works pretty well on Rampage, but I’m not as good with him as I am with Grux.