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Gnar Build Guide by Mr. Popper


10.12 Gnar Guide for the Gnar enthusiasts :)

By Mr. Popper | Updated on June 19, 2020
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Choose Champion Build:

  • LoL Champion: Gnar
  • LoL Champion: Gnar
    Tank Gnar
  • LoL Champion: Gnar
    4-fun runes
  • LoL Champion: Gnar
    Phase Rush Gnar

Runes: FFW

1 2 3 4 5
Fleet Footwork
Legend: Alacrity
Coup de Grace

Bone Plating

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor


1 2 3
Basic Summoners
LoL Summoner Spell: Flash


LoL Summoner Spell: Teleport


LeagueSpy Logo
Top Lane
Ranked #50 in
Top Lane
Win 49%
Get More Stats

Ability Order Basic Skill Order

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies

About Me

Hello, My Name is Mr Popper. I am a Diamond Gnar OTP and Streamer with over 2 million mastery points on my main account. I have been playing since Season 5 and played quite a few other champions but Gnar has that little pizzazz that i am in love with. Hopefully my guide helps anyone who looks at it. You can also catch me streaming at and subscribe to my YouTube channel at

The Guide is still in Progress. I will be adding more to the Chapters Section such as matchups to make the guide as In-depth as possible. Malware will also be formatting the Guide to make it as visually pleasing as possible as well. Thank you Guys so much <3

Pros and Cons


Ranged Top
Great Team fight with mega
Very Flexible with Builds
Great in all team comps
Fun to play


Lots of hard matchups
Hard to get a lead with
Feels weak even with a lead
Low attack range
Struggles vs champions with gap closers

Major Runes

Arcane Comet: A high impact rune to dominate lane phase without endangering yourself. Focus on farming while looking for opportunities to use Gnar's Q Boomerang Throw. Great into Ranged matchups such as Teemo, Kennen, Quinn, Vayne, etc.

Conqueror: Conqueror is an amazing keystone to help punch through tanks and bruisers, as well give you some sustain. Great to abuse into champions like Garen, Poppy as mini gnar and into most matchups like Ryze and Teemo for mega Gnar's burst.
Fleet Footwork: Fleet Footwork is a main Keystone for Gnar. It provides sustain, and kite potential giving the little fuzzball more opportunities to be aggro in and out of lane.
Grasp of the Undying: If you can get in attack range easily but you cannot take advantage of other keystones or you want a tankier build, Grasp is a strong damage option for its sustain and synergy with Mega Gnar's damage.
Phase Rush: Phase Rush is a very niche rune that you can run specifically into Nasus and Darius to counteract their slow which can mean certain death.
Press the Attack: Press the Attack is a very abusable rune Gnar can run into easier matchups ( Garen, Poppy, Dr. Mundo, Cho'Gath, etc)
Summon Aery: Summon Aery is one of the best runes for Gnar when dealing with a lane you can not just walk up to ( Renekton, Teemo, Pantheon, Quinn, etc)

Minor Runes

Triumph: Triumph is the best and only tier 1 rune Gnar should run, giving him extra gold and hp when participating in a kill.

Legend: Tenacity: When the enemy team has a little too much CC swapping out Legend: Alacrity should be an easy thought when it comes to getting a free 30% tenacity.

Last Stand: On average when playing gnar, you can play in lane below 60% hp and be safe, even at 30% when this rune truly shines giving you up to 11% extra damage on your autos and abilities producing better numbers then the more commonly taken Coup de Grace.

Legend: Alacrity: Legend Alacrity gives Gnar the additional attack speed he loves to make his W Hyper more of a threat when fighting enemies.

Coup de Grace: Coup de Grace - Running Precision rune tree, Coup de Grace is the best and only tier 3 rune Gnar should run.

Taste of Blood: Taste of Blood is great for getting through lane but doesn't scale amazing, so packing it with Ravenous Hunter creates a great sustain combination.

Ravenous Hunter: Ravenous Hunter is a great mid-late game rune because of Mini Gnars W (Hyper) giving him a lot of HP, and Mega Gnars whole Kit.

Nullifying Orb: If taking Sorcery as a primary rune tree, Nullifying Orb is the only decent Tier 1 rune Gnar can take, as Manaflow Band is useless and Nimbus Cloak is unnecessary for Gnar because his ultimate can be used to push the enemies away or towards you making Nimbus Cloak kind of Pointless.

Transcendence: Transcendence is the best tier 2 rune Gnar can run under sorcery giving him extra CDR, and if your build would over cap on CDR, Transcendence will give you extra damage in return.

Celerity: If you're build uses some movement speed items ( Youmuu's Ghostblade, Wit's End, etc) Celerity can be used to steroid the movement speed effects a bit more. Making Gnar even hard to get to, and making his kite game stronger.

Scorch: Scorch is Gnar's main tier 3 rune providing extra poke in lane making it harder for your opponent to stay health. if you are running Sorcery on Gnar I would recommend taking this rune especially.

Gathering Storm: Gathering Storm should only be used if you can not gain an advantage in a certain match-up with Scorch. Gathering Storm also makes Gnar scale into the game better at the cost of it takes a good amount of time to make the rune meaning full.

Demolish: Demolish is Gnar's main tier 1 keystone and the only one i would recommend taking as the other 2 are very little use to Gnar if at all. Demolish gives Gnar a lot of turret pressure at all points in the game and scales the more HP Gnar builds. A must take if build Tank Gnar.

Bone Plating: Bone Plating is Gnar's Main tier 2 rune giving him better duelling / trading power in and out of lane.

Second Wind: If you are against a Poke Heavy team comp or laning against a poke heavy champion ( Teemo, Pantheon, etc) swap Bone Plating for Second Wind to alleviate some of the poke damage.

Conditioning: Conditioning is a niche rune that I run on Full Tank Gnar all the time giving him additional resist stats at the 10 minute mark of the game. I only swap this rune out when i am against a very strong duelist such as Irelia where bone plating would be more useful. (Recommend only for Tank Gnar)

Overgrowth: Overgrowth is Gnar's main tier 3 rune giving him extra HP every time something dies near Gnar.

Revitalize: Swap Revitalize in for Overgrowth if your team has a heal bot champion ( Soraka, Nami, Yuumi, Etc) or you have a heavy sustain build using items like Death's Dance, Blade of the Ruined King, and so on.

Unflinching: If the Enemy team is heavy on Crowd Control, Unflinching in Combination of Legend: Tenacity is a strong combination letting you get around 60+ tenacity early into the game and 70+ tenacity late into the game (with Elixir of Iron)

Magical Footwear: Magical Foot where is a very gold efficient rune that also gives an additional 10 movement speed on top of the normal boots. I recommend taking this rune if you are running Inspiration unless rushing Boots of Speed is a must in the lane match-up.

Minion Dematerializer: Minion Dematerializer is Gnar's main tier 2 rune he should run if you are running Inspiration as a primary tree. This rune lets Gnar push waves faster when trying to punish bad back timings on the enemy, or securing cannon minions.

Cosmic Insight: Cosmic Insight is a strong rune letting you over cap CDR by 5% without having to build any additional CDR. on top of that gives you 5% CDR on your Summoners and Items.

Approach Velocity: Approach Velocity lets Gnar chase down enemies a lot easier as long as the enemy is currently slowed or CC'd

Advanced Tricks

Spoiler: Click to view

Gnar has only one animation cancel in his kit. When approaching 100 rage you can bounce and Hop and use your Boulder Toss, Wallop, or GNAR! while mid air creating a cool strong engage.

The Goal around doing an animation cancel is to catch your opponent off guard or trying to catch someone before they use an escape ability.

To Perform the animation cancel build your rage up to as close to 100 as possible. Then auto anything and jump onto something that would give you the second jump. as your auto hits and your mid air you should hit one hundred rage and are able to perform the animation cancel with any of your abilities.

Attack Range

Gnar has some special aspects to him. One of them being every time you level up you gain attack range. at every level except level 7 and 17 you gain 6 attack range. level 7 and 17 you only gain 5 attack range capping out at 500 attack range at level 18.

The formula for it is 219.118 x 5.882 x level
Spoiler: Click to view

With his always changing attack range, I constantly use and hold the C key (Default) to show my attack range.



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Irelia Back to Top
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Fiora Back to Top
(Coming Soon)
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