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Patch 16.2.1
Control the side lanes in Mini Gnar to draw pressure, then use your high mobility to join teamfights at 90+ Rage. Land a multi-man stun against a wall to allow your team to clean up.
Dual-form lane bully and teamfight engager. You spend your time kiting and poking in Mini Gnar to build Rage, then diving in as Mega Gnar to deliver fight-winning CC.
Managing is 90% of the champion. Mini Gnar is fast and ranged; Mega Gnar is tanky with CC. You transform at 100 Rage. Your next ability cast at 100 Rage triggers the change, or you transform automatically after 4 seconds of being at max Rage.
In Mini form, use to slow and poke. Always catch it to reduce the cooldown by 40%. In Mega form, throws a boulder that slows. You can pick it up to reduce the cooldown. It's your primary tool for sticking to targets.
Mini is a passive: every 3rd hit on a target deals % HP damage and gives you a burst of Move Speed. Mega is an active AOE stun. Use it after to chain-lock enemies against a wall.
Mini is a hop. If you land on any unit (friend or foe), you bounce further. Mega is a simple AOE damage leap. If you cast at 100 Rage, you will bounce as Mini then land as Mega Gnar—this is your primary engage tool.
Only available in Mega Gnar. knocks all nearby enemies in a direction. If they hit a wall, they are stunned and take massive damage. Always look for 'the big ult' near terrain or turrets.
Hover around 90-95 Rage before a fight. When the enemy groups near a wall, use to transform and land on high-priority targets. Once your CC is spent, use Mega and to peel for your carries.
If you are forced into a fight at 0 Rage, stay in the backline and use Mini to peel. Do not jump in until you are about to turn Mega.
Your basic laning trade. The slow makes it easy to land the next two autos, proccing the passive for bonus damage and movement speed to kite back.
The 'Transform-Jump'. Use to bounce off a minion to reach the backline. You transform mid-air. Immediately them into a wall, follow up with stun, then to slow them if they survive.
A high-level engage. Use to start the jump, then Flash mid-air to redirect your landing and immediately cast before the enemy can react.
Use this when an enemy is already close. The slow ensures you land the stun, maximizing your damage output while they are immobile.
| Spike | Why |
|---|---|
| Level 3 | You have access to for safety and passive for actual kill pressure in lane trades. |
| Level 6 | Unlocking makes your Mega form a terrifying threat. You can now solo-kill most top laners if you catch them near a wall. |
| Level 9 | With fully maxed, the cooldown is significantly reduced (especially when caught), allowing for infinite kiting and poke. |
| Level 11 | Rank 2 increases the stun duration and damage, making your mid-game teamfighting extremely potent. |