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Camille is my current permaban. She has insane kill pressure on you in lane, and doesn't fall off. If you're laning against her and she starts to get ahead your best bet is to just fall back and farm with Q, if you can bait out her second E cast you should be safe.
Irelia
Luckily Irelia is not meta, but when she is in meta I ban her over Cam. She'll have kill pressure on you until mid/late game, like v.s. Cam your best bet is to just give up some cs and farm far away.
Gwen
Gwen is only an extreme threat due to her insane early game kill pressure. Don't take early trades until you have E, and then only trade with Q or while she has no dash up.
Jayce
Jayce is just a strong lane bully v.s. Gnar. Unlike Cam and Irelia, you'll want to play closer to the waves against him so that he can't abuse his Q+E range. Once you hit 1-2 items you should be able to trade well with him, just last until then.
Wukong
Wu doesn't have a high-range gap close, but if he gets on top of you during a trade you'll get chunked fast. Just farm up until stridebreaker + steelcaps and you should be fine, if he starts getting ahead just play back and farm with Q. You can track his clone with your passive stack so watch out for that.
Vladimir
Vlad has strong damage but also gets chunked by your W. Should be a fairly straightforward lane, back off when he has his empowered Q and only trade until you proc your passive then back off.
Aatrox
When you get good at kiting you will have nothing to fear v.s. Aatrox. Play around the edges of his Q's, trade back with your passive procs, and make sure you don't get knocked up out of your E and you will be fine.
Akali
Akali has some kill pressure on you mid-game, but generally, you will just be more useful than her late-game. Trade with your Q outside of her range early and back up when she puts up her cloud.
Cho'Gath
Cho has fallen far out of meta, and even before then he wasn't a threat to Gnar. Play around mid-range v.s. him, abuse him with your W procs, and make sure not to get knocked up out of your E and it's an easy lane.
Darius
Despite Dar being a fairly strong champion, he never really has kill pressure on you unless you take extended losing trades. Take fleet against him to stay healthy, trade with your Q outside of his E range, and never go in on low health unless you can burst him in one go.
Dr. Mundo
New Mundo shouldn't have much kill pressure v,s, you in lane, but he will stay relevant in the game no matter how the lane goes. Trade primarily in Mini form, when you're mega he'll just block your cc and do more damage than you can output.
Fiora
Fiora can be dangerous if she parries you in mega, and she will always be a strong champion in the game, but it's not a lost cause. Trade as much as you can while she's trying to land vitals on you, and never use your Wallop on her while she has passive up.
Gangplank
Gangplank has strong early damage with his Q and passive, go Doran's Shield v.s. him and try to trade at max Q range so he can't shoot back.
Garen
Garen is also extremely weak right now and is just countered by Gnar. Play around your W procs, bully him out of lane early with Q, and save E for when he tries to trade back.
Illaoi
You should be able to easily take down her tentacles as they spawn. Stay behind a minion wave to hide from her E, and if she ever lands it jump out of range to avoid taking more damage. She shouldn't be able to trade with you without hitting it.
Jax
Jax is only a major threat because of his ability to snowball. Save E for when he jumps onto you, when he puts up his parry hit him with a Q and try to trade back when he runs back to the wave. Try not to fight too much until mid-game.
Kayle
Kayle outscales you, but you should be able to easily kill her in lane. Pre-6 abuse her and push her off the wave, you can jump in whenever because she will never have any real kill pressure on you. Try to get ahead early so that you can end before she hits 16.
Kennen
Kennen is also pretty far out of meta currently. While in range he will trade evenly, but you can outrange him with Q and win trades with a W proc before he can get on top of you. Don't go in while he has ult up unless you can burst with your own.
Kled
Kled is a fairly annoying lane for Gnar but he becomes useless as the game goes on. Trade primarily with your Q, stay out of his range while he's mounted and you should be fine in lane.
Lee Sin
Lee is only on this list because of the current meta. He has kill pressure on you before 6 so be careful, but you should be able to just jump out of his Q and outscale him.
Malphite
Malph is similar to Ornn in that he's a strong tank that does well against Gnar. Trade with your Q when you can, if he wastes his Q you can go in for a W proc but otherwise it's not worth the risk of him running on top of you. Be wary that he will have more kill pressure on you at 6 than you will expect, when you transform to mini he will just ult in and take over half your healthbar.
Maokai
Even though Mao is basically a support at this point, I'll still include him in this list. This lane is basically free for you, abuse him with your W procs and jump away after he lands his root on you. You will have kill pressure on him in lane and outscale.
Mordekaiser
Morde will be able to snowball if he gets kills on you early, but more often than not you should be able to dodge his abilities and outtrade. I sometimes build QSS v.s. this lane just for the survivability, but if he doesn't have a lead on you early just build Stridebreaker and kite him.
Nasus
Nasus will start to outscale if you allow him to stack, so abuse him in lane early and you should be fine. Save E for when he tries to wither you and go in, and just constantly harrass him with your Q and W procs.
Ornn
Ornn is just a very strong, scaling tank that does well against Gnar. Only trade while in Mini and make sure you don't get knocked up out of your jump, there's not too many strats to this matchup just don't get behind early.
Quinn
Quinn used to be an extreme threat but as she's not too strong with the current meta she isn't as much as a worry anymore. You can start winning trades once you hit Stridebreaker's + Steelcaps, and you can trade well with your Q but she can snowball off early game kill potential.
Renekton
This is a very strong lane for Gnar, but Ren can still be a problem later on in the game. Trade outside of his dash range so that he can't get the second cast, and try to spam Q and W procs whenever he gets in range. When he's on high fury back off and start trading primarily with Q, then go back in when he eventually uses an ability.
Riven
With the changes to Stridebreaker's active this is once more a skill matchup. You should have fairly straightforward Q's on her while she's trying to dash onto you, kite around her dash ranges and save your E until she gets on top of you and you should be fine. You can outtrade her in both forms as long as you control the fight and back off after your mega burst.
Sett
Fairly even lane, you can outrange his E early on and get some good damage while in lane but you won't really have kill pressure until a couple items in. Just play to push him off cs and scale.
Shen
Don't let Shen get on top of you and you should be fine in lane. You can outrange his dash pretty easily, save your E for after his taunt to escape and if he ever ults bot lane just shove in lane to deny him xp. Only follow his ults if you know you can get kills out of it.
Singed
Ignore his proxy farming and you'll be fine. He gets slightly dangerous at 6 but you can just outtrade him and bounce off him if he tries flipping you without grounding.
Sion
Sion is a very strong tank but you should be able to dodge any of his Q's and just outtrade in lane. Don't use your E if he already has his knockup charged as he'll just cancel your jump and trade harder. One of the few lanes where I would recommend Sunderer over Stridebreaker.
Sylas
Sylas doesn't have much kill pressure on you in lane, and you should be able to win trades as long as you aren't in range for his W. Just remember to play around him stealing your ult, and play for lategame.
Tahm Kench
Tahm is very strong as a solo laner right now, but he's not especially scary v.s. Gnar. Dodge his stuns and trade with W procs and you should be fine.
Teemo
Pre-6 only trade with your Q as he'll just blind you and get high poison damage off. Once you're 6 you should be able to burst him pretty fast without his blind being a problem, and you can snowball from there.
Tryndamere
Trynd is the scariest level 1. Level E second and just jump away whenever he tries to dash onto you, you win trades by hitting Q's while he retreats, and by kiting with W procs when his E is down.
Urgot
Urgot is fairly strong mid-game, but you should never be at a threat of death if you're playing right. Trade with your Q and jump away before he can get in range to flip you.
Viego
Viego is only a threat because he is a busted champ in general. Play back in lane so that he can't hit Q's on you without dashing in, trade with your Q's and E away whenever he tries going on you. You should win trades in mega after 6 as long as you burst him and get out.
Volibear
Volibear is extremely tanky and has high damage, but he has no real way of getting on top of you in lane. Trade primarily with Q and W, and jump away whenever he tries charging you with his Q.
Yasuo
Another skill-matchup. Play far back while in mini so that you can trade with Q before he can ever get on top of you, and you should be able to easily win trades while in mega. You get early kill pressure at 6 since your ult is usable a lot faster than his needing a knockup. Just kite well and dodge Q's.
Yorick
Yorick is fairly strong at 6 but you should be able to just abuse him early with Q's and shred his maiden when he's not on top of you. Save E for when you're caged and he's closing in on you.
Jarvan IV
Really strong jungler to go with Gnar, has strong early ganks for Mega to follow up with and his ult allows you to get fairly big stuns.
Qiyana
Qiyana has great follow up to when you land a big ult, just make sure she's in range to ult herself.
Diana
Diana works nearly as strongly as Jarvan does with Gnar, but she is much more relevant in the current meta. In this case you'll want to engage first and allow Diana to follow up with her own ult.
Orianna
Ori Ult can work really well with Gnar's as long as she waits for your ult to hit the wall before she casts hers. Very strong teamfight champs and can burst the enemy team with follow-up.
Synergies
IdealStrongOkLowNone
Jarvan IV
Really strong jungler to go with Gnar, has strong early ganks for Mega to follow up with and his ult allows you to get fairly big stuns.
Qiyana
Qiyana has great follow up to when you land a big ult, just make sure she's in range to ult herself.
Diana
Diana works nearly as strongly as Jarvan does with Gnar, but she is much more relevant in the current meta. In this case you'll want to engage first and allow Diana to follow up with her own ult.
Orianna
Ori Ult can work really well with Gnar's as long as she waits for your ult to hit the wall before she casts hers. Very strong teamfight champs and can burst the enemy team with follow-up.
Howdy y'all, I'm El Leon Gnar and I've been playing since season 2, and been a Gnar main since his release in season 4. Across my accounts I have around 1.5 million mastery points on him, most being on my main which is currently sitting at Diamond 1. I already covered the build guide up above, so I will be going into some more detail with Gnar's kit, how to play certain matchups, and some special animations you'll want to know to play him.
Runes
Standard Fleet Runes
Choices Explained
Fleet Footwork is my favorite Keystone on Gnar right now. The versatile it supplies with both lane sustain and movement speed just outclasses any other keystones you could want in my opinion. Conqueror is also an option if you are going to be constantly fighting, but with its ranged nerfs Fleet Footwork just seems to be stronger all around.
Legend: Alacrity is generally the best option in this row as the bonus attack speed allows way better lane trading and kiting. Legend: Tenacity is also a viable option if you're going to be playing against heavy cc.
Most of the time Last Stand is the best option for the final row. Any of the three options can be good in certain situations, but Last Stand is the most consistent with being useful as Gnar should never be allowed to engage without being damaged mid jump.
Demolish is always a good choice at it allows strong push threat both in lane and after teamfights. Gnar also has a tendency to push enemy champions out of lane, so you should be able to use it to get a couple of early turret plates.
Bone Plating is a very strong rune to ensure that you can sustain longer in lane. It should give you the small boost in health that will help you win initial trades. Other options for secondary Resolve runes include Conditioning and Unflinching if you are more worried about late-game fights.
Small Runes
Axe should always be your first small rune as the bonus attack speed is one of the strongest stats for Gnar.
Diamond is the best secondary small rune as it grants you higher burst with Mega and more damage with Boomerang Throw.
Your final small rune should be entirely based on who you're against in lane. Take Shield against AD champs and Circle against AP champs.
Alternative Grasp Runes
Choices Explained
Grasp of the Undying is a good secondary option in lanes where you will be constantly poking with no strong kill pressure on either side. It is a purely scaling rune and will allow you to leave lane with a bunch of extra health.
Same reasoning as before, Demolish is good for getting early plate gold and for faster pushing after winning teamfights.
Also with the same description as before, Bone Plating is really strong for winning early trades in lane. If you're more scared of late game fights you can take Conditioning instead.
I prefer taking Overgrowth here as the bonus health stacks well with Grasp of the Undying for making you very tanky by late game. Unflinching is another viable option if you're against heavy cc.
Triumph is really strong for running Precision secondary, it gives good survivability for dives and for escaping teamfights after securing a kill.
Last Stand is also just another strong Precision secondary as it gives you bonus damage in lane, and no other tree has anything useful enough for taking.
Small Runes
Axe should always be your first small rune as the bonus attack speed is one of the strongest stats for Gnar.
Diamond is the best secondary small rune as it grants you higher burst with Mega and more damage with Boomerang Throw.
Your final small rune should be entirely based on who you're against in lane. Take Shield against AD champs and Circle against AP champs.
Abilities
Passive: Rage Gene
Managing Gnar's Rage is one of the most important skills to learn while playing Gnar. It's a double edged blade: you have an insane threat while near transformation as you basically have 2 kits to use, but right after transformation you're weak for around 20 seconds where you are waiting for your debuff to end and rage to regain.
There's two different stages to controlling your rage during a game. To start off in lane, you kind of want to build rage up as fast as you can to consistently go Mega. Your Mega form will be a majority of your burst damage in lane, and the healing from transforming is very strong for lane sustain. The only time you want to hold off on transforming in lane is when you are at threat of being ganked; you should try to stay around 80-90 rage so you can transform quickly when they go in but aren't at risk of accidentally transforming early.
Once you get out of laning phase, managing rage becomes a lot trickier. If it looks like a fight is about to start, such as Dragon/Baron spawning soon, start building up rage either on lane minions, on a jungle camp, or by poking the enemy team with Boomerang Throw. Once again you want to sit at around 80 rage so you can transform and initiate a fight whenever is needed. If you hit 100 rage before a fight has started and you can't look for any picks, burn through Mega quickly and wait the 13 seconds for the passive debuff to end so you can start building rage up again. This is when your team will be at the most vulnerable so be careful and warn your team to back off.
Q: Boomerang Throw/Boulder Toss
Gnar's Boomerang Throw is his biggest form of trading at long range. It is very useful to get used to how much its damage gets reduced after hitting its first target, and you should also become accustomed to adjusting where it will return to.
Boomerang Throw is a very strong tool for trading and farming in lane. When against a champion with kill pressure, you can just sit far behind your caster minions and farm with Boomerang Throw while saving Hop to escape. The biggest downside to it is how fast its damage falls off when hitting a target in front of who you're attacking. Therefore it is most useful in trading while either behind your minion wave or between their wave and them. There are also ways to curve the boomerang return that are shown down below to maximize damage in lane.
Boulder Toss is also insanely strong, doing more damage than Boomerang Throw, a hugely buffed slow, and AOE damage. It also has a lower cooldown than Boomerang Throw so when Mega in lane try to trade as much with it as you can, and don't be afraid to walk forward to pick back up the boulder.
Once you end laning phase, both forms of your Q are gonna be how you trade before engaging. You outrange many champions and should have high movement speed by that point in the game so it should be free poke. You also can abuse the new slow on Boulder Toss to make catches on the enemy team, as you can pick up the boulders as running them down to slow them again.
W: Hyper/Wallop
Gnar's Hyper is both a secondary form of trading, and a strong burst of movement speed for kiting or chasing down kills. It deals percent health magic damage, so when facing heavy tanks it will be a majority of your damage. Wallop is Mega Gnar's primary cc before 6 and provides secondary lockdown after his [GNAR!].
The most important thing to note about Hyper that often gets overlooked is how it gets buffed by GNAR!'s passive. This means that once he hits 6, Gnar will gain even more movement speed from Hyper procs and can dominate lane even harder.
Another important thing to note about Hyper is that unlike Vayne's Silver Bolts, it can be stacked on multiple targets at once. This means that it is sometimes useful to use Boomerang Throw on a few minions at once and then attack them in turns to build up stacks on all three at the same time to maximize minion damage.
Wallop is a fairly straightforward ability, all you need to know about it is that the hitbox is shown during cast time similar to Sion's Decimating Smash. This means that you should be careful when playing against champs like Fiora that can either dodge or parry it easily. When you're 6, chain Wallop after stunning the enemy with GNAR! and you can keep them stunned for 2.5 seconds.
E: Hop/Crunch
Gnar's Hop is very useful in lane for escaping ganks and bouncing over minion waves to secure kills. The extra Attack Speed given is also very useful for punishing an enemy laner who tries to run you down in lane. Crunch used to be just a weaker form of Hop without a bounce, but with its range buff this year it has a lot more range than most people expect.
Hop has a really long cooldown at rank 1 so be careful if you are committing to going in with it. The safest thing to do while laning is to trade with your other abilities and just save Hop until the enemy top engages on you or you're getting ganked. If you are getting ganked from behind, for example if you are red side and they come from tri-bush, you can often bounce off of them with E to escape. Just be careful against champions like Udyr, Elise, or any others with short-ranged stuns as they can cancel you out of the air and you will be left with no escape. In other cases save Hop to bounce off of your minion wave to get bonus range. Hop can also bounce off of non-targettable allied units, such as Jarvan IV's Spear, Syndra's Orbs, and Jayce's Gate.
Crunch can also be saved for escape, but its most common use will be going in to get your Mega burst with Wallop, Boulder Toss, and a couple of autos before backing off again.
After laning phase, save both forms of your E for engaging a team fight. The best-case scenario would be Hopping while transforming so you still get the bounce off for bonus range, but Crunch has good enough range on its own now where either way you can engage onto the backline.
R: GNAR!
GNAR! has two parts to it: a scaling movement speed buff to Hyper based on its rank and the massive cc and damage burst in Mega form. The main thing to learn is positioning around walls for landing GNAR! on multiple targets to start a teamfight.
GNAR! is very much a game-changing ultimate. While in laning phase you can combo it with a Wallop and Boulder Toss to take most top laners from half HP to none without them being able to move, and since it's all AOE damage you can engage in the middle of a minion wave without much worry. Just be careful because once you've committed with an ult you will most likely turn back Mini before getting another Wallop available.
When Gnar reaches late-game, he should be able to have GNAR! up for every single Mega transformation. Without building much CDR, GNAR! has a 30-second cooldown at level 16, so no matter when you use it you will have it up again. It is also possible to build around CDR and Cloud Dragons to be able to cast GNAR! twice during one Mega transformation, but these builds are often weaker until you hit really late game.
As a Gnar player you should be actively looking for engages and picks with GNAR!. Luckily Gnar's kit allows this to happen both in the jungle and in lane. If in lane you can simply Hop and transform off a minion to engage from far away, and when in jungle you should transform before Crunching in to have the extra range over a wall and get onto the backline. You can also just bounce off of the enemy's frontline if they have no quick stun for you.
Tips and Tricks
Curving Boomerang Throw
Boomerang Toss returns to Gnar on a projected path based on which direction he is currently moving in and how fast. This means that you can curve the Boomerang by throwing it out at an angle and then running to the side to put yourself between it and your target. To move fast enough you may need to use Hop or proc Hyper's movement speed. The reason this trick is so helpful is that Bomerang Toss's damage is reduced against subsequent targets, so use this to either farm caster/cannon minions from a distance, or to poke out the enemy laner even more when they are trying to hide behind the wave.
Backwards Boomerang Throw
Another well-known trick with Boomerang Throw is casting it backward and moving out of the way on its return so that its range is extended. The most stylish version of this is where it results in a kill when the enemy champion backs under turret on low HP, but it can also be very helpful for CSing when Gnar is low, or for canceling the enemy's Recall. Use it sparingly in lane though, when you don't catch Boomerang Throw, the cooldown is twice as long and leaves you slightly weaker.
E + Recall Animation Cancel
A less useful, but still useable, trick is starting your Recall while in the middle of your Hop or Crunch animation. This saves seconds at best, but if you press Recall right after starting your Hop or Crunch, it'll start at the same time and you will still be moving away from the enemies while Recalling. It also makes for a very interesting animation on Crunch.
Transforming and Animation Cancelling
Since you can cast abilities while midair using Hop if you use Hop while below 100 Rage and then hit 100 Rage midair, you can use Mega Gnar's abilities while in the jump animation. This has 2 benefits: Most enemies won't be expecting to be stunned until you land, and the hitbox on Wallop won't show correctly as you are moving while it is stunning. I prefer using Wallop as the animation cancel and following up with GNAR! after as Wallop has slightly longer range and is easy to hit, but either works well.
Extending Mega Gnar duration
Gnar won't revert to Mini while in the middle of an animation. This means you can use any of your abilities to stall out reverting to Mini and losing your bonus tank stats from Mega. This isn't an overpowered trick to know but it can catch opponents off-guard and allow you to get just a small extra burst of damage off.
Reverting to Mini and Animation Cancelling
This is slightly less useful than the animation canceling while turning Mega, but if you cast an ability while still Mega and at 0 Rage the animation will get canceled by Gnar reverting back to Mini form. This can be done with any of Mega Gnar's abilities.
Other Tips and Tricks
One important thing to note about Gnar's attacks while transforming between Mega and Mini is that the damage and effects on your basic attacks are based on what form you are in when the attack lands. That means if you are in Mini form, start an auto-attack against an enemy, and then transform to Mega, it will deal damage as if it was a Mega Gnar auto attack instead. The same goes for starting an attack animation while in Mega and then reverting to Mini.
Another thing you will want to know is what order of abilities to use while engaging as Mega Gnar. If you are in the middle of the team fight, you will most likely just want to engage with Crunch, GNAR! the enemy team into a wall, take half a second to line up a Wallop on the newly stunned targets, and then throw a Boulder Toss in the middle of the group. If you are in a solo lane, however, it could prove useful to auto-attack between each CC ability, so the new order would be E>R>Auto>W>Auto>Q. If you are against only a couple targets and can line up a Wallop without having to GNAR! first, that can also be a viable order.
Conclusion
After this, you should have everything you need to know to master our favorite little yordle! If you have any questions or anything you'd like to be seen added to the guide, leave a comment and I'll get to it whenever I see it!
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