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Choose Champion Build:
-
GNAR BWAGA.
-
The AD Rang-slinger (For Fun)
-
Tank Gnar. Strong. Like bear.
Patches and Updates.

UPDATED: Wednesday, Augest 27, 2014. 5:30pm.
Patch 4.15 gives us all who loves
Gnar some love with QoL fixes and some minor buffs.
Check out the whole patch here.
Summary of 4.15 Patch that affects
Gnar:
Base Health Regen: 3HP PER 5 SECONDS ⇒ 5HP PER 5 SECONDS
Rage Gene:
Fixed a bug where
Gnar wouldn't get his bonus health immediately on transforming.
Boomerang Throw:
Boomerang's return logic has been improved to better track
Gnar.
OUTGOING WIDTH 45 ⇒ 60
RETURN WIDTH 70 ⇒ 75
MINIMUM SPEED 1000 ⇒ 1400
Boomerang's return particles have been improved!
Boulder Toss
Boulder now checks to see if any enemy champions are standing really close to
Gnar's center point when he casts (and it now hits them)
Boulder now does its area-effect damage in a small radius on landing if it hits no enemies
BOULDER SPEED 2000 ⇒ 2100
BOULDER WIDTH 80 ⇒ 90
Gnar can now pick up his thrown boulders off the ground after 0.5 seconds ⇒ 0.3 seconds
Wallop:
Fixed a bug where enemies could sometimes cast spells when
Wallop's stun was overlapped with
GNAR!'s stun
GNAR!:
Now scales with 0.0 AP ⇒ 0.5 AP
Fixed a bug where
GNAR!'s knockback ministun (not the wall stun) would sometimes be removed too early
Gnar now moves and perform actions after casting
GNAR! in 0.5 ⇒ 0.4 seconds
Overall Summary:
What does this patch mean for
Gnar really? As soon as I came home I jumped straight on and started patching, I played one game to test it out. This was my first game of the patch.

What i've learned from the patch is that
Gnar feels so smooth (Like Butter.) to play now. His abilities flow really well. His
Boomerang Throw is easier to catch, hit enemies easier, faster, and aren't wonky anymore. His
Boulder Toss is easier to hit, detect enemies better, and won't miss if you're right on top of them. His ult,
GNAR!, scales with AP to help out with a bit more dmg (Pls. No AP Gnarorino.) BEST OF ALL. IF YOU CHAIN COMBO THEM WITH TONS OF CC. THEY CAN'T ESCAPE. MUAHAHAHAHAHAHHAHAHAHAHHAHAHA. //cough cough //clears throat Anyways...We all knew how annoying it was when you hit them with 1 stun ability they can just flash away, NOT ANYMORE. Overall, these QoL fixes and buffs help
Gnar become a better champion and much more viable pick. Try him out for yourselves! Good luck in the Field of Justice, summoners!
Patch 4.15 gives us all who loves

Check out the whole patch here.
Summary of 4.15 Patch that affects

Base Health Regen: 3HP PER 5 SECONDS ⇒ 5HP PER 5 SECONDS

Fixed a bug where


Boomerang's return logic has been improved to better track

OUTGOING WIDTH 45 ⇒ 60
RETURN WIDTH 70 ⇒ 75
MINIMUM SPEED 1000 ⇒ 1400
Boomerang's return particles have been improved!

Boulder now checks to see if any enemy champions are standing really close to

Boulder now does its area-effect damage in a small radius on landing if it hits no enemies
BOULDER SPEED 2000 ⇒ 2100
BOULDER WIDTH 80 ⇒ 90


Fixed a bug where enemies could sometimes cast spells when



Now scales with 0.0 AP ⇒ 0.5 AP
Fixed a bug where

Gnar now moves and perform actions after casting

Overall Summary:
What does this patch mean for


What i've learned from the patch is that








Hey-lo there! Welcome to my Gnar-ly guide! This will be the first guide I ever made so please
![]() ![]() |




"You can only get better!" - Johny Harakidas.


Pros
|
+ Great early/mid game. + Mini Gnar has great mobility. + Once transformed, Mega Gnar gains HP, Armor, MR. Turning tides in battles. + Insane CC with both forms. + Great poking capabilities. + Insane burst with both forms if built DMG. + You're super adorable and have a dinosaur onsie. + Really fun. |
- High Learning Curve. - Easily kited when in Mega Gnar due to slow mobility. - Mini Gnar is squishy. - Mistakes = Death |
Cons
|




When

// This is your other half. Your initiate. Your tank. Always watch your rage bar. Mastering your rage bar and timing with auto attacks and abilities is what separates a bad Gnar and a good Gnar. Master the Rage and you'll make amazing plays and unlock Gnar's potential.


You throw your boomerang and it comes back. WOOOOOOW MUCH COMPLEX.
// This is a really long range ability that requires good positioning. Always use to farm and harass. Make sure when you throw the boomerang, STEP BACK (unless chasing), to catch it. That way you don't risk yourself putting yourself in a bad position. Easy free damage. It also slows the enemy so make sure to take advantage of their slowness.
---

YOU THROW A ******** MOTHER DUCKING BOULDER/BUILDING!
// Since you're maxing this skill first you do not want to waste the skill with a super high cooldown. You do not wanna throw this boulder out and put yourself in a bad position. Make sure you're using your boulder when you're farming, close to an enemy, or trying to catch someone running away on low health.


Every third hit you do a % of the enemy's health.
// This is what I think to be Mini Gnar's bread and butter. Every time someone steps too close you wanna poke them down with your auto attacks. You always want to proc this for more major burst dmg. Since it deals % dmg a few procs = a dead anyone. Paired up with

---

You slam the area with your head. WHO WHYDDA THUNK?!
// Since this stuns enemies. Anytime anyone is close use this ability to stun them, get free damage off with your auto attacks and spells.


You jump a certain distance or over someone.
// This is what you want to imitate any kind of conflict with. If it's a 1v1 where you can kill them hop on top of them and position yourself between their escape route and you. Since this also applies one of your

---

You leap into an area doing AOE dmg and slowing enemies.
// This ability works if you're stuck behind a skinny wall. It's best used when theres a lot of enemies or stragglers trying to escape a team fight. Use this ability to catch up to them and slow them down for the kill.


You have an AOE swipe that knock everyone in a direction.
// AOE TONS OF DAMAGE. TONS OF STUNS. OP. GG. SURRENDER AT 20. NO RE. TYRANASARUS REKT. Okay seriously though, this is what either demolishes a team fight or turns the tide of fights if played out right. It'll only knock enemies aside if you don't throw em into a wall, BUUUUT IF YOU LAND THAT LEGENDARY GROUP WALL STUN. The team fight is basically won.









Next is






Lastly, we have







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This item is the whole deal. AP, AD, CRIT CHANCE, HP, MANA, AND MOVEMENT SPEED! Plus the passive works wonders with all the damage you have with ![]() |
![]() |
This item is really great because it compliments both forms. Mega Gnar scales on health and attack dmg. While Regular Gnar relies on attack damage but the health boost makes him more tanky and he can last in fights/duels a lot longer. The longer you can stay in a fight means more ![]() |
![]() |
A passive that deals 8% of target's CURRENT HEALTH each auto attack with an active that steals 25% of their movement speed and 10% of their health?! That's a pretty solid items for chasing and dueling which ![]() |
![]() |
While ![]() ![]() ![]() ![]() |
![]() |
With all the damage you already have. Having 20% life steal along with it? Your sustain is amazing and unless you can't reach minions, buffs, or champions around you will hardly die. |
![]() |
Whats the point of having damage if you can't get any off heavy armor stacking tanks? |

Runes





- Greater Mark of Armor Penetration -
Top laners are generally tanks. Be them AP or AD they'll still get a great amount of armor against you. Being able to bypass it with Armor Pen makes your auto attacks and other spells besides Wallop do a lot of damage. Since your Wallop scales of AP already they'll be taking AP damage as well as a lot of AD damage that'll actually hurt since you can bypass their armor.
- Greater Seal of Armor -
Usually Top Laners are AD. So the extra defense against them is always good!
- Greater Glyph of Scaling Magic Resist -
The reason for using Scaling instead of just pure magic resist is like mentioned above in the Seals of Armor, your top laners are usually AD. So you would want to build against them earlier and then the scaling magic resist will come in use during mid/late game when you start having team fights or gank for your APC and whatnot.
- Greater Quintessence of Attack Damage -
Same as mentioned for the Marks of Attack Damage. All around great for Gnar as it helps scale off every single one of his abilities 1:1 except Mini Gnar's
Hyper which scales off AP 1:1.
Top laners are generally tanks. Be them AP or AD they'll still get a great amount of armor against you. Being able to bypass it with Armor Pen makes your auto attacks and other spells besides Wallop do a lot of damage. Since your Wallop scales of AP already they'll be taking AP damage as well as a lot of AD damage that'll actually hurt since you can bypass their armor.
- Greater Seal of Armor -
Usually Top Laners are AD. So the extra defense against them is always good!
- Greater Glyph of Scaling Magic Resist -
The reason for using Scaling instead of just pure magic resist is like mentioned above in the Seals of Armor, your top laners are usually AD. So you would want to build against them earlier and then the scaling magic resist will come in use during mid/late game when you start having team fights or gank for your APC and whatnot.
- Greater Quintessence of Attack Damage -
Same as mentioned for the Marks of Attack Damage. All around great for Gnar as it helps scale off every single one of his abilities 1:1 except Mini Gnar's



Great extra boost of mobility for when you're in those nitpick situations such as chasing for a kill and running away. Just in case your
Hop/
Crunch is down flash is always around (or every 3 minutes)!


I really love this spell on




While a lot of people bag on me for using heal I think it's one of the best summoners for
Gnar. There was so many countless times where it's saved me in a 1v1 either helped me kill them or helped me run away and survive. It grants movement speed in case you need to chase someone down and heal team mates.



Combos
1v1 Sitation







Team Fights
Your job in team fights is to get your Rage bar to 100% and position yourself correctly and time it to the point in where if you









Ganking
Same thing you do in Team Fights. Except on one person. If Rage isn't 100% when entering the lane you're ganking. Just do the 1v1 combo, it'll do the same job.

Laning
Early Game
In my opinion, this is where
Gnar is really strong. You generally want to play safe from level 1-3. Just poke with Q and farm up. If they get to close you would auto attack them till
Hyper pops. Then you just keep on farming farming farming. Till you go back and buy a
Phage,
Vision Ward, x3
Health Potion. Before walking in your lane make sure to pink ward the river bush on top. For some reason people forget to clear the ward sometimes. Also, spending 25g extra for a pink ward is better because if they clear it, it's fine you back up and farm. I'd rather lose 30g than risk giving them 300g for my death. From then on you would want to be aggressive in lane and poke hard. This time if they come in too close you would
Hop onto them, throw your
Boomerang Throw and start whaling on him/her with auto attacks until they die. Repeat this and farm up until you can get your
Trinity Force.
Mid Game
After you get your
Trinity Force. This is where I would think starts Mid Game for a
Gnar. You should have around 115 AD and you will start to hurt. Just keep pushing out top and farming up. If your lanes are pushed out, your team mate needs ganks, or your team wants to team fight, this is a golden opportunity to help them out. Just poke from far away until your Rage builds up and then when it's 100% you go if the team already haven't. Farm and push objectives. You should start trying to get
Frozen Mallet and start building tanky.
Late Game
Now you should be doing well over enough to kill them with just your auto attacks. If their team is more AD than AP. Build Armor. If their team is more AP than AD build magic resist. If it's equally both, build one armor and one MR defense item. You should be able to burst down just about anyone. So get barons, dragons, towers, buffs and push hard for objectives.
In my opinion, this is where








Mid Game
After you get your



Late Game
Now you should be doing well over enough to kill them with just your auto attacks. If their team is more AD than AP. Build Armor. If their team is more AP than AD build magic resist. If it's equally both, build one armor and one MR defense item. You should be able to burst down just about anyone. So get barons, dragons, towers, buffs and push hard for objectives.


Thank you everyone who has taken his/her time out of their day to read out my guide. From the bottom of my heart I appreciate everyone one of you who read my looooooooong guide. Special thanks to those who helped me.
Omi, for helping me advertise and being an awesome possum!
Kristien, for keeping me company and helping me proof read!
James, for tips on runes!
Kristien, for keeping me company and helping me proof read!
James, for tips on runes!
Thank you everyone. I hope this guide helped/taught you play how to play
Gnar better than you did coming in.
Sincerely, Jon. (BlurryJon)

Sincerely, Jon. (BlurryJon)


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