VRC.LOL

Game patch 26.20Data Dragon 16.20.1

Reference patch 16.20.1

Gnar

the Missing Link

Gnar is a durable champion who creates space through control, protection or a committed front line. This overview keeps the explanation practical and leaves patch-sensitive numbers to Riot's structured data and the current in-game tooltip.

TopMostly physical damageMelee + ranged attacks
Usual roleTop
ClassFighter · Tank
DifficultyHigh · 8/10
Basic attacksMelee + rangedMini Gnar attacks from range; Mega Gnar uses melee attacks.
Damage profileMostly physical damageMost normal kit pressure is physical. Armour may help, but check whether attacks or abilities are the main source.
Reference patch16.20.1

Strengths and limits

What Gnar does well, and what can go wrong

These are kit-level patterns, not a promise that every lane or matchup plays the same way.

Good patterns

  • Combines damage and durability in committed skirmishes or extended exchanges.
  • Creates space through durability, control or a reliable front-line threat.
  • Ranged basic attacks can contribute without entering melee distance when spacing is preserved.

Limits to respect

  • Can be worn down or controlled before reaching the range where the kit is strongest.
  • Durability does not make an unsupported engage safe or guarantee enough damage to finish a target.

Riot ally tips

Use these while learning the champion
1

Managing your Rage is very important. Try to time out your transformations so you can get maximum benefit from both forms.

2

Position yourself next to walls to bait your enemies into getting stunned by your ultimate.

3

Know your strengths! Mini Gnar is fast, squishy, and has high sustained damage. Mega Gnar is slow, tough, and has high burst.

Riot opponent tips

What an opponent is told to watch for
1

Gnar can't gain Rage for 15 seconds after he turns from big to little. Use this chance to engage on his team.

2

Gnar's animations and resource bar change as he gets closer to transforming.

3

Gnar's ultimate stuns if he hits you into a wall. Be careful when fighting him near one.

Source boundaryTip text and kit data come from Riot Data Dragon 16.20.1. VRC.LOL’s strength and limit summaries are independently written.

Practical champion reading

How to read Gnar in a real fight

Use these patterns to ask better questions before choosing an item, target or commitment. They describe the kit, not a guaranteed result.

Damage delivery

Primarily physical pressure

Armour can reduce the broad physical profile. Separate basic attacks from physical abilities before relying on an item passive that only affects attacks.

Fight rhythm

Repeated access matters

The threat grows while this champion can keep attacking a useful target. Break target access, create distance or use control before the repeated pattern settles in.

Range and access

Spacing protects repeated output

Ranged attacks are useful only while a safe line to the target remains. Flanks, hard control and blocked escape routes can remove that advantage quickly.

Typical team job

Create space and absorb attention

The kit is usually most valuable when it controls an entrance, protects a carry or begins a fight allies can actually reach. Durability does not make an isolated engage safe.

Control check

Identify the exact movement restriction

Tenacity can shorten only eligible control. Displacements, airborne effects and repeated slows need their own positioning, blocking or movement answer.

Protection and sustain

Do not buy a counter that has no target

Reserve anti-heal and anti-shielding for a visible problem in the full team composition; they are not default answers to every champion.

Resource pattern

Rage and cooldowns both matter

A spell being available does not mean the complete sequence is sustainable. Watch the resource bar as well as the setup and escape cooldowns.

Read the whole teamThe same champion can create a different problem after changing role, items or allies. Re-check the visible match before committing to a defensive answer.

Defensive item reference

What can help against Gnar?

Start with the threat that is actually affecting the match. These are conditional comparisons, not an automatic counter build.

Pre-game choices
DEFENSIVE BOOTS

Plated Steelcaps usually fit better

Armour and attack reduction address repeated physical basic attacks. The passive does not reduce every physical ability.

Choose Mercury's Treads instead when magic damage or reducible crowd control across the full team matters more.
Repeated attacksReducible controlSlows
PHYSICAL DEFENCE

Physical defence

Armour · health · role-appropriate defence

Armour can reduce physical damage, but Plated Steelcaps' passive is specific to attacks.

Match the item to attacks, critical strikes or ability burst rather than buying armour from the label alone.
REPEATED ATTACKS

Repeated attacks

Plated Steelcaps · Frozen Heart

These can reduce attack-focused pressure when their stats fit your champion.

Do not use this as an answer to physical spells that are not attacks.
CONTROL AND ONE KEY SPELL

Control and one key spell

Mercury's Treads · Quicksilver Sash · Banshee's Veil · Edge of Night

Tenacity and a removable-control active can help against the relevant disabling effects.

Check the current tooltip and whether the exact effect can be shortened, removed or blocked.
REPEATED SLOWS

Repeated slows

Boots of Swiftness

Slow resistance can be more useful than Tenacity when repeated slowing strength is the main problem.

It gives no armour or magic resistance, so compare the rest of the opposing team.
Player decidesChampion identity is a starting point, not an automatic purchase. Compare the full opposing team, current item tooltips and the problem that is actually deciding fights. Never buy two completed pairs of Boots.

Normal Draft and Ranked role map

Where Gnar fits on Summoner's Rift

Each lane is assessed separately. Open a role to reach its queue-specific build and matchup preparation.

JungleUnestablished route

Historical reference. Recommendation review pending. Gnar is normally played Top and does not currently have a reviewed Jungle route. Jungle usually needs repeatable monster clear, safe pathing and objective control without lane income. Treat this as a deliberate experiment, not a standard recommendation.

Review this role
MidUnestablished route

Historical reference. Recommendation review pending. 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.

Review this role
BotUnestablished route

Historical reference. Recommendation review pending. Gnar is normally played Top and does not currently have a reviewed Bot route. Bot usually needs dependable duo-lane scaling and sustained damage with shared early pressure. Treat this as a deliberate experiment, not a standard recommendation.

Review this role
SupportUnestablished route

Historical reference. Recommendation review pending. Gnar is normally played Top and does not currently have a reviewed Support route. Support usually needs useful engage, peel or utility while operating on low gold income. Treat this as a deliberate experiment, not a standard recommendation.

Review this role

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

Levels 1–18

Gnar · Health / Rage · Abilities

Base values exclude items, runes, temporary buffs and mode-specific modifiers. Cooldowns are the listed base cooldown before ability haste.

Level 1540 Health100 Rage
Level 3657 Health100 Rage
Level 6852 Health100 Rage
Level 111,233 Health100 Rage
Level 161,684 Health100 Rage
Level 181,883 Health100 Rage

Cooldown Data Dragon 16.20.1

Q
Basic abilityBoomerang Throw / Boulder Toss

Can receive its first point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

Rank 116 secRank 214.5 secRank 313 secRank 411.5 secRank 510 sec
W
Basic abilityHyper / Wallop

Can receive its first point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

All ranks7 sec
E
Basic abilityHop / Crunch

Can receive its first point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

Rank 122 secRank 219.5 secRank 317 secRank 414.5 secRank 512 sec
R
UltimateGNAR!

First rank becomes available at level 6; later ranks normally become available at levels 11 and 16.

Rank 190 secRank 260 secRank 330 sec
Open every levelHealth and rage from level 1 to 18
LevelHealthRageAbility milestone
1540100 RageChoose the first basic ability
2597100 RageAdd another basic ability or rank
3657100 RageAdd another basic ability or rank
4719100 RageSpend one ability point
5784100 RageSpend one ability point
6852100 RageFirst ultimate rank normally available
7923100 RageSpend one ability point
8996100 RageSpend one ability point
91,072100 RageSpend one ability point
101,151100 RageSpend one ability point
111,233100 RageSecond ultimate rank normally available
121,318100 RageSpend one ability point
131,405100 RageSpend one ability point
141,495100 RageSpend one ability point
151,588100 RageSpend one ability point
161,684100 RageFinal ultimate rank normally available
171,782100 RageSpend one ability point
181,883100 RageSpend one ability point
How the numbers are calculatedLevel values use Riot Data Dragon 16.20.1 base and growth statistics with League’s non-linear champion-stat growth curve. Queue starting levels can differ: Normal Draft and Ranked normally begin at level 1, while ARAM and Swiftplay use faster starting rules.

Choose the next question

Turn the profile into a pre-game plan

Choose a queue-aware build, compare a lane opponent, or return to the full champion library.

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