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Gnar seems to always be in the META, due to him being able to kite with easily and to sustain damage. This article will let you know everything you need to know about Gnar.
Abilities
Gnar is only difficult to play because of his passive, which the player needs to know how to control. The gameplay of Gnar, however is simple with his standard boomerang, extra damage on the 3rd hit (although scaled off AP) and jump. The most important thing to know about Gnar is that you need to only attack periodically if you plan on turning to your big Gnar. The ultimate is not as bad as you would think, you just want to try to gather as many teammates as you can and push them into any surface (tower, nexus, wall.)
Gnar is primarily AD, however playing him AP has its benefits. Gnar’s W and R are based on AP and what does crazy damage to an opponent is spamming auto attacks with tons of AP (the W goes off every 3rd hit).
Build
What has worked for me is building Gnar with a start-off of frozen mallet. This is because it slows, allowing for more W’s and damage. The boots next, and black cleaver for a bit more health and AD. Then, depending on who I’m facing, I will get a tank item that either has armor or magic resist. (Spirit visage for health regen and magic resist, and sunfire cape for armor and extra damage when someone is around you.) As for the rest, I recommend going a bit off the spectrum, maybe doing bloodthirster, or getting crazy tanky and going with warmogs.
AP Build
But, if you want an AP build, starting with runaan’s hurricane is the best choice, for 3 W’s to work simultaneously, which is great for team fights or even 1v3. Boots next, and luden’s echo for the extra damage when it gets to 100 at the movement speed (good for W once again.) Definitely get rabadon’s as well, for the way extra AP. And since Gnar needs to be a bit tanky, go for either zhonya's or banshee’s, depending on if the other team is mostly AD or AP, respectively.
Team Fights
As for team fights, use the boomerang (Q) to slow down an opponent or deal a bit of extra damage, and make sure to catch it so the cooldown is way lower. The W is a passive, so as long as you auto attack as much as you can, you’re doing it right. The E can be used to jump on an opponent (doing a double jump), to jump into team fights, or to run away. E’ing into the ultimate has worked effectively, then smashing the whole opponent team into the wall, stunning them and letting the rest of your team go in and catch them while they are stunned.
Lane/Role
Overall, Gnar is played top lane, but playing him middle works as well. Top works best because most tanks usually fight up top. If you’re playing a normal, go with the AD build above. Middle, you could go AP, but if you did, go a bit on the tankier side, since that is more of Gnar’s purpose. Jungle, I’ve tested but I do not recommend because he is very very squishy at first and will need 2 people to help him defeat his first jungle monster. Along with ganking, this will be very hard at the start unless some free kills are awarded to him. Gnar is ranged, so technically he can be an ADC, but once again do not try this on Gnar, unless it is a goofy game. Gnar changes too fast with his attack speed, especially if you’re an ADC and his range is very small compared to normal ADCs’. And, Gnar could be a support too, primarily tank as supports usually are. So play Gnar primarily top, but try middle, support, jungle, and ADC in that sequence if you wanted to. (Normal support, jungle, and ADC’s items for Gnar if you were to build him as one of these roles.) That is the way to play Gnar, the ranged tank.
Abilities
Gnar is only difficult to play because of his passive, which the player needs to know how to control. The gameplay of Gnar, however is simple with his standard boomerang, extra damage on the 3rd hit (although scaled off AP) and jump. The most important thing to know about Gnar is that you need to only attack periodically if you plan on turning to your big Gnar. The ultimate is not as bad as you would think, you just want to try to gather as many teammates as you can and push them into any surface (tower, nexus, wall.)
Gnar is primarily AD, however playing him AP has its benefits. Gnar’s W and R are based on AP and what does crazy damage to an opponent is spamming auto attacks with tons of AP (the W goes off every 3rd hit).
Build
What has worked for me is building Gnar with a start-off of frozen mallet. This is because it slows, allowing for more W’s and damage. The boots next, and black cleaver for a bit more health and AD. Then, depending on who I’m facing, I will get a tank item that either has armor or magic resist. (Spirit visage for health regen and magic resist, and sunfire cape for armor and extra damage when someone is around you.) As for the rest, I recommend going a bit off the spectrum, maybe doing bloodthirster, or getting crazy tanky and going with warmogs.
AP Build
But, if you want an AP build, starting with runaan’s hurricane is the best choice, for 3 W’s to work simultaneously, which is great for team fights or even 1v3. Boots next, and luden’s echo for the extra damage when it gets to 100 at the movement speed (good for W once again.) Definitely get rabadon’s as well, for the way extra AP. And since Gnar needs to be a bit tanky, go for either zhonya's or banshee’s, depending on if the other team is mostly AD or AP, respectively.
Team Fights
As for team fights, use the boomerang (Q) to slow down an opponent or deal a bit of extra damage, and make sure to catch it so the cooldown is way lower. The W is a passive, so as long as you auto attack as much as you can, you’re doing it right. The E can be used to jump on an opponent (doing a double jump), to jump into team fights, or to run away. E’ing into the ultimate has worked effectively, then smashing the whole opponent team into the wall, stunning them and letting the rest of your team go in and catch them while they are stunned.
Lane/Role
Overall, Gnar is played top lane, but playing him middle works as well. Top works best because most tanks usually fight up top. If you’re playing a normal, go with the AD build above. Middle, you could go AP, but if you did, go a bit on the tankier side, since that is more of Gnar’s purpose. Jungle, I’ve tested but I do not recommend because he is very very squishy at first and will need 2 people to help him defeat his first jungle monster. Along with ganking, this will be very hard at the start unless some free kills are awarded to him. Gnar is ranged, so technically he can be an ADC, but once again do not try this on Gnar, unless it is a goofy game. Gnar changes too fast with his attack speed, especially if you’re an ADC and his range is very small compared to normal ADCs’. And, Gnar could be a support too, primarily tank as supports usually are. So play Gnar primarily top, but try middle, support, jungle, and ADC in that sequence if you wanted to. (Normal support, jungle, and ADC’s items for Gnar if you were to build him as one of these roles.) That is the way to play Gnar, the ranged tank.
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