See Gnar's counters
Patch 26.18top

Gnar Top Build & Guide — Patch 26.18

Gnar

Tactical Dashboard

Difficulty
Damage
PHYSICAL
Class
Fighter / Shapeshifter
Patch
26.18

Core Abilities

Rage Gene
In combat Gnar builds Rage. At full Rage his next ability turns him into Mega Gnar: more health, melee range and a different set of abilities, R among them — Mini Gnar has no ultimate.
Boomerang Throw / Boulder Toss
Boomerang Throw / Boulder Toss
Mini: long-range boomerang that slows on hit and returns; catch it to refund cooldown. Mega: short boulder that stops on first target and slows the area.
Hyper / Wallop
Hyper / Wallop
Mini: every third attack/spell deals bonus damage and grants move speed. Mega: rears up and slams the area in front, stunning enemies on impact.
Hop / Crunch
Hop / Crunch
Mini: dash-leap that bounces further if it lands on a unit (minion, ward, monster, champion). Mega: heavy landing that damages the area, no bounce.
GNAR!
GNAR!
Mega only. Throws everything around him in a chosen direction; targets that hit a wall are stunned and take bonus damage. The whole game plan in one button.

Skill Order

1
Q
2
W
3
E
4
W
5
W
6
R
7
W
8
W
9
Q
10
Q
11
R
12
Q
13
Q
14
E
15
E
16
R
17
E
18
E

Primary Combo

QEAAWR

Core Items

Trinity Force
Plated Steelcaps
Sterak's Gage
Death's Dance
Frozen Heart

Situational Items

Mercury's Treads
Mercury's Treads
swap from Plated Steelcaps when the enemy team has 2+ hard CC sources or heavy magic damage (Malphite R, Lissandra, Kennen)
Wit's End
Wit's End
into AP top laners (Kennen, Vladimir, Rumble): magic resist + on-hit magic damage so Mini Gnar Q+AA still hurts
Maw of Malmortius
Maw of Malmortius
into heavy magic burst (Syndra mid roams, Vex, double AP comp): lifeline shield blocks the one-shot window
Randuin's Omen
Randuin's Omen
into crit-stacking damage dealers (Yasuo, Tryndamere, Caitlyn fed): cuts critical strike damage taken
Thornmail
Thornmail
into squads with two healers (Soraka + Aatrox, Yuumi + Mundo): grievous wounds cuts their healing by 40% for 3 seconds
Hullbreaker
Hullbreaker
when you splitpush alone post-Trinity: every 5th attack hits hard, far harder on turrets, and your siege minions get armour and MR

Runes

Primary · Resolve
Grasp of the Undying
KeystoneGrasp of the Undying
Demolish
Demolish
Second Wind
Second Wind
Overgrowth
Overgrowth
Secondary · Precision
Triumph
Triumph
Legend: Alacrity
Legend: Alacrity
Stat shards
Adaptive ForceAdaptive ForceHealth Scaling
Offense · Flex · Defense
Why these runes

Resolve primary: Grasp procs every 4 seconds in melee — perfect for Mega Gnar walking into a frontline. Demolish turns a pushed wave into free plates, Second Wind heals back the chip damage ranged matchups deal to Mini Gnar, Overgrowth scales HP through late game.

Why secondary

Precision secondary: Triumph refunds health on a takedown (huge after a Mega R wall stun gets a kill), Legend: Alacrity adds attack speed so Mini Gnar's third Hyper proc lands faster on every trade.

When to switch secondary

Into ranged poke (Vayne, Quinn, Kennen, Teemo) swap Precision for Sorcery: Nimbus Cloak (move speed after you cast a summoner spell) and Gathering Storm (damage that grows every ten minutes) let you close the gap as Mega and win the game by outlasting them.

Win Condition

Stack Rage in lane with Mini Q poke, then transform to Mega before a fight you commit to. Use R as wall-stun engage to cut the enemy team in half during teamfights and objective contests.

Weakness

Mini Gnar's Hop (E) is his only escape and Mega Gnar loses it for 15 seconds. Turn Mega away from your team and you cannot get back; stay Mini in a fight and you have no R at all.

Overview

Gnar is a top-lane fighter who shapeshifts between two forms based on a Rage bar that fills as he uses abilities or takes damage. Mini Gnar is a ranged poker (poke = chip damage from a distance to wear down enemy HP without committing) with a long boomerang and a hop that resets on units; Mega Gnar is a melee bruiser with a stun, AOE damage (area of effect: damage on a zone, not a single target) and the game's best low-cooldown ultimate when used near a wall. The whole champion is built around timing your transformation: Mini in lane to poke and farm safely, Mega when you commit to a fight (commit = go all-in, no pulling back) where R can pin enemies against terrain.

The game plan in one sentence: stack Rage as Mini, transform near the enemy team, throw R into a wall to stun them (1.25 seconds at rank 1, up to 1.75 at rank 3, during which they cannot act) multiple targets, then clean up while your team follows. If you ult into open ground you waste your one win condition (the one thing the champion needs to do well to win the game). If you turn Mega while alone in lane you risk dying because Mini's escape (Hop bounces further if it lands on a minion) is gone.

Recommended Build

Starting items: Doran's Shield Doran's Shield + Health Potion Health Potion. Doran's Shield's HP regeneration is built for the kind of sustained ranged poke every Mini Gnar matchup throws at you.

Core items (in order):

  1. Trinity Force Trinity Force — first item every game. Built from Sheen (a component that adds bonus damage to your next basic attack after every ability cast); Trinity makes that proc (the bonus-damage trigger fires) on every Q whether Mini or Mega. The move speed lets Mini Gnar kite (move backward while still attacking, keeping distance), and the attack speed makes Hyper (Mini's third-hit passive) come around faster.
  2. Plated Steelcaps Plated Steelcaps — default boots into physical damage dealers (most top lane matchups). Reduces basic-attack damage taken.
  3. Sterak's Gage Sterak's Gage — 400 flat health, 20% tenacity, and bonus attack damage worth 50% of your base AD, so it grows with your level and not with your items. Lifeline gives you a shield worth 60% of your bonus health when you would drop below 30% health, decaying over 4.5 seconds on a 90-second cooldown. Keeps Mega Gnar alive long enough to land R.
  4. Death's Dance Death's Dance — turns burst physical damage taken into a slow bleed (damage spread over the next few seconds, not instant). Buys you time to react during a fight you committed to as Mega.
  5. Frozen Heart Frozen Heart — armor + an AOE attack-speed slow (the slow hits every enemy in an area near you, not just one). Devastates auto-attack carries (Vayne, Tristana, Kog'Maw) once Mega R has pinned them against a wall.

Situational items:

  • Mercury's Treads Mercury's Treads — swap from Plated Steelcaps into heavy CC (crowd control: stuns, roots, silences that stop you from acting) or AP comps.
  • Wit's End Wit's End — into AP top laners (Kennen, Vladimir, Rumble). Adds magic resist plus on-hit magic damage (extra bit of magic damage applied on every basic attack).
  • Maw of Malmortius Maw of Malmortius — into heavy magic burst (Syndra roams, Vex, double AP composition). The lifeline shield triggers when you drop to low HP and absorbs incoming magic damage, blocking the one-shot window.
  • Randuin's Omen Randuin's Omen — into crit damage dealers (Yasuo, Tryndamere, fed Caitlyn).
  • Thornmail Thornmail — into squads stacking two sources of healing. Applies grievous wounds (a debuff that cuts enemy healing and health regeneration by 40% for 3 seconds).
  • Hullbreaker Hullbreaker — when you splitpush a side lane alone after Trinity Force. Splitpush = pushing one side lane by yourself while your team plays elsewhere, forcing the enemy to send someone to stop you. Skipper makes every fifth attack against champions and epic monsters deal bonus physical damage, much more against structures; Boarding Party hands nearby allied siege and super minions armour and magic resist, so the wave pushes with you. None of it buffs Gnar's own resistances.

Boots: Plated Steelcaps Plated Steelcaps default. Mercury's Treads Mercury's Treads when enemy team has 2+ hard CC sources or heavy AP damage.

Skill order: Max W first (third-hit Hyper damage scales most per level), then Q (longer slow + lower CD for poke), then E last. Take R at levels 6, 11, 16.

Runes: Primary Resolve with Grasp of the Undying, Demolish, Second Wind, Overgrowth. Secondary Precision with Triumph and Legend: Alacrity.

Pick into / Counterpicks

Draft-level matchups: when this pick shines and which champions are picked against it. Mechanical reasoning, not winrate.

Champions Gnar beats

  • Slow melee juggernaut without ranged poke

    Mini Boomerang Throw (Q) has 1100 range and slows from outside Knuckle Down (Q) reach; Sett's Haymaker (W) runs on grit, and Gnar never gives him the damage that builds it. Hop (E) off minions dodges Facebreaker (E) stun and GNAR! (R) wall stun ends every all-in once Mega procs.

    Sett
  • Slow melee juggernaut with hook-pull

    Mini Boomerang Throw (Q) kites outside Apprehend (E) pull range and chip-stacks Rage Gene (P). Hop (E) over minions dodges Decimate (Q) outer ring; once Mega comes online, GNAR! (R) wall stun chains into Wallop (W) before Noxian Guillotine (R) execute can fire.

    Darius
  • Short-range bruiser with finite all-in window

    His power budget sits in early The Darkin Blade (Q) trade windows; Mini Hop (E) off minions dodges the third-hit knockup and Infernal Chains (W) is sidestepped on cooldown. Mega flips the script with GNAR! (R) wall stun plus Wallop (W) chain before World Ender (R) regen sustains.

    Aatrox
  • Immobile melee scaler with no early kill threat

    Mini Boomerang Throw (Q) plus Hyper (W) shoves the wave and denies Siphoning Strike (Q) stacks under tower. Wither (W) only matters in melee — Hop (E) takes him out of range before the slow lands, and Fury of the Sands (R) cannot catch Mini Gnar form.

    Nasus
  • Immobile melee scaler with ghoul setup

    Mini Boomerang Throw (Q) shoves wave faster than Last Rites (Q) ghoul stacking, denying Mourning Mist (E) setup farm. Dark Procession (W) wall cage is avoidable with Hop (E) over terrain; Eulogy of the Isles (R) Maiden walks slowly into GNAR! (R) wall stun.

    Yorick

Champions that beat Gnar

  • Ranged top laner that out-pokes Mini Gnar

    Tumble (Q) auto-resets out-poke Mini Boomerang Throw (Q) max-range trades; Silver Bolts (W) true damage shreds Mega HP through Crunch (W) tankiness. Condemn (E) pins Gnar to a wall denying Hop (E) repositioning during the trade.

    Vayne
  • Anti-tank fighter with percent-HP true damage

    Hookshot (E) pins Mini Gnar for an all-in he has no dash to escape; Precision Protocol (Q) second cast converts much of its doubled damage to true damage, cutting through the raw HP Rage Gene (P) gives Mega Gnar. Hextech Ultimatum (R) cage isolates Gnar during the Rage window.

    Camille
  • Tank engager that cancels Mega R angle

    Unstoppable Force (R) flash-engages Gnar's back line before he can transform and pick his wall. Once initiation lands, GNAR! (R) becomes peel instead of pickoff; Seismic Shard (Q) slow keeps Mini Gnar in melee where Granite Shield (P) tanks the Q poke.

    Malphite
  • Scaling ranged top with invuln window

    From level 6 Kayle's attacks go ranged at 525 units and she starts trading back; Divine Judgment (R) invulnerability then cancels the GNAR! (R) wall-stun window. Celestial Blessing (W) sustain beats Hyper (W) trade pressure.

    Kayle
  • Dash fighter that ignores Mega R angle setup

    Bladesurge (Q) chain-resets on minions carry her straight through Mini Gnar's wave, so she never has to respect the wall angle Mega R needs. Defiant Dance (W) damage reduction tanks the GNAR! (R) impact, and Vanguard's Edge (R) pins Gnar before he can Hop (E) into position.

    Irelia

Key matchups

  • Sett: Free lane. Mini Q outranges everything he has; never walk into his W (Haymaker). When he reaches you, Hop on a minion in the wave to bounce back to safety.
  • Aatrox: Even pre-6, you outscale him (you become stronger relative to him as the game goes on). Avoid standing in the sweet spot of his Q (the bright center of the swing where it does extra damage). Once you have Mega R + a wall behind him, he loses every all-in (full commit fight to the death) he starts.
  • Vayne: Hard counter. Stay back, last-hit minions with Q from max range, accept that the lane bullies you (you cannot fight back without dying). Roam to mid (leave your lane to help the mid laner) or invade the enemy jungle when Mega is up.
  • Camille: Lose lane, win late. Avoid the range of her E hookshot when Mini (she pins you to a wall and burns your Flash — Flash is a summoner spell that teleports you a short distance on a 5-minute cooldown, your one-time emergency button — then she re-engages). Save your E for after she dashes in, never before.
  • Malphite: Lane is fine — Mini Q kites him forever — but watch his level 6. He flash-ults your back line (your carries standing behind your team) in teamfights, which kills your R angle. Tell your team to spread out so his ult cannot hit two of you at once.

Power spikes & win conditions

  • Level 2: With Q + W you win most short trades (brief exchanges of damage in lane, not full fights) against melee bruisers. Walk up to the wave, Q the enemy through minions, then your third basic attack triggers the Hyper bonus damage.
  • Level 6: First Mega R unlocks a tower dive (going under their tower for a kill despite tower shots) on a low-HP enemy if you stack Rage into Mega before crossing into them.
  • Trinity Force Trinity Force completion (around minute 12-14): Your single biggest power spike (the moment you become noticeably stronger and should look for fights). Mini Q + auto-attack hits like a truck; Mega Q + W combos one-shot squishies (high-damage low-defense champions like ADCs and mages) once the stun lands.
  • 3-item Mega R fight (around minute 22-26): Sterak's + Trinity + boots online means Mega Gnar can walk through a frontline (the tanks and bruisers that open the fight from the front) and follow R into the back line (the carries doing damage from behind) for a 2-3 person stun. Force grouped objective fights (drake/baron contests where both teams are stacked together) here.

Common mistakes

  • Going Mega in lane without a fight ready. Mega has no escape (no Hop dash) and stays Mega for ~15 seconds before reverting to Mini. If your jungler is not coming and you are not committing to a fight, hold Rage at 80-90%, ping your team that you are heading back to base, and let the bar decay.
  • Throwing R in open ground. Without a wall behind the target, GNAR! is just a knockback (a forced push that shoves enemies a short distance) that interrupts their dashes and nothing more. Always reposition first; the half-second you spend lining up the wall is worth a multi-target stun.
  • Hopping in instead of out. Mini E is your escape, not your engage tool in most matchups. The only time E-in is correct is when Rage is filling and you have a clear minion to bounce back off afterwards.
  • Spamming W in lane to "force" the Hyper bonus damage. The third-hit bonus triggers on every basic attack AND every spell. Trade in patterns of two abilities + one basic attack, not three basic attacks in a row that push you out of position.
  • Mid-fight transformations you cannot control. Damage taken fills Rage too. If you back off at 95% Rage, the next basic attack on a minion turns you Mega in your jungle with no enemy to R. Either commit to a fight before that, or recall to base.

Advanced tip

Use Hop to bounce off wards and trinkets when your wave is gone. A ward is the small magical eye you place on the map for vision; the basic yellow one is the Stealth Ward trinket your support carries, and the Control Ward is the pink ward enemies place to deny vision. Every one of these counts as a unit Mini Gnar can land on for the extended second hop. Pre-place a Stealth Ward toward the enemy jungle entrance, then E onto it to extend your range by ~400 units for a Q surprise on a counter-jungling enemy. Same trick saves you from ganks: hop off your own ward into the tri-bush (the three-bush cluster near every lane) and the ganker has no follow-up.

Past patches

No previous versions available.

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