Gnar Build Guide by matek1207
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HG White's GNAR Top
+6 Attack Damage or +10 Ability Power, Adaptive and +15-135 Health (at levels 1-18)
STANDARD BUILD + SITUATIONAL
Making champion match-ups.
2. Pros and Cons
4. Summoner Spells
9. Change Log
+ Percentage Health damage
+ High mobility
+ Epic initiations
+ Good late game
+ Many crowd control effects
+ No mana
Gnar is a good option to carry mid/late game. He's got many ways to escape, for example Hop on ally minions, or Wallop enemy then Flash. I recommend Sion, Malphite and Jarvan IV in jungle, since V4.16, Gnar's ultimate interacts with Jarvan's ult, therefore he is amazing at a teamfight combo, other 2 options make a good initiation duo, when prepeared.
- Hard to master
- Poor early game
- Difficult mechanics
- Low-range basics
- You can't control the transformation gauge
- Very long Cooldowns
Gnar can be poked when tring to catch Boomerang Throw (45%-60% cooldown reduction). Gnar's initiate is countered by Flash or escape abilities like Katarina's Shunpo or Corki's Valkyrie.
Summon Aery - 1 of 6 runes that I tried on Gnar and that one was the best for me. Maybe you don't have profit of shielding but damage from this rune works pretty well with you Boomerang Throw.
The other 5 are:
Nullifying Orb - best artifact rune for Gnar because Manaflow Band doesn't work on Gnar and Nimbus Cloak is kinda useless for me (works only on Mega Gnar that does not need that much movement speed).
Absolute Focus vs Transcendence vs Celerity - here I've got really big problem. Gnar with additional cooldown is pretty good because The Black Cleaver and Adaptive Helm you have 30% cdl (with this rune 40%). I do not use that but I think against a lot of meele champions it could work well. Celerity Mini Gnar works well with it but Mega doesn't have much profit of it. It can be good if you are generally kite. Last option for me is like a charm Absolute Focus - this rune is incredibly good in early game, it gives additional ad to farm easier and to poke even harder. I prefer this rune because I see rarely champs that has range or even poke.
Scorch vs Gathering Storm - I think Scorch is better overall because your tactic on early and mid is poking. Nowdays games aren't that long so you don't get so good profit of Gathering Storm but can be taken if you team comp is about late game.
Bone Plating - Works well, especially against poke champions. It works well with Second Wind cause you take less damage and then you heal for some amount.
Second Wind - As I wrote above, it works well with Bone Plating. I gives you a bit of sustain. It's kinda counter against poison like abilities: Teemo's Toxic Shot, Darius' Hemorrhage, Singed's Poison Trail etc. Because here is "after taking damage" so if the damage is lower that healing you can 'free' heal.
|We want to max out Boomerang Throw because it's our main damage dealer. Then Hyper as it allows you to poke HP tanks. We level up Hop last because it scales damage from HP not from attack damage. More than half players max Q then W and E at last, because it's just good combination. Why did I put 2 points in W at 4th? Just because without cooldown Wallop has got 15 sec cooldown and passive also lasts 15 seconds. So you can't use it 2 times. At 2nd lvl of W it has only 13 sec cooldown and you can use it 2 times per transformation.|
The Black Cleaver
Doran's Blade and Health Potion
This set should be choosen if you can easily last hit and poke. For example: Garen, Singed, Nasus.
Doran's Shield and Health Potion
This set should be choosen if you opponent is more agressive than you and he pokes you. For example: Pantheon, Wukong, Irelia.
Cull has got the best win ratio as starting item (win ratio on op.gg). It's pretty similar to Doran's Blade but it's more about risk. I like to start with that item but it's kinda hard cause you don't get that good early benefits like Doran's Blade - less damage and health but more healing from basics. In my opinion should be choosen smilar like Doran's Blade - against meele champs that don't have gap closers. Anyway don't try it early, first try to learn Gnar a bit more and then try it.
Mercury's Treads vs Ninja Tabi
Of course it depends on enemy damage type, but generally I prefer Mercury's Treads because of tenacity. If enemy toper deals a lot of physical damage and jungler also deals phisical damage you should choose Ninja Tabi. Of course against a lot of cc or generally magical damage you have to take Mercury's Treads.
The Black Cleaver
The best option for Gnar as early item - so much benefit. Cooldowns, health, damage, and movement speed - everything that Gnar needs. For me you should buy it always and always first.
For bonus vision and also to clear wards (for example: you can use that when you are doing Rift Herald to check if there is vision or no).
The best second "big" item for these little boy. Why? Because it gives a lot of health, damage and so good passive, especially when you are Mini Gnar. You can kite so easily with that item, meele champs without gaps can't get into you. To be honest it's core item aswell as The Black Cleaver.
Should be bought before Adaptive Helm when your top/jg opponents are about dealing physical damage. It's not must have especially if enemies have got magic damage. But it's must have against Tryndamere, Yasuo, Fiora, Pantheon, Gangplank etc. because they build or have got abilities that give them critical chance. Also you can build it if adc builds crits like: Jhin, Caitlyn, Ashe. Do not buy it without these champs.
As I wrote above build it before Randuin's Omen when there is more magic damage. Always buy it against Liandry's Torment/DOT-like champs: Cassiopeia, Teemo, Singed, spam champs like Ryze, Ezreal, Karma etc. Anyway you should choose it when your team does not got Locket of the Iron Solari.
Locket of the Iron Solari
It's primary item if your support/jungler doesn't have that. If not choose between Spirit Visage and Adaptive Helm. Because you are tank (shield scale with health) and you are almost always in the middle of teamfight it's amazing item for you team.
Dead Man's Plate
You can change it with Randuin's Omen when enemies do not build crits and there no hyper carry (that one who do a lot of basics).
I like this item cause it's this kind of item that is average. A bit amount of AD and armor and also cool passive. If you do not know what to build just build it as last item.
Replacement for Adaptive Helm / Locket of the Iron Solari. You can build it if your team does have healing and also already build Locket of the Iron Solari. Sometimes you can choose it when enemies has got a lot of magic damage (so you've got 2 magic resist items except boots).
Thornmail - best counter for adc or champs like Master Yi, Yasuo etc. especially when they have life steal. You can choose it as second armor item or it can be replacement for Randuin's Omen.
Map is a mirror
Green Line - Easy Hop (not hard to do)
Yellow Line - Creep Hop (must be monster)
Red Line - Hard Hop (gotta be really close to wall)
Blue Point - Creep
Early game try to poke and kite - mostly Mini Gnar.
Mid game use your cc and mobility to start and win teamfights - mostly Mega Gnar.
Late game try to balance poke, kite and engage, cc - Mega and Mini Gnar.
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