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Gnar Build Guide by RTO

[11.15] RTO's Challenger Gnar Top Lane Guide

[11.15] RTO's Challenger Gnar Top Lane Guide

Updated on July 25, 2021
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League of Legends Build Guide Author RTO Build Guide By RTO 29 8 106,016 Views 0 Comments
29 8 106,016 Views 0 Comments League of Legends Build Guide Author RTO Gnar Build Guide By RTO Updated on July 25, 2021
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Runes: General

1 2 3 4
Precision
Fleet Footwork
Triumph
Legend: Alacrity
Coup de Grace

Resolve
Demolish
Bone Plating
Bonus:

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

1 2
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Teleport

Teleport

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

Champion Build Guide

[11.15] RTO's Challenger Gnar Top Lane Guide

By RTO
Intro
RTO Here!
About Me

I am a Peak 578 LP Challenger, North American Top Laner and Streamer representing Team Radiance, whose mission is to promote positivity in League of Legends. My main is Renekton, but I play many other champions when I am target banned. I also have an incredible amount of top lane knowledge that I want to share with you guys.

Gnar is a safe, versatile, top laner who can be picked into any team comp, and built in multiple ways. He has CC, damage and mobility, along with having the ability to shred tanks. He's got a high skillcap to master.

If you like this guide, make sure to check out my even more in depth guides at my new website



Social Media

Summoner Spells
SUMMONER SPELLS


Flash is your engage summoner, your escape summoner, and all in between summoner. Take this every time. There is no reason to replace this summoner.

Teleport is your primary summoner as a top laner, it allows you to have great map pressure, it's used for split pushing, turning team fights and returning quickly to lane early game.

Ignite is an option if you want to be hyper aggressive in lane, shut down your opponent and know you can get easy kills. It falls off late, and you trade away your map pressure by taking this summoner.

Runes
PRECISION AND RESOLVE




PRIMARY CHOICES

Fleet Footwork is the standard keystone to take on Gnar, offering you a heal on an energized attack, along with 30% bonus AD and increasing your MS by 20% for 1 second, allowing you to dodge more skillshots, as well as increasing your sustain in laning phase.

Triumph restores 12% of your missing HP on takedowns, increasing the potential of making outplays, and also offers you extra gold.

Legend: Alacrity increases your attack speed exponentially, which is core for Gnar.
Legend: Tenacity is a good secondary option for Gnar when vs teams with high CC.

Coup de Grace increases your damage output by 8% on champions with less than 40% HP, helping you finish off kills on unsuspecting enemies who won't expect the bonus damage.

In the current meta, tower plates are one of the first objectives you want to be focused on, and Demolish helps you achieve this. A core option on most top laners, Gnar included.

Good against the majority of top laners, especially in this meta where ranged are prevalent. Bone Plating reduces their next 3 attacks on you, up to 60 less damage.
Second Wind is a viable option when vs poke match ups.


OTHER OPTIONS

A good rune to take into hard matchups, giving you increased sustain and survivability, while dealing bonus damage based on your max HP.

Good option to take for harassing your enemy laner, increasing the damage they take exponentially. Generally taken if you want to do some serious damage.

Take this rune into tanks, as the true damage it gives helps you to shred them down. Also helps your sustain as it heals you.

A good choice if you're going into an opponent who is very squishy, giving you extra harass, pushing out your opposing laner.


Attack speed is core on Gnar, enabling him to output more auto's, and increasing his overall damage.

Your next two runes are interchangeable depending on the enemy match up you're against. More AP? Take magic resist. More physical? Take armor. Want / need more hp? Take HP!

Itemization
Itemization Choices

You'll want to make choices depending on the enemy team
and match up that you're against, whether you need more armor, or more magic resist



Boots


Core



Abilities
PASSIVE ABILITY
Rage Gene

MINI GNAR: While in Mini Gnar form, he gains bonus movement speed, attack range, attack speed growth and attack speed.

Rage Generation

MEGA GNAR: Mega Gnar has different abilities, although they share Mini Gnar's ability cooldowns. While in Mega Gnar form, he loses all Mini Gnar's buffs and instead has increased base AD, base health, base armor, and base magic resistance. Gnar restores health equal to the increase.


Q
Boomerang Throw

MINI GNAR: Gnar throws a boomerang forward in a line that deals physical damage and slows enemies for 2 seconds. The boomerang returns towards Gnar in a fixed line after reaching its maximum range or hitting an enemy, dealing 50% damage to subsequent targets.

Each enemy can only be hit once. Catching the boomerang while in mid-air refunds 40% of its maximum cooldown, while if caught at the end of its return flight, it refunds completely.

MEGA GNAR

The boomerang return direction is determined by which direction Gnar is heading, similar to
Draven's Spinning Axe, and is calculated at the apex of its flight.
Using Boomerang Throw during Hop will cause the boomerang to travel 1100 units from the destination where Gnar jumped.


W
Hyper

MINI GNAR: Every third attack or ability on the same target within 3.5 seconds deals bonus magic damage (capped against monsters) and grants Gnar bonus movement speed that decays over 3 seconds, (based on GNAR!'s rank).
Bonus Movement Speed - 30 / 45 / 60 / 75%
Bonus Magic Damage - 10 / 20 / 30 / 40 / 50 (+ 6 / 8 / 10 / 12 / 14% of target's maximum health)
(+ 100% AP)

MEGA GNAR

Gnar gains Hyper's bonus movement speed when he leaves MEGA GNAR.


E
Hop

MINI GNAR: Gnar leaps to a target location, gaining bonus attack speed for 3 seconds.
If Gnar lands on a unit he will bounce 525 units further in the same direction.
Landing on an enemy deals physical damage and slows them by 80% for 0.5 seconds.
Attack Speed - 20 / 30 / 40 / 50 / 60%
Physical Damage - 50 / 85 / 120 / 155 / 190 (+ 6% maximum health)

MEGA GNAR

Hop does not allow Gnar to bounce off wards.


R
Gnar!

MINI GNAR: Increases Hyper's bonus movement speed.

MEGA GNAR

GNAR!'s active also stuns enemies hitting impassable player-created terrain Crystallize,
Cataclysm etc.
Gameplay

EARLY GAME



As Mini Gnar in lane, you want to be trading and poking down your opponent as much as possible. You generally want to be making sure you proc the third stack of Hyper, as this is your main damage source.
You can safely trade with your enemy laner using an AA > Q > AA combo, depleting their health bar with only a few uses of this combo.

You want to be keeping an eye on your Rage Bar at all times, potentially having kill pressure if you're about to turn. At 6, you can kill a lot of your enemies with a GNAR! stun, into a Wallop and Boulder Toss, especially if you have already wittled down your opponents health in Mini Gnar form.

If you get ganked, use your Boomerang Throw to slow the enemies closing in on you and use Hop to get away safely, gaining extra distance by using your minion wave. If you are close to Mega Gnar and your opponents are diving you, you can potentially 1v2 with a well placed GNAR! stun under your turret.

Once you're 6, you can focus on pushing the wave into the enemy tower and trying to take some early plates with Demolish.
Help out your jungler if he comes to take Rift Herald, and secure first blood tower for your team. At this point you can potentially invade the enemies jungle, taking away vital XP, gold and their blue buff, if you're on red side.


MID / LATE GAME


Outside of laning phase, you have the option to group with your team and take objectives, or split push. If your team has a strong team fight, you can group with them, invading the enemy jungle, forcing fights over objectives, or pushing lanes.

If you decide to split push, keep an eye on your Rage Bar, incase of incoming ganks, or Hop away. You can focus on taking towers efficiently with Demolish and allowing your team to pressure other objectives.

If Baron Nashor is alive and your Teleport is available, you can split push bot lane.
If Baron Nashor is alive and your Teleport is down, you will be split pushing top lane.

If Baron Nashor is dead, and your Teleport is down, you will split push bot lane, especially if a dragon will be spawning.
If Baron Nashor is dead, and your Teleport is available, you can split push top lane.

You want to split push the lane opposite to the most important, neutral objective, if your Teleport is available. This way, you can take the majority of pressure off the objective, as the enemies will not be able to answer you solo, and they give up the objective to your team. If you know the enemies will be collapsing on you soon, you will want to spam ping your team to complete the objective as quickly as possible. You can easily waste opponents time with Hop to escape easily, and also wall hop. If the enemies collapse on your team, you can Teleport to them to quickly reach the fight.

You want to be going into team fights as Mega Gnar, aiming to get off a huge GNAR! ult into a wall, aiming for a 5 man stun! You can transform in fog of war, then Flash ult enemies, catching them off guard and winning a teamfight or skirmish before it's even started.
This is where Gnar's high skill floor comes in, as you want to be watching your Rage Bar going into team fights, and transforming at optimal times, you don't want to be Mini Gnar the entire fight, and then transform when it's over!
Make sure you're auto attacking between your abilities, Gnar does a surprising amount of damage in Mini Gnar form and has the ability to kite easily.
Be careful if the enemy team have a Lulu, she will Whimsy you, completely negating any of your damage and essentially rendering you useless. The same goes for any very hard CC such as Morgana's Dark Binding, or Malzahar's Nether Grasp.
Conclusion
I hope you have enjoyed and learnt enough from my Gnar guide, to crunch your enemies, and conquer the game.

If you're interested in seeing more of Gnar, Renekton and myself, please follow my stream! I am streaming every day, and I engage with my chat consistently.

If you like this guide, make sure to check out my even more in depth guides at my new website

Please contact Mossey#6340 on Discord for guide creations
Update Log
  • 07/23/2019 - Published Guide.
  • 11/21/2019 - Updated for 9.23.
  • 11/23/2020 - Updated for preseason.
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[11.15] RTO's Challenger Gnar Top Lane Guide

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