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Recommended Items
Runes:
Spells:
Flash
Teleport
Items
Ability Order
Rage Gene (PASSIVE)
Gnar Passive Ability
Threats & Synergies
Fiora
This is what I would call a straight-up counter to Gnar. I don't care about those people who think "counters don't exist". Fiora outruns and outdamages you in every single way. Only change you have againts her is if you win the early pre-6 game.
Introduction
Heyo, I'm Alex56541, a ![]() ![]() 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. |
Pros
+ Ranged Poke Kite Tank + Amazing poke with ![]() + Great mobility thanks to ![]() ![]() + Good at distant farming with ![]() + Amazing team-fights ![]() |
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. ![]() |
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![]() ![]() baron, bot lane teamfights and a lot more. |
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.
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.
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.
Core Items |
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One of the best items for Gnar alongside ![]() |
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Provides Tenacity and Magic Resist. Take againts AP match-up and/or CC heavy team. |
Offensive Items |
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The second best item for ![]() ![]() ![]() |
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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. |
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Great and sometimes a must-pick againts Mages like Vladimir or Swain. No need to fully upgrade it. |
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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. |
Defensive Items |
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Provides Tenacity and Magic Resist. Take againts AP match-up and/or CC heavy team. |
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Great item to rush early game againts AD heavy champions like Yasuo, Pantheon and Illaoi. |
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Take againts crit ADC or toplaner. Provides HP and Armor, plus a good active. |
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Good stats, great againts AP matchups. Remember that the passive doesn't work with the ![]() |
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Great for split-pushing/mobility. Isn't really that useful in teamfights outside of base stats. |
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Good item for late game againts ADC's. Pick it up if their team consists of a lot of AD auto-attacking champions. |
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Good item, gives you ![]() |
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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 ![]() ![]() |
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![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 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 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |

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




At maximum Rage, casting an ability or after 4 seconds




NA
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