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Gnar Build Guide by alex56541

Top [Patch 8.16] Gnar - The Missing Link - WIP

Top [Patch 8.16] Gnar - The Missing Link - WIP

Updated on August 26, 2018
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League of Legends Build Guide Author alex56541 Build Guide By alex56541 13,294 Views 0 Comments
13,294 Views 0 Comments League of Legends Build Guide Author alex56541 Gnar Build Guide By alex56541 Updated on August 26, 2018
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Runes:

Precision
Press the Attack
Triumph
Legend: Alacrity
Coup de Grace

Resolve
Bone Plating
Second Wind

Spells:

LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Teleport

Teleport

Threats & Synergies

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

Introduction

Heyo, I'm Alex56541, a Gnar main since the end of Season 5 and welcome to my Gnar Guide!
I'm currently sitting at Gold 5 and have around 300k points on Gnar. This guide goes over Gnar only, in the sense that it does not cover basic warding and/or CS-ing tips. I don't stream or have any sort of social media impact outside of Discord. After reading the guide, be sure to check out the community-focused discord and the gameplay one.
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Pros / Cons

Pros


+ Ranged Poke Kite Tank
+ Amazing poke with Boomerang Throw
+ Great mobility thanks to Hyper and Hop
+ Good at distant farming with Boomerang Throw
+ Amazing team-fights

Gnar is an amazing top-laner. He is rather fun, even tho top-lane is quite the boring mess at the moment, and is easy to pick up. He seems pretty basic at first, like quite a bit of champions, and gets really indepth as you learn him. He has an insane amount of CC but requires you to be in his Mega Form.
Cons


- Lowest base HP in the game as Mini
- Needs Black Cleaver/Frozen Mallet
- Hard to master
- Can be CC-ed a lot
- Needs good team coordination

Insane mobility, great kiting. Of course there are minuses. There are better teamfighting champions like Illaoi, Darius, Vladimir. But most of those can't really split-push at a good pace. Gnar can easily be harassed and played around. You should be abusing the bushes to damage the opposing laner.
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Summoner Spells


Flash: Is a must-have on a lot of champions. It's good for enganging and escaping. Can be used to do a Flash + GNAR! combo.

Ignite: Taken againts stuff like Vladimir, Mundo and Swain. And if you are a more aggresive player. Usually a bad option.

Teleport: Is generally the second best spell for Gnar. Use this for drake,
baron, bot lane teamfights and a lot more.
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Runes

Precision

  • Press the Attack - So we are seeing a change from Summon Aery to PTA mainly because of tanks and bruisers, Aery can still be used in favorable match-ups. In bad match-ups use Fleet Footwork as it provides sustain in lane.
  • Triumph - I would say this is the safest rune from the precision tree. Provides, once again, sustain and plus extra gold.
  • Legend: Alacrity - Extra AS is always useful to proc Press the Attack and Hyper. Tenacity and Lifesteal aren't really helpful.
  • Coup de Grace - Just a good rune that provide extra damage.
Resolve

  • Bone Plating - One of the best runes on Gnar as he is a ranged champion and it can't be procced easily by melee champions.
  • Second Wind - Very good againts champions like Darius and provides sustain from poke champions alongside Doran's Shield.
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Abilities

Rage Gene




Gnar gets more Attack Speed, Movement Speed and Range while in Mini Form. Meanwhile he gets extra base AD, base health, base armor, and base magic resistance in Mega Form. After getting back in Mini Form, Gnar can't collect rage for 15 seconds.


I tried to explain it as simple as I can. It can get really confusing. Basically Mini Gnar is the mobile part of the champion while Mega Gnar is the tanky, CC-heavy one.



This section is dedicated to Mini Gnar.


Boomerang Throw - TARGET RANGE: 1100 / 3000 COLLISION RADIUS: 27.5 / 37.5 COOLDOWN: 20 / 17.5 / 15 / 12.5 / 10




Gnar throws a boomerang forward in a line that deals physical damage and slows enemies for 2 seconds. The boomerang returns towards Gnar in a fixed line after reaching its maximum range or hitting an enemy, dealing 50% damage to subsequent targets. Each enemy can only be hit once. Catching the boomerang reduces its cooldown by 40%.


Gnar's best poking ability. Great range, decent damage early game with Aery and stacks Hyper. ((Quick Fact - The collision radius when the boomerang is returning is bigger than the radius of when you throw it.))




Hyper




Every third attack or ability on the same target within 3.5 seconds deals bonus magic damage (capped against monsters) and grants Gnar 30 / 45 / 60 / 75% bonus movement speed that decays over 3 seconds.


Basically the ability that lets Gnar be as mobile as he is.




Hop - TARGET RANGE: 475 COOLDOWN: 22 / 19.5 / 17 / 14.5 / 12




Gnar leaps to a target location, gaining bonus attack speed for 3 seconds. If he lands on a unit he will bounces 525 units further in the same direction; Hop deals physical damage and slows by 80% for 0.5 seconds if the unit landed on was an enemy.


Quite the good movement spell. The bread and butter of Gnar's combo and animation cancels. ((Quick Fact - Gnar's double hop can be activated by Acceleration Gate))



This section is dedicated to Mega Gnar.




Boulder Toss - TARGET RANGE: 1100 EFFECT RADIUS: 250




Gnar throws a boulder that stops when it hits an enemy, applying Boomerang Throw's slow to all nearby enemies and dealing physical damage. Gnar can pick up the boulder by moving within 90 units of it, reducing its cooldown by 60%.


Great for when chasing down champions.




Wallop - TARGET RANGE: 550 COLLISION RADIUS: 100 COOLDOWN: 15 / 13 / 11 / 9 / 7




Gnar slams in the target direction, dealing physical damage to all enemies struck and stunning them for 1.25 seconds.


A CC effect you usually use after your ultimate.



Crunch - TARGET RANGE: 600 EFFECT RADIUS: 375 INNER RADIUS: 200




Gnar leaps to a target location and deals Hop's damage to nearby enemies on landing. Enemies Gnar lands directly on top of are dealt Hop's slow. If Crunch is used to transform, Gnar will still be able to bounce. Crunch's area of effect is dealt in both areas, though enemies can only be damaged once.


Once again Gnar's bread and butter when it comes down to combos.



GNAR! - EFFECT RADIUS: 475 COOLDOWN: 120 / 100 / 80




Increases Hyper's bonus movement speed when in Mini Gnar. While in Mega Gnar knocks nearby enemies up to 590 units in the target direction, dealing physical damage and slowing them by 45%. Enemies that hit a wall take 50% bonus damage and are stunned instead of slowed.


I'm gonna say this is one of the best CC abilities in the whole game. Can be used in a lot of ways. Check the Combos section to see how to use properly.

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Items

Core Items

One of the best items for Gnar alongside Frozen Mallet. It provides great kiting and damage.

Provides Tenacity and Magic Resist. Take againts AP match-up and/or CC heavy team.

Offensive Items

The second best item for Gnar. Provides good stats/outranked by Black Cleaver tho. Rush this againts champions like Nasus so that you can bully them a lot more.

You don't usually buy this item unless you are really ahead and want to focus on split-pushing only, gives good AS, but in return makes you go into Mega form faster.

Great and sometimes a must-pick againts Mages like Vladimir or Swain. No need to fully upgrade it.

Really good item againts Vladimir, Dr. Mundo and maybe in some really really rare cases Darius. It's way better than having Ignite and once again, you don't need to upgrade it.

An item that has kinda dropped down in usage on Gnar. It was somewhat good before pre-season. I don't really see why you would pick this item, but it's still a decent choice if you need some extra damage and survivability.

Defensive Items

Provides Tenacity and Magic Resist. Take againts AP match-up and/or CC heavy team.

Great item to rush early game againts AD heavy champions like Yasuo, Pantheon and Illaoi.

Take againts crit ADC or toplaner. Provides HP and Armor, plus a good active.

Good stats, great againts AP matchups. Remember that the passive doesn't work with the Rage Gene transformation.

Great for split-pushing/mobility. Isn't really that useful in teamfights outside of base stats.

Good item for late game againts ADC's. Pick it up if their team consists of a lot of AD auto-attacking champions.

Good item, gives you Stopwatch from build path. Amazing in teamfights seeing as you provide CC and shouldn't care about the damage debuff.

I'm gonna say this is quite the under-rated item. It is a support item. Yes, they're better items than this but having 2 Knight's Vow on one team is quite helpful for your mage/jungler and ADC. Plus if you are in Mega Gnar and have Gargoyle Stoneplate with you, you can soak up a lot of damage.

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Teamfighting, Basic Combos and Animation Cancels.

Gnar's teamfighting is kinda complicated. You think it's an easy go in and survive but it's a lot harder depending on how much CC the enemy team has. As Mini Gnar you should slowly stack up your Rage Gene and try to poke/kill the enemy ADC or CC-er like Jinx or Leona. After your rage fills up, go in with Hop and GNAR! them into the wall or towards your team with a Wallop follow-up. If not that, then just Flash and GNAR! and do the same.

Try to be alive as much as you can, and if the teamfight continues on after your Mega Gnar ends, try to 1. Run away if losing; 2. Go in with the hopes of finishing them.

Basic Mini Gnar combos include AA + Boomerang Throw + AA, Hop + Boomerang Throw and that's about it. On the other side, Mega Gnar has a few interesting ones, again including mostly the same buttons. We have the Wallop + Boulder Toss, the Crunch + Wallop and last but not least Flash + GNAR!.

Gnar actually has a bit of Anim. Cancels which basically work on the same principle. They aren't as crazy as Riven ones tho. The concept behind them is that they are.. really tricky. The concept is that you need your Rage Gene to be at around 97-99, where the next ability you cast is gonna be Hop, on an enemy minion/champion. Exactly after that you are able to cast your GNAR!, Boulder Toss and Wallop in the air, which can lead to some pretty cool ultimate plays.
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Rage Gene Mechanics

What is there to learn about the Rage Gene?

Well then, that's a good question. There is a lot of small details in the ability itself. Understanding it will help you with teamfighting and dueling a lot. Be prepared for a wall of text.

Mini Gnar generates 4 / 7 / 11 Rage over 2 seconds upon dealing or receiving damage. Against non-champions, basic attacks and Boomerang Throw instantly generate 0.5 / 0.875 / 1.375 Rage. Against champions, Boomerang Throw instantly generates 1 / 1.75 / 2.75 Rage, and basic attacks instantly generate 2 / 3.5 / 5.5. Boomerang Throw can only generate Rage once per cast, and grants Rage based on the first enemy hit. Gnar's Rage decays if he has not dealt or taken damage in the last 13 seconds.

At maximum Rage, casting an ability or after 4 seconds Gnar transform himself into Mega Gnar for 15 seconds, during which Gnar's Rage depletes. Afterwards Gnar returns to Mini Gnar and is too tired to generate Rage for 15 seconds. Gnar retains his current percentage health when he returns to Mini Gnar.
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Where to look for help? (And big thanks)

Here are some high-elo players that play/one-trick Gnar. Some of them stream so be sure to check them out and ask them questions if you have any. Also big thanks to Frost over at Gnar Mains, Dikas - a fellow guide-maker for Sivir and Shaco - who helped me with the formatting and finally jhoijhoi for his great guide template!

NA
Acez - OP.GG - Twitch.tv
Myloo - OP.GG - Twitch.tv
Jayton - OP.GG

EUW
Skymadness - OP.GG

EUNE
El León Fizziek - OP.GG
RF Coatpustmain - OP.GG
KonduktorZbysiu - OP.GG
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