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Gnar Build Guide by I Am Goliath


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League of Legends Build Guide Author I Am Goliath

Goliath's guide to Gnar

I Am Goliath Last updated on January 10, 2018
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Cheat Sheet

The Missing Link

Gnar Build

Precision
LoL Path: Precision
LoL Rune: Press the Attack
Press the Attack
LoL Rune: Triumph
Triumph
LoL Rune: Legend: Alacrity
Legend: Alacrity
LoL Rune: Coup de Grace
Coup de Grace

Resolve
LoL Path: Resolve
LoL Rune: Conditioning
Conditioning
LoL Rune: Overgrowth
Overgrowth
Bonus:

+9% attack speed and +65 health

LeagueSpy Logo
Top Lane
Ranked #26 in
Top Lane
Win 48%
Get More Stats

Ability Sequence

1
4
5
7
9
Ability Key Q
2
8
10
12
13
Ability Key W
3
14
15
17
18
Ability Key E
6
11
16
Ability Key R


Threats to Gnar with this build

Threat
Low
High
Show all
Threat Champion Notes
1
Aatrox Easy matchup for you since he is so squishy and easily kiteable, just make sure you are kiting him and if he ever jumps on you just E away and keep attacking him while throwing out Q's, can usually get a few kills in this lane since he is squishy and can't stick on you, although it is rare to see an aatrox.
1
Dr. Mundo Easy matchup since he hard HP stacks and again gets kited easily by ranged, try your best to dodge his Q's, if you dodge them he has really no way of ever killing you or even getting onto you.
1
Garen Pretty easy matchup Garen struggles a lot with kiting and you can pretty much keep him under pressure the whole lane and even under turret so he loses a bunch of cs if you're safe enough to get out if the jungler comes, he should pretty much never be able to Q you early game or even spin all over you, and his spin is pretty weak early game anyway, and your W procs will do a lot to him.
1
Nasus You can punish him very hard and zone him off a lot of his stacks, nasus is a pretty easy lane for most champions because he is focused on csing with his Q so just deny him as much as possible, your w procs will add up a lot.
1
Tryndamere This matchup is so hard for the tryn, you can kite him out so hard and he really can't do anything about him, just poke him down and kite him if he ever tries to get on you or even cs a minion. bramble vest rush can also be good in this matchup if he is super agressive.
1
Singed Easy matchup since singed is so weak early and most of them just try to farm up you can also kite him so hard and your w procs will do a lot since he hp stacks, once you get your frozen mallet he really can't even go near you.







My other guides:


Hey guys, my name is Goliath. I've played League of Legends since season 2, and have mained top lane and mid lane since season 3. I've been high Diamond in every season since season 4, peaking at Diamond 1. League of Legends has always been the main game that I have stuck with over the years, and is probably the most enjoyable game that I've played.

I've always been drawn to top lane and and mid lane since they're both solo lanes, and have stuck with these two roles as my main roles since season 3. I've previously played for a Challenger team, and have won various online tournaments like Go4LoL in the past, but now I mostly play Solo Queue and focus on climbing and teaching the game in any way as much as I can.

Here is my OP.GG for anyone interested.

If you want to see me play, maybe learn a thing or two, or ask me some questions, you can find my stream here. Stop by some time, I'm always down for giving advice and helping you improve.

If live streams aren't up you alley, you can also check out my YouTube channel here, where I'm going to start uploading informative videos, as well as stream and gameplay highlights.

If you want more general info, like when I upload, or update, a guide, then you can find my twitter here.

If I'm offline on twitch but you still want some pointers or just wanna chill, then feel free to join my discord server and hit me up.





Why Gnar?


If you find playing top lane becoming boring to play or stagnant, then I think you should try giving gnar a shot. His play style is pretty interesting, since he is basically two champions in one. He has both a melee form, and a ranged form, which can make playing him fun and interesting, but also makes for quite a big learning curve. One of his best qualities in my opinion is that, unlike other ranged top laners, he has a very dominant laning phase, but doesn't fall off at all late game.

If you also like playing tank characters then you should also take a look at Gnar. He's a tank that does quite a bit of damage, and has loads of CC. I would recommend playing Gnar mostly if you like winning top lane though, as his laning phase is really strong and safe, while also scaling pretty well, as long as you can hit some good ults later on in the game that is.


TL;DR: If you like being a steroid abusing fuzz-ball that can play both ranged and melee classes, and don't mind a bit of a learning curve, or if you just like throwing giant boulders, then you'll like Gnar.


Pros




+ Good mobility.
+ Good CC (when mega).
+ Strong laning phase.
+ Good engage (when mega).
+ Capable of ranged if mini.
+ Decent damage for a tank.
+ No Mana.




Cons






- Squishy in mini, until full build.
- Bad CC in teamfights if mini.
- no sustain in lane.









Overall Gnar's biggest con in my opinion is how just squishy he is in his mini form, this however becomes way less of a problem once you reach your three core items. This con is also overshadowed when compared to the fact that Gnar uses no mana at all, while also being a capable ranged champion. These two pros also stack with his strong laning phase, allowing him to win a lot of matchups just by bullying the other person out of lane or off of cs. In general, I would say his pros are very influential in games, and his cons can be easily managed once you learn how to play him.

- PREFACE -

I'm still testing the different rune combinations, so a few little things might change, but for the most part I believe these are some-what optimal, at least the keystone mastery.






- Precision -






Hitting an enemy champion with 3 consecutive basic attacks deals 30-120 bonus adaptive damage (based on level) and makes them vulnerable, increasing the damage they take by 12% from all sources for 6 seconds.



This rune seems pretty strong in general, and especially strong on Gnar. It also flows well with Hyper(W); you'll be able to get three autos off a lot of the time in lane, as well as in team fights as long as you're in mini. This Rune does a decent chunk of damage right after you get three autos off, as well as making them take more damage from all sources for the next six seconds, which is kind of insane in my opinion. You'll want to make sure you're getting your Hyper(W) procs on gnar a lot more now, as well as getting in 3 autos which shouldn't be too hard.




Takedowns restore 15% of your missing health and grant an additional 25 gold.



This mastery is alright, but is nothing special really. Basically, Gnar can't even benefit from Presence of Mind so that mastery is out of the picture, and since gnar doesn't really have any self healing, Triumph is the better option over the other two. It could come in clutch if you're low, and get a kill in a team fight or lane.




Gain 3% attack speed plus an additional 1.5% for every Legend stack (max 10 stacks).

Legend: Gain Legend stacks for every 20 points earned, up to 10:
- 20 points for champion takedowns
- 20 points for epic monster takedowns
- 5 points for large monster kills
- 1 points for minion kills



I really like this mastery on Gnar, mostly because I really like attack speed for getting more Hyper(W) and Frozen Mallet procs, as well as the new Press the Attack proc. The way this mastery works is you get a base 3% attack speed increase, and an additional 1.5% attack speed for every "legend stack" you have, capping at 10 stacks, with every stack consisting of 20 "points." You get one point for minion kills, 5 points for large minion kills (cannon minion), 20 points for epic monster take downs (baron, dragon, rift herald), and 20 points for champion take downs. It may sound slightly confusing, but as long as you cs well enough, and get a few kills, you should be getting full value out of this mastery every match.




Deal 10% more damage to champions who have less than 40% health.

Additionally, takedowns on champions grant an adaptive bonus of 9 Attack Damage or 15 Ability Power for 10 seconds.



another simple mastery yet good one, you do 10% increased damage to targets that are below 40% health, not only that but every takedown gives you either 9 bonus attack damage or 15 bonus ability power adaptively for the next seconds, adaptively means whichever one you have more of it will give you that one.






- Resolve -






After 10 minutes gain +8 Armor and +8 Magic Resist and increase your Armor and Magic Resistance by 5%.



I think this mastery is way better value then the other two at the moment. To put it simply, after the 10 minute mark you get +8 armor and magic resist, as well as an increase to your armor and magic resist by 5%. I think this is huge right now, and really helps later on when we have Gargoyle Stoneplate. This also goes hand and hand with Gnar's moderately safe laning phase, so I think sacrificing some early armor or magic resist for a way better mid and late game is worth it, especially since your laning phase is pretty easy to handle.




Permanently gain 0.2% maximum health for every 8 monsters or enemy minions that die near you.

Range: 1400



This mastery is alright, and since you build so many HP items on Gnar, and also get a decent amount of HP from your mega phase, I think it's a tad bit better then Second Wind. Second wind also doesn't seem that great, since we're ranged a lot of the time, and have a good laning phase already.





Flash: This spell is kind of a "must" on most champions, and very good when playing Gnar. I typically use it in conjunction with Gnars Ult ( GNAR!); flashing in, then causing a massive stun by ult-ing a team into a wall.
Teleport: I like teleport over ignite on top lane because it allows you to split or join a team fight and it also helps with lane if you get too low you can just recall and Teleport back.


Rage Gene

Range: N/A
Cooldown: N/A
Cost: N/A

Gnar's base movement speed and attack range are increased every level. Gnar generates 4 / 7 / 11 Rage over 3 seconds upon dealing or receiving damage, and 2 / 3 / 5 whenever he damages at least one unit with a basic attack or Boomerang Throw (halved versus non-champions). This Rage decays if Gnar has not dealt, or taken, damage in the last 13 seconds.

At maximum Rage, Gnar will transform into "Mega Gnar" on his next ability cast, or after 4 seconds. Gnar's rage will deplete over the next 15 seconds, after which, Gnar returns to normal and becomes "too tired" to generate Rage for 15 seconds. Gnar retains his current percentile health when he returns to normal.





Rage Gene: Gnar's passive is basically his two forms. His mini form, which is what he starts out in, gives him bonus movement speed and bonus attack range scaling off level.

Then there is his mega form, where he gains base attack damage, base health, base armor, and base magic resistance, and basically he becomes super tanky.

To activate mega form you have to first build his passive fury bar, after which he will transform after using an ability or after 4 seconds. This passive is what makes him really good at laning, since he is both ranged to harass but also a meele that is tanky with CC.




Boomerang Throw

Range: 1100
Cooldown: 20 / 17.5 / 15 / 12.5 / 10
Cost: N/A

Gnar throws his boomerang forward in a line, dealing 5 / 45 / 85 / 125 / 165 (+1.15 per attack damage) physical damage to all enemies it passes through and also slowing the first enemy hit by 15 / 20 / 25 / 30 / 35% for 2 seconds. Enemies beyond the first take only 50% damage.

Upon reaching maximum range or striking an enemy, the boomerang will slowly come to a stop before travelling back toward Gnar in fixed direction. If Gnar catches his boomerang, Boomerang Throw's cooldown is reduced by 45%.





Boomerang Throw: Your boomerang is a very good ability to use in lane and will come in handy fairly often. It's free to throw out, and does a decent amount of flat damage, while also applying a stack of your W to your target; So keep that stack in mind when you're calculating if you can get a kill or not.

Be aware that when you throw your boomerang it will fly back near you. If you catch it the cooldown will reduce by 45%, and scale to 60% depending on the rank.

This ability also slows any one hit for two seconds, and once you get frozen mallet you can basically perma-slow people if you hit them with Boomerang Throw (Q), then follow up by auto attacking them with added damage from your W.

Don't be afraid to throw this ability out in lane too, as it's basically free to use since you don't use mana or anything. It will travel a little bit of distance after hitting a minion, but just barely. With this in mind, you can use your Q to hit an enemy champion standing behind their melee minions, but be aware that it will only deal 50% damage to subsequent targets.




Hyper

Range: N/A
Cooldown: N/A
Cost: N/A

Every 3rd consecutive attack or spell on the same target grants Gnar 30% bonus movement speed that decays over 3 seconds, and deals 10 / 20 / 30 / 40 / 50 (+100% of ability power) (+6 / 8 / 10 / 12 / 14% of the target's maximum health) additional magic damage. This damage is capped at 100 / 150 / 200 / 250 / 300 against minions and monsters.

Gnar gains Hyper's bonus movement speed whenever he returns to Mini Gnar from Mega Gnar.





Hyper: Every third attack or Boomerang Throw (Q) proc to the same enemy champion will deal bonus % hp magic damage to your target, as well as giving you a nice speed boost for the next two seconds. This will come in handy fairly often in lane, and is great for shredding tanks because of the % hp damage that it does. Gnar also gains this movement speed bonus when he leaves his mega form.




Hop

Range: 475
Cooldown: 22 / 19.5 / 17 / 14.5 / 12
Cost: N/A

Gnar leaps to a location, gaining 20 / 30 / 40 / 50 / 60% bonus attack speed for 3 seconds.

If Gnar lands on a unit he will bounce off it, traveling further, dealing 20 / 60 / 100 / 140 / 180 (+ 6% of Gnar's maximum health) physical damage and briefly slowing the unit landed on if it was an enemy.





Hop: This is a very cool and unique ability, and great for kiting in mini form. Basically, it's a hop that gives bonus attack speed for the next 3 seconds after used, and if you land on a unit then you hop twice. It doesn't matter if the unit or champion is on your team, so it's a great ability to engage with, or use to escape a gank, since you can just hop on your own minions.

Also hopping on them in mini will apply a stack of your W to them and deal physical damage +6% of your max health as well as slow your target, so this ability can be used for a little bit of extra damage as well.

You can use this ability when you're at 100 fury so you transform into mega as you do two hops in for insane and surprising engage.




GNAR!

Range: N/A
Cooldown: N/A
Cost: N/A

Hyper's movement speed bonus is increased.

Boomerang Throw's cooldown refund on catch is increased to 50/55/60%.





GNAR!: When you're in your mini form you don't really have an ultimate ability, but it has a nice little passive on it that increases Boomerang Throw's catch cooldown refund and Hyper's bonus movement speed.




Rage Gene

Range: N/A
Cooldown: N/A
Cost: N/A

Gnar's base movement speed and attack range are increased every level. Gnar generates 4 / 7 / 11 Rage over 3 seconds upon dealing or receiving damage, and 2 / 3 / 5 whenever he damages at least one unit with a basic attack or Boomerang Throw (halved versus non-champions). This Rage decays if Gnar has not dealt, or taken, damage in the last 13 seconds.

At maximum Rage, Gnar will transform into "Mega Gnar" on his next ability cast, or after 4 seconds. Gnar's rage will deplete over the next 15 seconds, after which, Gnar returns to normal and becomes "too tired" to generate Rage for 15 seconds. Gnar retains his current percentile health when he returns to normal.





Rage Gene: Gnar's passive is basically his two forms. His mini form, which is what he starts out in, gives him bonus movement speed and bonus attack range scaling off level.

Then there is his mega form, where he gains base attack damage, base health, base armor, and base magic resistance, and basically he becomes super tanky.

To activate mega form you have to first build his passive fury bar, after which he will transform after using an ability or after 4 seconds. This passive is what makes him really good at laning, since he is both ranged to harass but also a meele that is tanky with CC.




Boulder Toss

Range: 1100
Cooldown: 20 / 17.5 / 15 / 12.5 / 10
Cost: N/A

Gnar throws a boulder that stops when it hits an enemy, dealing 5 / 45 / 85 / 125 / 165 (+1.2 per attack damage) physical damage and slowing all enemies hit by 15 / 20 / 25 / 30 / 35%.

If Gnar picks up his boulder, Boulder Toss's cooldown is reduced by 60%.





Boulder Toss: This ability is a giant boulder that you throw that does Area of effect damage to targets hit, and stops upon hitting a target. It has a pretty big hitbox, so it makes a good move for waveclearing and sniping targets.

It can also be used in combination with with your mega form Ult ( GNAR!) and W ( Wallop). If you land a huge ult + W, then you can follow up with a Q for even more area of effect damage.

This ability also applies the slow from Boomerang Throw, and the cooldown can be reduced by 60% if you pick up the boulder after you throw it, similar to Boomerang Throw. Also a cool little unknown fact is that you can pick up the boulder for reduced cooldown even after it disappears, which is after a few seconds.




Wallop

Range: 550
Cooldown: 15 / 13 / 11 / 9 / 7
Cost: N/A

Gnar stands on his back legs before slamming his fists into the ground, dealing 25 / 45 / 65 / 85 / 105 (+1.0 per attack damage) physical damage and stunning enemies in a large area in front of him for 1.25 seconds.





Wallop: This ability provides a nice little form of CC. You stun in a small line for 1.25 seconds, which can be used for waveclear, and is great for combo-ing with GNAR!, your ult. After you fling their team into a wall with your ult, just follow up with a big W stun on all of them, and your team can just destroy them.




Crunch

Range: 600
Cooldown: 22 / 19.5 / 17 / 14.5 / 12
Cost: N/A

Gnar leaps to a location, dealing 20 / 60 / 100 / 140 / 180 (+ 6% of Gnar's maximum health) physical damage to all nearby enemies on landing. Enemies on the center of the impact area are slowed briefly.





Crunch: Nothing really special about this ability, it just makes the hop easier to hit since you're bigger. Jumping on people with this will still apply the slow to people, and since you're so tanky in mega, you should usually jump in with this ability.




GNAR!

Range: 590
Cooldown: 120 / 100 / 80
Cost: N/A

Gnar knocks all nearby enemies in the specified direction, dealing 200 / 300 / 400 (+50% of ability power) (+0.2 per bonus attack damage) physical damage and slowing them by 60% for 1.25 / 1.5 / 1.75 seconds. Any enemy that hits terrain takes 50% increased damage and are stunned instead of slowed.





GNAR!: This ability can be one of the most satisfying and game sealing abilities if you can land it well. You fling any enemy champions in range in a direction you choose, dealing damage and slowing them; However, if you fling them into a wall, they take 150% damage and are stunned instead of slowed, which is insane. Always try to fling them into walls, then combo them with your W to stun them for even longer.

This ability also counts as a knockup, so if you have a Yasuo on your team he can ult off of your ult. It might sound hard at first to shove them into walls, but it's actually much easier then it sounds.

A great place to fight around is dragon pit or in jungles; There are so many walls there that shoving enemies into walls becomes simple. This can be made even easier if you have something like a Jarvan IV to combo with, or if there is an Anivia wall (these abilities count as a wall for Gnar, and will apply the stun.)

This also works with any terrain, so you can fling them into a turret or inhib and it will still apply the stun. This is honestly one of the most satisfying abilities for me to use because it can single handily destroy a team fight if you get 3+ people in it.



Ability Sequence



> > >

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
Q
W
E
Q
Q
R
Q
W
Q
W
R
W
W
E
E
R
E
E


- Starting Builds -





- Defense -

- Aggro -


Doran's Shield + HP Potion

Always start with these if you're against something poke heavy like a Pantheon or Akali since it pretty heals up all of their Q damage as long as you wait a little bit and get most of the effect out of the hp regen. I actually think this item is super strong in top lane though because the sustain is actually kind of nuts. So if you're still learning the champion don't be afraid to start with Doran's Shield in most matchups. I actually think it's really good in all match ups as of right now.
Doran's Blade + HP Potion

This is a good start if you think you can be aggro and win lane early on. It also gives you a little bit of sustain, which is nice since you will take some damage from autoing your opponent and having minions turn on you for a bit.










- Core Items -






Frozen Mallet + Black Cleaver + Gargoyle Stoneplate

Generally, you'll want to go Frozen Mallet as your first item, unless you're against a mobile champion that it doesn't really effect that much, such as Riven or Camille. If that's the case you can go for The Black Cleaver first. Once you have Frozen Mallet, you can perma slow pretty much anyone that walks into your auto range while you're in mini. This ability makes this item super useful when playing gnar, and once combined with The Black Cleaver, you'll also be speeding yourself up on each auto, while alse shreding their armor and giving you a ton of flat HP. Once you get Gargoyle Stoneplate you'll have a ton of armor and magic resist, which combos with the bunch of HP from your previous two items, and you also get a pretty nice active for teamfighting. Basically, once you have Frozen Mallet and The Black Cleaver you can chase down anyone while in mini form without them getting away.




- Full Build -








Boots of Speed




Frozen Mallet

I'd recommend for you to buy these while you're building into your Frozen Mallet, since frozen mallet will probably take a little bit of time.

This item is insane on Gnar, and goes really well with his kit since he is ranged a lot of the time. With the perma slow you can shred people with your W, it gives him much needed CC in mini as well as attack damage and health which is just good as well.




OR


Ninja Tabi / Merc's Treads




Black Cleaver

Upgrade Boots of Speed into Ninja Tabis or Mercury Treads.

This is really really dependent on the game. I usually go for Ninja Tabi, since they're just insanely useful in general, but if the other team has multilple AP's, or have a ton of CC, then I'd go mercs.
This is a really useful item for Gnar. It gives some much needed health, and since he gets armor and magic resist from his mega phase it really builds up his sustain. The armor shred helps a lot both in mini and in mega as well, and the cooldown reduction is really nice too. This item in general is just really useful on most attack damage top laners.







Gargoyle Stoneplate




Thornmail

Stoneplate is just a solid choice because the active is super strong, and makes you even more bulky which is very helpful when you're in mini and can't quite reach mega. You should already have enough health from your two previous items, and with this item giving both armor and magic resist, you get a HUGE powerspike. Basically, once you have this, the previous two items, and boots, your core build is essentially done. What you go with next is up to you, but I'll throw in some of my usual picks.
This is just a solid item right now; It deflects auto attack damage, and it also applies grievous wounds, which can be really helpful. I see this item as super useful since it now gives both armor and HP.













Guardian Angel

If the game gets to this point where you have gold left over after buying all the other items, then guardian angel will be your next bet since 50% base HP is huge in late points of the game. The item also gives armor, but the health effect of this in the late game will be more crucial then any other item.




- Situational Items -








Randuin's Omen




Spirit Visage

This can be a good alternative to either Thornmail or Guardian Angel if the enemy has an AD that crits a ton, or if you just want extra HP instead of going for an item like Guardian Angel. Keep in mind that if you go randuins then you shouldn't build Thornmail, since they share one of the same passives, so you'll have to choose between this and thornmail depending on the game.
If they're AP heavy, and you want more HP and CDR, then this can be a good item to build. It will also help with sustain a little bit if you're wanting that.












Adaptive Helm

This item is super situational, but can be good if they have characters that spam the same ability. I only buy this item if they have two or more champions that spam the same ability, for example if they have Cassiopeia and Kog'Maw, then you might want to buy this item. It also works on Kog'Maw's auto attacks when he has his Bio-Arcane Barrage (W) on, since they're magic based.


Gnar's laning phase is probably the best thing about him; he can harass the enemy laner constantly while still being fairly safe because of his E. Your main focus when laning with Gnar should be landing as many Boomerang Throws (Q) as you can, and getting as many Hyper (W) procs as possible. These W procs will add up and become very useful, especially if you're in a tank match up.

You'll also want to pay close attention to your fury bar at all times, because you may have kill pressure if you're about to turn into mega. I try to always keep this in mind because when you're in mini you do more consistent damage, but mega is great for finishing off a half hp enemy. You can just throw them into the wall with GNAR! (R) and do your combo then they die. Your first item should pretty much always be a Frozen Mallet, and once you get this you can do a ton of zoning in lane, since once you hit one auto they're pretty much perma slowed.

Getting ganked when playing Gnar isn't too big of an issue since you have Hop, your E, for escape, and you can Boomerang Throw (Q) to slow them. One thing to keep an eye out for is when your minion wave is coming, because then you can just use your Hop (E) to bounce off them and double hop away. Another thing to do if you're getting ganked is check your fury bar. If you're close to transforming into mega, and they're going to deep on you, you may be able to fling them into your turret or against the wall near it and pick up a kill or two.

The main thing you have to worry about for Gnar's laning phase in my opinion is how vulnerable you are in your mini form. When you're in mini try your best to kite and play smart, while trying to stay somewhat agro. You're strong since you're ranged and most matchups will be melee, but if they're able to stick onto you they will do a ton of damage. So until you get your items, just be cautious of that.

Team fighting for Gnar is very simple but can be somewhat annoying or hard to pull off, especially when you can't really communicate over voice with your team.

In team fights you really want to be in your mega, since your main goal is just to get a huge ult into a wall, followed up with a W; but this doesn't always work out since your team might be too eager to fight, or you can get engaged on.

The best tip I can give for this is just to really try to manage your fury bar, especially if you're going to Teleport into a fight. Make sure you are very close to transforming or at least over half way if you can, but of course, if your team needs you there instantly, just go anyway. Always atleast try to build up something before you do though.

Another thing to be aware of in team fights is that you have a perma slow with frozen mallet, so make sure you're auto attacking constantly. This is especially strong in mini form.

The ideal team fight scenario for Gnar would be you get a good ult + w combo on 3+ people, then you go into mini and chase down the rest with frozen mallet, while dealing lots of damage from your W procs. Basically, mini-form is really strong if they can't go on you, so you just don't want to start out in that, but it's great for cleaning up a team fight or chasing them down. One last thing to add, don't be afraid to Flash ult, since it can really catch the enemy team off guard. You can get some nasty ults like this, so use it to your advantage.

I mostly play Gnar as an engager, and I kind of feel like that's his job, but I think he can also be played as peel. You can ult enemies off of your adc, stun them, and even slow them with your q, but I think in most games you should be trying to engage in mega, setting up a nice CC chain for your team.

Just like in laning phase, Gnar has to be super careful in teamfights. When you're in mini phase, even built with some items, you're still pretty squishy compared to your mega, which in comparison is insanely tanky. It's honestly kind of a weird balance, and it's going to take some time to get use to, but I have to say he is probably one of the most satisfying top laners to play. Once you get a huge ult + W combo, you'll know the feeling.



Threat List




[1]
[2]
[3]
[4]
[5]
[6]
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[9]
[10]


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Aatrox: This should be an easy matchup since he's squishy and easily kiteable. Just make sure you are kiting him, if he ever jumps on you just Hop (E) away and keep attacking him while throwing out Boomerang Throws (Q). You can usually get a few kills in this lane since he is squishy and can't stick on you, although it is rare to see an Aatrox in the current meta anyways.



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Dr. Mundo: Another easy matchup, he hard HP stacks and gets kited easily by ranged. Try your best to dodge his Infected Cleaver (Q); if you dodge them he has no real way of killing you, or even getting onto you for that matter.



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Garen: This'll be a pretty easy matchup. Garen struggles a lot with kiting, you can pretty much keep him under pressure the whole lane, even under turret, so he loses a bunch of cs. If you get out when his jungler tries to gank Garen should pretty much never be able to Q you early game or spin on you, and his spin is pretty weak early game anyway. Also keep in mind that your Hyper (W) procs will do a lot to him.



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Nasus: Nasus is a pretty easy lane for most champions because he is focused on cs-ing with his Siphoning Strike (Q), so just deny him as much as possible. You can punish him very hard, and zone him off a lot of his stacks. Once again, your Hyper (w) procs will add up a lot.



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Tryndamere: This matchup is gonna be hard for the tryn. You can kite him out really hard, and he really can't do anything about it. Just poke him down and kite him if he ever tries to get on you, or cs a minion. If the Tryn is super aggressive a Bramble Vest rush can also be good in this matchup.



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Singed: This should be an easy matchup since singed is pretty weak early, and most of players just try to farm up. You can also kite him super hard, and your Hyper (W) procs will do a lot since he hp stacks. Once you get your Frozen Mallet he really can't even go near you.



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Kled: Another very easy matchup, you should be able to get a kill or two in lane or at least be able to pressure him hard. Your Hyper (W) procs stack a lot on him, and he doesn't really do a ton of damage; unless he gets all of his autos off, which is hard for him to do against Gnar anyways. Just poke the **** out of him basically.



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Maokai:Another favored matchup for you, atleast in lane. Your W and poking abilites are so good against tanks and champions that can't get to you. The only thing Maokai can do to get onto you is Twisted Advance (W), which then you can just Hop (E) away from, then continue kiting him.



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Swain: This match up can be pretty annoying, but you should be able to win it. I've always found it difficult to actually kill swain, but he is weak early, and you can jump out of his Decrepify (Q) and Nevermove (W), so you shouldn't really die either.



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Jax: Pretty easy matchup in lane, you just kite him. He has no sustain so your poke is huge in this matchup. Hit as many Boomerang Throws (Q) and autos as you can on him, and if he ever jumps on you simply jump away with Hop (E) and keep kiting him. Late game might be rough if he splits, since it's hard to answer a jax splitpush when he has a ton of items, but if you previously zoned and pressured him enough in lane you should be alright.



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Kennen: Fairly easy matchup in lane. You usually do more damage then him, unless you continually miss your Boomerang Throws (Q) and get hit by his Thundering Shuriken (Q). The only thing that is really scary about Kennen is that he is a monster in teamfights with his Slicing Maelstrom (ult), so be aware of that.



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Rumble: To be honest, most Rumbles aren't very good, so you should be able to pressure him; Though if he does somehow get a lead, this lane is going to be a nightmare, as your auto range is about the same as his Flamespitter (Q) range. Just keep poking and kiting him with Boomerang Throw (Q) and you should win, since rumble tends to be pretty weak early on.



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Poppy: Poppy will end up being really hard to kill since she is really tanky, but she shouldn't really kill you either; unless she stuns you against the wall somehow and then uses Steadfast Presence (W) when you try to use Hop (E). Other then that, just farm up and try to deny her cs. You might also be able to get a kill or pressure her out of lane if she gets greedy for some cs.


Moderate Threat




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Camille: A good camille is kind of scary. She has a few ways to get onto you, so this matchup can be kind of hard. Try your best to win early on, before she gets Hextech Ultimatum (ult), because if she traps you in your mini form you are probably screwed. I don't feel that she has full control over the lane though, as you can use Hop (E) against her Hookshot / Wall Dive (E) pre 6, and then kite her. Another thing to note is mega Gnar is really good against her since she's squishy, and usually rushes damage items.



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Fiora: Fiora is a pretty even matchup, but you should win early on. Be aware that she is a little bit harder to kite then most champions though. Her Lunge (Q) has a really low cooldown, and they usually gets a The Black Cleaver, Phage, or Trinity Force. Once she has Grand Challenge (ult) she has kill pressure on you, but you can still kite her fairly well. Remember to play around her parry as well, and try to bait it out if you're in mega and can fling her into the wall. She is pretty squishy early, so I think this matchup is pretty even and will depend on skill for the most part. Early Bramble Vest can be good in this matchup so she doesn't heal up so much as well.



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Pantheon: Pantheon can be hard, but the main tip I can give you in this matchup is to start Doran's Shield. it's going to help a lot with his Spear Shot (Q) poke, and you may even be able to win trades. The problem is a lot of pantheons take Ignite, so this matchup is most likely going to be pretty hard if you ever make a mistake. It should be survivable if you play well though, and maybe even in your favor once you get an item or two.



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Cho'Gath: Cho'gath is very strong right now because of the way Feast, his ult, works. He'll probably out scale you in teamfights, but lane should be in your favor. He HP stacks hard, especially since Feast (ult) gives base HP each time he eats something, so Hyper (W) is always going to do a lot of damage to him. Not only that, but he will be eating minions most likely to get his 6 stacks in lane, so he basically doesn't have ult for awhile. You can pressure Cho'Gath a lot in lane, but I think he is easier and tankier then Gnar out of lane.



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Gangplank: This match up is pretty annoying. He has a way to poke you down in your mini form, and the damage can really add up, and try your best not to get hit by his Powder Kegs. He is pretty squishy as well, so try to hit as many Boomerang Throws (Q) as you can, and remember he can use Remove Scurvy (W) to cleanse your stuns in your mega phase, and even the effects of Frozen Mallet. Overall, I think you should win this matchup mid to late game, but early on can be a pain.



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Darius: Darius has a big con of being easily kited, and since that's exactly what Gnar is good at, this matchup should be fairly easy. The only thing you have to worry about is that you're probably toast if he ever gets on you when you're mini. Although, like I said, you can kite him really well and, once you get Frozen Mallet, I don't think he can do much to you. Another thing to be aware of is that your auto range is about the same as his Apprehend (E) range. If he ever pulls you in, you can Hop (E) away, and keep kiting him; as he doesn't have another way to get onto you unless he has Flash or Ghost up.



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Renekton: Pretty hard matchup in my experience. You can still manage to kite him and poke him, but he has sustain, a way to get onto you, a stun, and two dashes, all on top of having a lot of damage. I would play this matchup carefully, and try to take value trades.



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Jarvan IV: This is kind of a tough matchup because of how safe jarvan is, and because of his ability to either all in you at any time, or just get away from you. If he all ins you, then you can just Hop (E) away), but it get's tricky once he has Cataclysm (ult). You'll have to play it more safe. One thing that's nice about this matchup is that his Cataclysm, Jarvans ult, can actually end up helping you. Since the terrain made by Cataclysm is effectively a wall, you can use GNAR!, your mega form ult, to stun people against that wall. I've seen jarvan trap his own teamates many times, and if he does, you just jump in and wreck them all.



HIGH Threat




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Irelia: I find playing against Irelia pretty hard; mainly because of how she can essentially all in you at anytime while you're in your mini form. Watch closely when she is about to dash to minions, and don't stand close to one of your minions that's about to die, or she could use it to leap onto you by using her Bladesurge (Q); be aware that she can also use it when you try to Hop (E) away. Getting Frozen Mallet should help a lot, but honestly just try to take value trades, play careful, and watch your minions. You can also use Boomerang Throw (Q) on a minion if you predict she is going to jump to it in order to null her Bladesurge (Q) refresh.



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Jayce: In my experience, this is gonna be a very hard matchup. You're both ranged, but he's just stronger. If he ever hits a Thundering Blow / Acceleration Gate (E) + To The Skies! / Shock Blast (Q) combo, then you just straight up lose the trade hard. Try to farm up in this one, and do not let him snowball. You should be stronger then him in teamfights, if he is not massively fed somehow, but when in lane be very cautious.

Overall, Gnar is up there in my top three favorite champions to play, mainly because of his uniqueness and complex playstyle. Some people might think tanks are boring to play, especially in the laning phase, but with Gnar you get the best of both damage dealing and pure bulk. You can be that lane bully that does a lot of damage, but can bring a lot to the table in team fights with your mega phase.

Gnar's learning curve is one of the biggest issue when learning how to play him, and makes him a champion that is very hard to master, but in a way I think that's what makes him so fun. He's got so many different combos and things you have to time with your fury meter, but I wouldn't let this get in the way of you trying Gnar. Playing Gnar can be insanely fun once you learn how to use him, and he can feel much more impactful and satisfying when compared to other champions in his role.

I think the hardest thing to learn about Gnar is knowing your limits in your mini phase, and playing smart while still punishing your lane opponent. This is still something I'm trying to get down, even after 3 seasons in diamond. Some lanes will go well with this set up, but sometimes you'll just suddenly die in mini without warning. You might be caught off guard because you don't really even feel that squishy, but always be aware how fragile you can be. This is why kiting is very important to learn on Gnar, especially during laning phase, but if your paying attention you shouldn't have many problems.

I should also say that if you like playing huge engage champs, then you'll love Gnars mega phase. It's one of the best engages in the game if you can fling them all into the wall. I can recall one game in which I flashed ulted an entire team into a wall near dragon, then stunned them all with my W while a Katarina jumped in and ulted. We literally just two man aced them. It was one of the most satisfying things I've ever done in the game. Obviously, you won't have five man ults every game, but even just getting one person with his ult + w combo is super satisfying.


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