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Gnar Build Guide by RandomNPC777

Middle On-Hit Gnar Mid (WIP)

Middle On-Hit Gnar Mid (WIP)

Updated on February 17, 2022
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League of Legends Build Guide Author RandomNPC777 Build Guide By RandomNPC777 7 0 6,268 Views 1 Comments
7 0 6,268 Views 1 Comments League of Legends Build Guide Author RandomNPC777 Gnar Build Guide By RandomNPC777 Updated on February 17, 2022
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Runes: Runes

Hail of Blades
Taste of Blood
Eyeball Collection
Ravenous Hunter

Legend: Alacrity
Coup de Grace

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+15-140 HP (lvls 1-18)


1 2 3
Against Most Matchups
LoL Summoner Spell: Barrier


LoL Summoner Spell: Flash


Threats & Synergies

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

On-Hit Gnar Mid (WIP)

By RandomNPC777
Who am I, and why am I writing this?
I am RandomNPC777, she/her, and I have been playing league for about 3 years. During this time, I've played a wide variety of champions in every role other than jungle, with adc being my best role. Gnar is my second most played champion, with over 100k mastery points, and he's quickly become one of my favorite characters. I've been expirementing with him midlane, and I've decided that it's really fun to play, as well as being shockingly effective. I've noticed that there aren't that many guides for him midlane, and none of them talk about his recent AP builds. As such, I decided that I, with my decent knowledge of the champion, and a rudimentary understanding of how to make a guide, should step up and try to fill that void.

Why Gnar Mid?

In the current meta toplane, all of Gnar's biggest counters are incredibly powerful. Champions like Irelia, Fiora, Jax, and Tryndamere have all been having a great season so far, and Gnar has been quietly shunted out of the toplane meta. As such, I believe that Mid Gnar taking On-Hit items has a better matchup spread, where aiside from high mobility assassins and skirmishers he doesn't face too many real threats. Not only that, but very few midlaners will know how to counter a gnar, especially one with an unorthodox strategy like this. Also, last but most importantly, on-hit Gnar is just fun. It's feels nice to play, the mobility from Hyper feels great, and the smaller lane makes it easier to get back under tower with Hop
+ Mixed Damage
+ High Mobility
+ Shreds Tanks
+ Powerful Mini Gnar
+ Unexpected Pick
This build is focused on adding power behind Mini Gnar, as well as being a mix of Physical and Magic damage, doing both in equal measure lategame. Having high attack speed as well as Guinsoo's Rageblade means you'll be able to proc Hyper insanely quickly, allowing you to shred most units, including tanks, with the %max health magic damage. The build's biggest strength is that it's unexpected, and many midlaners won't know how to counterplay against Gnar.
- Weak Mega Gnar
- Squishy
- Destroyed By Mobility
- Short Auto Range
The biggest issue with the build is that because you focus so heavily on Mini Gnar's Hyper, Mega Gnar is much weaker than he would be otherwise. You still can take some fights as Mega Gnar, and the added cc is very useful, but you won't be as strong as bruiser Gnar, as well as being much squisher. Gnar also has an innate weakness to mobility because of his low range and high cooldown Hop, which he often has to save as an escape tool.
Ability Breakdown
Rage Gene
Gnar's passive, Rage Gene, makes Mini Gnar generate rage every time he deals or recieves damage. When he hits 100 rage, he becomes Mega Gnar, gaining all new abilities, but keeping the same cooldowns. The entirety of Gnar's gameplay is based around managing rage, and playing accordingly.
Mini Gnar gets attack speed, attack range, and a slight movespeed increase. Because of this, Mini Gnar is an incredibly effective on-hit attacker, and this build focuses on Mini Gnar's damage. In general Mini Gnar will be capable of doing more damage, but is less tanky than Mega Gnar and worse early
Mega Gnar gets extra attack damage, armor, magic resist, and health, making him a more effective bruiser. However, because we are building on-hit Gnar, Mega Gnar is less effective than he would be otherwise. In general, Mega Gnar will be doing less damage, but will be tankier and have more cc, making him better in teamfights, as well as being stronger early than Mini Gnar

Boomerang Throw/Boulder Toss
Mini Gnar's q is Boomerang Throw which throws a boomerang in a target direction, dealing physical damage, scaling with ad, and slowing. Than, the boomerang returns when it hits an enemy or reaches the end of it's arch. You can only hit each enemy once per cast with boomerang. If Gnar catches boomerang, his q's cooldown is reduced by 40%. This still happens even if Gnar become Mega Gnar while the boomerang is in the air. The boomerang will aim directly at you if you are standing still, but if you are moving it will aim in the direction you're moving. This can be a little wonky at times, but usally it works fine. Mini Gnar mostly uses this ability for poke and to give a stack of his w.
Mega Gnar's q is Boulder Toss, which throws out an AOE boulder that deals physical damage, scales with ad, and slows enemies. It stops on the first enemy hit, where Gnar can pick it up to lower his Q cooldown by 70%, even if he has transformed back to Mini Gnar. This ability is decent when used from range, but a terrifying attack when used at melee because it almost instantly resets. Even though you'll be doing less damage with it than if you went bruiser, because of Mega Gnar's high base AD as well as some AD from items, it will still be capable of doing a fair bit of damage.

Mini Gnar's w is Hyper, This build's bread and butter ability. Every third auto/ability hit does %max hp magic damage, which is his highest damage source other than autos in lategame. It also gives him some movespeed, scaling with his ranks in GNAR!, which helps him compensate for his rather short attack range. It also, for some unkown reason, has a 100% AP scaling at all ranks, which allows gnar to buy ap items in lategame without falling off on damage
Mega Gnar's q is Wallop, which does some Physical damage and stuns in an AOE. It does a bit of damage with your AD items, but Wallop isn't nearly as useful for on-hit gnar as it is for tank gnar, and you'll mostly just be using it to stun people.

Mini Gnar's e is Hop, which allows Gnar to jump a certain distance in a target direction, bouncing if he lands on a unit and dealing damage scaling off his max hp if they're an enemy. The bounce allows Gnar to travel long distance, allowing him to cross almost from the enemy's tower to his in laning phase. This ability also provides gnar with a large attack speed steroid, which is incredibly useful for this proccing Hyper and other on-hit effects. However, Hop has a very long cooldown, meaning if you use it you'll be left without an escape tool for 12 seconds at max rank. If you cast this ability while transforming into Mega Gnar, you'll be able to bounce once, and then land with Crunch
Mega Gnar's w is Crunch, which allows gnar to leap like with Hop, but dealing AOE physical damage scaling with Gnar's max hp, as well as slowing enemies hit. It's a decent engage tool and allows Mega Gnar to get into melee range and stick to enemies, unfortunately it will be doing very little damage because of a lack of HP items, and often you'll want it up as an escape tool, even as Mega Gnar
League of Legends Build Guide Author RandomNPC777
RandomNPC777 Gnar Guide
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On-Hit Gnar Mid (WIP)

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