Gnar’s a prehistoric yordle best suited to the Rift’s top lane. A transform champion with clear strengths and weaknesses in both Mini and Mega forms, Gnar fights best when he anticipates his fits of rage, and come late game, brawls most effectively as a tank or fighter.
Top Lane Править
Gnar’s rage meter fills slowest at the start of the game, so mastering his Mini form is key to a successful early game. Fortunately, Mini Gnar has plenty of tricks up his furry sleeves to keep his more fragile form safe from enemy aggression. Boomerang Throw deals decent damage to his lane opponent, and its slow helps Gnar maintain distance and avoid retaliation. Once unlocked, Hyper applies further damage, helping Gnar gain lane dominance with timely basic attacks and repeated Boomerang Throws. Mini Gnar is best off saving Hop as an escape: it’s a solid disengage ability that he can use on lane opponents or junglers as they come in to take him out.
And then there’s Mega Gnar. A brutal beast with significant crowd control and surprising burst, Mega Gnar brings a completely different playstyle to bear complete with inherent strengths and weaknesses. He’s a juggernaut: slow, strong and resilient, and while he delivers a punishing burst of damage, he has little to follow up with. While Mini Gnar is nimble enough to dart around the edges of combat, Mega Gnar thrives in the heart of the fight. After Crunching in to face his enemy top laner, quick casts of Boulder Toss and Wallop should see all but the most defensive of enemies pummeled effectively. He has considerable vulnerabilities, though, particular when being ganked. Mega Gnar has no effective means of escape, and has to rely on raw health and resistances to keep him alive as he lumbers back to the safety of his tower. Things change meaningfully once Gnar hits six and gains access to GNAR! While it hits hard enough, the utility is strong enough to save Gnar’s life - and end his enemy’s - particularly when they’ve strayed close to walls. Bait your opponent into the brush as Mini Gnar, then transform and use GNAR! to smash them into the wall, stunning them as you burst them down with the rest of your abilities. If your enemy’s particularly confident and tower dives, use the ability to stun them against your turret. When trying to survive a gank, simply throwing them away should give you the time you need to escape.
Gnar has three distinct phases during teamfights, each oriented around timing his forms. First, he needs to avoid engaging for a while as Mini Gnar builds up rage, kiting with basic attacks, Boomerang Throw and Hyper’s passive to put a dent in the enemy frontline. Once Gnar’s about to pop, he’s best suited Bouncing in towards the enemy team. Whenever Mini Gnar’s activates an ability with full Rage, he transforms into Mega Gnar while using it, so while the gathered targets might see a small ball of fluff leaping towards them, something very different will land in their midst.
Once Mega Gnar’s landed, his role is to disrupt as much as possible, using Boulder Toss and Wallop to damage and crowd control all nearby enemies. Gnar works best as his team’s tank here, blocking skillshots with his considerable frame and forcing the enemy damage dealers to focus on him. Knowing when to use GNAR! is critical: smart timing can interrupt several enemy abilities simultaneously, while smart positioning can send the entire enemy team crashing into a structure, stunning them all and giving his allies the chance to secure kills. As Mega Gnar’s Rage meter starts to fade, Mini Gnar’s strengths become an amazing asset in clean-up. He’s fast, he can close gaps with Hop and his basic attacks, which, when numerous enough, trigger Hyper and give Mini Gnar a huge movement speed boost. Add in Boomerang Throw, and Gnar has all the tools he needs to catch and finish off his targets.
|Works well with:||Struggles against:|
Teemo outranges Toxic Shots to beat him in a war of attrition. The Swift Scout can also blind in basic attack battles, or turn to Move Quick to dodge everything from boomerangs and boulders to Mega Gnars.and deals enough damage over time with his
Thoughcan trade well with over the opening few levels, by level 5, she has all the true damage, sustain, speed and resilience needed to beat in a fight, meaning the Missing Link has little choice but to farm under tower and rely on jungler support.
The ball delivery system lives on whenever Mega Gnar leaps into the enemy team! Combining Crunch and Command: Shockwave Command: Shockwave (Crunchwave?) deals devastating damage, and Orianna can follow up with Command: Dissonance Command: Dissonance, which slows the enemies and speeds Mega Gnar’s otherwise lumbering gait.
Skill usage Править
- Using Hop on a unit with a full rage meter will cause you to bounce off that unit, but instead of a second bounce you will transform in midair and perform Crunch. Use this to reach the enemy squishies by bouncing off a minion, jungle creature, or enemy tank.
- GNAR! is a powerful initiate and anti-initiate. Use it to peel enemy tanks off your carries or to push enemy carries towards your tanks. Chaining GNAR!'s stun to Wallop in a teamfight will create a devastating AOE crowd control and damage.
- Boomerang Throw can be buy time to Hop over a wall thanks to it's AOE slow. It can be thrown in front of you instead of directly at enemies in order to prevent the boomerang from reversing direction too quickly.
- Boulder Toss, Wallop, and GNAR! before attempting to Crunch over a wall. Note that if you manage to stall long enough to revert to , you will receive a large speed boost from Hyper in addition to your natural mobility. has far less escape options than , so your best bet is to slow their movement with
- While you are in the laning phase, Hop can be your best ability, in some matchups, try to use it first when engaging an enemy. The best time to use Hop as your engaging tool is around level 5, 7, or 9 because you'll most likely have 1 or 2 points into Hop, 3-5 points into Boomerang Throw, and 1 to 2 points into Hyper, depending on your matchup. Now with every thing set, Hop on to the enemy if you can, auto attack with your attack speed boost and follow up their reaction with Boomerang Throw, and popping Hyper.
- Hop is very useful through out the laning phase, and tower/ wave pushing.
- Use Hop to catch Boomerang Throw.
- Hide in the brush while you wait for the jungler (ganking you) to cut your path to the tower in front of you off, and then Hop off them and get away safely.
- Hop into the impassable wall next to an outer tower to not over extend and get an attack speed boost to bring down the tower faster. However, be precautious because Hop is your only escape when flash is down
- As all of Hyper, quickly landing all skill shots with Hop speeding up your auto attacks will burst down your enemy down quickly, leaving you enough chasing time to kill with Hyper passives before they're under turret. 's abilities mark a target with
Build usage Править
- Due to the autoattacking nature of is a good item to build on him. The anti-tank % health damage from the item's passive synergizes well with Hyper's passive % health damage, and the active is a good addition with Hyper's movement speed bonus. 's kit,
- is an excellent item on . The movement speed passive will allow to kite better in his ranged form and stick to enemies better in his form. The built in 8% movement speed bonus is also useful for 's mobility as well. The 's passive works well in 's kit providing if he constantly catches his boomerangs for the instant cooldown reduction.
- Avoid building and when it comes to pushing lanes, as has virtually have no control in either of his forms to utilize these items' passives. Instead, consider building a , as he can utilize the item's Static passive in both and forms.
- Due to and/or . The former adds a lot of power in his basic attacks while the later gives him more sustain through life steal and a useful shield to protect himself when he goes into form. 's high attack damage ratios and his basic attack nature of his kit, consider building an
- A is a good offensive/defensive item to build on . Not only does this item give Gnar even more attack speed to activate Hyper more often, but it also improves this ability's damage, by shredding the enemy's magic resistance. Speaking of which, this item gives more magic resistance to Gnar himself, which is good since he gains no magic resistance per level.
- is considered to be a far superior item than on . First, grants Gnar some health, something that he needs when he enters form. Second, has a lot of AoE in his kit, which synergizes well with the item's passive. Finally, gives cooldown reduction, which is useful for 's long cooldowns.
- Last Whisper may still prove to be a solid choice if there is an enemy with massive amounts of armor (such as ), since it doesn't require to be stacked to reach it's full potential and gives more armor penetration, but keep in mind all the benefits you are losing from The Black Cleaver.
- Similarly, consider building a , as the item's active is useful for chasing down enemies thanks to 's mobility.
- As a jungler, either a or are good items to build on . The former gives cooldown reduction, attack damage, and a passive that will proc on his autoattacks and his abilities, while the latter grants him attack speed and allows to secure jungle objectives such as dragon and Baron Nashor.
- is a powerful late game item for because of the item's built in movement speed, the attack speed, and tenacity that will greatly increase 's defensive, kiting, and chasing potential.
- benefits a lot, since he gains no magic resistance per level. It can be later upgraded to , making Gnar more powerful, the closer to death he is. Make sure to build some defensive items alongside Maw of Malmortius, so that Gnar doesn't die too early and makes the best use of the passive.
- can be a good item in an hybrid build since Hyper passive damage is enhanced by 100% ability power. Keep in mind however that many 's abilities deal AOE damage and so apply spell vamp only in reduced form. Also note that Hyper's passive is a magic damage on hit effect and doesn't proc neither spell vamp nor life steal.
- should be considered if dealing with a crowd control and/or magic damage heavy team.
- Because Hop and Crunch scales with 's maximum health, it's is recommended to prioritize building defensive items that grants him health:
- is the best armor and health item for . It provides massive armor and HP, and the passive allows him to trade better with most ranged AD champions as they tend to build attack speed. The active also allows Gnar to kite his enemy better.
- A synergizes well with initiate, increased maximum health and health regeneration.
- A is perhaps the most useful item for as it not only gives him 700 health, but it allows him to kite better in form and stick to enemies better in form thanks to the on-hit slow. Consider building this item in conjunction with for better kiting potential in his ranged form.
- is a good defensive pushing item thanks to the damage over time passive the item gives.
- If life steal and health regeneration in his build, consider building a , as this item adds more sustain to his kit with a nice magic resistance in it as well. has enough
- If dealing with a team with heavy crowd control and assassins, consider building a to mitigate a lot of assassination or crowd control potential from the enemy team.
- is a more supportive item, since it benefits the entire team with magic resistance and a shield during teamfights. With that said, it should only be considered if Gnar is very behind or if the enemy mage is very fed and posing a threat to your team.
- With all the health boosting items in mind, if a health item is built, consider building an , as the passive adds more attack damage based on 's health, armor, and critical chance strike.
- Although gives no health at all, it must be considered if the enemy AD carry is posing a threat to your team or if there are only AD champions on the enemy team. This item's passive makes the enemy ADC think twice before focusing Gnar during teamfights.
Recommended builds Править
- Boomerang Throw is a skillshot. Consider using champions who outrange Gnar, such as . 's auto-attacks have a very short range, and his
- Gnar has no natural sustain. And to aggravate the problem, he gains no extra health regeneration per level in his Mini form. As such, champions with sustain, such as
, and are excellent choices against Gnar.
- Vladimir is peharps the best of all choices, since he is ranged (in fact, his abilities outrange Gnar's auto-attacks). The other mentioned champions are melee, and Gnar can potentially win against them by kiting them.
- If you want to gank a Gnar, try to bait its Mega form. While Mega Gnar is tankier and more durable, his dash has a shorter range than on his Mini form, and cannot bounce when it hits enemies. Because of this, Mega Gnar is way easier to gank.
- Don't stack health without lots of resistances when facing Gnar. This will only make his Hyper get stronger, and also Blade of the Ruined King (if Gnar decides to buy it). Instead, consider buying attack speed reduction items such as and since Gnar is very reliant on auto-attacks and procing the passive from his Hyper.
- Armor is the best option to reduce Gnar's damage, but you may still want to buy magic resistance to counter Hyper, since this ability does magic damage.
- Some people stack health on Gnar, to take advantage of Hop/ Crunch's health scalings. This makes Gnar also vulnerable to and , since these are two items who do more damage the more health the enemy has.
- Beware attempting to dive a low heath Wild Growth), a method of pushing you further into tower range and possibly stunning as well ( GNAR!) and Wallop. Unlike , all CCs applied are AOE, therefore even 2-3 man towerdives are unlikely to result in a positive outcome for your team
. Transforming into grants him a powerful and irreducible healing effect (gaining max hp like 's
- Of course, this only applies if the rage meter is nearly filled. Keeping track of this is the key to knowing the difference between an easy kill on a squishy or a suicidal dive against a CC heavy bruiser.