// Recommended builds

The best trait and item combination at every level, 2 stars, by DPS.

Every level and star level below

// Top items

What each item adds on its own, in DPS, with no other item.

Blue Buff+202
Spear of Shojin+163
Guinsoo's Rageblade+162
Archangel's Staff+160
Giant Slayer+159
Adaptive Helm+145
Striker's Flail+128
Red Buff+127
Rabadon's Deathcap+124
Jeweled Gauntlet+123
Morellonomicon+112
Hand of Justice+111

Builds by level

Every combination of Gromp's own traits that a comp of the chosen level can reach, ranked by the DPS of its best 3-item build against three dummies with the team's shred, sunder and burn already on them. Numbers open the DPS Calculator with the same inputs. Levels 4 to 7 only use champions you can find at that level: up to 2-costs at level 4, 3-costs at levels 5 and 6, 4-costs at level 7.

Level
Stars
Debuffs on the enemies
/ 20

// Cast timeline

1.02 smana lock per cast
1.02 scast window

From the mana bar filling until mana can come in again. No mana comes in during this time.

0 / 45mana at start / to cast
+7mana per attack
+2mana per second
0.70attacks per second
0.36 sattack delay: from the start of an attack until it hits
0.35 safter the hit until it can cast or attack again
0.0 s0.70 attacks/s0/45
  • attack animation
  • attack lands
  • attack recovery
  • cast window (mana locked)

First cast at 6.43 s with 0.70 attacks per second. Items, traits and damage taken change the mana pace; the cast, effect and channel windows do not.

Step by step, in words
  1. Mana reaches 45/45: the cast starts and the mana lock goes on (no mana from attacks, ticks or damage taken).
  2. 0.00 to 1.02 s: cast window. The unit plays its cast animation and its return to idle; it cannot auto attack.
  3. 1.02 s: unlock. Mana starts again (overflow kept) and a fresh attack starts from zero; it lands at 1.38 s at base attack speed (the attack delay is 25% of the attack animation).
  4. Attack loop: the attack lands at 25% of the attack animation (mana granted) and unlocks at 50%; a cast that becomes possible at the landing starts at that unlock point, cutting the rest of the attack.
  5. Mana gain: 7 per attack and 2 per second; combat starts at 0/45.
  6. Overflow is banked: mana past 45 from attacks or regen is kept through the cast (43/45 plus 7 casts and comes back with 5). Same rule for every champion; only the amounts differ by role.

// Cast timeline · Adaptor AD form

1.02 smana lock per cast
1.02 scast window

From the mana bar filling until mana can come in again. No mana comes in during this time.

0 / 70mana at start / to cast
+7mana per attack
+2mana per second
0.75attacks per second
0.34 sattack delay: from the start of an attack until it hits
0.33 safter the hit until it can cast or attack again
0.0 s0.75 attacks/s0/70
  • attack animation
  • attack lands
  • attack recovery
  • cast window (mana locked)

First cast at 10.00 s with 0.75 attacks per second. Items, traits and damage taken change the mana pace; the cast, effect and channel windows do not.

Step by step, in words
  1. Mana reaches 70/70: the cast starts and the mana lock goes on (no mana from attacks, ticks or damage taken).
  2. 0.00 to 1.02 s: cast window. The unit plays its cast animation and its return to idle; it cannot auto attack.
  3. 1.02 s: unlock. Mana starts again (overflow kept) and a fresh attack starts from zero; it lands at 1.36 s at base attack speed (the attack delay is 25% of the attack animation).
  4. Attack loop: the attack lands at 25% of the attack animation (mana granted) and unlocks at 50%; a cast that becomes possible at the landing starts at that unlock point, cutting the rest of the attack.
  5. Mana gain: 7 per attack and 2 per second; combat starts at 0/70.
  6. Overflow is banked: mana past 70 from attacks or regen is kept through the cast (68/70 plus 7 casts and comes back with 5). Same rule for every champion; only the amounts differ by role.

// Itemized Roles

Ranged AD CarrySituationalKraken's FuryInfinity EdgeInfinity Edge

Adaptor AD form: 2-cost ranged AD Caster (twin form data, range 4). Item builds are constrained to keep this form. Mana lock 1.02 s per cast against a 6.8 s fill (13% locked). Casts per minute at base speed 7.7; with Spear of Shojin 11.5, Blue Buff 12.1, a +45% attack speed item 9.7. Blue Buff and Spear of Shojin are within 5% of each other, so either keeps the loop rolling; the default mana-per-attack set stays.

Ranged AD SupportSituationalLast WhisperRed BuffKraken's Fury

2-cost ranged AP Caster (game role tag, range 4). It can hold the team Sunder and Burn items for an AD comp; its own AP damage does not profit from the debuff. Mana lock 1.02 s per cast against a 6.8 s fill (13% locked). Casts per minute at base speed 7.7; with Spear of Shojin 11.5, Blue Buff 12.1, a +45% attack speed item 9.7. Blue Buff and Spear of Shojin are within 5% of each other, so either keeps the loop rolling; the default mana-per-attack set stays. One Sunder item and one Burn item for the team, plus the third item that adds the most calculated damage for Gromp (531 DPS at 2 stars against three 2-star tanks). Ionic Spark, Evenshroud and Sunfire Cape are left out: at range 4 their aura would not reach the enemies. Adaptor: only builds that keep the AD form were ranked.

Ranged AP CarrySituationalBlue BuffSpear of ShojinGiant Slayer

2-cost ranged AP Caster (game role tag, range 4). As the comp's damage dealer it takes the best calculated damage items. Mana lock 1.02 s per cast against a 6.8 s fill (13% locked). Casts per minute at base speed 7.7; with Spear of Shojin 11.5, Blue Buff 12.1, a +45% attack speed item 9.7. Blue Buff and Spear of Shojin are within 5% of each other, so either keeps the loop rolling; the default mana-per-attack set stays.

Ranged AP SupportSituationalVoid StaffRed BuffBlue Buff

2-cost ranged AP Caster (game role tag, range 4). When another champion carries, it holds the team Shred/Sunder and Burn items. Mana lock 1.02 s per cast against a 6.8 s fill (13% locked). Casts per minute at base speed 7.7; with Spear of Shojin 11.5, Blue Buff 12.1, a +45% attack speed item 9.7. Blue Buff and Spear of Shojin are within 5% of each other, so either keeps the loop rolling; the default mana-per-attack set stays. One Shred item and one Burn item for the team, plus the third item that adds the most calculated damage for Gromp (801 DPS at 2 stars against three 2-star tanks). Ionic Spark, Evenshroud and Sunfire Cape are left out: at range 4 their aura would not reach the enemies. Adaptor: only builds that keep the AP form were ranked.