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Introduction

Of course you are all asking the same question, why Gnar Jungle? Well summoner I'm glad you asked.
PROS
However, not everything is all smiles and sunshines for our little orange friend.
CONS
PROS
- Gnar has the advantage of 2 forms. Mini Gnar is kitey and mobile, Mega Gnar is super tanky.
- Gnar has godlike teamfights if you can time his transformation properly
- Gnar's ultimate has amazing synergy with
Jarvan IV,
Azir and
Anivia
- Gnar deals a lot of damage from only 1 or 2 damage items.
- Gnar has CC in both Forms, Slows and Stuns galore.
- Gnar has the potential for early ganks and even counter jungling.
- Gnar's kit is very versatile due to him having access to 6 different active abilities
- Gnar doesn't have to worry about running out of mana as he doesn't use any.
However, not everything is all smiles and sunshines for our little orange friend.
CONS
- Gnar's Rage is quite tricky to manage. Managing his transformation is the key to any successful Gnar player.
- Mega Gnar is useless in teamfights once he has uses all of his abilities, manage them properly instead of just spamming them.
- Gnar's ultimate can be quite hard to land.
- Mini Gnar, while mobile, is extremely squishy.
- Mini Gnar is not a very good teamfighter, be careful about getting engaged on while in Mini form.
Standard jungler start.
Skirmisher's Sabre because our clear is strong enough that we don't need
Ranger's Trailblazer and we have enough CC to not need
Stalker's Blade.
Cinderhulk because we are a tank. You could take Warrior for early damage if you like. But Cinderhulk is stronger.
Black Cleaver adds Health, Damage and CDR as well as a decent armour shred.
Warmog's Armor as its synergy with Cinderhulk is amazing.
Randuin's Omen should be taken more often than
Thornmail due to it giving health. However if the enemy team as a lot of Auto Attackers then Thormail is the better investment.
Spirit Visage or
Banshee's Veil, Veil if you need the shield, Visage if you don't.
Boots are entirely up to you.



Cinderhulk because we are a tank. You could take Warrior for early damage if you like. But Cinderhulk is stronger.






Boots are entirely up to you.


Before we get into the abilities, it is important that you know, both of Gnar's forms share cooldowns, which means if you throw a boulder in Mega Gnar form just as you turn back into Mini Gnar, you can't throw a boomerang straight away.

In Mega Gnar form, he throws a boulder in a straight line, dealing high damage and slowing the first enemy hit, picking up the boulder reduces the cooldown by 60%.

In Mega Gnar form, Gnar stands on his back legs and slams his fists on the floor, dealing damage to and stunning anyone caught in the AOE for 1.25 Seconds.

In Mega Gnar form, he leaps to target location, creating a crater at the point of impact, dealing damage to those within the AOE and slowing those at the center.

In Mega Gnar form, Gnar pushes all enemies caught in a direction, slowing them by 60% and dealing damage. If they hit terrain, they are stunned and take double damage.
We take a point in W at level 1 for the HP shred on monsters, Q 2nd for the slow and bonus damage, then E for utility and small attack speed buff, max Q for the damage on Boulders, then W for the Stuns, then E last as we got more damage from the others.
Runes: AD runes for easier jungle clear, standard armour and magic resist for extra tankiness
Masteries: 21/9/0 Gives you a good amount of early damage, Gnar's tankiness should come from his items as opposed to his masteries but take early jungle defense. Pretty self explanatory.
Masteries: 21/9/0 Gives you a good amount of early damage, Gnar's tankiness should come from his items as opposed to his masteries but take early jungle defense. Pretty self explanatory.
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