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Gnar Build Guide by DixonTheGuideMaker

💡Complete Gnar guide by Dixon 📜 12.14 ✅

💡Complete Gnar guide by Dixon 📜 12.14 ✅

Updated on August 4, 2022
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League of Legends Build Guide Author DixonTheGuideMaker Build Guide By DixonTheGuideMaker 7 2 11,549 Views 0 Comments
7 2 11,549 Views 0 Comments League of Legends Build Guide Author DixonTheGuideMaker Gnar Build Guide By DixonTheGuideMaker Updated on August 4, 2022
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Runes: Fleet Footwork

1 2
Precision
Fleet Footwork
Triumph
Legend: Alacrity
Last Stand

Resolve
Demolish
Bone Plating
Bonus:

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

Spells:

Flash + TP
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Teleport

Teleport

Threats & Synergies

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

Champion Build Guide

💡Complete Gnar guide by Dixon 📜 12.14 ✅

By DixonTheGuideMaker
INTRODUCTION
Hello everyone and welcome to one of my guides! This guide contains useful information and general knowledge based on my own game experience + open source info from Internet about the champ 💡📚📈🔍

My name is Max, but you can call me Dixon as well. I'm from Ukraine so English is not my native language and I can do some mistakes (I'm sorry for that). However, you can also write me comments and I'm able to answer you in English, German, Russian and Ukrainian languages since I understand all of them, but in different levels of knowledge. 😄

I started to play League of Legends in 2016. My highest ELO at the moment is Platinum 2 (soloQ) and 💎Diamond 4 (flexQ) on EU-West server (top 5% best players at the server).

I would like to invite you to subscribe to my YouTube channel where I'm going to make a lot of League of Legends content in English: https://www.youtube.com/c/DixonGames/videos
You will also find my streams on Twitch by following this link:
https://www.twitch.tv/dixon_leagueoflegends

I'm not a hardcore high elo player, but I enjoy this game and share this passion with all the people who find my content as interesting or useful.

I hope this guide will help you to improve your champion's understanding so it would be more fun to play!

Let me know in the comments section if you find any mistakes or outdated information so I could fix it! Thanks in advance!

Have a nice reading! 📖🤓
PROS & CONS
Pros:
- Very high damage in Mega Gnar form.
- Strong champion in the early and mid game.
- A very mobile champion in Mini Gnar form.
- Mega Gnar has a large supply of health and increased protective characteristics.

Cons:
- Very easy to kite by ranged champions when Gnar is in the form of a large Mega Gnar.
- A very difficult champion to master.
- Loses its relevance in the late game.
- Small attack range.
ABILITIES
All of Gnar's skills do not require mana and only have a cooldown.

at the beginning you play as a small and nimble Gnar, who has a ranged attack and his own set of skills. Later you will notice that a red rage bar is accumulating under the health bar. As soon as it reaches its maximum value Gnar will turn after a while into ppMega Gnar]], which will be slower, but have much greater vitality and strenght. You can transform into a big Gnar instantly if you use any skill at the moment when the rage is full. For example, the Hop / Crunch is great for this purpose. You jump forward and automatically transform into Big Gnar. Please note that the skills of small and large Gnar have the same cooldown. Immediately after transformation some of your skills can still be in cooldown.

\ in both forms, Gnar has an excellent skill that can slow down a group of enemies and deal good damage to them. If you catch your boomerang or pick up a cobblestone, then the skill recharges much faster. This is very important when chasing an enemy team and slowing them down constantly.

\ this passive not only significantly increases Gnar's movement speed, but also makes it possible to inflict powerful damage depending on the amount of health. In essence, it can be compared to Vayne's Silver Bolts. In the form of Mega Gnar the skill allows you to stun a group of enemies and deal good damage.

\ a great skill that is equally well suited to attack an enemy or run away. It can be used to overcome obstacles. An important feature of the skill is that in the form of Mega Gnar the skill deals good massive damage, the strength of which depends on the target's maximum health.

ultimate allows you to control a group of enemies and inflict good damage on them. If the battle takes place in a jungle, then there is a high probability that some of the enemies will be stunned and increased damage due to the fact that you push them into the obstacle. This skill needs to be practiced properly as it has a short animation delay.
BUILDS & ITEMS
is best used to push out lanes and siege structures without your team. The damage increase and empowerment to your large minions will increase the speed of your push significantly. The bonus resistances will help against dueling enemies who respond to your push.

is a core artifact for some champions. Sometimes this item alone is enough to dramatically improve your champion's performance. Trinity Force is assembled from very convenient components, each one gives very good bonuses. Please note that, unlike Sheen, this artifact, after using the skill, allows you to inflict bonus physical damage equal to 200% of the base damage, not 100%! Because of additional attack speed, this items works well with runes Conqueror and Lethal Tempo

The unique passive's usage is best realized when looking at a simplified situation where an enemy inflicts instant burst damage onto you. As a result, your opponent has to overkill you to actually finish you off within this time span, which slightly increases your time to react and deploy counter measures like shields or healing. At the same time it also slightly improves your time window for retaliation, and is as such most powerful in a fight between two champions.

is a particularly effective defensive option when facing down opponents whose damage is dealt primarily through basic attacks, or against opponents that utilize healing from attacks to survive fights (such as life steal). It's very useful against such champions like Aatrox, Warwick, Nasus, Darius etc.

is usually used on bruisers like Illaoi, Darius, Garen because they can easily apply stacks and survive long enough to benefit from the penetration. Armor reduction and penetration effects stack, allowing an attacking character to benefit simultaneously from Black Cleaver's shred, penetration runes, other items such as Last Whisper, and champion abilities that circumvent armor. This is a strong item against teams with lots of tanks or heavy bruisers who stacks a lot of armor.

is a strong counter against basic auto-attackers that stack well on critical strike chance, like Yasuo, Tryndamere, Yone and most of marksmen. You should consider to buy this item if the enemy team 2 or more champions who rely on critical strike damage.

buy this item if you want to have nice movement speed to roam across the map or to split push. The item provides also some HP and magic resistance that makes it a good choice for tanks and bruisers who lack mobility. It's also a good option against teams with lots of champions with magical type of damage.

is often most useful on auto-attack reliant, mixed damage dealers who deal both magic damage and physical damage in order to deal more damage against champions with high armor by dealing additional magic damage. The item is also highly useful on frequent auto-attackers against champions with high magic damage, since it give its owner a good amount of magic resistance while not sacrificing an item slot solely for a defensive item.

is generally good for fighters and bruisers to deal damage to enemies and protect your champion by additional HP and shield.

helps attack damage-based champions against enemy teams with high amounts of magic damage. LIFELINE can absorb most of the initial burst of magic damage from an enemy champion and give the owner an opportunity to attack or retreat. It is very useful against ability power champions with burst damage like Annie or Evelynn.

buy this item if you want to have nice movement speed to roam across the map or to split push. The item provides also some HP and armor that makes it a good choice for tanks and bruisers who lack mobility.
RUNES

This rune is a safe option for your champion. Additional movement speed helps your champ to keep safe distance between you and the enemy, so you can kite them more successfully or to be able safely move back after walkning up to last hit a minion. Extra healing from this rune can also be the reason why your champ survived with 1-3% HP in a fight.


This rune is perfect in team fights since you can get a lot of extra healing and also to earn some additional amount of money that can help your champion to take a slight gold lead and to enable you to be one step ahead in items. This rune saves champions quite often in situations when they would be rather be dead after the last hit by enemy tower.


The rune simply increases you attack speed and so you can deal more damage by your auto attacks.


The rune increases your damage when the amount of HP of your champion is low. The rune is better than alternatives Coup de Grace and Cut Down if you buy some items for HP and your champion is able to survive long enough with low HP rather than reducing HP of enemies.


This rune gives you opportunity to destroy enemy towers faster. You can use the rune to get more gold early on from enemy tower platings after you killed the enemy or if he left the lane to restore his HP or to roam to another lane. So this runes gives your champion some additional tower pressure at all stages of the game.


This rune can be a good choice against teams or champions with lots of burst damage like Renekton, Riven or Rengar. However, it doesn't scale as good into the late game as Conditioning or Second Wind. This rune is better option for squishy champions so they would be better protected from a threat to be one shot by some enemy combo.
SUMMONER SPELLS
+
Flash is the most frequent choice of all players in League of Legends. Such popularity of the spell is caused by the fact that Flash is able to instantly teleport you on a short distance. This distance is enough to dodge some hostile abilities or to jump back and avoid an unexpected gank. With the help of Flash, you can overcome various obstacles like walls, pillars and other different obstacles. Flash is equally good to use for both attack and defense. This gives the spell some versatility. The summoner spell cannot be used if you have been silenced (you cannot use skills for some time). Also, Flash cannot be used under the effect of hard control abilities such as stun or fear.

Teleport is mainly used to minimize laning downtime after Recall or respawning, to prevent enemy laners from gaining an advantage. Teleport is also used to quickly switch lanes to defend an unguarded turret. Unleashed Teleport is great for ganking if the enemy commits to a fight and is around friendly minions, turrets, or wards. Another use for Unleashed Teleport is a backdoor maneuver where a high damage per second champion places a ward inside or near the enemy base and teleports himself to that ward. From there that champion will attempt to bring down as many turrets and inhibitors as possible. Unleashed Teleport can be used to prolong or save the life of an allied Zac by making one of Zac's Passive's drops ( Cell Division) invulnerable for the Teleport duration.
GAMEPLAY INFORMATION & TIPS
The difficulty of Gnar is that he has a lot of skills and it is quite difficult to learn how to play well. First of all, you need to take care that in all team battles you have the Mega Gnar form available. In other words, you cannot change forms at any moment and you need to correctly calculate the moment. If you fight only in the form of little Gnar, then in fact you will not even reveal half the full potential of this champion. It's best to warn your team that your uniform isn't ready yet or that you don't have at least 70% rage. If you have the form available and you rush headlong forward, this will also be wrong. You need to correctly assess the situation and make sure that you fight as part of your team and not stupidly fight alone against the entire opposing team and then blame your allies for not following.

One of the best skills to start a fight is Hop / Crunch. So you can quickly jump into the crowd of opponents and start your atrocity. Very good option is to go around opponents from behind using your GNAR! ult. In this case you can either push opponents into the wall or, on the contrary, drag them towards your team. Then you can already use the skill (in the form of Mega Gnar of course) Hyper / Wallop to stun enemies. Then you can constantly throw Boomerang Throw / Boulder Toss stones at opponents and slow them down.

Gnar is a good lane pusher, he can quickly kill minions and break the tower. Of course, this must be done in the form of Mega Gnar. For example you can single-handedly start pushing the bottom lane and tell your team to go to the B aron. If the opposing team sends 1-2 characters after you then your team will most likely quickly take the Baron and all you should do is to survive.

Remember a very important point. When you are fighting a clearly unequal battle and you have accumulated full rage, immediately use some skill to transform into Mega Gnar. Most opponents simply don't expect your health to suddenly rise (roughly 400 health). This will save your life more than once and your allies, on the contrary, will be able to kill the enemy.

When you need to quickly demolish a tower, remember that you can increase your attack speed with the Hop / Crunch skill. But you can only do this if you are sure that no one will gank you.

At level 3 Gnar already has a good set of skills and can greatly annoying the enemy. At this moment the most important thing is not to get far away too much, since at this level the enemy jungler makes his first ganks and you can become a victim of your own aggression.

In order to deal good damage to an enemy you can use the simplest combo Boomerang Throw / Boulder Toss - Auto Attack - Auto Attack. Combined with the Hyper / Wallop passive you will do good damage and the enemy will not be able to quickly escape due to the slowdown.

With the help of the Hop / Crunch skill Gnar can push off not only from champions or minions, he can also use a huge number of objects: Thresh's Dark Passage lantern, Syndra's Dark Sphere orbs, Jace's Thundering Blow / Acceleration Gate.

Gnar is one of the hardest champions in the game to master and I wouldn't recommend him for new players. Gnar is a very specific champion and at the same time can be very strong and very weak depending on the skill of his owner.
DANGEROUS CHAMPIONS

Nasus doesn’t want to fight in the early game. Instead, he wants to focus on farming and stacking his Siphoning Strike. Try to fight him when he is focused on stacking as he may focus on the farm rather than fighting you which will allow you to gain a health advantage. Do not push Nasus under his turret as it allows him to farm safely. Instead, freeze the lane towards your side of the map so he has to overextend for farm. Once Nasus has some levels behind him and has multiple points in his Wither, he will have good gank set up. You’ll need to play safer if the wave is closer to his side of the map during this time so you don’t die from ganks.

Nasus will be looking to split push throughout the mid-game. He is good at split pushing thanks to his Siphoning Strike. When Nasus is split pushing, you can use the numbers advantage to start a team fight. While fighting, check the map and be keep an eye on Nasus. Be prepared to disengage if he’s about to take a tower. If Nasus is grouping for team fights, try to lock him down with CC so he is unable to get on to your carries and kill them with his Siphoning Strike and Fury of the Sands.

Nasus is at his weakest in the early game. Try to deny as many stacks as possible so he is unable to scale quickly. The longer the game goes, the stronger Nasus gets. Make sure you end the game as quickly as possible. While he will be focusing on farming, once he has his Ultimate Fury of the Sands, his kill pressure will increase and so will his survivability. Make sure you’re not too cocky otherwise he can turn the exchange around.





Olaf is incredibly strong in the early game: especially at level 1. Avoid fighting him at all costs as he will beat you if he’s able to land multiple Undertow. If Olaf throws his Undertow and it’s close to you, try your best to zone him away from the thrown Axes Undertow so he is unable to pick them up. Keep the minion wave closer to your side of the map to reduce his ability to all-in you and chase you down.

Olaf is incredibly strong in the early game: especially at level 1. Avoid fighting him at all costs as he will beat you if he’s able to land multiple Undertow. If Olaf throws his Undertow and it’s close to you, try your best to zone him away from the thrown Axes Undertow so he is unable to pick them up. Keep the minion wave closer to your side of the map to reduce his ability to all-in you and chase you down.

Olaf is a dominant laner and can easily get kills at level 1 and 2 with his Undertow spam. Avoid fighting him early on. Once Olaf hits level 6, it will be difficult for you to kill him or lock him down with CC. Don’t commit to using any hard CC abilities when you know his Ultimate Ragnarok is up. As soon as Olaf completes his first item, he is going to deal tons of damage. Make sure you play respectfully and only trade with him if his Undertow is down (or he is unable to pick up an Axe Undertow.





Ensure you’re always behind a minion so it is harder for him to land his Tongue Lash. If he is able to land his Tongue Lash, he may look for a fight. As soon as Tahm Kench activates his grey health Thick Skin, disengage from the fight as it will offer him protection and you may be unable to kill him through the bonus health. Tahm Kench is quite immobile. If you can, try to keep the minion wave closer to your side of the map. This will force him to overextend for farm, which can allow you to chase him down, or set up your Jungler to kill him. Try and burst Tahm Kench down, or CC chain him so he is unable to activate his Thick Skin in the team fight. In team fights, look out for his Ultimate Devour. He can either use it to protect an ally, or catch someone out of position. Keep this in mind when fighting. Tahm can use his Abyssal Dive to flank in a fight. When skirmishing with the enemy, ward your flanks as he may jump in and start a fight.

Tahm Kench’s level 6 Devour is one of his major power spikes. It offers him extra kill pressure. Keep this in mind when skirmishing post 6. Tahm’s early game is rather weak. Try and abuse this to get an early led. The longer the game goes, the stronger and tankier Tahm Kench will become. Put him behind in the early game to reduce his potentness in the late game.
HOW TO PLAY AGAINST GNAR

Gnar can easily escape ganks with his Hop / Crunch. Try and bait this ability out before your Jungler arrives in your lane to reduce his chances of escaping. Do not commit to using your Ignite or any burst spells if Gnar is about to change forms as Mega Gnar gives him extra health that will allow him to survive. As he is a ranged champion, it’s important that you do not let him poke you down and harass you with basic attacks. Be prepared to sacrifice some CS for XP if you’re low.

Gnar needs his Ultimate GNAR! to be available and the only way he can get it is through changing into Mega Gnar. Try to team fight when he has very little Rage stacked, so he is unable to change forms. When Gnar is in Mega Form, and you’re about to team fight, be prepared to disengage and call off a fight until he is in Mini Form. Gnar is very weak in team fights when he’s in Mini Form. Avoid fighting in close proximity and in areas that are tight like near walls, around objectives or in the jungle. Fighting in these areas helps Mega Gnar get a good Ultimate GNAR! or a multi-person Hyper / Wallop.

As soon as Gnar hits level 6, try to avoid standing near walls when he is in Mega Form as he can throw you against them with his Ultimate GNAR! and set up his Jungler. Gnar is really good in extended trades if he can use his range advantage as his Hyper / Wallop can proc in a skirmish. Try to trade around his Boomerang Throw / Boulder Toss so he cannot easily proc his Hyper / Wallop. Gnar is much stronger once he has his first item. This item will make him much better in a 1v1.

Wow, have you really read the guide till this moment? I hope it was useful and interesting for you. Let me know it please by voting!

And don't forget to visit and check my YouTube channel! Maybe you will like it! 😉 https://www.youtube.com/c/DixonGames/videos
GNAR BIOGRAPHY
Before the ice had given the Freljord its name, there existed a land brimming with wonder—that is, if one could see the world through the eyes of Gnar.

A young yordle with boundless energy, Gnar and others like him lived openly among the hardy tribes of the northlands. Though barely big enough to leave footprints in the snow, his temper rivaled that of beasts ten times his size, and he would erupt with a babble of curses the moment anything went amiss. For this reason, he felt more kinship with the greater and wiser creatures, who kept their distance from mortals. To Gnar, they looked like overgrown, white-furred yordles… and that was good enough for him.

While the tribes foraged across the tundra, gathering wild berries and tasty moss, Gnar collected more essential items, like rocks, pebbles, and the muddy remains of dead birds. His greatest treasure was the jawbone of a drĂźvask. When he tugged it from the cold earth, he squealed with glee and flung it as far as he could.

It landed two hops away.

Thrilled by this early success, Gnar carried his “boomerang” wherever he went. The world would try its best to offer him new delights—shiny lint, sweet nectar, round things—but none could match the pure joy he felt in throwing and catching his cherished weapon. He now considered himself a hunter, and trailed herds of wild beasts that paid him no mind.

But even he could sense change coming to the land. The sky seemed darker. The winds felt colder. The mortal tribes who had once foraged together, now appeared to hunt each other…

The big white yordles would know what to do. Gnar would go to them.

Using all of his hunting skill, he tracked them into the snow-capped peaks of a vast mountain range, much farther than he had ever wandered before. As he approached unseen, he also saw more mortals than he could count. This was exciting, but no one else seemed too happy about it.

Then the ground shook, and split apart. For the first time in Gnar’s life, it seemed as though everyone else was throwing tantrums. The mortals yelled. The big yordles roared.

But the monster’s arrival silenced them all.

Heaving itself up from the newly opened abyss, it bore huge horns, whipping tentacles, and a single eye, burning with strange light that made the fur on Gnar’s back crawl. While some mortals fled at the sight, he began to feel an odd pain in his chest—it was like the thought of losing his boomerang, or never being hugged again. This horrible thing wanted to hurt his new friends.

And this made him angry. In that moment, Gnar truly raged.

All he could see was the monster. In a flash, he was in the air, leaping toward it. In one paw, he grasped a snowball… or so he thought. In fact, it was a boulder plucked from the mountainside, for Gnar had grown as large as the big white yordles. He would send this monster back where it came from, by walloping its face!

But the blow never landed. Gnar felt a chill colder than any winter, one that seemed to turn the air itself into ice—truly, this elemental magic froze him in place, biting through his shaggy fur. Everything, including the monster, became quiet. The yordle’s strength and anger melted away. A deep tiredness crept into his limbs, and he fell softly asleep.

Gnar napped for a long time. When he finally awoke, he shook the frost from his shoulders, breathing heavily. Everyone else was gone. With no monsters to fight and no friends to protect, he felt very small and alone again.

The land was very different, too. There was snow everywhere, blanketing everything as far as his wide eyes could see. Still, he let out a happy yelp when he saw his beloved boomerang lying beside him, and scurried away to find something to hunt.

Even now, Gnar has no grasp of what took place that fateful day, nor how he escaped. He simply marvels at the world before him, with so many oddities to collect and places to explore.
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