Zorroh's Ultimate Gnar Guide 🪃
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Runes: VS Tanks & Juggernauts
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+15-140 HP (lvls 1-18)
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+15-140 HP (lvls 1-18)
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+15-140 HP (lvls 1-18)
Ability Order Ability Order
Threats & Synergies
Akali is one of Gnar's hardest matchups. She has a ton of mobility, which makes it extremely easy to close the gap on Mini Gnar with her E recast, W shroud, or most predominately point and click R. She has a ton of burst as well which can be super scary for Mini Gnar. The best way to play this matchup is to just take sustain runes and try and get as much farm as possible without taking Q poke from her. There is kill pressure in Mega if her HP is low enough from poke. Rush Merc Treads and HP components from your mythic.
Malphite is the hardest tank matchup for Gnar by far. His point and click Q does a lot of damage and steals movement speed, rendering Mini Gnar useless. He is able to out poke Gnar most of the time while being tankier, which makes solo kills really difficult. His R combo can also oneshot Gnar from ~1/3HP without any time to E or Flash away. A good way to play this matchup is to hover around the bushes at the north side of toplane. Since his Q is point and click, he isn't able to cast it on champions that are off vision. If you can bait him to ward the top bushes in this way, it also sets up a free gank for your jungler since Malphite won't have an additional ward for river. Rush Merc Treads in this matchup and definitely start D Shield. Refillable Potions are also a good buy on the first back.
Wukong is one of the harder bruiser matchups for Gnar due to his point and click gap closer, stealth, and insane burst. He will out trade Mini Gnar at any stage of laning phase with his E W Q combo. His E gives him additional attack speed so he can also easily run down Gnar at the earlier stages of the game. Take Fleet Footwork and Bone plating and rush Steelcaps. When trading with Wukong in Mega form, it's a good idea to pause for a second before using your W or R to make sure you aren't wasting your CC on the clone by accident. When Wukong engages onto you with his E at lvl 6 or higher, wait for him to use his knockup before E-ing away or he will interrupt the jump. He has to pause between the 2 casts of his R so that is the best time to hop away when disengaging. The one saving grace of this matchup is that Wukong is fairly squishy for a bruiser so if you are able to lock him down with your jungler and he has no W, it should be an easy kill 9 times out of 10.
Nasus is one of the harder matchups for Gnar solely because Gnar's early game is too weak to properly exploit Nasus' weak early game so he just gets to scale for free. Wave management is extremely important in this matchup to make sure Nasus doesn't get free stacks and you have to play proactively at every single second. It is crucial to play as aggressive as humanly possible before Nasus hits 6 because he physically cannot kill you at this stage in the game without his ult so this is the prime time to deny stacks. Take Conqueror in this matchup for the additional damage, you should not need sustain runes because Nasus doesn't poke or take short trades, his way of killing is popping ult/ghost, running at you, and killing you in one fight. If he is poking you constantly with his E then he is just draining all of his mana and will be a free kill. Conditioning is a good rune in this matchup since it helps to match his scaling near the midgame. Try and rush AD items as much as possible to try and go for solo kills early with Conqueror. If Nasus wastes his R he becomes a cannon minion so it's best to take big trades with him when you know it's on cooldown.
Irelia is by far the Kryptonite to Gnar. Her kit counters Mini Gnar in every single possible way. Her E stun can interrupt Gnar's E, she has a point and click dash on a 0 second cooldown, and not to mention insane burst, especially after she completes her mythic item. The best way to play this matchup is just to take sustain runes and rush Steelcaps and Bramble Vest. The main focus of this matchup should be on surviving and CSing, it's difficult to solo kill Irelia as Gnar unless the player is really bad. Mega Gnar does win trades, however locking her down from her mobility in Mega can be difficult, especially since you now have a bigger hitbox for her E. Take Exhaust into this matchup. It basically gives you an additional lifeline if you int, and helps slow her for a 2v1 kill with your jungler.
Shyvana is a fairly easy matchup when played well. When she is in human form she only has 1 ranged ability, which is her fireball. Once she uses this, it is extremely easy to kite her and take good trades as Mini Gnar. Pay attention to her rage bar, as it is an indicator for if she has ult available or not. Her dragon form is a slightly stronger Mega Gnar, so its best to just try and play safe while she's in it, rather than trying to fight her during the duration. Fleet footwork is a great rune for this matchup.
Camille is a skill matchup for the most part, but going against a Camille that knows the matchup well definitely swings it in their favor. Good Camilles will max E first and try and trade aggressively with you whenever they get the chance. Pay attention to her E cooldown, whenever it isn't up you can trade with her easily as Mini Gnar. Whenever it is up make sure to stay away from walls. Take Grasp for this matchup since she is easy to kite while her E is down. As Mega Gnar you should be going for a short trade and backing off before she can use Q2. Playing around her passive doesn't matter as much in Mini since she likely won't be able to trade back into you that well, but take a mental note of it when going in as Mega Gnar. She can all in with her R and Ignite from around 50% HP so keep an eye out for that.
Fiora can be a bit tricky because of her ability to close the gap on Mini Gnar with her Q and R as well as her ability to reflect Mega Gnar's CC with her W. Fleet or Grasp are good in this matchup. It's tough to kill her as Mega Gnar unless she is really low because her W is extremely easy to land on Mega Gnar's huge hitbox. If you do decide to go in on her as Mega start your combo with R because the animation is faster than W so it will be harder for her to parry. You can also pause for a second after E-ing onto her to bait out her parry and see if she wastes it. Try and poke her as Mini and control the wave. Tether her Q and try and win as many short trades as possible, they will add up. If she uses R try and disengage until the duration is over. Rush armor boots.
Akshan matchup can be really tough because he is able to out trade you easily and close the gap a lot faster then other ranged top laners are able to. The biggest threat of this matchup is him E-ing in to burst you for a ton of damage. Try to not hover the two curved walls on the right and left side of where top river ends as these are his most common spot to E when trading in lane. Try to focus on good wave management, it is impossible for him to ult you under your turret since it absorbs his ult's damage. Take fleet footwork and rush armor boots in this matchup, try to last hit as much farm as possible with Q and play patiently.
Jax can be a tough matchup because he is able to close the gap easily with his point and click dash on Q. Try not to auto him during counterstrike because it increases in damage the more autos he reflects. Focus heavily on taking short trades. Whenever Jax Q's forward try to E away and space him. Keep in mind his Q is a really short cooldown so after he Q's forward try not to tunnel after him for too long before he is able to go back in. Even in Mega you want to still take short trades against Jax. Fleet is the best rune for this matchup IMO since it helps space him easier but grasp and conqueror are also acceptable.
Riven can be a tough matchup because she is easily able to close the gap with her Q and E, not to mention her W stun and Q3 can interrupt Gnar's hop. Take either Conqueror or Grasp for this matchup. For Conqueror, you want to take short trades until she is around 50% hp and then you should be able to all in her with Mega as long as you land your R stun. Make sure not to take even trades with her at low hp though because her R is able to execute, Riven likes to fight on the lane of death and will likely take Last Stand as well. For Grasp take short trades again but don't try to all in her unless she is fairly low. Your all in with Grasp is weaker but the benefit is having more sustain to survive the lane. If you're really struggling against Riven, try taking Flash and Exhaust for a safe lane. Focus on spacing autos and landing as many Qs as possible. Once you see her Q1 forward, she will likely be trying to close the gap fast, so you should try to disengage as Mini Gnar ASAP.
Rengar matchup can be a pain due to his ability to burst Mini Gnar for insane damage meanwhile mitigating a ton on your end with his W. Rengar loses pretty hard to Mega Gnar so make sure you're looking for opportunities to go in when you have your form up. The best way to trade with him in Mega is to do a full rotation and then back off (unless he's low enough to kill obviously) because he will probably start winning the trade as he gets lower from Conqueror/Last Stand/his W/etc. Make sure to avoid bushes whenever in mini form, the first few times you play this matchup his range my surprise you. Its good to crash the wave into his tower if possible because he won't have any bushes to utilize then when he's shoved into his turret, but most of the time you will likely want to be under your turret last hitting minions with Q.
Teemo can be a bit of a tricky matchup early game because of his ability to outrange Mini Gnar as well as stop auto attacks with his Q blind. Take fleet footwork for this matchup. It will allow you to trade a bit more aggressively and walk up to hit more farm while being able to sustain your hp. The movespeed from procing FFW also helps kite away when Teemo tries to run you down with his W. Grasp is useless in this matchup because he will always blind you and outtrade you when you walk up to proc it by autoing him. You will want to play extremely safe and cautious as Mini Gnar. You should be focusing on last hitting farm and poking Teemo with Q. Do not try and walk up to proc W on him because he will always outtrade short fights and all-ins against Mini Gnar. Mega Gnar is your window to pick up kills on Teemo. You can all in him from around 65% hp or less, just pay close attention to his items because if he has a lot of AP he can easily still win the all in. If you hit your R stun and W stun in the same combo he is almost always guaranteed dead. Merc Treads are a good item to rush for the MR but also the tenacity to reduce his blind duration and mushroom slow.
Even though you are now playing a ranged toplaner, Vayne top is still able to easily bully you by playing the matchup properly. Vayne has an auto attack range of 550, which is 150 more than Gnar at level 1 and 50 more than Gnar at level 18. She can easily out trade you in shorty bursty trades as well due to her W pretty much just being a better version of Mini Gnar's W since it does true damage. The best way to play this matchup is to just play really safe and let the wave come to you. Use Q to last hit minions and get as much farm as possible without letting her chunk your hp too much. You want to stay healthy because you can kill her with Mega Gnar all in from level 6 and on if you hit your stuns. It is easiest to start with R stun because she will go invisible and Q, making Mega Gnar W extremely hard to hit without chaining it off of R. Be careful of her E aswell, if she wastes it while you're mega, that is the best window to go in. Try to rush armor boots and take fleet footwork for this matchup to sustain as many autos as you can from her while being able to farm. Fleet's move speed also allows you to run away from her passive without getting run down when walking up to last hit farm. Remember, like most top lane champs, the best way to beat Vayne top is to just be patient and farm while waiting for your jungler to gank.
Yasuo can be a tricky matchup mainly because of his E dash, which allows him to easily close the gap on Mini Gnar. He has a lot of burst and shields which makes trading with him as mini especially difficult. His W windwall is able to block and destroy Gnar's boomerang or boulder, leaving you with a high cooldown. This is another matchup where you will want to play safe as Mini, and take short trades. You can walk up to auto Q him when hes close since your auto range is higher than his Q, but just be cautious of him E-ing onto you. Armor boots are good to rush in this matchup and can help out with kiting away from Yasuo. Do not chase or take any extended trades as Mini. His Lethal Tempo and insane attack speed will make it easy for him to destroy your HP bar in extended fights. You can play aggressive in Mega. Yasuo is a fairly squishy champ that relies a lot on lifesteal and shielding, meaning if you hit your stuns on him, he won't be able to utilize his passive or healing, and you should just one shot him. If you miss one of your stuns though, try to disengage as fast as possible.
Gwen can be rough for Mega Gnar to deal with. Her Damage up close is insane with her Q true damage burst and sustained damage from Conqueror or Lethal Tempo. Her W allowing her to dodge abilities can protect her from Mega Q, which is your bread and butter high damage ability in Mega form. Take fleet footwork into this matchup and focus on taking super short trades. Use your boomerang at the start or end of a trade to slow her and allow yourself to get into range or to slow her as you're kiting away. Try to tether outside of her EQ combo range and hold your hop for as long as possible because she can run you down with Ghost and/or her R.
Rage Gene is Gnar's passive. It replaces the resource bar since Gnar does not use mana. It stacks every single time that Gnar damages an enemy with an attack or ability. Managing the resource bar is crucial for Gnar's gameplay. In most cases, you don't have any control over the rage bar and have to play around each form depending on how much rage you have. There are a few ways in which you are able to manipulate the rage bar however. You can delay a transformation into mega by slow pushing a wave/not attacking. This can be useful into matches such as Tahm Kench, where it is more favorable to trade in mini form. Gnar's rage bar starts to drop slowly if he doesn't attack or use an ability within 13 seconds of the previous one. Another way you can manipulate Rage Gene is buy attacking jungle camps. If you are rotating to an objective such as a dragon where you know there will be a teamfight ahead, attack jungle camps along the way to have Rage Gene already stacked partially before the fight. Anywhere in the yellow area around 70% is ideal for the start of a fight. Another thing that a lot of people suprisingly don't know about Rage Gene is that it gives bonus stats based on level. Mini Gnar gains bonus movement speeed, attack speed, and range per level, and Mega Gnar gains bonus attack damage, armor, and magic resist per level. Whenever Gnar transforms into Mega form, he also gains bonus HP that he doesn't lose once transforming back to Mini, making Rage Gene great for sustain.
Boomerang Throw is Mini Gnar's Q and Boulder Toss is Mega Gnar's Q. The ability is very similar in both forms wih a few differences. Boomerang Throw returns back to Gnar and can be caught to refund 40% of the ability's cooldown. The direction in which Boomerang Throw returns back to Gnar is dependent entirely on Gnar's position at the boomerang's apex. It travels in a straight line outwards and inwards. Boomerang Throw can go through units, however it loses a large chunk of its range and damage to subsequent units hit. Boomerang Throw can also be thown backwards for an extended max range. The boomerang will not lose distance when traveling backwards through units. Boomerang Throw can also be used to face check bushes. Listen closely for a "whack" sound effect when throwing Q into bushes to locate enemy champions hiding off vision. Boulder Toss is similar in the sense that it also travels in a straight line and slows, with a slight difference. Instead of returning back to Gnar, Boulder Toss can be picked up to refund a portion of the ability's cooldown. This ability is great for poke in Mega form as well and does a ton of damage.
Mini Gnar's W ability is Hyper and Mega Gnar's W ability iw Wallop. Unlike Gnar's Q, his W is very different between the 2 forms. In Mini, Hyper is a 3 stack auto passive similar to Vayne's Silver Bolts. For each auto attack Gnar hits, a ring is placed around an enemy. When the 3rd auto hits, the passive is triggered granting Gnar bonus move speed and dealing magic and max hp damage on-hit. Unlike Silver Bolts, Hyper can be stacked partially on multiple enemies at a time. This ability is the bane of tanks because it gives Mini Gnar great damage upon triggering it as well as a free escape out of the trade from the movement speed. This ability can be used with minions to help with trades in lane. Try triggering Hyper on minions to gain enough move speed to quickly go in and out for short trades on enemy champions. Wallop is a lot different and is an active ability. When pressed, Gnar will stun an area in front of him after a short delay. This ability is great for starting or ending trades in Mega form. Stun enemies with Wallop to walk up for your combo or to stop them in their tracks from chasing you after a trade. Wallop is also great for clearing out waves, something that Mini form struggles with.
Mini Gnar's E is Hop and Mega Gnar's E is Crunch. Gnar's E is a bit similar to his Q in the sense that the ability is nearly exact between forms. Hop is Gnar's "escape ticket" and should be used very conservatively in trades. It has a super long cooldown, so it's crucial to not waste it. Hop is used a lot more as a passive/defensive ability than as an agressive one. Use Hop to jump away from champions after walking up to them for a trade. It also can be used to bounce off of friendly minions to safety when being ganked by the enemy jungle. Hop can be used agressively on low hp enemies to get in range to finish them off. Hop slows enemies for a very short time, and can be used to bounce off of enemies trying to flee from you or your team. Crunch is very similar to Hop but instead of bouncing off of enemies, Crunch will cause Mega Gnar to slow them for a longer peroid of time. Crunch also travels a greater distance than Hop, and is great for positioning in fights. Both Hop and Crunch can be used to quickly jump over walls in the jungle when rotating around the map. Hop can be used to bounce off of an ally Orianna's ball, Zyra's plants, Syndra's Dark Sphere, Jayce's Acceleration Gate, Shaco's Jack In The Box, Jarvan IV's Demacian Standard, and Diana's Crescent Strike.
GNAR! is Gnar's signature ability and is what the champion is known for. GNAR! throws all enemies within the area of effect in a directed distance, stunning any who hit a wall. This ability can only be cast in Mega form. In Mini it just serves as bonus movement speed for Gnar's W passive that he gains access to after level 6. GNAR! is great for teamfights and should be used to lock down enemy carries for your team to focus. It can be chained with Wallop for a total of 3 seconds CC at level 16. This ability can also be used for waveclear at higher levels. Since it has a fairly low cooldown and can only be cast in Mega, there is nothing wrong with using GNAR! to clear a wave or go for a short trade on an enemy champion. GNAR! can be used to stun enemies on Jarvan IV's Cataclysm, Ornn's Volcanic Rupture, Taliyah's Weaver's Wall, Anivia's Crystallize, and Trundle's Pillar of Ice.
Teleport is standard for most toplane champs and is good for Gnar to match champs that spend a lot of time in the sidelane like Kayle and Tryndamere. It is also great against champs like Shen who have a global ult, as it allows you to follow them to fights around the map. Teleport allows you to splitpush when objectives are coming up and teleport to the fight without sacrificing waves. The main downside is that it makes it hard to get an advantage or gold lead early if your lane is an island.
Ignite is great for getting an advantage in lanes where you will be able to snowball the game. Winning lane against champs like Teemo and Gangplank allows you to have a lot more agency with a damage build and roam around the map to pickup kills. The major downside to Ignite is that it makes split pushing when objectives are up or about to be up rough. This forces you to have to walk to almost every dragon or baron, or to just hope your team wins the fight without you.
Exhaust is a really op summoner spell that I rarely see utilized. Its reduced movespeed and reduced damage % active makes it really good against champs like Irelia and Riven who will want to all in and one shot you. It is also great against some marksman champs that get played top like Vayne and Quinn. Exhaust works best as a lifeline spell that is used defensively or to turn fights in your favor, as opposed to Ignite which is used aggressively. The main downside of Exhaust is the same as Ignite, which is that it makes sidelaning really hard around the mid and late game stages.
Trinity Force is in my opinion, the best well-rounded mythic for Gnar. It gives AD, Attck Speed, HP, and Ability Haste, meaning that the stats go very well with both Mini and Mega form. The movement speed passive is very nice for kiting away from enemies and the item is just very well rounded simply put. When against enemy comps that are slightly tankier try and pair Trinity Force with Black Cleaver or Wit's End. Trinity Force also works well in conjunction with Sterak's Gage since it increases base AD to work well with the passive on Sterak's.
Divine Sunderer is a good option into teams that are a bit tankier. The passive does %hp damage, so it is also really good into enemy comps with a lot of AP since most AP items also build HP. Sunderer also gives a lot of sustain from the passive, making it great for dueling tanks like Sion or Dr. Mundo in the sidelane. The only major downside to Sunderer is that it doesn't give any attack speed, so it pairs really well with Wit's End as seocnd item.
Black Cleaver is one of the best legendary items for Gnar. It gives HP and Haste which are extremely useful for Mega Gnar. The passive gives additional movespeed for kiting power, and armor reduction, which is great into tanks. This is another very well rounded item that should be prioritized being built. There is rarely ever a scenario where Black Cleaver is a bad item.
Wit's End is another fantastic, well rounded item for Gnar. This item is a lot better for Mini form than it is for Mega, but it makes Mini REALLY strong. It does magic damage on hit which is great if your team drafted all AD champs, something that is fairly common in soloque. It does a ton of hybrid damage when paired with Mini Gnar's Hyper since the attack speed allows you to proc it more often. The Magic Resist that the item gives is also great for still staying tanky with such an agressive item.
Thornmail is another fantastic item for Gnar that is just very well rounded. It gives a decent bit of tankiness and just has really solid base stats. The Grevious Wounds passive is really nice for cutting the healing down from champs like Yone or Samira. Bramble Vest can be rushed as a component in laning phase and sat on for a long time. Really great well rounded item.
Randuin's Omen is another great Armor option that gives a ton of bang for it's buck. It gives you 250HP and 80 Armor, making you insanely tanky into AD heavy teams if you pair it with Plated Steelcaps. The active slow is also great for peeling a fed carry off your carries in teamfights. I would reccomend building it every single game when the enemy team has atleast 4 AD champs. Great item.
Maw of Malmortius is a bit more of a situational item than Wit's End but is still really solid. The shield it gives is great into teams with bursty magic damage dealers such as LeBlanc and Ahri. The stats the item gives are also very gold efficent making it a solid buy. The major downside to Maw is that the shield only blocks Magic damage, so it's not worth building into teams with only 1 or 2 Magic damage dealers usually.
Death's Dance is another solid Armor option. The passive stals the damage you take over time so it pairs really well with tank items. The best time to build Death's Dance is into AD heavy teams when your own team comp dosn't have many carrys and is more tanky. This way you stack armor while still dealing damage. I wouldn't reccomend it over Thornmail or Randuin's Omen usually, it serves better as a late game item on Gnar.
Force of Nature is a really solid Magic Resist option into AP heavy teams. The passive is extremely broken and not balanced and makes you neraly unkillable. The only reason I don't reccomend it over an AD MR item like Wit's End is because since it doesn't give any damage it makes it tougher to pickup snowball kils in the mid game, and will usually result in you getting outscaled by enemy mages. It serves best as 3rd/4th/5th item into AP teams.
Sterak's Gage is a decent HP option on Gnar. I wouldn't reccomend prioritizing it over Black Cleaver, unless you are into a high damage enemy comp with no tanks or juggernauts. The passive on Sterak's Gage will only give you more AD in Mini form upon completing the componets past level 16. Keep in mind that you also can't build Sterak's Gage and Maw of Malmortius in the same game. It can definately be a solid item late game into teams with a lot of assassins and marksmen.
Ravenous Hydra is a very situational item on Gnar but can be great for snowballing. It has the highest base AD from a singular item in the game and does insane damage. The best time to buy Ravenous is during the mid game into enemy comps that lack damage or are underleveled. It's crucial to make sure to not give shutdown bounties when playing agressive with this item.
Warmog's Armor is a very situational HP item but can be a great counter into Hullbreaker builders. The passive HP regen allows you to catch a wave and tank all of the damage from the minions and then heal to full before the next wave gets there. It also has use in games that are "fiestas" where you're constantly running around the map fighting. The passive allows you to sustain between constant fights without having to recall.
Gargoyle Stoneplate is a decent situational item that makes you very tanky. The main downside to Gargoyle is that it doesn't give any flat HP. The best time to build Gargoyle is when the enemy team has both an overly fed AD carry and AP carry. It is also fantastic into hybrid damage dealers like Kayle.
Abyssal Mask is a very situational Magic Resist item that I would reccomend rarely ever building. The passive reduces the Magic Resist of nearby enemies, making it good into tanks. I wouldn't reccomend building it over Black Cleaver or Wit's End into tanky comps, but it can definately be picked up as an additional anti-tank item late game if the enemy comp does a lot of Magic damage.
Blade of the Ruined King is another situational anti-tank item. The item itself is very solid, however it gets outshined by Black Cleaver and Wit's End most of the time since they just offer more versatility. The lifesteal is really nice and it can be built as an additional anti-tank item if needed.
Spirit Visage is a solid MR item that gives a ton of HP with a really nice passive. I personally don't think it's better than Force of Nature typically and I would only ever reccomend building it if you have an enchanter on your team. It pairs really nicely with Sterak's Gage.
Runaan's Hurricane is a situational attack speed item that is a lot of fun to build. It gets outshined by Wit's End most of the time. I would only reccomend building it over Wit's late game into enemy comps that lack a lot of AP. It's a great cheap item to pick up when you're missing inhibitors to quickly clear out minion waves. The AOE passive is also really nice for quickly stacking your passive in teamfights, not to mention that the passive can proc Hyper as well.
Hullbreaker is a solid situational item for splitpushing and is definately a lot better in soloque than competitive or clash. The only time I would ever reccomend building it on Gnar is if you're against an enemy laner that is also building the item. As Gnar you want to group with your team around the mid game and use GNAR! to get picks or win fights for objectives. Contrary, Hullbreaker forces you to sit in sidelane and spectate your team, which is why I'm personally not the biggest fan of the item.
Titanic Hydra can be a decent item if you prefer a tanker build with something like Frostfire Gauntlet as your mythic. It is a great way to gain some damage with a ton of HP in tank builds. However, it is a bit useless compared to something like Black Cleaver or Sterak's Gage if you're pairing it with a bruiser mythic.
Anathema's Chains is a solid item for negating damage from a super fed carry on the enemy team. A great way to use the item is into 4-1 damage comps. If the enemy team has only 1 AP damage dealer, put the chains on them and stack Armor to become super tanky. The item gives a ton of HP and Haste for such a low cost.
I wanna give a special thanks to my stream community for all the love and support they've given me and for being the reason to make this guide. I hope that it inspires new Gnar players to push to new limits or just have fun playing the champ! Also big thanks to my friend Thing because I took some inspiration from his Gnar guide, so definately check it out for additional information: Thing's Guide.