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Gnar Build Guide by matek1207

Top platinum

[11.7] Gnar - Divine Sunderer

By matek1207 | Updated on April 2, 2021
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Runes: Precision + Resolve

1 2
Precision
Conqueror
Triumph
Legend: Alacrity
Last Stand

Domination
Taste of Blood
Ravenous Hunter
Bonus:

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

Spells:

1 2
FLASH + TELEPORT
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Teleport

Teleport

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Top Lane
Ranked #50 in
Top Lane
Win 50%
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Champion Build Guide

[11.7] Gnar - Divine Sunderer

By matek1207

Table of Contents
1. Introduction
Some informations about me and guide.

2. Pros and Cons
Intormations about advantages and disadvantages of Gnar.

3. Runes
More about runes.

4. Summoners
Quick about summoner spells.

5. Abilities
Briefly about skill sequence.
6. Items
Build order, cores, situationals, example full build.

7. Wallhops
Some wallhop tricks.

8. Champions
More about counters, match-ups and synergies.

9. Tips and Tricks
Tricky stuff.

10. Other Guides
Mine other guides.





Hello everyone, I'm HG White
from EUNE and I love all marksmen + gnar <3. I'm playing league since 2012 but I still learn about this game. I'll give you some tips/advices about Gnar. Maybe he is really hard to master, but after seeing this guide you should know what you're doing. Please give me your feedback to improve my guides :D.








Pros


+ Percentage Health damage
+ High mobility
+ Epic initiations
+ Good late game
+ Many crowd control effects
+ No mana

Gnar is a good option to carry mid/late game. He's got many ways to escape, for example Hop on ally minions, or Wallop enemy then Flash. I recommend Sion, Malphite and Jarvan IV in jungle, since V4.16, Gnar's ultimate interacts with Jarvan's ult, therefore he is amazing at a teamfight combo, other 2 options make a good initiation duo, when prepeared.
Cons


- Hard to master
- Poor early game
- Difficult mechanics
- Low-range basics
- You can't control the transformation gauge
- Very long Cooldowns

Gnar can be poked when tring to catch Boomerang Throw (40% cooldown reduction). Gnar's initiate is countered by Flash or escape abilities like Katarina's Shunpo or Corki's Valkyrie.








First kit - Conqueror




Bonuses:
  • 10% Attack Speed - (can also be additional 5.4 Attack Damage) but I prefer attack speed due to Hyper and Wit's End
  • 5.4 Attack Damage - it gives you early game flat damage that helps you farm and poke.
  • 8 Magic Resist or 6 Armor - depends on enemy top laner and jungler.

Runes:
Conqueror is back cause ranged champions have same amount of time to proc. You don't have true damage since 9.23 but healing and bonus AD is amazing.

Triumph - I think it's best option out of these three.

Legend: Alacrity gives you attack speed - this is what you need as attack speed carry gnar. Also if you won't team fight too much and farm hard you can take Legend: Bloodline.

Coup de Grace - because this build is more like carry than tank you don't need Last Stand as much as in grasp build.

Second Runes:
Bone Plating helps you especially against poke champs, but generally it's good rune cause it 'tanks' for you a bit of damage.

Overgrowth is best of these 3 - it gives a bit health so you can live a bit longer. Also you don't have to last hit mionions to get health so it's good especially against match ups that harras you hard.


Second kit - Grasp of the Undying




Bonuses:
  • 10% Attack Speed - (can also be additional 5.4 Attack Damage) but I prefer attack speed due to Hyper
  • 5.4 Attack Damage - it gives you early game flat damage that helps you farm and poke.
  • 8 Magic Resist or 6 Armor - depends on enemy top laner and jungler.

Runes:
Grasp of the Undying - solid rune that makes Gnar more tanky. You don't need to choose +15-90 health and you can go for armor or magic resist. It's also easy to stack against melee champions. In mid/late game it can deal so much damage because Mega Gnar has got so much health with this item set, Overgrowth and this rune itself.

Demolish after turret changes you can earn a lot of gold with this. Font of Life isn't bad idea but in aggressive match-up because you won't be able to push him back to his turret and as mega gnar you can heal yourself and teammates a bit while trading. Shield Bash is kinda bad because Gnar doesn't have any shield from abilities.

Bone Plating helps you especially against poke champs, but generally it's good rune cause it 'tanks' for you a bit of damage.

Overgrowth is best of these 3 - gives a lot of health (works pretty well with Grasp of the Undying). Revitalize - you don't have shields or even lifesteal (except Doran's Blade/ Cull) but it's not enough. Unflinching - I didn't acknowledge it as good for me.

Second Runes:
Legend: Alacrity - I think it gives you better duel potential due to Hyper with more attack speed you can proc it faster. Also it's not that hard to stack as Legend: Bloodline

Last Stand - it gives higher profit (5 to 11%) than Coup de Grace (7%) - because Gnar is tanky you can have 30% health and still fight with others. Cut Down is just bad cause you'll have probably most health in the game.







FLASH

For better positioning in teamfights. When you are becoming Mega Gnar use Hop and bounce on your teammate or minion then use ultimate. Flash is the most prime spell in League of Legends. Everyone takes this spell, cause this is always helpful.


TELEPORT

Teleport in my opinion is good spell for every toper but since it's nerf, it's harder to use properly. It give you more mobility but you can't cancel it. For example you are pushing top lane and there is teamfight on bottom. You have no time for walk through river and mid so you should use Teleport and help your teammates. In elo up to low platinum almost noone do that so you can surprise opponents but don't use it brainless cause you can die easily. I mean if there is 2v5 and 2 of your teammates are almost dead don't use it cause you can't cancel it anymore.


IGNITE

It gives you chance to take lead in early game but you cannot split push that easy as before. I recommend it generally against high heal/sustain compositions.








R>Q>W>E

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18


> > >
We want to max out Boomerang Throw because it's our main damage dealer. Then Hyper as it allows you to harras HP tanks. We level up Hop last because it scales damage from HP not from attack damage. More than half players max Q then W and E at last, because it's just good combination.

















Map is a mirror






Green Line - Easy Hop (not hard to do)
Yellow Line - Creep Hop (there must be monster)
Red Line - Hard Hop (have to be really close to the wall)
Blue Point - Creep







*still getting database


Match-ups

Synergies

Aatrox Jarvan IV


Match-ups

Aatrox

starting items:


build changes:
->


MORE

Synergies

Jarvan IV

MORE







More about Gnar


1. You can escape the gank by using Hop on minon because you'll bounce twice.

2. Use Q Boomerang Throw to poke enemy champions, especially melee.

More about TOP role


1. Use wards. Your support isn't the only person in team that should buy Control Wards. Don't be scare to spend 75 gold, it's about 3 melee minions - it can save you from enemy jungler or roaming midlaner. It's better to spend 75 gold than give 300 gold to enemy and lose farm.

2. Don't use Teleport without a brain. Since you cannot cancel teleporting you've to use it in good spot and good moment. Try it on normal games and you'll learn how to use it by time.









Change Log
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