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Gnar Build Guide by GnarZing

Middle Zing's Guide to Mid Gnar (10.25)

By GnarZing | Updated on January 7, 2021
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Choose Champion Build:

  • LoL Champion: Gnar
    On-Hit
  • LoL Champion: Gnar
    AP
  • LoL Champion: Gnar
    Tanky
  • LoL Champion: Gnar
    Lethality
  • LoL Champion: Gnar
    Playmaker
  • LoL Champion: Gnar
    Crit

Runes: Lethal Tempo + Domination

Precision
Lethal Tempo
Triumph
Legend: Bloodline
Coup de Grace

Domination
Taste of Blood
Ravenous Hunter
Bonus:

+10% Attack Speed
+6 Armor
+6 Armor

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Champion Build Guide

Zing's Guide to Mid Gnar (10.25)

By GnarZing
Introduction
Hello! My name is Zing. I am a Gnar One-Trick in Platinum elo with about 2.8 million points. I primarily play mid lane, but I am also experienced in other roles and champs.

If you want to 1v1 me to practice matchups and exchange knowledge, please do! Reach out to me using my contact information below.
Fundamentals Back to Top
Simply understanding what you need to do to leave laning phase with a lead is by far the most important thing to do as Gnar mid. Gnar has a wide variety of tools in his kit to deal with a wide variety of situations, and almost every traditional mid-laner is highly exploitable.

The most straightforward way to win lane is (obviously) to kill your opponent. The details are going to vary a bit depending on the type of opponent, but the core game plan will almost always stay the same.

1 - Poke with Mini Gnar
2 - All in with Mega Gnar

Exactly how you will execute step 1 and 2 varies based on matchup. Those will be explained in detail below, and once you understand these, you will have the tools to understand the full purpose of each rune and item.

At the start of every game, use https://www.mobafire.com/league-of-legends/abilities to look up your opponent, and understand the cooldowns of your opponents abilities.

Gnar has relatively high mobility compared to most mid-laners, as well as a lot of power in his auto attacks, meaning he has the tools to fight any champion reliant on abilities with cooldowns or resource costs. This plan includes a lot of aggressive positioning and trading, so always be aware of your opponents jungler. Remember to step out of lane and ward whenever possible. Don't push your lane if the threat of an enemy gank is immediately present, or if you know your own jungler will gank soon.

Your first step is to start auto attacking the wave, pushing it towards your opponent's side. Then, when your opponent steps up, throw your Q at them, and then immediately step behind or to the other side of the minions. Ideally, aim your Q to hit your opponent and most or all of the minions. With the wave pushing into your opponents tower, your opponent will be obligated to try to push the wave back, or else he will be forced into last-hitting under tower and giving up lane priority. Position just outside of your opponents range, and when they use cooldowns on the wave, step forward and trade aggressively. Be mindful of your opponents cooldowns, and step back out of range before they have a chance to return damage. Some champions have very low cooldowns, and dont have clear windows for trading. Remember that this strategy doesn't just apply to cooldowns. Be aware of what the opponent can use at any time, regardless of if they are gated by cooldowns, resources, level, form, or anything else.

If your opponent holds some or all of their abilities and don't use enough of their abilities on the wave to allow for an opening, you have the option to bait out abilities yourself. Step to the side, away from your own minion wave, throw Q if your opponent is not behind their own minions, and position as close to them as safely possible. If they engage or throw a spell, dodge it, with E if necessary, and take an extended trade, still paying attention to when their abilities will be available.

Your opponent might not leave many opportunities to trade, such as if they have very low cooldowns, or are saving their abilities wisely. When you don't have the option to take a proper trade, remember to keep pushing the wave with auto attacks. Your auto attacks will do more damage than most mid-laners, so they will be forced to either let you push, or use up resources. In order to damage these kinds of opponents, use your Q primarily to poke them. Position aggressively, and cast Q frequently, preferring any time they step away from their own minions.

Once you reach level 6, you can begin your second step. A good Mega Gnar engage is the best way to kill your opponent almost every time during laning phase. There are 2 things you need to look for in your opponent when engaging with Mega Gnar;

1 - Mobility
2 - Peel/CC

When you jump in with Mega Gnar, you need to make sure you can land on your opponent, and combo them. If they get away, you are open to being kited, and will take very heavy damage in most cases. Think about what defensive options the opponent has, and how will they use them. Will an opponent dash backwards when you go in? Either overshoot your jump, or do a quick animation cancel. Will your opponent throw a stun? Jump at an angle, or lead with flash. Do they have a spell-shield or counter? Bait it out by dealing damage with your jump or Q first.
Items Back to Top

Blade of the ruined king is a very good multi-purpose AD on-hit item. It deals very good damage as Mini Gnar s. The active helps kite melee enemies, and the life steal helps you survive extended fights. This is a good on-hit item at any point in the game. With this item and other attack speed items, your combat stats are heavily focused on Mini Gnar. Use caution when fighting as Mega Gnar, and don't engage unless you can finish them off quickly, or have follow-up from your team.

Kraken Slayer is a very good AD on-hit item to build first or second for an attack speed carry build. This item can be flexed into an AP or tanky build.

Wit's End is a great balanced item against champions that deal Magic damage. The early magic resist provides a lot of survivability against AP laners. The on-hit effect also gives you a significant amount of hybrid damage as Mini Gnar. This is a good early item against any AP champ with kill pressure against you.

Nashor's is a good AP/AS item. Build this item when your team needs a damage heavy carry against a team that stacks armor.

Frostfire Gauntlet is Gnar's best tank mythic, with a good slow on a low cooldown. When paired with your good base damage values, you are still a very strong duelist with this item.

Galeforce is a good AD item with a free-aim dash that greatly helps your engages as Mega Gnar. The dash has a fairly good animation that allows you to cast R quickly. When engaging, use your E, then your Galeforce when possible.

Immortal Shieldbow is a great AD item with a balance of offence and defense. Raw combat stats -especially when built with other damage and Life-Steal/Vamp items- make you very hard to kill while also dealing heavy damage.

Prowler's Claw is a good Lethality item with a targeted dash that helps you engage enemies. The dash animation has some lag. Be sure to cast your R as soon as possible after dashing. With this item and other lethality items, the high AD and lethality massively improve the damage output of your poke with Q, Short trades such as [aa > Q > aa] that dont rely on attack speed, and all-ins with Mega Gnar.

Duskblade of Draktharr is a good lethality item that can be flexed into other builds. The refreshing invisibility can allow you to hard-carry teamfights as a damage dealer.

Umbral Glaive is a good lethality item to rush for a roaming playstyle. It is very cheap, and its Blackout passive is very good for vision control to help with roaming and objective control, as well as cheese.

Youmuu's Ghostblade is a good lethality item to rush that works well with builds using either Aery, Comet, Hail of Blades, or Electrocute. Its movement speed effects are very good for kiting enemies and roaming around the map.

Black Cleaver Provides a lot of useful utility as well as damage. The HP allows you to survive against champions with heavy burst, and the armor shred provides a lot more damage to your Mega Gnar combo. The only downside is somewhat less damage as Mini Gnar compared to an on-hit Item. You can rush this item against bruisers and burst champions. Otherwise, this is an option for later for a carry-oriented or tanky build.

Runes Back to Top
Here I will list all of my knowledge on runes and how they relate to Gnar's laning and matchups. When possible, I DO NOT recommend optimizing your items and runes to focus on the matchup. You have the tools to outplay every matchup, and should focus your build on being as strong as you can after laning phase, not just for the 1v1.
Lethal Tempo is best taken into matchups where you expect to all-in as Mini Gnar against squishy targets. The extra attack speed also slightly improves your early wave clear. This rune can also be taken into poor or uncertain matchups for the purpose of scaling, since this is one of your strongest runes late-game.

Arcane Comet is best taken into difficult early matchups, usually mid/long range control mages. Stay out of their poke range, and hit them with Boomerang Throw as much as possible, then set up for an all-in. This rune can be taken into almost any matchup you struggle with or are uncertain about, since Boomerang Throw poke is always valuable for winning laning phase.

Summon Aery is best taken into easy early matchups where you expect to be able to poke with both Boomerang Throw and auto-attacks. Use this rune to bully champions who are weak early, punishing them as hard as you can early, to try and deny them farm or xp.

Press the Attack is best taken into matchups where you expect to take frequent trades as Mini Gnar. The extra attack speed also slightly augments your early wave clear. This rune also slightly helps the potency of your Mega Gnar all-ins.

Conqueror is best taken into matchups where you expect to take extended fights as Mini Gnar, generally against tankier targets who dont have high burst damage. The extra attack speed also slightly augments your early wave clear. This rune also slightly helps the potency of your Mega Gnar all-ins.

Electrocute is best taken into matchups that you want to all-in with Mega Gnar. This rune is also great into difficult matchups that will try to trade or poke often, since Electrocute will help a lot with short trades, and secondary runes will slightly help with sustain. The full AD build makes it very easy to one-shot opponents

Hail of Blades is best taken into Squishy opponents when you plan on building full AD/Lethality. The extra auto attacks greatly help your damage in both forms, and the full AD build makes it very easy to one-shot opponents with mega Gnar. If fed, you can one-shot people with mini Gnar as well.

Dark Harvest is best taken into where you plan on hard carrying while building full AD/Lethality. The bonus to your burst damage is good for your early game all-ins. In addition, its reset on-kill makes it great for carrying late-game teamfights.

Glacial Augment is a great option to help your early game roaming. Glacial Augment slows your enemies greatly to assist your ganks. Minion Dematerializer greatly helps your wave clear to set up for roams, as well as deny your opponents roams. This rune page is also good for all-ins during laning phase against immobile opponents. Engage on them when they use their cooldowns, and run them down with your enhanced speed from Approach Velocity.

Grasp of the Undying is a good defensive rune to take if you aren't prioritizing solo kills in lane. Stay safe in lane with Second Wind, build tanky, and safely take towers with Demolish


Overheal in combination with Doran's Blade will grant you a constant shield in lane when you are at full health. Take this rune into matchups that you aren't confident in your kill pressure.

Triumph is a good rune to take into matchups that you are confident in your ability to kill in lane. Also take this rune into games that you expect a lot of team-fights.

Legend: Alacrity is a solid rune that gives you a lot of attack speed. Take this rune into most builds that take Precision

Legend: Bloodline is a rune that provides good life-steal, especially late game. You can optionally take this rune instead of Legend: Alacrity in a build where you don't plan on taking Life-Steal.

Coup de Grace is a solid rune that greatly helps your damage. Always take this rune when you take Precision.

Taste of Blood is a great rune for sustain and trading, especially early game. Always take this rune when you take Domination.

Ravenous Hunter is a great rune for consistent sustain from spell-vamp, especially late game. Always take this rune when you take Domination.

Nullifying Orb is a decent rune that provides some survivability against magic damage. Always take this rune against any team comp with any amount of magic damage. If a team has no magic damage, you can take Nimbus Cloak instead.

Take Celerity against a lane opponent or team comp who you can kite.
Celerity grants you 4 to 6 Movement Speed passively from your Rage Gene. You get 8 to 19 decaying Movement Speed each time you trigger Hyper. You gain 2 Movement speed from Boots, 3 or 4 from most upgraded boots, and 9 Movement Speed from an active Mobility Boots.

Absolute Focus is a solid rune to help your damage at all points of the game. Take this rune when you expect to poke a lot.

Scorch is a good rune to greatly empower your early-game poke. Always take this rune when you take Sorcery

Demolish is a solid rune to help take you towers faster. Take this rune if you are confident in your early game, to help you get plates early.

Second Wind is a good rune to sustain through early game poke. You can take this rune as a secondary instead of taking Domination when facing a difficult matchup.

Bone Plating is an option against champions that have high amounts of burst and all-in potential, and low amounts of poke.

Unflinching is a good rune to take against teams with moderate or heavy CC, and it helps your survivability at all stages of the game.

Overgrowth is another option instead of Unflinching, granting you a small amount of scaling health.

Magical Footwear should be your third rune in Inspiration.

Minion Dematerializer is the most important rune in Inspiration as it helps your wave-clear during lane phase. Always use them on Cannon minions when possible. Cover for your allies by using Minion Dematerializer to shove in the wave when your opponent might want to roam. You can also shove in the wave to set up for your own roam.

Approach Velocity should always be your second rune in Inspiration. The movement speed you get after landing your Boomerang Throw helps you position aggressively for an extended trade.
Matchups Back to Top
Here I will list all of my knowledge on Gnar's matchups. Just like before, when possible, I DO NOT recommend optimizing your items and runes to focus on the matchup. You have the tools to outplay every matchup, and should focus your build on being as strong as you can after laning phase, not just for the 1v1. The difficulty of the matchup is indicated by the number of orange squares, with 5 orange squares being the most difficult.


Poke her with Boomerang Throw as often as possible. Stay out of range of her Orb of Deception, and always be behind minions to avoid her Charm. You can all-in her at lv 6, but always engage with an animation cancel, otherwise she will dodge with her Spirit Rush or counter with a Charm.


Poke her with Boomerang Throw as often as possible. Avoid trading as Mini Gnar, especially while she is in her shroud. If she is in her Twilight Shroud while you are Mega, you can GNAR! > Boulder Toss > Wallop her while she is invisible. If you are in Mini form while she has access to Perfect Execution, play very safe, as he has a lot of mobility and damage at this point, and can easily kill you if you aren't tanky.


Poke her with Boomerang Throw as often as possible. Before level 6, you can take heavy trades with her in either form. Once she is level 6, she will do a lot of damage with her Glacial Storm, so save your Hop to avoid it if you are in Mini form. If you are in Mega form, try to engage when either Glacial Storm or Flash Frost are on cooldown. You can GNAR! her into her own Crystallize to stun her. Don't forget about her Rebirth, which has a cooldown of 4:00 regardless of her CDR. If you aren't healthy and don't think you can kill her during or immediately after her egg form, then don't waste time fighting it, and just back up to safety, and shove the wave if necessary.

Poke her with Boomerang Throw as often as possible, and stay out of range of her
Disintegrate and Incinerate. Her Molten Shield Grants her movement speed and defensive stats, so running her down as Mini Gnar is very difficult. Engage at lv 6 with a Mega Combo. She can likely one-shot you with Summon: Tibbers if you are in its range, so try to lead with an animation cancel, and don't leave gaps in between your CC during your combo. Make sure that she is low enough to die to your full combo.


He will likely try to hard-shove in waves early using his Center of the Universe and Celestial Expansion in order to set up for a roam as early as lv 3. Take heavy trades and poke him as much as possible. You can all in him as early as lv 3. When you jump on him, immediately hit him with Wallop, or you will be stunned by his Starsurge. When you are lv 6, you can kill him with a Mega combo. Try to only engage with an animation cancel, otherwise you can be pushed back by his Voice of Light or stunned by his Starsurge.


Jumping on top of him in Mega form is difficult due to his Emperor's Divide. If you take Electrocute, you can win forced small trades. If you take Lethal Tempo, you can win a DPS check as Mini Gnar by positioning away from his soldiers, and using Hop to avoid his Conquering Sands.

All of his abilities hurt, and his Sear is a stun on an 8 second cooldown, so always stay out of his range. He will always win early trades if you step into his range. You out range him with your Boomerang Throw, so poke him whenever you can. Try and set up for an all-in with a mega-combo at lv 6, with the waves near your tower. His Blaze and Pyroclasm do a lot of damage over time, so don't leave gaps in between your CC during your combo, and make sure that he is low enough to die to your full combo.


Always stay either out of her range, or on top of her, so she cant ground you with her Miasma. Be ready to face backwards to dodge her Petrifying Gaze. If you can dodge her Noxious Blast, you can win a head-on fight in Mini form. Otherwise, engage at lv 6 with GNAR!.


His Phosphorus Bomb deals a lot of damage, so make sure to be positioned far enough away to avoid it. His Valkyrie is quick, and can be used to avoid a Mega-Gnar engage. Poke him down with Boomerang Throw, and engage with Mini Gnar when you have a significant health lead. You can potentially kill him with an animation-cancelled GNAR!, but make sure to overshoot your jump, because he will try to Valkyrie backwards immediately to avoid it. His Special Delivery will interrupt your jump.

Her Crescent Strike travels in an arc shape, so you will have a much easier time dodging it by moving counter-clockwise and inwards around Diana. If she lands this, she will most likely win a short trade. Her Crescent Strike Cooldown is very low, so punishing her with an extended trade is very difficult. If you can't consistently dodge, then just stay out of her range and poke with your Q. Remember that her Moonfall will interrupt your jump, so try to use it very early if you are afraid of an all-in. Her only mobility that she can use to avoid an all-in is using Lunar Rush on your minions.

If he hits you with Phase Dive, he will most likely use Timewinder right after, so sidestep immediately. After this, he will have no offensive abilities, so punish him hard. His Timewinder returns to him even when he moves, so don't stand between them. Always watch the positioning of the ghost of his Chronobreak. He will most likely return to it when he is very low, so don't stand on top of it, but try to be close enough to punish him when he uses it.


Fizz will most likely engage by dashing with Urchin Strike. Then he will use Playful / Trickster as either a follow-up, or as an escape. Take an extended trade with him at this time, but don't allow yourself to be low health, or you will get all-inned. At lv 6+, save your E to dodge his Chum the Waters. Keep in mind that he will use his Playful / Trickster to dodge your all-in if you engage with Mega Gnar.


Always stay out of range of his Shield of Durand. He cannot use Flash while charging, so positioning against it should be easy. Use your Hop Sideways or backwards to avoid his Justice Punch. Those two abilities are his only way to activate Aftershock if he takes it. Be aware that he will try to roam with Hero's Entrance, so try to poke him or shove the lane as much as possible.


Never fight him head on within range of his H-28G Evolution Turrets. Bait out his CH-2 Electron Storm Grenade if possible before engaging with Mega Gnar. Otherwise, try to lead with an animation cancel, and don't leave gaps in between your CC during your combo. Make sure that he is low enough to die to your full combo, otherwise he will likely kill you with a full combo of his abilities.


Save your E to dodge her Flawless Duet. She will only have 1 dash if she doesn't land it or her Vanguard's Edge, and can be kited. If you get hit by her Vanguard's Edge, save your E for right after you hit its wall, since it heavily slows. You probably don't win a fight if she uses her Vanguard's Edge, so just try to escape to tower.


His Lay Waste is very easy to dodge as long as you aren't slowed by his Wall of Pain. Starting at level 3, you can position and trade against him very aggressively. If you are slowed by his Wall of Pain, immediately jump out, or jump in if you are healthy and willing to trade heavily or all-in. Killing him at level 6 is very easy, since he has no mobility or self-peel. Just be sure to watch your health, since he can return kill you with his Death Defied and Requiem if you are low.


Kassadin is very weak and easy to bully early. Harass him with auto attacks and Q during the early levels whenever possible. Once he hits lv 6, his Riftwalk can be used to dodge your Mega Gnar engage, so try to read his blink by overshooting your jump.


Katarina is very easy to bully early. Harass her with auto attacks and Q during the early levels whenever possible. Always watch where her daggers land, or will land, and make sure to not stand on or near them. Her Bouncing Blades will leave a dagger behind the first target, and her Preparation will leave a dagger where Katarina is standing. The range around her daggers is somewhat deceiving, so be sure to give them more space than needed.

Leblanc will try to trade heavily. Either try and avoid this by staying out of range of her Distortion, or step forward and trade aggressively. She will try and control space by dashing in and out of your range. Stand behind minions to avoid her Ethereal Chains. Her Ethereal Chains have similar range to your Hop, so if you get hit by them at short range, you cannot escape them by jumping, unless you bounce. When her passive Mirror Image is activated, her clone will appear after a delay. The original will likely have less health and more stacks of Hyper.

Her Ice Shard is the only ability she will use for poke. The blink on her Glacial Path can be stopped by stunning her. If she wants to engage or disengage, she will use her Ring of Frost. This will stop you from chasing her, but does little against a Mega Gnar engage. Make sure to land on top of her. Make sure to kill her quickly when doing so, or she will likely avoid your combo or burst you back with her Frozen Tomb.


Lux's Light Binding Is her only tool to avoid your engage or set up her burst. Save your E to dodge this. If she misses or misuses this, you can jump on her in either form and kill her fairly easily.

Malzahar will likely use his full set of abilities on the wave starting from lv 3. Use this time to engage on him, especially in mega form. Make sure to drop his passive Void Shift first, either by hitting him with an auto attack or Q, or by landing on top of him with E. His Nether Grasp can be parried by predicting it with a well-timed Wallop.


Mordekaiser is a stat-stick who is nearly impossible to kill unless you are fed, or play mechanically perfectly. Kite him and stay out of range of his Darkness Rise, and dodge his Obliterate and Death's Grasp. Buy a Quicksilver Sash if he uses his Realm of Death on you. Otherwise, be careful inside of it, as you can get stuck to his walls. He will be fairly tanky, so killing him with a Mega Gnar combo will be difficult.

Focus on poke, and take trades only when you know you are safe from her Dark Binding. All-inning her will be difficult. Even if you dodge her Dark Binding, you will be stunned by her Soul Shackles if you don't disengage. She will be difficult to stun due to her Black Shield.


Neeko's Tangle-Barbs are usually needed to get the full value out of her Blooming Burst, so trade or engage if it is on cooldown. Save E to dodge her Pop Blossom. Remember that her Shapesplitter will hide her Pop Blossom, so disengage or sidestep if she uses either of these.

Stay out of range of her Command: Attack and Auto-Attacks. She will always win early trades if you step into her range. You out range her with your Boomerang Throw, so poke her whenever you can. Try and set up for an all-in with a mega-combo at lv 6, with the waves near your tower. Keep in mind that she can shield herself with Command: Protect and stun you with Command: Shockwave to use defensively when you go in, so try to lead with an animation cancel, and don't leave gaps in between your CC during your combo. Make sure that she is low enough to die to your full combo.


Her Edge of Ixtal when enchanted with either river or brush can be used engage or disengage, so be careful when fighting in Mini form. Her Audacity can be used to dodge your stuns when you engage with Mega form. Use your stuns quickly, or predict her movement. Her Supreme Display of Talent can be used to disengage or counter engage, but it does have a slight delay, and can be dodged with Flash or sometimes E.


Ryze will usually win extended trades. If you step into range, he will likely use his Rune Prison to snare you, and get in a few free hits. Focus on poke, or take short trades. He has no way to avoid a Mega Gnar combo. Make sure it kills though, or you will get kited.


Swain's Nevermove is fairly long ranged. Your best chance to avoid it is to sidestep. If he doesn't hit this, he will lack the damage to kill you in most cases. He is fairly tanky, especially with his Demonic Ascension, so make sure he is low before engaging in Mega form. Alternatively, take an extended fight in Mini form if you are confident you are stronger, and can dodge his Nevermove.


Sylas will probably engage with his Abscond. Avoid his Abduct by standing behind minions or sidestepping. Avoid standing near walls if his Hijack is available against you. He will always take GNAR! is possible. Be careful of his burst, but otherwise try to take extended trades.

Syndra's Dark Sphere and Force of Will are strong poke/trading tools. Try to stay out of their range. When a sphere is in front of her, don't stand lined up with it. Move to the side preemptively or you will get stunned by Scatter the Weak. When this happens, there is no way to avoid a full combo including Unleashed Power. Your only option to engage is to bait out her Scatter the Weak first, before jumping in with Mega Gnar, otherwise her Scatter the Weak can be used to push you away.


Taliyah's Seismic Shove can usually be dodged by walking, however, if you are slowed by her Unraveled Earth, then you will likely have to use your jump to dodge it. Try to jump through as few rocks as possible. If you are in Mega form, and have enough health to tank through the rocks, this can be a good opportunity to jump in, since her Seismic Shove is her only defensive tool. If you engage without baiting out her Seismic Shove, jump first, and then dodge her immediate Seismic Shove that she will cast reactively.


Talon has very poor poke with his Rake as long as you are able to consistently avoid the second hit. If he uses his Noxian Diplomacy, then take an extended trade, but be careful, since his early burst is surprisingly strong. He has little in-lane mobility, but if you engage with Mega form, be sure to finish him off, since his Assassin's Path is a very good escape. If he uses Shadow Assault while you are engaging, you can still hit him with skillshots. Just use R > W > Q, then path forward towards where he will probably try to escape if you need to finish him off.

Twisted fate's Wild Cards are easy to dodge, especially at max range. Shove him in, and he will use a blue or red Pick A Card to push the wave. You can trade or engage him when this is on cooldown. Aside from his gold card, he has no way to escape a Mega Gnar engage. You can't realistically stop most of his roams from Destiny, so simply try to either shove the wave or kill him as often as possible.


He will most likely be focused early game on farming with his Baleful Strike, leaving only his easily-dodgeable Dark Matter and his auto attacks to trade with. Hit him aggressively with Boomerang Throw and auto attacks. Once you both are level 6, play very safe while in Mini form. His Primordial Burst does a lot of damage and can't be avoided. He is fairly easy to engage upon with Mega Gnar due to the delay in his Event Horizon

His poke hurts. He will likely use most of his spells to poke you to set up for a burst combo. Save your E to dodge his Tectonic Disruption, as it is his only CC. If you can dodge it without E, save your E to dodge his Life Form Disintegration Ray by bouncing over him. You can fairly easily kill him in Mini form by dodging his skill shots. Alternatively, jump on him in Mega form, since he has very little self-peel.

You don’t win head-on fights with him. Stay out of his Siphon Power range, and poke him with max range Boomerang Throw. Try and set up for an all-in with a mega-combo at lv 6, with the waves near your tower. Try to only engage with an animation cancel, otherwise you can be interrupted by his Gravity Field. Make sure that he is low enough to die to your full combo.


Vladimir is fairly weak early game. Poke him with Boomerang Throw as much as possible, and auto attack him whenever his Transfusion is on cooldown. Buy an Executioner's Calling as soon as possible. Don't attempt to stun him while his Sanguine Pool is on cooldown, unless you can bait it out with your W, then use Ult when he reappears.


You can fight him with mini Gnar if you can dodge his skill-shots. Otherwise lead with an Animation-Canceled GNAR!, or overshoot your jump when engaging on him. He will most likely stun you in mid air or as you land with Shocking Orb, but its stun duration scales with distance, so if you are close enough you can still kill him with a mega combo.


Be aware of where you and your own minions are positioned. He effectively has infinite mobility within your minion wave. When fighting him in mini form, constantly sidestep back and forth randomly to make it difficult for him to land his Steel Tempest. When you land on top of him as mega Gnar, he will almost always dash through you if available. Either cast your R immediately, or use your W behind yourself in anticipation.

This is your most difficult matchup. Consider building a tank item first. You can’t easily fight him early, so poke him with Boomerang Throw whenever you can. If he casts his Living Shadow forward, immediately sidestep, then step backwards. Until he starts to recognize this dodge pattern, this is the best way to avoid his following Shadow Slash and Razor Shuriken. Once you have a completed armor item, unless Zed is fed, you should win 1v1s much more easily against him in either form. Once you are strong enough to fight him, if he casts his Living Shadow forwards, walk or Hop forward and punish him hard with an extended trade, taking advantage of his longer cooldowns. Be mindful of his Living Shadow and Death Mark cooldown when engaging with mega Gnar, since they both can be used to dodge either of your stuns. If Zed casts Death Mark on you, time your jump backwards, and you can bounce on him as he reappears. He will almost always immediately throw Razor Shuriken at you if you do this, so sidestep immediately after landing.

If you engage, he will use Satchel Charge to try and escape. Make sure to stay behind or on top of him when doing so. If you can dodge his Bouncing Bomb, you can win extended trades easily.

Stand behind your minions with some space between. Her Paddle Star has a small AOE. If you jump on her, she will use a point-blank Sleepy Trouble Bubble. Try and bait this out first. It is sometimes possible to dodge it by immediately sidestepping after you E in. If you engage, she might use Portal Jump to dodge, so mix up your timing, or wait for her to waste it.
League of Legends Build Guide Author GnarZing
GnarZing Gnar Guide
Zing's Guide to Mid Gnar (10.25)
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