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.
◎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, 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.
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.
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.
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.
TopsideArrr, primary role
Old chart, matey. Recommendations await inspection. Gnar has an established solo-course course wit' th' income and space needed to trade, manage waves and influence a side 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.
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.
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.
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.
Trick names, descriptions and numeric fields come from Riot Data Dragon. Practical reads be independently written; th' present in-battle tooltip remains authoritative.
TricksData 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
Qtrick
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
Wtrick
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
Etrick
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.