Arrr, VRC.LOL

Game patch, matey 26.21Data Dragon 16.21.1

Arrr, reference patch 16.20.1

Gnar Arrr, mid · Normal Draft

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.

Unestablished courseArrr, standard Summoner's Rift preparation
Arrr, champion overview
Review patch be unknownRecommendations await inspection

These patches keep recommendation review, build checks and item lookup on separate charts, matey. Fresh item data does not finish a build review.

Recommendations’ patch
— Data Dragon
Build check’s patch
16.19.1 Data Dragon
Item lookup’s patch
16.20.1 Data Dragon

Unreviewed course

No reviewed Gnar Mid build

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.

A different course's gear be nay relabelled as true to course. Role income, sea chart access and starting rules can change th' whole purchase order.

Champion guide Top

Arrr, runes and summoner spells

Arrr, runes and summoner spellsGnarMid

Use repeated combat after controlling th' Mid wave, then keep Flash fer th' short course's frequent gank and roam angles.

Normal Draft, matey
Arrr, primary tree

Precision

ConquerorTriumphLegend: AlacrityLast Stand
Arrr, secondary tree

Resolve

Bone PlatingOvergrowth
Arrr, summoner spells
FlashIgnite
Pick pressure or recovery

Ignite supports a short kill window; Teleport supports recall and sea chart timing; Barrier protects agin' immediate burst.

Protect th' wave course

A more booty aggressive spell pair does nay replace seaworthy wave timing, river vision or an escape course.

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

Adapt th' course

What to do when th' battle changes

Judge th' whole course or sea chart state, nay only personal kills. Pick th' situation closest to th' present battle.

Even course

Manage th' wave and keep both sides o' th' sea chart visible

1
Course

Trade when yer key trick and minion position favour ye; an even course does nay require a forced solo kill.

2
Sea chart play

Move on a completed wave and return afore several waves be lost to th' tower.

3
Fights

Position fer th' champion's reliable damage or control instead o' beginning wit' th' lowest-percentage spell.

Pings, movement and prizes

Gnar Mid sea chart course

Mid can reach either side, but th' wave pays fer every move. Communicate th' foe first aboard, then move only when th' course and destination be credible.

Ahead

Use priority to arrive first aboard, nay recklessly

Ping
Ping Foe Lost overboard when th' foe leaves, On Me Way afore entering river and Peril on th' course th' foe may use.
Arrr, stay or roam
Roam after clearing th' wave and choose th' side where crewmates can participate. Return afore several waves be lost.
Prize
Reach river wit' th' Jungler, control one entrance and preserve th' spell that stops an foe engage or secures th' first aboard target.
Even

Turn one managed wave into sea chart pressure

Ping
Use Foe Lost overboard immediately, then On Me Way only when ye be genuinely moving rather than considering it.
Arrr, stay or roam
Move after th' wave be handled. If following requires entering fog alone, ping Peril and take th' seaworthy course instead.
Prize
Lend a hand establish river vision afore th' set sail. Do nay burn th' only control spell on poke if it be needed to protect th' entrance.
Behind

Clear th' deck safely and warn both side lanes

Ping
Ping Foe Lost overboard early and repeat Peril on th' threatened side. Use Retreat if matching th' roam would expose ye to another kill.
Arrr, stay or roam
Arrr, follow through established vision or remain Mid and recover farm. A late blind follow often loses both positions.
Prize
Approach astern o' th' front line and use reliable control or range. Trade th' prize if th' crew cannae safely enter river.
Prize setup

Arrr, four calls, in order

Pings create a shared course; they do nay replace checking waves, vision and who can move.

  1. 1
    Handle th' wave

    Push, catch or communicate th' wave afore leaving so th' foe does nay gain a free move and free income.

  2. 2
    Signal th' course

    Use On Me Way fer th' course ye be actually taking and Peril where an unseen foe may arrive.

  3. 3
    Arrr, enter together

    Move through controlled vision wit' th' Jungler or another ally instead o' face-checking th' prize alone.

  4. 4
    Pick th' job

    Decide whether ye be engaging, front-lining, flanking or protecting a carry afore th' fight begins.

Later prizes: Repeat th' same process 'round later major prizes: handle nigh th' ship income, communicate th' course, enter through vision and agree on th' fight afore committing.

Use th' chart

Put Gnar into a real matchup

Compare a specific foe, return to th' champion overview, or choose another champion without losing th' queue distinction.

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