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Gnar Build Guide by Nightblayed

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.


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League of Legends Build Guide Author Nightblayed

Unstoppable Little Gnar Top

Nightblayed Last updated on October 8, 2014
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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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Havoc
 
 

Offense: 28

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Legendary Guardian
 
 

Defense: 2

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Bandit
Intelligence
 
 
 
 
 
 
Wanderer
 
 

Utility: 0


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Introduction

Hello, and thanks for checking out my build guide. My name is Nightblayed, and I often build champs with somewhat unorthodox builds and enjoy playing off-meta. When i do, I make sure that my builds are viable, and practice them extensively before even taking them into ranked games. I don't build these to troll, but rather to be a little original, have fun, and throw off the enemy team.


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Build Playstyle, Approach, and Goals

Gnar's playstyle is all based around changing between his forms. Since you don't have direct control over when his transformations happen, it must be monitored and managed carefully. The drastic differences between Mega and Mini means that you really have to focus on timing and positioning. Mega is very strong and has crazy CC, but is also (usually) crazy slow, and can be difficult to escape a tough situation.
With this build, the main goal is to mitigate this disadvantage, and give you plenty of maneuverability no matter form you are in. In addition, you will become a force to reckon with in Mini form. You will strike a balance and be able to take advantage of both forms at any given time.


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Pros / Cons

Pros
+ Good mobility
+ CC: constant slows, stuns, and pushes
+ Great range and poke for a top lane
+ Good positioning with Hop and move speed
+ A lot of sustain and health regen
Cons
- A little squishy in normal form
- If you get locked down hard, your done
- Still tricky to time form changes
- Have to constantly catch your boomerang


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Skill Explanation

Rage Gene
Keep a close eye on when and how fast you will be transforming so you can expect to react. Keen enemies will be watching too, and it is a huge tell. With all the attack speed and movespeed you will be getting you will be aiming to make this predictable, and turn it in your favor. You want to be transforming often to benefit from the power, cc, the health boost, and then the speed boost to disengage.


Boomerang Throw/Boulder Toss
Your main, poke, harass, and damage skill. Huge range and constant slows, this boomerang's got it all. Just be sure to catch it as often as possible to keep it at zero cooldown. In Mega-Gnar, the boulder toss will help you clear minion waves without having to walk all the way up to them. Also, use it tag that guy that thinks he can get away from you.

Hyper/Wallop
Hyper is a great passive that adds huge damage to your third hits, and rewards you with a huge speed boost when you do. Once you get some attack speed and Hurricane, you will be procing this constantly and tearing through minions and champs alike. In Mega-Gnar form, time Wallop carefully along with your jump and Ult throw to keep the enemy looked down until they are dead.

Hop/Crunch
A handy utility ability that is all about positioning. Save this one for when you need a quick chase to get in a last hit. If you get in trouble or get caught out of posiiton, hop on an ally or enemy and bounce on out of there quick.

Gnar!
Massive damage and even better CC. Only dive an enemy when you have this up. Use it when you know you can throw the enemy into a wall and they are done for.


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Skill Sequence

> > >
Obviously level your Ult when ever you can. Max your Q first to do good damage and provide great poke. Max W second for good damage on third hits, and your E last since it is mostly just for utility, positioning, and does not benefit that much from leveling.


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Spells

I usually go with barrier and heal for even more sustain in the top lane. With these spells you can also surprise the hell out of anyone who underestimates you and thinks they have you pinned in a duel. Engage unsuspecting enemies when you are about to transform, unload all your cc, and if they still have an edge on you pop your spells to buy you enough time to proc your third hit W, or use the slight speed boost from heal to get the hell out.


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Runes

Runes

Greater Mark of Mana
9

Greater Seal of Mana Regeneration
9

Greater Glyph of Mana Regeneration
9

Greater Quintessence of Ability Power
3


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Masteries

Masteries
1/5
4/5
3/5
3/5
1/1
1/1
1/5
3/5
1/1
3/1
1/
1/
3/
1/
1/
2/5
Go for damage masteries focused mainly on AD. That's what most of your abilities scales off of. Some extra AP will also actually add a lot, since your W scales well off AP, and you will be building fairly hybrid damage. Put the rest into defense to give you more sustain.


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Items

Item Sequence











Zephyr
2850

Boots of Swiftness
900

Trinity Force
3733

Runaan's Hurricane
2600

Hextech Gunblade
3400

The Black Cleaver
3100
This item is absolutely key to, and defines this build. Rush it as fast as you can along with your boots. It gives you everything you need, movespeed, damage, attack speed, tenacity, and cooldown. It will allow you to constantly position yourself, and allow you to escape when you otherwise could not.
Another key item. The movespeed will having you zipping around, and the slow reduction will allow you to disengage even when locked down.
Take the time and investment to build the full t-force next. It will give you a perfectly balanced boost to every aspect of Gnar.
A controversial item in general and even more so on Gnar. The extra shots will only fire when in normal Gnar form and the speed will have you in Mega much more. So, isn't this a terrible idea, why take this? Well exactly for those same reasons really. With Hurricane, your mini-Gnar will be devastating and constantly procing your Hyper on everything around you. You will also pop into Mega-Gnar early into fight so you can unleash all of your CC when you need it. Strange on paper, but try it and trust me you'll understand.
More hybrid damage plus lifesteal and spellvamp for sustain through a fight.
Again, more of every stat Gnar needs. With the combination of your other items, this will wreck armor and tear through anything in your path.


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Laning Phase

During early laning, mainly focus on throwing out your boomerang and catching it as much as possible. Keep poking and harassing the enemy top laner and your slow will discourage them them going into the wave or coming at you. You should be able to push quite a bit without getting in harms way, but if you do, make sure you ward the river to watch for ganks.
If you get in trouble, hop out while throwing your rang to slow. If you are low, get into Mega form and let the health regen do its work while you hug tower.
If the enemy is really really low and hugging his tower, you might be able to make a trick shot to take him out. You can try to line up, throw your rang backwards toward your tower, and at the last second, intentionally don't catch it. Let it continue on into the enemy at the tower. The range is ridiculous, will go through all minions, and catch them off guard.


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Mid to Late Game

Once you get your Zephyr and your boots, you will be able to zip around unhindered. You can dive and utilize your Mega form without worrying too much about escaping. The combined slow reduction and tenacity will prevent you from getting locked down. Invest in your triforce, starting with buying Phage. It will add even more to your speed differential. After just these three items, you will be a rock star.
Even though controversial, I suggest trying Hurricane next. With it, push back any lanes that are getting close. Hurricane will proc your Hyper stacks on all targets and will wipe them clear very fast. If an enemy engages you, hit as many targets with the extra bolts as you can, and stick in until you are about to transform (which won't be long at all). Dive in and unleash a hell of CC on them, and lock them down hard by ulting them into a wall or into your team.