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Game patch 26.20Data Dragon 16.20.1

Reference patch 16.20.1

Gnar Mid · Normal Draft

Gnar is normally played Top and does not currently have a reviewed Mid route. Mid usually needs solo-lane safety plus wave control, roaming or reliable burst pressure. Treat this as a deliberate experiment, not a standard recommendation.

Unestablished routeStandard Summoner's Rift preparation
Champion overview
Review patch unknownRecommendation review pending

These patches track recommendation review, build validation and item lookup separately. Updating item data does not complete a build review.

Recommendation patch
— Data Dragon
Build validation patch
16.19.1 Data Dragon
Item lookup patch
16.20.1 Data Dragon

Unreviewed route

No reviewed Gnar Mid build

Gnar is normally played Top and does not currently have a reviewed Mid route. Mid usually needs solo-lane safety plus wave control, roaming or reliable burst pressure. Treat this as a deliberate experiment, not a standard recommendation.

A different lane's items are not relabelled as correct. Role income, map access and starting rules can change the whole purchase order.

Champion guide Top

Runes and summoner spells

Runes and summoner spellsGnarMid

Use repeated combat after controlling the Mid wave, then keep Flash for the short lane's frequent gank and roam angles.

Normal Draft
Primary tree

Precision

ConquerorTriumphLegend: AlacrityLast Stand
Secondary tree

Resolve

Bone PlatingOvergrowth
Summoner spells
FlashIgnite
Choose pressure or recovery

Ignite supports a short kill window; Teleport supports recall and map timing; Barrier protects against immediate burst.

Protect the wave plan

A more aggressive spell pair does not replace safe wave timing, river vision or an escape route.

Kit reference

Gnar abilities

Ability names, descriptions and numeric fields come from Riot Data Dragon. Practical reads are independently written; the current in-game tooltip remains authoritative.

Abilities Data Dragon 16.20.1Cooldown / Cost / Range Data Dragon 16.20.1
P
Passive

Rage Gene

What it doesWhile in combat Gnar generates Rage. At maximum Rage his next ability will transform him into Mega Gnar, granting increased survivability and access to new spells.

Practical readRage Gene is the always-on rule shaping Gnar's normal trading and fight pattern. Watch its in-game state before committing.

Q
Q ability

Boomerang Throw / Boulder Toss

What it doesGnar throws a boomerang that damages and slows enemies it hits before returning to him. If he catches the boomerang its cooldown is reduced. Mega Gnar instead throws a boulder that stops on the first unit hit, damaging and slowing everything nearby. It can then be picked up to reduce the cooldown.

Practical readBoomerang Throw / Boulder Toss is a ranged cast involving a slowing effect and damage. Respect its line or target area, and avoid spending it when the opponent can simply step away before the important exchange.

Cooldown16/14.5/13/11.5/10 secListed range1100 units
First target

The first valid unit in the path receives or stops the effect, so minions, monsters or champions can change the result where the tooltip allows them.

W
W ability

Hyper / Wallop

What it doesGnar's attacks and spells hype him up, dealing bonus damage and granting him Move Speed. Mega Gnar is too enraged to be hyper and instead can rear up on his hind legs and smash down on the area in front of him, stunning enemies in an area.

Practical readHyper / Wallop contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

Cooldown7 sec
E
E ability

Hop / Crunch

What it doesGnar leaps to a location and bounces off the head of any unit he lands on, traveling further. Mega Gnar is too large to bounce and instead lands with earth-shattering force, dealing damage in an area around him.

Practical readHop / Crunch contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

Cooldown22/19.5/17/14.5/12 secListed range475 units
Movement

The cast changes position or access. Account for where the champion finishes, not only where the ability begins.

R
Ultimate

GNAR!

What it doesMega Gnar throws everything around him in a chosen direction, dealing damage and slowing them. Any enemy that hits a wall is stunned and takes bonus damage.

Practical readGNAR! is a ranged cast involving a slowing effect and damage. Respect its line or target area, and avoid spending it when the opponent can simply step away before the important exchange.

Cooldown90/60/30 secListed range590 units

Adapt the plan

What to do when the game changes

Judge the whole lane or map state, not only personal kills. Choose the situation closest to the current game.

Even plan

Manage the wave and keep both sides of the map visible

1
Lane

Trade when your key ability and minion position favour you; an even lane does not require a forced solo kill.

2
Map play

Move on a completed wave and return before several waves are lost to the tower.

3
Fights

Position for the champion's reliable damage or control instead of beginning with the lowest-percentage spell.

Pings, movement and objectives

Gnar Mid map plan

Mid can reach either side, but the wave pays for every move. Communicate the opponent first, then move only when the route and destination are credible.

Ahead

Use priority to arrive first, not recklessly

Ping
Ping Enemy Missing when the opponent leaves, On My Way before entering river and Danger on the route the opponent may use.
Stay or roam
Roam after clearing the wave and choose the side where allies can participate. Return before several waves are lost.
Objective
Reach river with the Jungler, control one entrance and preserve the spell that stops an enemy engage or secures the first target.
Even

Turn one managed wave into map pressure

Ping
Use Enemy Missing immediately, then On My Way only when you are genuinely moving rather than considering it.
Stay or roam
Move after the wave is handled. If following requires entering fog alone, ping Danger and take the safe route instead.
Objective
Help establish river vision before the start. Do not burn the only control spell on poke if it is needed to protect the entrance.
Behind

Clear safely and warn both side lanes

Ping
Ping Enemy Missing early and repeat Danger on the threatened side. Use Retreat if matching the roam would expose you to another kill.
Stay or roam
Follow through established vision or remain Mid and recover farm. A late blind follow often loses both positions.
Objective
Approach behind the front line and use reliable control or range. Trade the objective if the team cannot safely enter river.
Objective setup

Four calls, in order

Pings create a shared plan; they do not replace checking waves, vision and who can move.

  1. 1
    Handle the wave

    Push, catch or communicate the wave before leaving so the opponent does not gain a free move and free income.

  2. 2
    Signal the route

    Use On My Way for the route you are actually taking and Danger where an unseen opponent may arrive.

  3. 3
    Enter together

    Move through controlled vision with the Jungler or another ally instead of face-checking the objective alone.

  4. 4
    Choose the job

    Decide whether you are engaging, front-lining, flanking or protecting a carry before the fight begins.

Later objectives: Repeat the same process around later major objectives: handle nearby income, communicate the route, enter through vision and agree on the fight before committing.

Use the guide

Put Gnar into a real matchup

Compare a specific opponent, return to the champion overview, or choose another champion without losing the queue distinction.

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