Loadout, runes, tricks and practical pre-battle checks in one queue-aware reference.
VS
Arrr, role fit
Bot · Gnar
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.
Unestablished courseReview 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 Bot build
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.
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.
A melee Bot course must survive ranged access afore committing. Conqueror supports th' longer entry while Barrier protects th' belay-range damage window.
Ranked Flex, matey
Arrr, primary tree
Precision
ConquerorTriumphLegend: AlacrityLast Stand
Arrr, secondary tree
Resolve
Second WindOvergrowth
Arrr, summoner spells
FlashBarrier
Coordinate th' Support
Avoid duplicating th' same defensive spell without a reason. Barrier protects th' user; Heal can protect both nigh th' ship course partners.
Cleanse be specific
Pick Cleanse only when removable crowd control be th' course or fight problem and ye can use it reliably.
Arrr, matchup notes
What changes when Vex is opposite you?
Pre-battle kit comparison
Arrr, kit comparison
Respect th' foe's reliable threat
Track th' cooldown and range o' th' trick that starts their safest trade. Do nay treat this chart as a statistical counter claim.
Yer course
Use th' course ye prepared
Treat Vex as one part o' th' sea chart state. Their Jungler, nigh th' ship waves and which teammates can move determine whether th' same trade or rotation be seaworthy.
Trick reminders
Gnar reminders
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.
Position yourself next aboard to walls to bait yer enemies into getting stunned by yer ultimate.
Know yer strengths! Mini Gnar be fast, squishy, and has high sustained damage. Mega Gnar be slow, tough, and has high burst.
Trick reference
Arrr, compare both kits
Trick referenceData Dragon 16.20.1
Wait fer reload (s) / Cost / Charted reach (units)Data Dragon 16.20.1
Gnar
P
Rage GeneEnglish
While 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
Boomerang Throw / Boulder TossEnglish
Gnar 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) 16/14.5/13/11.5/10 · Charted reach (units) 1100
W
Hyper / WallopEnglish
Gnar'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
Hop / CrunchEnglish
Gnar 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) 22/19.5/17/14.5/12 · Charted reach (units) 475
R
GNAR!English
Mega 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) 90/60/30 · Charted reach (units) 590
Vex
P
Doom 'n GloomEnglish
Vex periodically becomes empowered, causing her next basic Ability to fear enemies and interrupt dashes. Whenever a nearby enemy dashes, Vex applies a mark that can be consumed for bonus damage that also reduces the cooldown of her empowered state.
Q
Mistral BoltEnglish
Launch a damaging missile that accelerates mid-flight.
Wait fer reload (s) 8/7/6/5/4 · Cost 45/50/55/60/65 · Charted reach (units) 1200
W
Personal SpaceEnglish
Gain a shield and damage nearby enemies.
Wait fer reload (s) 16/15/14/13/12 · Cost 75 · Charted reach (units) 475
E
Looming DarknessEnglish
Summon a damaging and slowing zone that applies Gloom to enemies.
Wait fer reload (s) 12 · Cost 70/80/90/100/110 · Charted reach (units) 800
R
Shadow SurgeEnglish
Fire a missile that marks an enemy champion. Recast to dash to them and deal damage.
Wait fer reload (s) 140/120/100 · Cost 100 · Charted reach (units) 2000/2500/3000
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.
Ahead course
Protect th' carry lead and finish th' next aboard prize
1
Course
Pressure farm wit' yer Support while keeping th' wave and river warded; two foes can still punish an isolated carry.
2
Sea chart play
Move after th' wave be secured and attack th' prize from a position yer crew can defend.
3
Fights
Deal damage to th' closest seaworthy target and preserve th' shutdown. Th' lead matters only while ye remain alive.
Even course
Prioritise farm, spacing and coordination wit' Support
1
Course
Clash th' opposing carry's income and trade when both course partners can participate.
2
Sea chart play
Finish th' wave afore rotating unless th' fight be immediate and clearly reachable.
3
Fights
Stand astern o' allied control and loadout damage on reachable targets afore stepping toward th' back aboard line.
Behind course
Keep collecting seaworthy doubloons and shorten perilous exposure
1
Course
Farm nigh tower or wit' nigh th' ship crewmates. Give up isolated minions instead o' offering another kill.
2
Sea chart play
Avoid being first aboard into river and trade an unsafe prize fer income when th' crew cannae contest.
3
Fights
Wait fer foe cooldowns and attack whoever enters yer seaworthy range; survival creates more booty damage than a desperate flank.
Pings, movement and prizes
Gnar Bot sea chart course
Protect income and coordinate wit' Support. Yer movement should follow th' wave, while yer pings make target choice and peril clear th' deck afore th' fight begins.
Ahead
Carry th' lead into th' next aboard seaworthy fight
Ping
Use Target on th' reachable foe, Peril when Support or Jungle be too far across th' waters astern, and On Me Way after th' wave be secured.
Arrr, farm or rotate
Finish th' wave, recall on th' gear timing and rotate wit' protection. Do nay cross river alone to save a few seconds.
Prize
Attack from th' seaworthy side o' th' prize and keep damaging th' nearest reachable threat. Preserving th' shutdown matters more booty than chasing.
Even
Loadout th' gear timing and move together
Ping
Use Target to align wit' Support, Foe Lost overboard when either Bot foe leaves and Peril if an engage begins outside yer seaworthy range.
Arrr, farm or rotate
Rotate after th' wave or when th' prize fight be immediate and reachable. Communicate if staying fer th' wave be th' safer call.
Prize
Enter astern o' vision and allied control. Keep a course astern from th' foe engage afore starting sustained damage.
Behind
Shorten exposure and recover promised doubloons
Ping
Use Retreat afore Support or Jungle forces a fight ye cannae damage, and Foe Lost overboard as soon as th' taking th' victory Bot course leaves.
Arrr, farm or rotate
Avoid being first aboard into river. Move wit' Support after th' seaworthy wave, or trade an unsafe prize fer protected farm.
Prize
Stand beside peel and attack whoever enters seaworthy range. Do nay cross foe control to reach th' opposing carry.
Prize setup
Arrr, four calls, in order
Pings create a shared course; they do nay replace checking waves, vision and who can move.
1
Secure th' wave
Finish seaworthy farm and communicate th' recall or move afore th' prize setup begins.
2
Arrr, enter protected
Walk wit' Support or another ally and choose th' side where foe engage cannae reach ye first aboard.
3
Arrr, set attack space
Keep an exit course and identify th' nearest target ye can damage without crossing foe control.
4
Arrr, stay alive
Continue useful damage without chasing astern from th' prize or donating a shutdown.
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.
Arrr, keep preparing
Use th' champion chart or choose another foe
Th' matchup chart be a pre-battle reference. It does nay predict th' result or alter its recommendation from changing live clash data.