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Gnar Build Guide by ChiTenshi

Tank [Tank/ADC] Gnar, GNAR!!!

Tank [Tank/ADC] Gnar, GNAR!!!

Updated on August 27, 2014
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League of Legends Build Guide Author ChiTenshi Build Guide By ChiTenshi 278,438 Views 9 Comments
278,438 Views 9 Comments League of Legends Build Guide Author ChiTenshi Gnar Build Guide By ChiTenshi Updated on August 27, 2014
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Choose Champion Build:

  • LoL Champion: Gnar
    Tank build
  • LoL Champion: Gnar
    ADC build


Welcome to my support guide for Gnar. In this guide I will provide recommended builds for items, runes, masteries, etc. accompanied by explanations. I hope this helps you during your game.

(Still in development so expect changes and have patience, this might not be the best default build for Gnar yet).
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Pros / Cons

  • Good cc
  • Good poke
  • Good mid and late game
  • High mobility as Mini Gnar
  • High defence as Mega Gnar

  • Slow early game
  • Slightly difficult to use
  • Low range early game (lower than Urgots!!)
  • Squishy as Mini Gnar
  • Slow as Mega Gnar
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Summoner Spells

Flash is the standard summoner spell.
It provides defence by enabling you to flash over a wall or flash from an oncoming spell.
It can also provide offence by enabling you to flash towards the enemy if you need that final hit, however I do not find this scenario happening often.

Barrier provides non-specific survivability. This spell will save Mini Gnar in bad situations and can even be used to win duels. I recommend this spell + flash for playing ADC Gnar.

Heal provides health to the player and the closest person affected by cc. This is good for saving Gnar in sticky situations and turning around dual fights. However this spell is weaker than Barrier and can be affected by heal reduction effects.

Teleport can be used to push lanes at a rapid rate or for ganking bot lane with MEGA GNAR!!! I recommend this spell + flash for playing Tank Gnar.

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This attack damage will be used in all of your ability ratios and will help you to farm early game.

This armour will help during early game to reduce the damage of any attacks/pokes done to you, it also let's you stay in the lane for longer.

During early game, the enemy support will mostly cause magic damage when trying to poke you. This rune will help to reduce that damage and helps late game in team fights when the APC is present.

Same as the Marks mentioned earlier, this attack damage will be used in all of your ability ratios and will help you to farm early game. I recommend getting this rune for ADC Gnar.

The bonus attack speed helps Gnar to proc his Hyper more often, plus is beneficial during the Mega Gnar form when his attack speed is reduced. I recommend getting this rune for Tank Gnar.
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This mastery tree works for both Tank and ADC builds.

This gives you high amounts of attack damage, armour penetration and attack speed. All necessary for both states.

Due to this being an ADC build, you usually have little defence. Keep a careful eye on this when using the Mega Gnar state. If necessary, swap some offensive masteries to Hardiness / Resistance and Reinforced Armor / Evasive

If you struggle catching the boomerang and needs more mobility, swap some of you defensive masteries to Fleet of Foot
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Skill Sequence

This skill sequence works for both Tank and ADC builds.

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Concentrate on Hyper/ Wallop. Hyper deals damage based on the target's HP and can be easily abused with attack speed, whilst Wallop deals heavy AD damage and stuns opponents. Both spells are very good and are the most beneficial for each form. They will be your main sources of damage output.

Boomerang Throw/ Boulder Toss will be the first spell you choose and the second spell you prioritise upgrading. Boomerang Throw deals heavy AD damage, slows and can proc 1-2 parts of your hyper on an enemy; this is good for starting an assault, getting the final hit and farming in-lane. Boulder Toss deals more AD damage and can potentially slow more opponents, however it does not proc hyper.

Hop/ Crunch will be the second spell you choose, but the final spell you prioritise in upgrading. Hop provides attack speed and excellent mobility by allowing you to jump closer to the enemy or run away if necessary, just remember that Gnar will bounce on any unit (ally, enemy and neutral). Crunch provides an excellent initiating spell and will slow all enemies in the impact zone, however he will not bounce using it. But if Gnar uses Hop to trigger Rage Gene, he will bounce on the first unit he touches then finishes with the Crunch.

GNAR! is the ultimate spell and will be upgraded whenever possible. It's passive effect turns Mini Gnar into a running machine capable of chunking your health down with Hyper, it's active effect however can be game changing in a team-fight. Mega Gnar throws all nearby enemy units in one direction and will stun + deal bonus damage if they collide with terrain, use this successfully and you can stun an entire team whilst dealing 600 (+75% AD) damage.
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Starting Items

Doran's Blade gives you a small amount of HP which will benefit your Mega Gnar form, bonus damage which will benefit your Mini Gnar form and lifesteal which with benefit both forms. I recommend getting this 100% for ADC role, and most of the time for Tank role.

Boots gives you bonus mobility which can be useful for catching you Boomerang Throw and dodging skill shots. I recommend getting this for the Tank role if you are against a skill shot dependant foe.

Health Potion. Standard issue healing thing that keeps you in the lane for longer and can sometimes save you life if a damage over time spell has been inflicted on you.

Stealth Ward. Prevent those pesky ganks.
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Core items

Blade of the Ruined King the bonus attack speed works well with Hyper and it's unique passive helps you to chunk down the enemies health. The unique active is very helpful with Gnar's low range and will help you get the final kill or the health to live through an unexpected assault. I recommend this for the first core item of the ADC and Tank builds.

Last Whisper gives you armour penetration and a decent amount of AD. This is essential for mid-late game when the opposition buy defensive items. I recommend this item for the ADC build.

Trinity Force gives balanced stats which all benefit Gnar (except the mana). Plus the unique passive of Rage gives bonus movement speed which is essential for Mega Gnar when he jumps into action. I recommend this item for the Tank build.
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Final Tank build

Ionian Boots of Lucidity give you a good amount of Cooldown Reduction, added with the extra bonus of not having mana this lets you spam your abilities to your hearts content.

Mercury's Treads give you decent MR and tenacity. I recommend getting this if the enemy team is cc heavy, the MR is more of just an added bonus against the APC.

Blade of the Ruined King has been explained in the previous chapter.

Randuin's Omen gives you a good amount of health and armour, and slows the attack speed of any hitting you. This is very beneficial to the Mega Gnar form when you enter a team fight. Get this before Spirit Visage if the enemy team is more AD oriented or balanced.

Trinity Force provides a equal balance of all stats, plus the effect of gaining bonus movement speed per attack is essential in both forms of Gnar.

Banshee's Veil gives you a good amount of health and magic resistance, plus the passive is excellent against cc heavy teams. Get this instead of Spirit Visage if the enemy team is heavy in cc effect and burst attacks.

Spirit Visage gives you a good amount of health and magic resistance, plus the passive is highly beneficial to Mega Gnar. Get this before Randuin's Omen if the enemy team is more AP oriented.

Warmog's Armor gives a massive amount of health and health regen. which is great for both forms of Gnar.
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Final ADC build

Berserker's Greaves are the default boots that nearly all ADC's choose. The bonus attack speed is essential clearing lanes and chunking health from enemies and turrets. This also goes well with your Hyper.

Blade of the Ruined King has been explained in the previous chapter.

Phantom Dancer gives you a good amount of bonus attack speed, critical strike chance and some bonus movement speed. This works really well with Mini Gnar and decently well with Mega Gnar as both need bonus attack speed and movement speed.

Last Whisper has been explained in the previous chapter.

Infinity Edge provides a high amount of AD with bonus critical strike chance, also it increases your critical hit damage from 200% to 250%. This goes excellently with Phantom Dancer and is the dream item for nearly all ADCs.

Guardian Angel provides decent armour and magic resistance and the unique passive is a beauty, however this item can be useless if your team is disorganised or the enemy team have high amounts of cc.

Mercurial Scimitar provides decent magic resistance, good AD and a cleanse. This is the item you're more likely to get if the enemy team has high cc and you are carrying your team heavily.
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I hope this helps you when starting to use Gnar and have fun playing the game :)

I will continue to develop this build as much as possible.

If you're not satisfied with my build, try Cwieker's by clicking the link:

Please post your comments and opinions, I will find them helpful when developing the build but try not to be rude or abusive.

Thank you for reading.
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