Arrr, VRC.LOL

Game patch, matey 26.21Data Dragon 16.21.1

Arrr, reference patch 16.20.1

Gnar

the Missing Link

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

TopsideArrr, mostly physical damageArrr, melee + ranged attacks
Arrr, usual roleTopside
ClassArrr, fighter · Tank
DifficultyArrr, high · 8/10
Arrr, basic attacksArrr, melee + rangedArrr, mini Gnar attacks from range; Mega Gnar uses melee attacks.
Arrr, damage profileArrr, mostly physical damageMost normal kit pressure be physical. Armour may lend a hand, but inspect whether attacks or tricks be th' main source.
Arrr, reference patch16.20.1

Arrr, strengths and limits

What Gnar does well, and what can go wrong

These be kit-level patterns, nay a promise that every course or matchup plays th' same way.

Arrr, good patterns

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

Arrr, limits to respect

  • Can be worn down or controlled afore reaching th' range where th' kit be strongest.
  • Durability does nay make an unsupported engage seaworthy or guarantee enough damage to finish a target.

Arrr, riot ally tips

Use these while learning th' champion
1

Managing yer Rage be very fit fer th' captain's eye. Try to time out yer transformations so ye can get maximum benefit from both forms.

2

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

3

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

Riot foe tips

What an foe be told to watch fer
1

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

2

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

3

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

Arrr, source boundaryTip text and kit data come from Riot Data Dragon 16.20.1. VRC.LOL’s strength and limit summaries be independently written.

Arrr, practical champion reading

Arrr, how to read Gnar in a real fight

Use these patterns to ask better questions afore choosing an gear, target or commitment. They describe th' kit, nay a promised result.

Arrr, damage delivery

Arrr, primarily physical pressure

Armour can reduce th' broad physical profile. Separate basic attacks from physical tricks afore relying on an gear passive that only affects attacks.

Arrr, fight rhythm

Arrr, repeated access matters

Th' threat grows while this champion can keep attacking a useful target. Break target access, create distance or use control afore th' repeated pattern settles in.

Arrr, range and access

Arrr, spacing protects repeated output

Ranged attacks be useful only while a seaworthy line to th' target remains. Flanks, hard control and blocked escape routes can remove that advantage quickly.

Typical crew job

Arrr, create space and absorb attention

Th' kit be most often most valuable when it controls an entrance, protects a carry or begins a fight crewmates can actually reach. Durability does nay make an isolated engage seaworthy.

Control inspect

Identify th' exact movement restriction

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

Arrr, protection and sustain

Do nay buy a counter that has no target

Reserve anti-heal and anti-shielding fer a visible problem in th' full crew composition; they be nay default answers to every champion.

Arrr, resource pattern

Arrr, rage and cooldowns both matter

A spell being available does nay mean th' shipshape sequence be sustainable. Watch th' resource bar as well as th' setup and escape cooldowns.

Read th' whole crewTh' same champion can create a different problem after changing role, gear or crewmates. Re-inspect th' visible clash afore committing to a defensive captain's answer.

Defensive gear reference

What can help against Gnar?

Set sail wit' th' threat that be actually affecting th' clash. These be conditional comparisons, nay an automatic counter loadout.

Pre-battle choices
Arrr, dEFENSIVE BOOTS

Plated Steelcaps most often fit better

Armour and attack reduction address repeated physical basic attacks. Th' passive does nay reduce every physical trick.

Pick Mercury's Treads instead when magic damage or reducible crowd control across th' full crew matters more booty.
Arrr, repeated attacksArrr, reducible controlSlows
Arrr, pHYSICAL DEFENCE

Arrr, physical defence

Armour · health · role-appropriate defence

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

Clash th' gear to attacks, critical strikes or trick burst rather than buying armour from th' label alone.
Arrr, rEPEATED ATTACKS

Arrr, repeated attacks

Plated Steelcaps · Frozen Heart

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

Do nay use this as an captain's answer to physical spells that be nay attacks.
Arrr, cONTROL AND ONE KEY SPELL

Arrr, control and one key spell

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

Tenacity and a removable-control active can lend a hand agin' th' relevant disabling effects.

Inspect th' present tooltip and whether th' exact effect can be shortened, removed or blocked.
Arrr, rEPEATED SLOWS

Arrr, repeated slows

Boots of Swiftness

Slow resistance can be more booty useful than Tenacity when repeated slowing strength be th' main problem.

It gives no armour or magic resistance, so compare th' rest o' th' opposing crew.
Sailor decidesChampion identity be a starting point, nay an automatic purchase. Compare th' full opposing crew, present gear tooltips and th' problem that be actually deciding fights. Ne'er buy two completed pairs o' Boots.

Normal Draft and Ranked role sea chart

Where Gnar fits on Summoner's Rift

Each course be assessed separately. Unfurl a role to reach its queue-specific loadout and matchup preparation.

JungleUnestablished course

Old chart, matey. Recommendations await inspection. Gnar be normally played Top and does nay currently have a reviewed Jungle course. Jungle most often needs repeatable monster clear th' deck, seaworthy pathing and prize control without course income. Treat this as a deliberate experiment, nay a standard recommendation.

Inspect this role
MidshipsUnestablished course

Old chart, matey. Recommendations await inspection. Gnar be normally played Top and does nay currently have a reviewed Mid course. Mid most often needs solo-course safe harbour plus wave control, roaming or reliable burst pressure. Treat this as a deliberate experiment, nay a standard recommendation.

Inspect this role
BottomsideUnestablished course

Old chart, matey. Recommendations await inspection. Gnar be normally played Top and does nay currently have a reviewed Bot course. Bot most often needs dependable duo-course scaling and sustained damage wit' shared early pressure. Treat this as a deliberate experiment, nay a standard recommendation.

Inspect this role
SupportUnestablished course

Old chart, matey. Recommendations await inspection. Gnar be normally played Top and does nay currently have a reviewed Support course. Support most often needs useful engage, peel or utility while operating on low doubloons income. Treat this as a deliberate experiment, nay a standard recommendation.

Inspect this role

Arrr, kit reference

Gnar tricks

Trick names, descriptions and numeric fields come from Riot Data Dragon. Practical reads be independently written; th' present in-battle tooltip remains authoritative.

Tricks Data Dragon 16.20.1Wait fer reload (s) / Cost / Charted reach (units) Data Dragon 16.20.1
P
Passive

Rage Gene

Arrr, what it doesEnglishWhile 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.

Q
Q trick

Boomerang Throw / Boulder Toss

Arrr, what it doesEnglishGnar 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.

Wait fer reload (s)16/14.5/13/11.5/10Charted reach (units)1100
W
W trick

Hyper / Wallop

Arrr, what it doesEnglishGnar'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.

Wait fer reload (s)7
E
E trick

Hop / Crunch

Arrr, what it doesEnglishGnar 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.

Wait fer reload (s)22/19.5/17/14.5/12Charted reach (units)475
R
Ultimate

GNAR!

Arrr, what it doesEnglishMega 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.

Wait fer reload (s)90/60/30Charted reach (units)590

Arrr, levels 1–18

Gnar · Health, arr / Rage · Tricks

Base values exclude gear, runes, temporary buffs and mode-specific modifiers. Cooldowns be th' listed base cooldown afore trick haste.

Arrr, level 1540 Health, arr100 Rage
Arrr, level 3657 Health, arr100 Rage
Arrr, level 6852 Health, arr100 Rage
Arrr, level 111,233 Health, arr100 Rage
Arrr, level 161,684 Health, arr100 Rage
Arrr, level 181,883 Health, arr100 Rage

Wait fer reload (s) Data Dragon 16.20.1

Q
Basic trickBoomerang Throw / Boulder Toss

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

Arrr, rank 116Arrr, rank 214.5Arrr, rank 313Arrr, rank 411.5Arrr, rank 510
W
Basic trickHyper / Wallop

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

Arrr, all ranks7
E
Basic trickHop / Crunch

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

Arrr, rank 122Arrr, rank 219.5Arrr, rank 317Arrr, rank 414.5Arrr, rank 512
R
UltimateGNAR!

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

Arrr, rank 190Arrr, rank 260Arrr, rank 330
Unfurl every levelHull and rage from level 1 to 18
RankHealth, arrRageTrick milestone
1540100 RagePick th' first aboard basic trick
2597100 RageStow another basic trick or rank
3657100 RageStow another basic trick or rank
4719100 RageSpend one trick point
5784100 RageSpend one trick point
6852100 RageFirst aboard ultimate rank normally available
7923100 RageSpend one trick point
8996100 RageSpend one trick point
91,072100 RageSpend one trick point
101,151100 RageSpend one trick point
111,233100 RageArrr, second ultimate rank normally available
121,318100 RageSpend one trick point
131,405100 RageSpend one trick point
141,495100 RageSpend one trick point
151,588100 RageSpend one trick point
161,684100 RageArrr, final ultimate rank normally available
171,782100 RageSpend one trick point
181,883100 RageSpend one trick point
How th' numbers be calculatedLevel values use Riot Data Dragon 16.20.1 base and growth statistics wit' 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.

Pick th' next aboard query

Turn th' profile into a pre-battle course

Pick a queue-aware loadout, compare a course foe, or return to th' full champion library.

Unfurl Gnar buildsArrr, prepare a matchupArrr, browse champions