Gnar Build Guide by nanobyte427
Not Updated For Current Season
Standard Final Build
Build Order (Heavy AD)
Build Order (Heavy AP)
Not Updated For Current Season
Pros / Cons
- Very high CC (6 out of 7 abilities)
- Excellent kiting/chasing as Mini Gnar
- Destroys tanks as Mini Gnar
- Good burst as Mega Gnar
- Very tanky, especially as Mega Gnar (with the right build)
- Has mobility
- Devastating in teamfights
- Great duelist in mid-game
- Has no mana
- Weak early game (before around level 4)
- Easily kited as Mega Gnar
- Damage falls off late game
- Difficult and unreliable to control transforming
- Low sustain without items
- No MR per level
- Teleport ganking is difficult to pull off due to not being able to freely change between forms
This is my first guide ever. I recently got Gnar and found most of the guides to him unsatisfactory. I am currently level 28, so take everything I say with a grain of salt. If you have any suggestions, or if I made a typo or something, please let me know so I can fix this guide. Ignite/Flash can also be used for summoner spells if you want the additional lane pressure. Ignite helps get early kills, and can be used while transforming for surprising burst, especially if the opponent gets greedy. I personally use Ignite, but better players can get more out of Teleport than I do, so Teleport is the better spell. If anyone knows anything better, please let me know to improve them. Thank you for taking the time to look at this guide.
Gnar is a tanky bruiser with great CC, damage, and mobility. In Mini Gnar form, he has more mobility, and higher DPS. Mini Gnar is also great at shredding tanks. Most people don't think to buld MR against Gnar, but his W deals magic damage which can stack up really quickly. Mini Gnar's kiting ability is absolutely terrifying, and is only increased by Black Cleaver or Frozen Mallet. Mega Gnar is tankier, and is a teamfighting monster. Mega Gnar also has significant AD burst. However, he is more vulnerable to ganks while in Mega Gnar form due to the reduced mobility. After teamfights, Mini Gnar helps clean up, and is still very tanky by lategame.
Gnar gets a powerspike mid-game, and falls off damage-wise late-game. However, his teamfighting ability is strongest late game. Mid- to late-game, Mini Gnar is better 1 on 1, but Mega Gnar is always better in teamfights.
Early game, you mainly want to harass and farm. Unless you are against someone who needs to be shut down early, you should play passively. You can be more aggressive in Mega Gnar form, but DO NOT overestimate his early game power. Mega Gnar is still weak early game and is much easier to avoid due to decreased mobility and being melee. At levels 3 and 4, Gnar's laning phase becomes much easier as you now pose a significant threat to the enemy. When it comes to level 6, you can start playing more aggressively in Mega Gnar form. In Mini Gnar, use the aa, Q, aa combo to proc the W passive while trading. The movement speed will help you disengage or chase if you need to. If you are being bullied in lane, you can use Q to farm.
DO NOT use E to CS or engage unless you have vision on the jungler or have warded river bush, as it is your main escape.
See if you can get your jungler to let you have red buff. You shouldn't have any trouble killing it yourself, so don't bother asking for a leash. If you can steal the enemy red buff that would be outstanding. The slow and true damage make your kiting/chasing even more terrifying.
You are the frontline while playing Gnar. Get 100 rage, and use your jump to engage if possible. You will still bounce the second time as Mega Gnar ONLY when you are transforming. Use your ult to throw the enemy team into a wall if possible. Ideally, you will throw all 5 opponents into a wall and stun all of them, but this is nearly impossible in reality. Prioritize disabling squishies, as you can probably kill them with your burst and the enemy team will have little damage after their backline is eliminated. Use your Q for extra damage, and your W to stun some of them again, so they will be out of the fight for even longer. If you win, you can easily clean up as Mini Gnar. If you lose, hopefully you can get away as Mini Gnar. When Mega Gnar transforms back into Mini Gnar, he gets a movement speed buff which will help significantly.
Good luck and have fun!
Some Math (WIP. I realized I calculated some of these wrong, so these aren
With the runes and masteries chosen, you have 19.2 Armor Penetration, 12.1 Armor, and 3.94 MR at level 1 (bonus). The MR increases to 31.9 at level 18. The scaling MR runes are actually better than the flat runes starting at level 8.
Along with a Black Cleaver applying six stacks to a target, You will deal true damage to anyone with less than 38 armor. With Gnar's high base damage, the burst is absolutely ridiculous for a tank. (Someone who normally has 100 armor will only have 50.8 armor). Black Cleaver lowers instead of ignores the enemies' armor, so your AD teammates will also do more damage in teamfights.
At level 18 and standard build, Gnar will have the following stats (Mini, Mega):
- AS: 1.297, .678
- MS: 388, 370
- Range: 485, 150
This list takes into account all stats from items, runes, masteries, as well as the percent increases from items and masteries. It only takes the 1% max health regen from Warmog's. Health regen does not factor in the Perseverance mastery.