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Gnar Build Guide by ReconNinjaA06

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League of Legends Build Guide Author ReconNinjaA06

Gnar - How I got out of Silver (6.11)

ReconNinjaA06 Last updated on June 9, 2016
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Ability Sequence

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





Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Masteries

Fury
 
 
5/
Sorcery
 
 
 
 
 
 
 
 
Vampirism
 
 
5/
Natural Talent
 
 
 
 
 
Bounty Hunter
1/
Oppressor
 
 
 
 
 
Battering Blows
 
 
Piercing Thoughts
 
 
 
 

Ferocity: 12

5/
Wanderer
 
 
Savagery
 
 
 
 
 
 
 
 
5/
Merciless
 
 
Meditation
 
 
 
 
 
Bandit
1/
Dangerous Game
 
 
 
 
 
5/
Precision
 
 
Intelligence
 
 
 
 

Cunning: 18

Recovery
 
 
Unyielding
 
 
 
 
 
Explorer
Tough Skin
 
 
 
 
 
Runic Armor
 
 
Veteran's Scars
 
 
 
 
 
Insight
Perseverance
 
 
 
 
 
Swiftness
 
 
Legendary Guardian
 
 
 
 

Resolve: 0



Threats to Gnar with this build

Threat
Low
High
Show all
Threat Champion Notes
2
Cho'Gath This is fairly easy, you just have to be careful. Dodge his Q with your E if at all possible, and kite him out with your Boomerang slows and auto attacks. You can't easily burst down a Cho'gath, however.
2
Jax If he jumps on you, just E away and you're good. Your main form of damage comes from your abilities, so his dodge won't do a whole lot against you. Relatively easy lane.
Guide Top

Introduction

Hey, everybody! ReconNinjaA06 here, with my guide to Gnar, the Missing Link. When Gnar was originally released way back in October of 2014, I almost immediately fell in love with him as a character. He's cute, and has a fun and bubbly personality, all the while harboring a terrifying monster within who's bent on absolute demolition of the enemy team. I didn't play him nearly as much back then as I do now, as I was still an ADC/Jungle main. About a year ago I decided to give Gnar another try, and he's now my most played champion in the top lane. I find I write a lot when making these guides, so I made good use of the spoiler tool to conserve space, and so you can make sure you make the best use of your time reading things you care about the most :) As always, I'm really open to hearing your guys' comments and feedback on both my guide writing style and my choices for Gnar overall. So without further ado, here's my guide to playing the versatile, powerful, sturdy, and tricky champion that is Gnar.


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Runes

Runes

Greater Quintessence of Attack Speed
3

Greater Glyph of Scaling Magic Resist
9

Greater Seal of Scaling Health
9

Greater Mark of Attack Damage
9

  • Greater Quintessence of Attack Speed:
    Spoiler: Click to view
  • Greater Glyph of Scaling Magic Resist:
    Spoiler: Click to view
  • Greater Seal of Scaling Health:
    Spoiler: Click to view
  • Greater Mark of Attack Damage:
    Spoiler: Click to view


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Masteries

Masteries
5/5
1/1
5/5
1/1
5/5
1/1
5/5
1/1
5/1
1/1
Why I chose these masteries


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Items

There are a few items that I nearly always end up building on Gnar. You can find notes about builds at the top of this guide, but here are just a few sample items and why you build them on Gnar:

  • - The Black Cleaver:
    Spoiler: Click to view
  • - Banshee's Veil:
    Spoiler: Click to view
  • - Randuin's Omen:
    Spoiler: Click to view


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Skill Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Gnar has a fairly standard ability progression. Just max Q - Boomerang Throw/ Boulder Toss, then W - Hyper/ Wallop, then E - Hop/ Crunch, leveling up your ultimate - GNAR! whenever it's available. At level 1, always take Q - Boomerang Throw. It gives good early damage and a nice slow. At level 2, if you think you can bully your opponent a little with little chance of them returning damage, then go W - Hyper. If you do end up in a vulnerable spot, whether as a result of a bad trade or an early gank, then you should take E - Hop at level 2 for additional safety.


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What's Good and not so Good about our Favorite Fluffball

Pros:
Cons:
  • Good kiting/chasing
  • Huge threat in fights
  • Great at diving in the mid-game
  • Super tanky late game
  • Unpredictable
  • Buckets of outplay potential
  • Lots of crowd control
  • Very squishy early game
  • Slow in Mega form
  • Does not receive harass well
  • Damage falls off a little in the late-game
  • Managing Rage bar can be tricky at first


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Abilities

Passive - Rage Gene:
Spoiler: Click to view

Q - Boomerang Throw/Boulder Toss:
Spoiler: Click to view

W - Hyper/Wallop:
Spoiler: Click to view

E - Hop/Crunch:
Spoiler: Click to view

R - GNAR!:
Spoiler: Click to view


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Team Work/Fighting

When it comes to playing outside the laning phase, Gnar brings a lot of tools to the table to make picks and peel for his team.


Making Picks

If Gnar can land his Boomerang Throw, the slow, combined with repeated movement speed buffs from Hyper, is generally all Gnar needs to catch up to and whittle down his target as they slowly flee. A good amount of this damage comes from his Hyper, which deals magic damage to supplement his formidable physical damage from everything else. If he has enough Rage, he can also hop over a wall, and either Wallop or GNAR! to disable his opponent while his team follows up.

Diving the Enemy Backline

Gnar's most reliable form of diving is to gather 100 Rage, then using his Hop to transform while bouncing off the enemy frontline to land directly in the middle of the enemy backline. Before they can react, you have a few options, depending on your situation:
  1. GNAR! the enemy squishies into a nearby wall, followed up by Wallop and Boulder Toss to lock them down and burst them down, provided your team can follow up. This is generally the most satisfying method, but not always the best for your team.
  2. GNAR! the enemy squishies back towards your team. This works especially well if you have an Anivia or Azir on your team, as you can shove them back into their walls, stunning them while putting them in optimal position for your team to kill them. Be careful when doing this, however, as this can actually result in you flinging the enemy frontline into your own backline, which may not end so well.
  3. GNAR! the enemy squishies away from your team. Do this if you want your team to have extra time to DPS down the tanks of the enemy frontline, while taking minimal damage from the enemy backline, because, well, you just threw them away and slowed them.
If you are caught in a situation where you are forced to engage a fight as Mini Gnar, try your best to kite the enemy team and later re-engage when you have full Rage. The sudden surge of HP and CC can be just what you need to turn a losing fight into a downed inhibitor or Baron Nashor for your team.

Peeling for Your Team


If the enemy team has something like a Shyvana or Trundle, and your team needs to defend its carries, Gnar has some great peeling ability to offer. In this case, as tempting as it is, you should resist the urge to dive straight into the enemy team, as it's possible your carries will be too busy with the enemy frontline to help you finish off the backline, and unless you're ridiculously fed, you won't be able to completely burst them down. Instead, you should stay back and GNAR! the enemy frontline against a wall, and allow your carries the time they need to DPS them down. You can follow up with your Wallop to re-stun them, and finish up with a Boulder Toss to slow them as they come out of the stun, if they're still alive. If you chain your abilities perfectly, you can maintain an AoE stun for 3 seconds, and then slow for another 2 seconds afterwards. Don't forget to use your Randuin's Omen active ability if you're out of other tools, or to simply make landing your other abilities more likely. Unfortunately, Mini Gnar doesn't have much in terms of peeling for your team, so your best bet then is to stay back while you gather your Rage.

Fighting Alone

Mega Gnar is a very strong brawler, and Mini Gnar plays into that perfectly, allowing you to whittle down opponents ahead of time with little danger, to continue chasing after you have unleashed your combo as Mega Gnar, or to quickly dash away if a fight didn't turn out your way.
In lane, your general harassment combo should be auto+auto+ Boomerang Throw, or Boomerang Throw+auto+auto. Always save your Hop for an escape or engage; never use it to farm or harass, as this leaves you very vulnerable. This procs both your Hyper damage and Thunderlord's Decree . If you do this whenever you have Thunderlord's Decree available, you'll chunk out your lane opponent rather quickly. Once they're low enough and you have 100 Rage, you can Hop as you transform, landing between them and their tower. Most players will instinctively walk in the direction of your Hop, as they're trying to escape your onslaught. However, this ultimately places them right in the middle of your GNAR!. At lower levels, your stun is only for 1.25 seconds, and all you can do after ulting is to do a quick auto, then follow up with your Wallop while they're still immobilized, renewing the stun. Auto them again, and Boulder Toss to slow them as they come out of their stuns. If you pick up your boulder, you'll have plenty of time to toss another boulder at them should they try to flash away, assuming they're still alive. Your final combo should look something like this: Boomerang Throw, auto, auto (procs Hyper and Thunderlord's Decree ), use bonus movement speed to catch boomerang, Hop, GNAR!, auto, Wallop, auto, Boulder Toss, auto.
Rinse and repeat.


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Mechanics to Master

  • Rage bar: Gnar is very strong, but lacks in consistency. Learning to control your Rage bar makes up for this. It's really not too complicated, but if you don't want to transform, just don't attack as often, and consider letting a few creeps go so you can delay your transformation. However, if you do want to fight, then auto as much as you can to build Rage. The thing about Gnar is that he's not always available to teleport and make plays for his team. You generally don't want to teleport if you're low on Rage, as you'll likely be bursted down as soon as you arrive.
  • Catching the Boomerang Throw: This one's relatively easy, but still has a large impact on his playstyle. Whether you're using the boomerang to farm, harass, or slow while you're chasing or kiting, catching it is paramount to success in your situation, as its cooldown at early levels is terribly long. In most cases, the boomerang will return to you wherever the game predicts you will if you continue in your current direction. However, once every few games or so, it just seems to randomly fly off in a different direction perpendicular to its original flight path. This may be a bug, or I may be misunderstanding it, but be aware of this, as it may happen to you. That all being said, catching the boomerang is not worth risking your life. If catching it would put you way into harm's way, or into the path of the enemy jungler, it's better to just let it go and fly off than risk your entire lane to catch one boomerang. It's just a stick, after all.
  • Ulting Properly: This is a big one. Land one 5-man ult, and you may have just single-handedly won your team the game. GNAR! is such a massive area and stun, that landing it correctly is potentially the most important skill to learn on Gnar. It's also very versatile, as I outlined several of its common uses in the "Abilities" section. Learning how, when and where to send your opponents flying can shape a teamfight in many different ways.
  • Making the most out of Hop: It's a rather simple ability, but its bounce offers a lot of uses. When you're being ganked by the enemy jungler, you can just bounce off your own minions or the jungler themself to escape the gank. You can also use it to engage on the enemy team, as I've described a few times throughout, and you can use it to juke the enemy team whilst inside the jungle. Thanks to AlbooGaming, I've attached a video of some sample spots you can Hop to potentially escape from danger. This is from the older Summoner's Rift, but these locations still work on the updated Rift:


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Where to Ward

Warding is SUPER important. It prevents you from being ganked, towerdove, and ultimately gives you less deaths, which gives you more farm, and more presence in teamfights later in the game. Many people often ward in incorrect spots, and oftentimes don't know where to ward at all. But as I am a jungle/top lane main, I know where junglers are likely to gank from, and which paths you should ward. I've attached a graphic detailing where you should ward based on which side of the rift you're on (red or blue side). On blue side, you have a huge wall blocking the enemy jungler from killing you, so you only really have to ward on the opposite side of that wall and you should be fairly safe in most cases; on the red side, you should ward tribrush and the same brush that blue side top laners do. If your lane is mostly pushed up to your tower, you should ward in the middle brushes on the outside of the lane, so the enemy jungler can't sneak up through the lane and get you. On blue side, you should ward the bush next to your tower if you're hugging your turret, as they might try to initiate a dive on you. On red side, you need to keep watch over both tribrush and the brush closer to blue side tower. Generally, buying a pink ward for tribrush is enough, and use your trinket for the other one. Warding the lane brush is also good if you're about to be pushed into your tower, so the enemy jungler does not sneak up on you, as on blue side.


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And, in conclusion...

If you've made it this far, congratulations, and thank you so much! I really had a blast making this guide about one of my favorite champions. He's really unique, fun to play, and just an overall well-rounded character in League of Legends. This was my first guide I've made for any champion, and I myself learned a thing or two in the process, both about the Gnar himself, about coding, and about presentation. So thank you all so much for checking out my guide, and I hope you all enjoyed reading it and playing Gnar as I did making this. The next guide I'll make will probably be a jungle guide to Vi, but that's for another time. This is ReconNinjaA06 signing off. See you all on the Rift!


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Credits

Special Thanks to AlbooGaming on Youtube! I needed a video showing where and how you can hop to certain spots on the Rift, and I don't have any recording or video editing software to make it myself. So kudos to you for that!
Also, I couldn't have done pretty much any of this were it not for the MOBAfire guide about BBcoding. So I really appreciate all you guys have done for this site!
And lastly, a shoutout to Jhoijhoi for her tutorial guide. I had a few laughs while reading the "Bad Karthus" guide, and you really set me up to do well on this one, and exemplified how a good guide should look. So thank you very much :)
- ReconNinjaA06