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Recommended Items
Runes: RECOMMENDED
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Flash
Teleport
Items
Threats & Synergies
Olaf
My permanent ban. Olaf is damn annoying. His axe slows you, and if he picks it up, you have hardly any chance to escape. He has damn good self-healing and true damage, which hurts a lot when you're caught in his slow. But the worst thing about him is his ultimate. You can no longer influence him with crowd control. Mega Gnar's W and ult are useless against him. It is probably wiser to confront Olaf's ult as Gnar.
Champion Build Guide
1. Introduction
2. Pros and Cons
3. Runes
4. Summoner Spells
5. Items
6. Abilities
7. Early Game
8. Mid Game
9. Late Game
10. Teamfight or Splitpushing
11. Objectives and Targets
12. Rage Management
13. Combos
14. Tips and Tricks
15. Warding
16. End
>>> Working in Progress <<<
>>> Almost done <<<
>>>Good to Go<<<
>>>Done<<<
I am working on improving the readability.
Images will be added later.
Hey there, I'm Waqql, short for Waqqlpuddinq. Here are some statistics about my Gnar: League of Graphs | ||
But here, I want to talk about ![]() | ||
One more thing, playing Gnar is incredibly fun. Who wouldn't want to play such a fluffy, little monster? |
MobileThanks to his![]() ![]() ![]() Heavy CC as Mega GnarWith his![]() ![]() No Mana/EnergyGnar doesn't use mana or energy and doesn't consume his health to cast abilities. So, happy poking.Epic EngagesUsing![]() ![]() RangedMini Gnar doesn't have to fight in melee range, which is beneficial for his health bar.Rage ManagementThrough rage management, Gnar can control opponents or sneak up on them with a well-timed![]() %HP DamageGnar's![]() |
Difficult to PlayGnar can be difficult to play if one struggles with managing the rage bar or has a problem with the various spells.Hard to climb solo QGnar is very team-oriented and not always able to run down the top lane.Long CooldownsIf Gnar fails to catch his boomerang![]() ![]() Weak EarlyMini Gnar has low health and short range, which can make him an easy target.Low RangeWhile Mini Gnar has an advantage against melee champions, his range is still relatively short. Even melee champions often have enhanced basic attacks that feel like they have more range than Gnar.Rage ManagementGnar's rage![]() Punished for MisplaysDue to Gnar's long cooldowns and low health, he can be easily punished. |
Playing ![]() ![]() ![]() ![]() |
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Situational
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Recommended
Not Recommended
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Recommended Build Choice and Example
Choose one
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Keep in mind:
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Good for staying alive and shredding tanks at the same time. However, ![]() ![]() |
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Good synergy with the ![]() ![]() ![]() |
You mostly buy both of them
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Final Item
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If you need anti-healing, ![]() |
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The best choice against a mass of health. If you don't have Vayne on your team, ![]() |
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In case you've shot yourself in the foot or an opponent is extremely fed. ![]() |
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I will focus more on the abilities rather than possible uses or combinations here. Combos, tips, and tricks will be discussed below. |
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![]() Gnar's ![]() |
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![]() This is my favorite ability of Gnar. ![]() ![]() ![]() |
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However, to avoid boredom before the first recall, trading is still possible. As Mini Gnar, you always try to proc your ![]() ![]() ![]() ![]() |
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So, summarizing the early game with Mini Gnar: The general focus is on minions, and if possible, trades should be made, especially when the opponent makes mistakes or with the help of your own combos, in order to take as little damage as possible. | |
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With this knowledge, you can also keep the opponent at a distance when you are about to transform. For example, if you are 20 Rage away from the transformation but your gauge is already orange and Gnar is already visually changing, what the opponent doesn't know is that you can still land 2-4 more attacks before transforming. This way, you can already zone the opponent away from their minions and deny a lot of CS. But what if the opponent doesn't respect Mega Gnar? Do not try to damage your opponent with basic attacks, as you will lose most trades due to minions and the opponent fighting back. Instead, throw your ![]() ![]() ![]() ![]() |
So, summarizing Mega ![]() ![]() ![]() ![]() | |
After the first recall: | |
Pink Wards
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After your first visit to the shop, the world already looks much better. Ideally, you have ![]() ![]() ![]() |
Now back to the lane, where not much has changed. As Mini ![]() ![]() ![]() ![]() | |
This brings me to an important point in the early game, slightly off-topic, so I'll give a spoiler warning to skip it. | |
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In the mid game, things can look better or worse, depending on how well you've performed so far. There are multiple paths to reach the mid game, and depending on which one you take, you should adapt your playstyle accordingly. The way you play Gnar doesn't change much in the mid game. You continue to poke, trade, and look for opportunities to engage the enemy team and initiate team fights, opening up possibilities for objectives. |
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However, keep in mind that death timers in the late game are much longer, which means you must absolutely avoid dying alone. Gnar is a team-oriented champion, so if you're not actively trying to apply pressure, you should support your team wherever possible.
Dont forget about

Positioning in Teamfights
As Mini Gnar, you should keep in mind that you have traded your range for increased survivability. However, you can still take more damage than your carries, which means you should position yourself protectively in front of your carries. Of course, not as a suicide mission, but to deny the enemy an easy engage. Meanwhile, try to hit the enemy carries with your Q and increase your Rage by attacking anything within range.
As Mega Gnar, you have one of the best engage options. With the double jump from Hop and flash, you can reach even the backline carries. Your goal is to keep as many enemies as possible, preferably the carries, locked down in a stunlock.
If that's not possible, try to give your carries enough space to unleash their potential. After your engage, focus on supporting your carries and assisting them if needed. If your carries are not in immediate danger after your engage, you can either pursue the enemy or join your team in taking an objective.
1. Nexus. You want to win, right? Then your goals shouldn't be the opponents running around or the minions sent to their demise. Everything you do in the game should be focused on destroying the enemy Nexus.
X. Inhibitor. You want to apply pressure without being in the lane? Then you should destroy one of the three inhibitors. After destroying an enemy inhibitor, super minions will spawn on that lane. You should take advantage of this to force objectives or rotate to other lanes.
X. Before minute 14, the towers have a plate armor consisting of 5 plates, and each of these plates grants you a bit of gold. Therefore, it can be advantageous, especially with Gnar in a favorable matchup, to chip away some plates. Every destroyed enemy tower provides you with opportunities, whether it's for roaming or creating more space for invades. There are three towers per lane, followed by one inhibitor and the nexus.
2. Baron. What can help you better in tearing down enemy towers than a minion army with Baron buff? Baron is important, but try not to die for Baron. If the enemies secure Baron and some champions on your team have fallen, you can probably say goodbye to at least one tower.
3. Herald. Ah, the good old hairy Herald (running gag). To tear down towers or to end the early game, Herald is the best option, so always try to secure it for your team. As a top laner, it wouldn't hurt to place a ward near the Herald as well.
4. Elder Dragon. Elder is the opportunity to ruin your opponents' mood. Make sure to utilize the buff as well. It doesn't make sense to solo push with Elder. Stay with your team and look for new objectives. With Elder, the opponents should not pose a problem, at least for a while.
5. Dragons. There are four different dragons, each with its own unique benefits. However, if possible, all dragons should be taken down by your team. The first dragon spawns at minute 5, and each subsequent dragon respawns 5 minutes after the death of the previous dragon. After the second dragon's death, the Summoner's Rift is enchanted with the corresponding elemental effect. The fourth dragon for a team grants them the elemental soul of the dragon, enabling the appearance of the Elder Dragon.
5.1 Infernal Dragon. Who would have thought, the Infernal Dragon grants you 4% AP and AD, making it the ideal dragon for dealing damage. The Infernal Soul, on the other hand, causes an explosion and ignites affected targets with the first attack on an enemy. Some just want to watch the world burn, like me. The Infernal Rift sets bushes on fire, revealing larger areas.
5.2 Mountain Dragon. As expected, killing this dragon grants you 6% armor and magic resist. Ever wanted a permanent shield that builds up outside of combat? Then the Mountain Soul is your soul. Walls are growing! The Mountain Rift creates new terrain, making it more challenging to traverse the Rift, but also providing multiple hiding spots.
5.3 Ocean Dragon. Killing this dragon gives you 2.5% health regeneration every 5 seconds. And because that's not enough healing, the soul of this dragon allows you to heal yourself and restore your mana with attacks on enemies. In the Summoner's Rift with the Ocean element, it starts to rain continuously, causing bushes to grow in new locations and existing bushes to expand. Additionally, Honeyfruits grow scattered throughout the Rift.
5.4 Cloud Dragon. Want 10% movement speed, and even 60% when you activate your ultimate? Then you should secure this soul. Killing a Cloud Dragon also gives you 12% cooldown reduction on your ultimate ability. A windy Rift. "Windfields" appear that increase your and the enemy's movement speed by 35% (20% in combat). Additionally, Scryer's Blooms spawn scattered throughout the Rift.
8. My favorite, the Rift Scuttler. Even though it's listed in eighth place here, the Scuttler is extremely important for both junglers and laners. It provides a significant amount of experience and gold. Additionally, it leaves behind a "field" that grants movement speed to friendly units and provides vision of the area. If you play smart and take advantage of the vision it provides, you can prevent some ganks before they even happen.
9. Red Brambleback and Blue Sentinel. These so-called buffs are important objectives for the jungler and later for the carries. Keep an eye on your jungler! Everyone has experienced it: your jungler gets invaded and completely shut down, all in the 2nd minute. So please, please, please pay attention to the minimap and help out when necessary.
Now, let's discuss when exactly Gnar becomes enraged (though I'm more interested in the why). Every time Gnar deals or takes damage, he gains 4 / 7 / 11 rage over two seconds. Additionally, Gnar generates rage instantly through basic attacks: 0.5 / 0.875 / 1.375 for non-champions and 2 / 3.5 / 5.5 for champions.
Last, but not least. When Gnar hits non-champions with Boomerang Throw, he generates 0.5 / 0.875 / 1.375 rage instantly. Similarly, when he hits champions with Boomerang Throw, he also generates 1 / 1.75 / 2.75 rage instantly.
Now, those are a lot of numbers that you don't have to memorize. What's more important is to develop a sense for Rage gain, and that can only be achieved through practice, practice, and more practice.
In lane, it's important to synchronize your Rage with your level. Once you reach level three, you should have Mega Gnar prepared. To achieve that, it's best not to engage in too many trades early on because dealing or receiving damage increases your Rage. If you can't avoid trades, try to count down from ten. Just kidding, but on a serious note, try to refrain from dealing or taking damage until your Rage bar reaches a comfortable level again. I cannot stress enough the importance of taking breaks from trading.
Overall, it depends on the situation. You should now know how to increase, maintain, or decrease your Rage quickly. Try to find the right approach for yourself because no one plays Gnar exactly the same way. Keep an eye on your opponents and teammates and try to react to possible situations. Prepare yourself for teamfights and don't feel pressured to engage just because you're in Mega Gnar form. Mini Gnar is also capable of dealing sufficient damage.
Basic Attack + Boomerang Throw + Basic Attack. One of the simplest combos. The first Basic Attack grants you movement, thanks to runes and items. The Boomerang Throw slows down the enemy, allowing you to follow up with another Basic Attack from a safe distance.
Boomerang Throw Reverse. Since it's a boomerang, it usually comes back, making it useful for escaping. Simply throw the Boomerang in the direction you want to flee, and let the returning boomerang fly past you, hitting the enemy in the process.
Basic attack + Boomerang Throw + Hop. This combo is great for gaining some distance and dealing damage to your opponent. However, keep in mind that you'll land behind your opponent with Hop, which can also be used to your advantage. If a Darius pulls you in, don't immediately jump away. Stay within his inner Q range and attack him with one basic attack, or if Boomerang Throw is on cooldown, two basic attacks. Meanwhile, position yourself behind him and use Hop to jump back towards your tower. However, keep an eye on the stacks on you, as if you take too long, Darius will bleed you out.
During the transformation from Mini Gnar to Mega Gnar or as Mega Gnar.
Crunch + Gnar! + Basic Attack + Wallop + Basic Attack + Boulder Toss. That's your full combo. You aim to follow up each crowd control ability with a basic attack to increase overall damage. Whether with or without basic attacks, this is your all in combos.
Wallop + Basic + Gnar! + Basic + Boulder Toss + Crunch. If an enemy gets too close and you're ready to unleash Mega Gnar, Hop can be used offensively or defensively. Keep in mind that the combo can also be executed as Wallop + Boulder Toss + Gnar!, but there's a risk that the enemy will retreat after the Boulder Toss.
Gnar! + Basic + Wallop + Basic + Bolder Toss + Crunch. I use this combo, for example, to force a Yorick under my tower, ideally after he has dealt damage to me. Here, Bolder Toss and Wallop can also be swapped, but there is still the risk of the enemy escaping.
Boulder Toss + Crunch. This is your combo to initiate a retreat. Q and W can be swapped.
Boulder Toss + Crunch + Wallop + Basic + GNAR! + Basic. If your opponent is a bit further away but you still want to engage, this combo is effective. The slow from Boulder Toss allows you to reach the enemy, but don't forget to pick up your Boulder again. This way, you can continue the combo directly with Boulder Toss.
You can use Gnar's abilities during Hop.
Mini Gnar is nimble and has basic attack range, which allows him to put pressure on his opponent and constantly harass them. But be cautious, Mini Gnar has low health. Additionally, Mini Gnar has the ability to double jump, which makes it difficult to gank him.
Mega Gnar, on the other hand, is blessed with health and resistances, not to mention the bonus attack damage. However, he is very immobile, making it challenging to get out alive after an engage. So, enjoy the "Hulk" cautiously. Don't be afraid of ganks, place a good Wallop and Crunch to safety.
Don't forget to upgrade your boots .
Personally, I recommend getting the boots upgrade as your first item.
to buy Control Ward, Refillable Potion and Boots
I will try to keep the guide up to date, but I'll likely need some help with that. I'm open to suggestions, improvements, and bug finders, so please assist me. If anything hasn't been answered or if you have any general questions, don't hesitate to reach out to me or leave a comment.
So once again, thank you for reading and have fun with the little monster!
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