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All Guides Gnar Guides [7.24] The Gnar Bible
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Gnar Statistics for Gnart Even Close

Author's performance with Gnar compared to the ranked average.

Value
Average
Games Played
101
6
Win %
54
40
Kills
5.5
4.7
Assists
6.9
6.8
Deaths
4.0
6.3
KA:D Ratio
3.0
1.8
Gold Earned
10.9K
11K
Creep Score
159.3
158.8
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

4.png Flash is basically mandatory on every champion.  Flash can be used to re-position for the perfect ultimate and to get surprise ults as Gnar's double jump is very telegraphed.  This is essential to playmaking, which is why the summoner spell reduction mastery is taken.  If you jump but are out of range to ult, this can be used to extend the range of your jump, but be careful not to get too far ahead of your team and set yourself up for failure.  It is also helpful to escape certain death and secure kills in both forms.

12.png Teleport gives you an incredible amount of map presence.  It also helps you with CS and exp because you will miss less when you back or get killed.  Make sure to use it besides just getting back to lane; you also need to gank bot lane, contest dragon, and join teamfights around the map with it.  It is especially useful for splitpushing, since you can join teamfights and force a 5v4 when an enemy comes to deal with you or if your team has to fight a 4v5.

New Runes Back to Top

Taking Grasp makes you nearly impossible to kill early game, even if you don't ward and get ganked.  The 130 extra health is too strong IMO, and Grasp is getting reworked in 7.24B to be better for Gnar.  Most people currently run Press the Attack, but I believe it's somewhat overrated.  Taking Resolve primary also allows you to take Demolish instead of Coup De Grace, giving you a lot more pressure against towers and helping secure towers if you gank other lanes.

Abilities Back to Top

Q
W
E
Q
Q
R
Q
W
Q
W
R
W
W
E
E
R
E
E
Passive
Q
1
4
5
7
9
W
2
8
10
12
13
E
3
14
15
17
18
R
6
11
16

You can get Hop gnare.png at level 2 instead of Hyper gnarw.png if you are afraid of being ganked or need to disengage from a laner who has a gap closer, but you will not be able to trade effectively.  Hop gnare.png does not give the second bounce if Gnar is rooted, stunned, or displaced, but will bounce like normal if Gnar takes damage, is silenced, or is slowed.  Gnar's E gnare.png has a third version, known as Hop and Crunch.  It is only available when Mini Gnar has 100 Fury and he uses it to transform into Mega Gnar.  It has the second bounce of Hop gnare.png and does the AoE of Crunch at both the bounce location and the final location, although enemies can only take damage from one instance of the AoEs.  Mega Gnar can use spells through stuns, silences, knockups, knockbacks, etc so long as he starts the animation before the CC is applied.  However, Crunch can still be cancelled by displacement effects.


I'm assuming you have read through Gnar's abilities and know how they work.

Lolking only lists Mini Gnar's abilities.  The full list of abilities is:
  • Q: Boomerang Throw / Boulder Toss
  • W: Hyper / Wallop
  • E: Hop / Crunch
  • R: GNAR!
**The first name refers to the ability in Mini Gnar, while the second name refers to the ability in Mega Gnar.

Gnar's Boomerang Throw gnarq.png still has some bugs on the return path.  Although it has been massively improved since release, there are still some rare cases (maybe once every three games) where the boomerang will fly off in a random direction when it returns.  If you happen to be able to reliably trigger this bug, you should report it to Riot Games so that they can fix it. 

Items Back to Top

Starting Items

    Take this in lanes where you won't take much poke damage.
    Take this in lanes where you will be frequently poked.

Core Items

    My personal core
    Boots
    Example build

Situational Items

    Armor
    Magic Resist
    Consumables
    Offensive Items

I used to focus only on the meta Gnar builds, but I am instead focusing on what I personally think is best, not just what stat sites show and pro players are building.

Black Cleaver 3071.png into Gargoyle Stoneplate 3193.png is my core first two items because it allows me to have strong presence as both Mini and Mega Gnar.  You still deal a lot of damage, but aren't squishy in early teamfights.  Rather than the traditional style of damage/splitpush Gnar, teamfight/tank Gnar sacrifices raw 1v1 power in order to be a more useful front liner and maximize the power of Mega Gnar's CC.  The tank item reworks have generally been good to Gnar, since he is more resilient against burst thanks to Stoneplate and more resilient against DPS thanks to Randuin's Omen 3143.png changes, Thornmail 3075.png changes, and the introduction of Adaptive Helm 3194.png.  Knight's Vow 3109.png and the updated Locket of the Iron Solari 3190.png give Gnar extra tankiness and utility in teamfights, preventing him from falling off.  The purpose of the tank items is much clearer now, so figuring out what to build is as simple as looking at what the major damage patterns on the enemy team are (crit, lifesteal, magic damage spam, burst, etc).  As a general build, I personally recommend Black Cleaver, Ninja Tabi / Mercury's Treads, Stoneplate, and three of Randuin's Omen / Thornmail / Adaptive Helm / Knight's Vow / Locket of the Iron Solari depending on enemy team comp.

Matchups Back to Top

Click on a champion below to see the author's notes on that particular matchup.

  • Aatrox
    Easy
  • Akali
    Hard
  • Camille
    Medium
  • Cassiopeia
    Hard
  • Cho'Gath
    Medium
  • Darius
    Easy
  • Dr. Mundo
    Easy
  • Ekko
    Medium
  • Fiora
    Hard
  • Galio
    Easy
  • Gangplank
    Easy
  • Garen
    Easy
  • Gragas
    Medium
  • Graves
    Medium
  • Heimerdinger
    Medium
  • Illaoi
    Medium
  • Irelia
    Hard
  • Jarvan IV
    Medium
  • Jax
    Medium
  • Jayce
    Hard
  • Kayle
    Medium
  • Kennen
    Medium
  • Kled
    Medium
  • Lissandra
    Medium
  • Malphite
    Hard
  • Malzahar
    Hard
  • Maokai
    Easy
  • Mordekaiser
    Medium
  • Nasus
    Medium
  • Nautilus
    Easy
  • Olaf
    Medium
  • Ornn
    Hard
  • Pantheon
    Hard
  • Poppy
    Hard
  • Quinn
    Medium
  • Rammus
    Medium
  • Renekton
    Medium
  • Riven
    Hard
  • Rumble
    Medium
  • Ryze
    Easy
  • Shen
    Easy
  • Singed
    Easy
  • Sion
    Hard
  • Teemo
    Hard
  • Trundle
    Easy
  • Tryndamere
    Easy
  • Urgot
    Medium
  • Vladimir
    Medium
  • Wukong
    Hard
  • Xin Zhao
    Hard
  • Yasuo
    Hard
  • Yorick
    Medium

VS

Aatrox

Easy

VS

Akali

Hard

VS

Camille

Medium

Dodging her E is the most important part of playing against Camille.  If you do so, she can't touch you without her ultimate, and will lose any trade.  When she does have her ult up, she can kill you if you are too low.  The invulnerability also allows her to dodge your ultimate or Wallop.

VS

Cassiopeia

Hard

VS

Cho'Gath

Medium

VS

Darius

Easy

Although many Gnar players have trouble with Darius, Gnar is a hard counter to him when played properly.  Early game, his grab outranges your basic attacks, so you must be careful to avoid being grabbed.  Late game, your range will be greater, so you shouldn't have as much difficulty.  Darius's biggest weakness is being kited, which is Mini Gnar's greatest strength.  You are faster than Darius, so you can easily dodge his Q unless slowed.  When Darius pulls you, you can simply jump out, and if you do so with proper timing, he will not be able to get his slow off on you.  Play more carefully when you do not have your jump off cooldown.  In Mega Gnar, you will have a more difficult time, but you should be able to fight him early on.  It is important to dodge his Q, since Darius absolutely needs it to win fights.  Remember that you have way more CC than he does.  If you can prevent him from doing his damage and get away, you have won the trade.  He should not be able to stick on you in Mega Form since you have so much CC, so you can and should disengage if you are not trading favorably.  His bleed passive lets him thrive in extended fights, so make sure you do not let him stack his bleed on you.

VS

Dr. Mundo

Easy

VS

Ekko

Medium

VS

Fiora

Hard

The trick to this matchup is baiting Fiora's Q.  If she misses it, she has a longer cooldown and will not be able to stick to you.  Dance around the edge of its range so she will try to go for you but you can avoid it.

VS

Galio

Easy

VS

Gangplank

Easy

Gangplank has a lot of poke early game, but he is squishy for most of the game.  You can easily run him down once you complete your first item.

VS

Garen

Easy

Harass him so he can't heal too much from his passive.  Remember to use your Q slow after he uses his Q, so he can't break free from it.  A good Garen will bait you towards a bush, and then silence and spin all over you.  Make sure you do not let him do this.  Just keep throwing boomerangs into the bush and force him to lose CS if he does this.

VS

Gragas

Medium

VS

Graves

Medium

VS

Heimerdinger

Medium

VS

Illaoi

Medium

Illaoi will win any fight where she lands her E.  Avoid it at all costs.  Early boots are a good idea to help dodge her spells, since they all have long enough cast times that they can be avoided, and she cannot sustain if she does not land her spells.

VS

Irelia

Hard

The three main things to keep in mind when playing against Irelia are her ability to chain Qs to close the gap onto you, her ability to stun you only when you have more health, and her tenacity which screws up your Mega Gnar combo timing.

VS

Jarvan IV

Medium

Dodging his flag 'n drag is the single most important part of this matchup.  Without his signature combo, Jarvan struggles to trade against Gnar.

VS

Jax

Medium

Jax can be a lot of trouble, but Gnar generally wins this matchup.  Always be suspicious that he will try to all-in you, and do not let him chip you down low enough where he can burst you down.

VS

Jayce

Hard

Possibly the worst matchup for Gnar.  If he starts snowballing, it's game over for you.

VS

Kayle

Medium

Kayle does a ton of damage when she gets rolling, but you should be able to shut her down early on.  She doesn't bring much CC, so you will be much more useful in that regard, but she does bring utility in the form of armor and MR shred, a heal with speed boost, and her ult which makes one target invulnerable and immune to CC.

VS

Kennen

Medium

VS

Kled

Medium

VS

Lissandra

Medium

Lissandra is almost impossible to kill, and can never be tower dived.  Just play safe in lane, and you will have more presence than her due to better splitpush and being a tank.

VS

Malphite

Hard

Malphite can slow your attack speed significantly, and often builds Frozen Heart and/or Randuin's Omen to further lower your attack speed, making your Hyper very difficult to proc.  He will build tons of armor, so your spells won't do much damage either, making this a fairly difficult match-up.  He also has a lot of poke damage with his Q early, so do not expect an easy lane phase like in most other tank matchups.

VS

Malzahar

Hard

VS

Maokai

Easy

VS

Mordekaiser

Medium

VS

Nasus

Medium

Nasus is a very difficult matchup, since he has so much sustain that he can't be poked out with champions like Gnar.  He gets infinitely scaling damage so you will not be able to fight him at all once he reaches "critical mass".  However, you will be vastly more useful in teamfights than he will be, so your inability to split against him is not all that big of a deal.

VS

Nautilus

Easy

VS

Olaf

Medium

Olaf's early game kill potential is absolutely insane.  He does fall off as the game progesses however, and generally shouldn't be a problem if you respect his early game.

VS

Ornn

Hard

Ornn is incredibly tanky and does an absurd amount of damage.  He can literally just walk you down and kill you. Be very, very careful of this guy.

VS

Pantheon

Hard

Laning against Pantheon is a terrible experience.  However, if you don't give him kills and he does not roam and snowball off of your braindead teammates, you will easily outscale him.

VS

Poppy

Hard

Poppy's W is one of the best gank assist tools of any top laner, since she shuts down your escape.  She also does a lot of damage, and is very hard to trade against due to her passive and her E.

VS

Quinn

Medium

VS

Rammus

Medium

VS

Renekton

Medium

VS

Riven

Hard

VS

Rumble

Medium

Hexdrinker singlehandedly wins this matchup.  Without it, Rumble will melt you.  After, he can no longer 1v1 you.

VS

Ryze

Easy

VS

Shen

Easy

New Shen is not that bad to lane against, since he no longer has sustain or poke.  He will absolutely destroy you when you are in Mega Gnar, however, so only fight him if you are in Mini Gnar and in a good position to kite him.


Recommended first item: Frozen Mallet 3022.png

VS

Singed

Easy

VS

Sion

Hard

Sion is a brutal matchup for Gnar due to his insane poke and Q damage.

VS

Teemo

Hard

You will never be able to 1v1 a decent Teemo.  Survive lane, and focus on your superior teamfighting power.

VS

Trundle

Easy

VS

Tryndamere

Easy

VS

Urgot

Medium

VS

Vladimir

Medium

A good Vladimir can use his pool to avoid your ult, so bait his pool out so you don't waste your CC or damage.  His sustain is extremely difficult to deal with, and be aware that his Q outranges your basic attacks so it is difficult to trade with him.


Recommended first item: Maw of Malmortius 3156.png

VS

Wukong

Hard

VS

Xin Zhao

Hard

VS

Yasuo

Hard

His Wind Wall will destroy your boomerang, meaning he can force you to have the long cooldown, and he can cancel your E with his tornado.

VS

Yorick

Medium

Avoiding Yorick's E will let you avoid his ghoul damage, without which he will not easily win. 

Pros and Cons Back to Top

Pros:

  • Strong teamfighting as Mega Gnar
  • High base damage
  • Lane bully in certain matchups
  • Decent poke
  • % health damage to take down tanks and always have relevant damage
  • Very mobile and incredible at kiting in Mini Gnar
  • Strong splitpushing as Mini Gnar
  • Manaless
  • Can use abilities through CC as Mega Gnar
  • Very fun and exciting to play
  • Solid outplay potential
  • The cutest champion in the game =)
Cons:
  • Can be kited in Mega Gnar without Crunch
  • Only built-in tankiness is passive stats
  • Many unfavorable lane matchups
  • Very squishy early on, especially in Mini Gnar
  • Damage falls off a bit late game
  • Acts as a setup champion, so needs team follow up
  • Low burst damage in Mini Gnar
  • Low DPS in Mega Gnar
  • Mediocre waveclear in Mini Gnar
  • Cannot control transformations
  • No ultimate in Mini Gnar
  • Cannot build optimally for both forms
  • Need to learn two different playstyles
  • Very telegraphed and predictable transformations
  • Need a wall to stun with ult

General Tips Back to Top

Mini Gnar:

*In order to kite better, make sure you use attack move click. It is possible to bind it to mouse left click, which makes it very easy to use.

*Boomerang Throw gnarQ.png has a very long cooldown if you don't catch it, so make sure you do.  Without your Q, you can't poke effectively and you basically have no CC.

*Hop gnarE.png gives you an attack speed steroid when you use it.  You can use it win a close trade or to help you take down a tower faster, but make sure you have wards in place because it uses your only escape.

*Sometimes, it's better to jump over an enemy's head than directly away from them.  You can also use the "switcheroo" combo described in the animation cancelling section (AA, E gnarE.png, Q gnarQ.png; also procs Hyper gnarW.png).

*If you are about to die and you are also about to transform into Mega Gnar gnarpassive.png, make sure to use an ability to transform faster, as it will give you a lot of extra health.  Make sure to build up rage as fast as possible, and use Wallop to transform.  You can also pop Gargoyle Stoneplate 3193.png before you would take burst as Mini Gnar to ensure you will survive long enough to transform.

*Grasp of the Undying is fairly easy to proc when ranged, although the life stolen is reduced.  Make sure to aggressively proc Grasp if you can, but make sure not to take unnecessary poke, minion aggro, or risk your life for it.  You can use the bush trick described later on to avoid minion aggro.

*Gnar can jump over two walls in some areas of the jungle by using jungle camps as springboards.  It helps to click right in front of the wall instead of where you want to go so that pathing does not reroute you.  The jump will go through if you get more than halfway through the wall with the jump, and will fail if you do not.  The camps where this can work are the raptors camp, blue buff camp, wolves camp, and krugs camp.

Mega Gnar:

*Make sure to weave basic attacks in between your spells as Mega Gnar for maximum damage.  Mega Gnar has an extremely high base AD, so this will do lots of damage, and it will help shred armor with The Black Cleaver 3071.png. This is also necessary to help proc Grasp of the Undying or Press the Attack.

*Even though the boulder does not come back to you like the boomerang, you can still pick it up to massively reduce its cooldown.  If you can safely do this, you should.  However, NEVER risk your life to pick up the boulder.

*Make sure to use your ult gnarR.png to throw someone into a wall, as it does increased damage and stuns instead of slows.  The more people, the better.  This should be obvious, but I see way too many people using it to throw enemies in front of them or behind them when there is a wall right next to them.

*If someone gets too close to your tower when you are Mega Gnar and their minions are not tanking the tower, then you can throw them under your tower gnarR.png for extra damage and possibly a kill.  This can also be used if an enemy tries to tower dive you.

*Try to time Wallop to hit at the last moment of the ult stun, so you can disable your opponent for the longest time possible.  Overlapping CC is a waste and can be a reason that you fail to kill an enemy or get outplayed.

*Randuin's Omen 3143.png has an active.  Make sure you actually use it after you jump into a teamfight.  The slow is quite potent, so it has a strong disruptive effect.  Again, make sure not to overlap CC since you want to get the maximum value out of your utility.

*Gargoyle Stoneplate 3193.png should be used while you are still near full health right before you would take burst damage.  It should be thought of as damage reduction, not as a shield or a way to avoid death at the last second.

Both:

*In Mini Gnar, you can cast abilities during his E, including Q, Flash, and placing wards (this is the basis off of some of Gnar's animation cancels).  However, you cannot during Mega Gnar.  You can use emotes during both though.  

*Make sure you use quick cast to get your abilities off quicker.  This can mean the difference between life and death in many situations.

*Try to use unlocked camera.  It can give you access to more information than locked camera.  Also make sure to be aware of events all over the map at all times.

*You need to harass the enemy as much as possible, but do not miss CS to poke.

*Make sure you have Grasp of the Undying ready to proc when you want to trade, as it gives you extra damage and healing.

*If you want to tower dive for a kill, it is better to do so in Mega Gnar as you have better burst damage and are much tankier.

*If you basic attack the enemy when you are near their creep wave, the minions will start doing tons of damage to you.  Spells will not draw aggro, however.  Once you draw minion aggro, you can walk into a bush to get the minions to stop attacking you (if the minions don't stop attacking you, then you know the enemy has vision inside the bush).  Use this technique aggressively to harass the enemy without taking much minion damage.

*Use your E gnarE.png primarily as an escape in lane.  You can use it offensively to secure a kill, but keep track of the enemy jungler and mid laner while you use it, as they might be hiding in the brush waiting for you to use it before engaging on you.  If they do this, you will be forced to waste your Flash 4.png and/or die.

*If you bring Teleport 12.png, use it to join teamfights or gank bot lane.  It gives incredible map presence, but only if you actually use it.  It is ideal to Teleport with 90-95 rage in Mini Gnar, so you can transform after you arrive at your destination.

*Sometimes you want one form's version of an ability more than another's. If you are about to transform, you should save the desired ability so it will be off cooldown when you transform.

Lane Phase WIP Back to Top

This section needs to be completely remade, but in the meantime, I will leave the current version here as it is better than nothing.


Levels 1 - 2:

You want to poke the enemy with Boomerang Throw gnarQ.png and basic attacks to be a general nuisance, but you must stay out of the enemy's effective range because you will be blown up if they catch you.  Once you get W, you want to make sure you get 3 stacks on the enemy for your Hyper gnarW.png passive.  The Hyper passive lets you do a lot more damage and gives you movement speed to run away afterwards.  

Levels 2 -3:

You should be getting Mega Gnar gnarpassive.png for the first time.  If you can, stun the enemy, basic attack them, throw your boulder, then run away.  You want to get your damage off quickly without taking any back.  Do not assume you should engage on the enemy just because you have Mega Gnar, as you can easily get yourself killed that way.

Levels 4-5:

You are in a lot less danger than you were before.  If you haven't given up any kills yet, you can probably do fine.  You should be a bit less squishy now, and you can probably start zoning the enemy away.  If you can't, then make sure to keep your distance, and farm with Q gnarQ.png if necessary.

Levels 6 - 8:

Make sure to pay attention to bot lane to see if you can make Teleport 12.png plays.  The top laner that makes the better Teleport plays often determines the course of the game.  You also want to look for times to all in the enemy as Mega Gnar.  Poke them until they're low enough, jump on them, slow them with Q, throw them into a wall gnarR.png, stun them with Wallop, and throw Q again.  If you're losing, see if you can get them to dive you as you're about to transform.  If you time everything right, you can get them stuck under your tower for 2.5 seconds, plus the time it takes to walk out while slowed.  However, if you mess up, then you give up a free kill.

Teamfighting Back to Top

Mega Gnar:

Although you want to dive into the enemy team and throw them into a wall, you must find an opening to do so and you must not force it.  If you mess up, you will be annihilated. Your team will have one less tank and most likely lose the team fight.  How do you find a good opening, you might ask?  You need 3 things:
  1. Your team is ready to follow up on your engage.  This means you can't double jump and flash all the way to the enemy team, as your team will be too far away to follow up right away.
  2. The enemy team is clumped up near a wall.  Your ult only stuns and deals extra damage when the enemies are thrown into a wall.  If they aren't, then all they get is a slow and reduced damage.
  3. The enemy doesn't have any stuns, roots, or strong slows (one left is ok if you have Banshee's Veil 3102.png).  This is usually right after they just used an important spell (i.e. Morgana 25.png used her root darkbindingmissile.png).
If you have all three of these things, then you can make engage and probably win the team fight.

Mega Gnar is predictable, so the enemy might know to run away when you are about to double jump engage.  You have a few ways to combat this:
  1. Use the animation cancelled mid-Hop gnarE.png ult.  This is explained in the animation cancelling section, but the basic premise is that you get to 100 rage when you are in the middle of Mini Gnar's E, and use the ult to transform before you land.  This cuts out a lot of the animation, giving a lot less reaction time for the enemy team.
  2. Use Flash 4.png to engage.  The surprise factor is wasted if you hesitate at all before you ult, and the enemy will move out of the way if they have a functioning brain.  You might need to practice getting the right position instead of just getting close to it.
  3. There are a couple tricks to mask the Crunch animation.  You can use Boulder Toss and cancel the end animation with Crunch, or you can spam dance when using Crunch to mask part of the animation.
  4. Use Crunch to engage around 2 seconds before you transform back into Mini Gnar.  The enemy will probably not expect this, and you will still have time to get off a full combo before transforming back into Mini Gnar.
Before you start jumping in like crazy, make sure you think about what will happen if you do get off a good ult.  Is your team even or ahead so they can actually fight the enemy?  Is your team in a position to follow up on your engage?  Are you better off peeling because your team has other engage and you're behind?


Mini Gnar:

You don't have as much teamfight potential as Mini Gnar.  You will be part of the midline, focusing on dealing damage and applying slows with your Q gnarQ.png, and using your Hyper passive gnarW.png as much as possible.  You want to build up rage as much as possible, since you will have much more CC and tank stats as Mega Gnar than you will in Mini Gnar.  You can build Sunfire Cape 3068.png in order to transform more quickly for teamfights, but it does take away control over r.  This is most helpful if you get engaged on and need Mega Gnar ASAP for the CC.

Champion Synergy Back to Top

59.png Gnarvan was the most contested strategy in LCS for quite a while when Gnar was a top tier top laner and Jarvan IV was a top tier jungler.  Gnar is most successful when following up on an initiate, as it gives him more opportunities to set up a better ultimate and lets him not take all of the enemy team's focus.  Jarvan IV initiates with his ult, providing walls for Gnar to throw his enemies into to stun them.  

32.png Similar to Jarvan IV, Amumu can initiate first for Gnar to follow up on.  Amumu provides a huge stun for a combined 5 seconds of hard CC (Amumu techincally doesn't have a stun but is the only champion with an Entangle CC). Amumu is very strong in an uncoordinated environment, so he is a great tank jungler when not in professional play.

61.png Orianna does a ton of magic damage with her ult and can provide extra tankiness to Gnar with a shield.  The damage and CC between Orianna and Gnar can win a 2v5 fight.

117.png Lulu provides a lot of utility for Gnar, such as a speed boost to help him initiate.  Her ult can also provide more CC against the enemy team, since it knocks up nearby enemies and creates a slowing AOE around Gnar.

89.png Leona is probably the best support to initiate and set up a CC train with.  Between Gnar and Leona, they have 4.5 seconds of AOE stun.

21.png Miss Fortune's ult does ridiculous amounts of damage, but only if the enemies stay inside of its range.  Gnar can get enemies trapped inside of its range so that she does maximum damage, and you will basically win every team fight if you successfully do so.

44.png New Taric can keep Mega Gnar thriving in the middle of combat by giving him invulnerability with his ult, a shield and extra armor with his W, a heal with his Q, and will have perfectly setup stuns with his E.

Mastering Gnar's Passive Back to Top

This is the ability description for Gnar's Fury Passive on LoL Wiki:

FURY: While in Mini Gnar form, Gnar generates 4 / 7 / 11 Fury over 3 seconds upon dealing or receiving damage, and 0.5 / 0.75 / 1.25 Fury every time he damages at least one enemy with a basic attack or Boomerang Throw.png Boomerang Throw, quadrupled to 2 / 3 / 5 Fury against championsGnar's Fury decays if he has not dealt or received damage in the last 13 seconds.

Now I'll break it down for you so you can fully understand how it works to control it better.  As a note, the numbers probably mean nothing to you.  You really need to get a feel for it from practice to fully understand how fast or slow it works throughout the course of a game.

**Fury is built by taking any damage or dealing any damage, making items such as Sunfire Cape 3068.png extremely helpful to build Fury.  

**Gnar does not build Fury faster by hitting multiple enemies with his Q gnarQ.png or with basic attacks.  It is the same regardless of how many enemies are hit.

**Items like Sunfire Cape 3068.png do not build rage faster, but they do build rage very consistently by constantly proccing the rage over time.

**Gnar can build Fury faster the later into the game it is.  This is for two main reasons, as listed below:
  • Gnar's Fury gains increase at levels 6 and 11, meaning that all damage dealt and received gives him significantly more rage.
  • Gnar has higher attack speed and lower cooldowns the later it is into the game (from levels and items), meaning that he does more attacks to build Fury faster.
**Fury will decay if Gnar stays out of combat for 13 seconds.  This is most relevant when backing / returning to lane and when roaming.  This means you will not come back to lane with any Fury and you will usually not have much or any Fury when roaming (you can attack Rift Scuttler to gain Fury when roaming, or Teleport 12.png with full Fury).

This is the ability description for Gnar's Rage Gene Passive on LoL Wiki:

RAGE GENE: When Mini Gnar reaches 100 Fury, gains Enraged access to an alternate set of abilities, which share his abilities' cooldowns. After either No Going Back 5 seconds or upon casting an ability, Gnar transforms into Mega Gnar Mega Gnar for 15 seconds while his Fury depletes. Once his Fury is exhausted, Gnar reverts back into Mini Gnar, retaining the same health percentage, and becomes Tired tired out for 15 seconds, during which he cannot gain Fury.

Like with Gnar's Fury passive, I will break down his Rage Gene passive as well so that you can fully understand it.  Gnar also gets extra base stats from his passive, which I will explain later in this section.

**Gnar's abilities in both forms share cooldowns.  This means Gnar can't use his Hop gnarE.png in Mini Gnar and then immediately use Crunch in Mega Gnar.  However, there are two special interactions on his Q cooldown that are worth noting.
  • Mini Gnar can pick up Mega Gnar's boulder to lower his Boomerang Throw gnarQ.png cooldown.
  • Mega Gnar can catch Mini Gnar's boomerang gnarQ.png to lower his Boulder Throw cooldown.
  • The cooldown returned when catching the boomerang/boulder is calculated when the boulder/boomerang is thrown.  This only makes a difference when switching forms and putting points in Q or ult.
**Gnar can transform into Mega Gnar by using an ability or he can wait the full 5 seconds before transforming.  Usually you want to transform with an ability, but you may want to wait if you are kiting in Mini Gnar and don't want to transform for as long as possible.

**The stat changes (including the health increase) are granted when the ability goes off, not when you press the button.  Keep this in mind for transformations, as you will probably die many times when about to transform from not getting the health increase right away like you thought you would.

**Mini Gnar gets an attack speed buff from using Hop gnarE.png that Mega Gnar does not get from Crunch.  You keep this buff after you transform into Mega Gnar for the full duration that you had left.  Hop and Crunch (the form at 100 rage when using it to transform) does not give the attack speed buff, but applies Crunch's AOE damage twice.  Enemies can only take one damage once from Hop and Crunch's AOE, even if they are hit by it both times.

**You only have access to Mega Gnar's abilities for a limited time, making CDR extremely valuable to cast Mega Gnar's spells as much as possible in that limited time frame (i.e. get all 3 possible W stuns off)

**For 15 seconds after transforming back into Mini Gnar, you can't build any Fury.  It usually takes at least 10 seconds to build up enough Fury to transform again, so you need to keep in mind that you have ~25 seconds before you can transform back into Mega Gnar once you transform into Mini Gnar.

**When you transform back into Mini Gnar, you keep the health percentage you were at in Mega Gnar.  This is still a net heal, but it is reduced (the heal scales with how much health you were missing in Mini Gnar).  

Using Transformations to Make Plays Back to Top

This section relies entirely on mind games with the enemy.  The basic premise is:

  1. Will you transform before they kill you?
  2. If you transform into Mega Gnar, can you kill them, get away, or at least make a worthy sacrifice?
This is important, since you are risking life and limb to possibly take the enemy's.  If you mess up, you will give gold and exp to the enemy and lose gold and exp since you are dead and not in lane.

The entire idea of turning a fight around with Mega Gnar relies on the health bonus you get from transforming.  At level 18, this is 774 free max health.  You also get access to a lot of hard CC and burst damage.

If you are in a 1v1 scenario, you may get engaged on and be unable to escape and low on health, but have about 60 rage.  In this scenario, you can stall the enemy from killing you in order to get more rage.  Once you transform, you get a lot of defensive stats and the increase in HP is essentially a heal.  You also have access to up to two stuns if your ult is up, meaning you can lock the enemy down for 2.5 to 3 seconds.  This allows you to potentially kill someone without giving them a chance to react if you can pull it off properly.  Remember that as you build the last few points of rage you will likely want to be in melee range in order to get your damage and CC off.  Remember that your E will do more damage in Mega Gnar but do not be afraid to use it in Mini Gnar.

With Mini Gnar, the idea is that the transformation gives you the speed boost from Hyper and gives you access to much more mobility, allowing you to kite, chase, or run away.  This is best used to make a glorious escape.  If you can stall long enough using your W stun, Q slow, and possibly even ult, then you will transform back and get extra speed and the double jump.  There are several locations on the map that are better for making escapes than others.  The best spot is over jungle walls with a camp in them, since you get the double jump over the wall and can use an E, Q, AA combo to get Hyper for the speed boost as well.  The next best spot is over any wall without a camp, since it will still put a lot of distance between you and your pursuers.  The next best is double jumping on your own minion wave.  The last special option is double jumping on enemy minions or over enemy champions.  You can use an AA, E, Q combo to proc Hyper as well.  

Animation Cancelling Back to Top

Mini Gnar:

  • Mini Gnar can cancel his autoattack animations to kite better (aka orbwalking, stutterstepping).  This is more difficult at earlier levels when Gnar has a lower attack speed and  movement speed and doesn't have items.
  • Mini Gnar also has a soft autoattack reset by using his Q gnarq.png right after.  This can be used as a combo: AA, Q, AA.
  • Mini Gnar can cancel his Q animation by using it mid jump.  This is most useful in the "switcheroo" combo: AA, E gnare.png, Q gnarq.png.  If done properly, Gnar will double jump off the enemy, proc Hyper gnarw.png, catch his boomerang for the reduced cooldown, slow the enemy, and get an attack speed boost.  This procs all of Gnar's abilities really quickly, so it is the best possible burst combo for Mini Gnar, but it also means that it is very risky and it does overlap CC, meaning that some of the slows will be wasted.

Mega Gnar:

  • Mega Gnar can cancel the end of his basic attack animation by using an ability.  This helps to maximize his DPS.  Be careful not to cut it off too early, as it can cancel the basic attack entirely if done wrong.
  • Mega Gnar can cancel some of the end lag on his Q by using another ability right after (usually Wallop).  The abilities are very easy to buffer, so this should not be difficult.  This gives him stronger burst, and the slow on his Q lets him set up the next ability much easier.  Using Crunch right after Boulder Toss will make him seem to float instead of jump, which can throw enemies off.
  • Mega Gnar can mask part of his E animation if he spams dance during his jump.  It's not that useful and doesn't make anything faster, but it can throw off enemies who aren't expecting it.
  • If Mini Gnar uses Hop gnare.png when he has 99 rage, he will fill the Rage Bar mid jump.  If he gets full rage in the middle of his jump, he can use any ability to transform mid jump and it will not have a cast time when you land.  You can use this to cast your ult gnarr.png mid jump, which is incredibly powerful.  This does not work unless Gnar gets full rage WHILE jumping, so make sure you set it up properly if you want to use it.  You should practice this a bit in custom games before you count on doing it to make a play, since it is very easy to mess up.


Here is a video showing the 99 rage animation cancelling technique:



Gameplay Analysis Back to Top

If you would like to analyze some gameplay footage, I would highly recommend searching for Korean Challenger Gnar gameplay on Youtube.

If you would like some gameplay analysis done for you, ScrapComputer does an amazing job at explaining many laning concepts, as well as how to splitpush and some general ranged vs melee laning tips.  These are incredibly important for Gnar to utilize properly and your use of them can determine whether or not you win your lane.  The video is over an hour long, but it is definitely worth watching if you take playing Gnar seriously.

Gnar's Lore Back to Top

http://universe.leagueoflegends.com/en_US/champion/gnar


Gender: Male

Race: Yordle (Prehistoric)

Age: Unknown (Has been conscious for about 4 human years, mostly before being frozen)

Birthplace: Freljord (Ancient times)

Residence: Runeterra

Faction: Independent

Occupation: Hunter

Weapons:

  • Boomerang
  • Boulder

Friends:

  • Lulu 117.png
  • Heimerdinger 74.png

Short Bio:

Time marches on for most, but not Gnar. A yordle born millennia ago, Gnar was captured and trapped in true ice, frozen–quite literally–in time. Civilizations formed and fell as the prehistoric yordle vacantly stared on, but nothing–not even true ice–could confine Gnar forever. After breaking free, he wandered Runeterra until he found himself taken in by his yordle descendants. But, as they would soon discover, there’s a beast behind the boy.

Lore (narrated by Rengar 107.png):

"The jungle does not forgive blindness. Every broken branch tells a story.

I've hunted every creature this jungle has to offer. I was certain there were no challenges left here, but now there is something new. Each track is the size of a tusklord; its claws like scimitars. It could rend a man in half. Finally, worthy prey.

As I stalk my prize through the jungle, I begin to see the damage this thing has wrought. I step into a misshapen circle of splintered trees. These giant wooden sentinels have stood over this land for countless ages, their iron-like hides untouched by the flimsy axes of anyone foolish enough to attempt to cut them down. This thing brushed them aside like they were twigs.

How can a creature with this level of strength disappear so easily? And yet, even though it has left this unmistakable trail of destruction, I have been unable to lay my eye upon it. How can it appear like a hurricane then fade into the jungle like the morning mist?

I thrill in anticipation of finally standing before this creature. It will make a tremendous trophy.

Passing through the clearing, I follow the sound of a stream to get my bearings once more. There I see a small shock of orange fur, crouching, waiting. I spy on it from a distance. A tiny fish splashes out of the stream and the creature scrambles for it, diving gleefully into the rushing water. To my joy, I realize it's a yordle. And a hunter, at that!

This is a good omen. The beast will be found. Nothing will escape me.

The yordle's large ears perk up and face towards me. He runs on all fours with a bone boomerang in hand, quickly stopping in front of me. He babbles.

I nod in appreciation at the young yordle and venture onwards. I traverse the difficult terrain with ease, trying to pick up any sign of my quarry. As I try to pick up his scent, a distraction. I'm startled by strange chittering. The yordle followed me. I cannot allow him to disrupt my hunt. I face him and point into the distance. He looks at me quizzically. I need to be more insistent, good omen or no.

I rear back and let out a roar, the wind whipping the yordle's fur and the ground rumbling beneath us. After a few short seconds, he turns his head and, with what I think could be a smile, he holds up his small boomerang. There can be no further delay. I snatch the weapon out of his hand and expertly throw it into a tree, impaling it high amongst the branches. He turns and scrambles for it, jumping frantically.

I barely get ten paces when a roar shakes me to my very spine. The deafening crack of stone and wood echoes all around. Ahead, a giant tree crashes across my path. The bone weapon of the yordle juts out from its trunk.

An unearthly growl rises behind me.

I've made a terrible mistake."

Gnar's Development Back to Top

The Art of League of Legends (artbook):
http://artbook.na.leagueoflegends.com/en_US/volume-one#chapter/champions/section/gnar

Gnar Reveal / Insights:
https://na.leagueoflegends.com/en/champion-reveal/gnar-the-missing-link

Gnar Q&A:
http://boards.na.leagueoflegends.com/en/c/gameplay-balance/A8YYtOo8-gnar-qa-gameplay-completed?show=rundown

JeremyGamingCurios released a video about Gnar's development in his series about champion design.  Understanding how Gnar was made and what he was intended to do does not necessarily make you a better player, but helps you to understand why Gnar is the way he is now and to appreciate how significant Gnar is as a champion.  He is the experiment to fix the problems inherent in transforming champions, and he's doing an awesome job at it.



About Me/This Guide Back to Top

I aim for this guide to be the most thorough and accurate guide to Gnar available, but I am not able to keep it as updated as I used to.  As such, it will get outdated from time to time, but I will try to come back and update it.  I am also only focusing on the meta ways to play Gnar, and as such you will not find any mentions of Gnar in lanes other than top or with any builds other than tank / bruiser.

If you see anything that you believe could be improved, call me out on it and I'll do my best to fix it.

I have over 500k mastery points on Gnar, and level 7 mastery.  I am a moderator of r/GnarMains, own the gameplay Discord server, am an admin on the community server, and own the official Youtube channel (https://www.youtube.com/c/GnarMains).  I started maining Gnar a few months before Gentleman Gnar came out, and am currently a Gnar one trick pony.

In addition to my own experience, I have asked other Gnar players what they do, including high rated players Gnar x Kennen, Cat Nap, and Acez.

I apologize for the lack of ability icons for Mega Gnar's Q, W, and E; I could not get them from LolKing, and when I tried to insert them from another source, they were way too big.

To make sure I properly give credit to the sources I use in making my guide, here are the main sites I use:
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