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Recommended Items
Runes: Tank
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
+10% Tenacity/Slow Resist
Spells:
Ignite
Teleport
Items
Ability Order Generic
Rage Gene (PASSIVE)
Gnar Passive Ability
Threats & Synergies
Renekton
Renekton is a very high dmg in your face champion. If you cannot stay ahead of him by poking him down then stay at least 1 dash worth of distance away so you can E away if he engages
Veigar
Veigars wall is ideal when you go mega as you will no longer be required to ult people into terrain to stun them
Veigar
Veigars wall is ideal when you go mega as you will no longer be required to ult people into terrain to stun them
Champion Build Guide
Mini Gnar: This is his normal form that you will be in most often. While mini you will have more Kiting capability than most champions and can also burst at the same time. However if anyone can get in your face you tend to lose the fights. It is also good to keep in mind that in early and partially mid game you will spend most of your time fighting as mini Gnar but as you level up you will gain rage faster and the cooldown is shorter
Mega Gnar: This is your enraged form. When you build up rage while fighting you transform into a larger form gaining HP, AD, and resistances. Unlike his mini form that is mobility with 1 slow, while Mega your abilities change/empower. Your abilities gain more CC to keep the enemy where you want them.
Mini Gnar
Passive: Rage gene- Taking or dealing damage builds rage allowing you to transform into Mega form when it's full either after casting an ability or waiting a short period of time.
Passive: Uses- Managing this is important. Making sure you go mega at the right time can ensure a fight goes according to plan. In some cases it's ideal to try to keep your Rage meter at about 50 so when you engage Mega will nearly be ready
Q: Boomerang throw- You throw a boomerang in a line. After reaching max range or hitting an enemy the boomerang will return based off of where you're going, slowing all hit, and catching it will reduce cooldown. The first enemy hit will take full damage and any afterwards will receive reduced damage.
Q: Uses- This is your main poke damage however it has a couple other uses. This can be curved to an extent to hit enemies hiding behind minions or other champions. It can also be throw to the side or in front of you and avoid catching it. The boomerang returns fast and will be hard to dodge but will cause you to wait for the full cooldown
W: Hyper- Attacking an enemy with your Q, E, or auto will apply 1 stack. At 3 stacks you will receive movement speed and your enemy will take %MaxHP magic damage. You also receive the movement speed buff when leaving your Mega form.
W: Uses- This is a useful way to engage and disengage. By attacking and walking right after the animation you can get an extra boost of speed.
E: Hop- This allows you to leap in a direction gaining a small attack speed boost and slowing if an enemy is targeted. Leaping onto an enemy or ally alows you to bounce 1 more time and if you have full rage you will turn Mega to cause a large AOE slow in the landing area.
E: ues- This is your main engage/disengage but it also is very handy for an engage when you are about to turn mega. It's handy to keep your E ready if you do not have vision and are at/past the river or if champions with hard CC/dashes are still off cooldown.
R: Gnar!- Your W Hyper movement speed is increased
Mega Gnar
Passive: Rage gene- Once you go mega you gain HP, Attack Damage, Armor, and Magic resistance while losing attack speed and range.
Q: Boulder throw- Your Q now slows as an AOE and stops when it hits an enemy or reaches max range. The Boulder will stay there for a short time and walking onto it reduces your Q cooldown
Q: Uses- This is a better engage for team fights than your Mini Q due to the AOE slow and higher percentage slow. It's also easier to land over terrain. In most cases after landing your Q and picking it up the ability will be off of cooldown allowing you to hit them again
W: Wallop: You slam down in a line stunning and damaging all enemies inside.
W: Uses- 1 use is to do it right as you're about to go into mini form. your ability loses it's animation when you change forms causing some players to engage prematurely. It's also handy to use this after your R if you stun someone as they cannot move out of the way.
E: Crunch- Your jumps can no longer bounce but all enemies in an AOE get damaged and enemies in the center get slowed.
E: Uses- This can be handy for jumping over a wall that an enemy is on the other side and then ult them.
R: Gnar!- While mega your R moves all enemies around you in the direction you are casting damaging them. If they hit a wall they become briefly stunned and take more damage.
R: Uses- This can also be used to throw enemies towards your team or into objectives. In some cases it can also be used to throw enemies away from you or your team. Example is Zac leaping over a wall you can throw him away preventing his CC and keeping him away
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