Gnar Build Guide by matek1207
[Patch 9.4] Gnar, The Top King Of LittlenessBy matek1207 | Updated on February 20, 2019
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Choose Champion Build:
Grasp of the Undying
Press the Attack
Runes: Resolve + Precision
+10% Attack Speed
Runes: Precision + Resolve
+10% Attack Speed
+8 Magic Resist
Champion Build Guide
[Patch 9.4] Gnar, The Top King Of LittlenessBy matek1207
|Table of Contents|
Some informations about me and guide.
2. Pros and Cons
Intormations about advantages and disadvantages of Gnar.
More about runes.
Quick about summoner spells.
Briefly about skill sequence.
Build order, cores, situationals, example full build.
Some wallhop tricks.
More about counters, match-ups and synergies.
9. Tips and Tricks
10. Other Guides
Mine other guides.
+ 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 (40% cooldown reduction). Gnar's initiate is countered by Flash or escape abilities like Katarina's Shunpo or Corki's Valkyrie.
- 10% Attack Speed - (can also be additional 5.4 Attack Damage but I prefer attack speed due to Hyper)
- 5.4 Attack Damage (adaptive) - some amount of damage that helps killing creeps, fighting and scaling your abilities
- 6 Armor - you've got Grasp of the Undying and Overgrowth so you don't need additional health. You can take 8 Magic Resist against 5/4 APs in enemy team.
Grasp of the Undying - solid rune that makes Gnar more consistent. You don't need to choose +15-90 health and you can go for armor or magic resist. It's also easy to stack against melee champions. In mid/late game it can deal so much damage because Mega Gnar has got so much health with this item set, Overgrowth and this rune itself.
Demolish after turret changes you can earn a lot of gold with this. Font of Life isn't bad idea but in aggressive match-up because you won't be able to push him back to his turret and as mega gnar you can heal a bit while trading. Shield Bash is kinda bad because Gnar doesn't have any shield from abilities.
Bone Plating since it's in 2nd slot I choose that over the Second Wind because it's pretty good rune to win early trades. Against some poison like champions ( Teemo, Singed, Darius etc.) you can take Second Wind. Conditioning is too risky for Gnar because you should win early if you want to do something - in slow games (I mean with champs that scale to late) you can take it.
Overgrowth is best of these 3 - gives a lot of health (works pretty well with Grasp of the Undying). Revitalize - you don't have shields or even lifesteal (except Doran's Blade/ Cull) but it's not enough. Unflinching - I didn't acknowledge it as good for me.
Legend: Alacrity - more attack speed - that is what you need.
Last Stand - it gives higher profit (5 to 11%) than Coup de Grace (7%) - because Gnar is tanky you can have 30% health and still fight with others. Cut Down is just bad cause you'll have probably most health in the game.
|We want to max out Boomerang Throw because it's our main damage dealer. Then Hyper as it allows you to harras 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.|
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.
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 or any 'critical' 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.
Since it's change it is interesting item on Gnar. It still gives attack speed which is good with Hyper but now you can even harder poke tanks. It gives both - magic penetration and armor so hyper can deal a lot of damage with basics. Also as Mega Gnar you can burst even tankier champs.
Since it's change in 9.3 it's kinda intresting item. It gives you high shield (up to 600 Maw of Malmortius only gives 350). Attack speed and passive that gives you movement speed works good when you are kiting.
Spear of Shojin
Since it's change in 9.3 it's kinda intresting item as phantom. I'll test it a bit and then tell you if it's good or not.
Map is a mirror
Green Line - Easy Hop (not hard to do)
Yellow Line - Creep Hop (there must be monster)
Red Line - Hard Hop (have to be really close to the wall)
Blue Point - Creep
*still getting database
Aatrox isn't too hard match-up because he's melee champion. You should stay behind minions because of Infernal Chains. Don't waste Hop or Crunch too early against him cause he can easily punish you. Try to poke with Boomerang Throw and basic attacks. Try to remember his ultimate cooldown and write that he used it on chat or use the "ping" option - it's 160/140/120 sec, so about 3 to 2 minutes without cooldowns. In mid game it'll be about 110 sec ~ 2 minutes ( The Black Cleaver gives 20%)
Since patch in 4th season, you can make combo with Jarvan's ultimate Cataclysm. Try to get fury before engaging teamfight. Then use both of your ults on as many people as you can. Generally it's about ultimate combo.
More about Gnar
1. You can escape the gank by using Hop on minon because you'll bounce twice.
2. Use Q Boomerang Throw to poke enemy champions, especially melee.
3. Adding a point into W Hyper at 4th lvl gives you a bit of advantage. You can use it twice per transformation. You can't use it twice with 1 point because it has 15 sec cooldown and your transformation too.
More about TOP role
1. Use wards. Your support isn't the only person in team that should buy Control Wards. Don't be scare to spend 75 gold, it's about 3 melee minions - it can save you from enemy jungler or roaming midlaner. It's better to spend 75 gold than give 300 gold to enemy and lose farm.
2. Don't use Teleport without a brain. Since you cannot cancel teleporting you've to use it in good spot and good moment. Try it on normal games and you'll learn how to use it by time.
18-06-2015 Guide has been added.
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