The information below will help you get familiar with the game on the Solo Baron Line GNAR. We have prepared a items builds, runes, summoner spells and ability order for a comfortable game. Situational options for replacing items and runes are also available to you.
Long Sword +12 Attack Damage
500
Trinity Force
Well-Rounded +250 Max Health
+30 Attack Damage
+30% Attack Speed
+25 Ability Haste
Fervor: +5% Move Speed.
Spellblade: Using an ability causes the next attack used within 10 seconds to deal bonus physical damage equal to 200% base AD(1.5s Cooldown). Damage is reduced vs structures.
Valor: Attacks grant 20 Move Speed and kills grant 60 Move Speed for 2 seconds. Bonuses do not stack. Ranged champions gain halved values. 3333
Trinity Force TIPS: Offers a variety of stats. Good if your champion uses their abilities often but also auto-attacks alot.
Plated Steelcaps
Reduces Physical Damage +150 Max Health
+100% Health Regen
+35 Armor
+45 Move Speed.
Block: Reduces physical damage taken by 7-10% ().
1350
Black Cleaver
Physical Damage reduces Armor +400 Max Health
+40 Attack Damage
+20 Ability Haste
Sunder: Dealing physical damage to a champion reduces their Armor by 6% for 6 seconds, stacking 4 times for 24% reduction.
Rage: Gain 20 Movement Speed when you deal physical damage, and gain 40 Move Speed when moving toward enemy champions with 4 Sunder stacks. Ranged champions gain halved values. 3000
Black Cleaver TIPS: It's effective against tanky opponents and can help shred their armor. Good for champions who rely on physical damage and have the ability to quickly apply multiple stacks of the item's passive.
Plated Steelcaps
Reduces Physical Damage +150 Max Health
+100% Health Regen
+35 Armor
+45 Move Speed.
Block: Reduces physical damage taken by 7-10% ().
1350
Mercury's Treads
Reduces Magic Damage +200 Max Health
+100% Health Regen
+35 Magic Resistance
+45 Move Speed.
Dissolve: Reduces magic damage taken by 7-12% ().
1350
Gargoyle Enchant
Shield
Stoneplate (Active): Gain a shield that absorbs 28% of your max Health. The shield decays over 4 seconds. (60s Cooldown) Fore every enemy nearby, gain an additional shield that absorbs damage equal to 14% of max Health, capped at 3 shields. Damage dealt is reduced by 40% for 4 seconds. If the shield breaks early, damage reduction will end. 500
Trinity Force
Well-Rounded +250 Max Health
+30 Attack Damage
+30% Attack Speed
+25 Ability Haste
Fervor: +5% Move Speed.
Spellblade: Using an ability causes the next attack used within 10 seconds to deal bonus physical damage equal to 200% base AD(1.5s Cooldown). Damage is reduced vs structures.
Valor: Attacks grant 20 Move Speed and kills grant 60 Move Speed for 2 seconds. Bonuses do not stack. Ranged champions gain halved values. 3333
Trinity Force TIPS: Offers a variety of stats. Good if your champion uses their abilities often but also auto-attacks alot.
Plated Steelcaps
Reduces Physical Damage +150 Max Health
+100% Health Regen
+35 Armor
+45 Move Speed.
Block: Reduces physical damage taken by 7-10% ().
1350
Black Cleaver
Physical Damage reduces Armor +400 Max Health
+40 Attack Damage
+20 Ability Haste
Sunder: Dealing physical damage to a champion reduces their Armor by 6% for 6 seconds, stacking 4 times for 24% reduction.
Rage: Gain 20 Movement Speed when you deal physical damage, and gain 40 Move Speed when moving toward enemy champions with 4 Sunder stacks. Ranged champions gain halved values. 3000
Black Cleaver TIPS: It's effective against tanky opponents and can help shred their armor. Good for champions who rely on physical damage and have the ability to quickly apply multiple stacks of the item's passive.
Sterak's Gage
Taking damage triggers a shield +400 Max Health
Heavy Handed: +50% base Attack Damage as bonus Attack Damage.
Lifeline: Damage that puts you under 35% Health grants a shield that equal to 75% of your bonus health
that decays over 3 seconds (90s Cooldown).
Sterak's Fury: Triggering Lifeline increases size, empowers you, removes all crowd control effects on you (except Airborne), and grants 30% Tenacity for 4 seconds. 3200
Sterak's Gage TIPS: Increase survivability in team fights to be tankier frontliner. It's effective against champions with burst damage like Zed, Talon and against champions with heavy CC like Lissandra and Nautilus, as the shield can help you survive their initial burst and crowd control.
Amaranth's Twinguard
In-combat durability +60 Armor
+60 Magic Resistance
Endurance: Gain 1 stacks of Endurance every 1 seconds while in combat with enemy champions (max 5 stacks). At maximum stacks, gain 20% size, 20% Tenacity, and increase Armor by 30% and Magic Resistance
by 30% until out of combat with champion.
3100
Amaranth's Twinguard TIPS: The item increases your stamina during combat, in addition to high defensive characteristics, it reduces the slowdown effects imposed on you. It enjoys great popularity among bruisers and tanks.
Thornmail
Reflects damage and reduces enemy healing +200 Max Health
+75 Armor
Thorns: When struck by an enemy champion's attack, deal 20 + 6% bonus Armor + 2% bonus Health
magic damage to the attacker and inflict 50% Grievous Wounds for 3 second(s).
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects. 2700
Thornmail TIPS: Consider in the following situations: 1) when facing multiple auto-attack reliant champions on the enemy team, such as Tryndamere, Yasuo, and Jinx; 2) reduce the effectiveness of healing when playing against Soraka, Vladimir or Samira; 3) soak up damage.
Sterak's Gage
Taking damage triggers a shield +400 Max Health
Heavy Handed: +50% base Attack Damage as bonus Attack Damage.
Lifeline: Damage that puts you under 35% Health grants a shield that equal to 75% of your bonus health
that decays over 3 seconds (90s Cooldown).
Sterak's Fury: Triggering Lifeline increases size, empowers you, removes all crowd control effects on you (except Airborne), and grants 30% Tenacity for 4 seconds. 3200
Sterak's Gage TIPS: Increase survivability in team fights to be tankier frontliner. It's effective against champions with burst damage like Zed, Talon and against champions with heavy CC like Lissandra and Nautilus, as the shield can help you survive their initial burst and crowd control.
Wit's End
Basic Attack deals Bonus Damage +45% Attack Speed
+45 Magic Resistance
At Wit's End: Basic attacks deal 15-65 bonus magic damage. While below 50% Health, dealing damage to an enemy champion heals you for (Melee 100%/Range 33%) of this effect's post-mitigation damage.
2700
Wit's End TIPS: A good item to build if you want to deal sustained damage and have some defensive stats against magic damage threats. Most commonly bought on champions that can benefit from it’s on-hit damage like Vayne, Irelia or Master Yi.
Sterak's Gage
Taking damage triggers a shield +400 Max Health
Heavy Handed: +50% base Attack Damage as bonus Attack Damage.
Lifeline: Damage that puts you under 35% Health grants a shield that equal to 75% of your bonus health
that decays over 3 seconds (90s Cooldown).
Sterak's Fury: Triggering Lifeline increases size, empowers you, removes all crowd control effects on you (except Airborne), and grants 30% Tenacity for 4 seconds. 3200
Sterak's Gage TIPS: Increase survivability in team fights to be tankier frontliner. It's effective against champions with burst damage like Zed, Talon and against champions with heavy CC like Lissandra and Nautilus, as the shield can help you survive their initial burst and crowd control.
Force of Nature
Stacking Magic Resist and Move Speed +350 Max Health
+55 Magic Resistance
Storm: +5% Move Speed.
Absorb: Taking ability damage from enemy champions grants 1 stack(s) of Steadfast for 7 seconds, max 4 stacks. Receiving damage from an enemy Champion will refresh the duration of the stacks. At maximum stacks, gain 10% Movement Speed and reduce all incoming magic damage by 25%. 2750
Force of Nature TIPS: Tank item which is recommended in situations where: 1) enemy team has a lot of magic damage; 2) you need increased movement speed. Effective against champions like Syndra, Brand, etc.
Amaranth's Twinguard
In-combat durability +60 Armor
+60 Magic Resistance
Endurance: Gain 1 stacks of Endurance every 1 seconds while in combat with enemy champions (max 5 stacks). At maximum stacks, gain 20% size, 20% Tenacity, and increase Armor by 30% and Magic Resistance
by 30% until out of combat with champion.
3100
Amaranth's Twinguard TIPS: The item increases your stamina during combat, in addition to high defensive characteristics, it reduces the slowdown effects imposed on you. It enjoys great popularity among bruisers and tanks.
Kaenic Rookern
Gains a magic shield when out of combat +350 Max Health
+100% Health Regen
+75 Magic Resistance
Magebane: After not taking magic damage for 12 seconds, gain a magic shield that absorbs damage equal to 70-180 + 10% of max Health.
2800
Kaenic Rookern TIPS: This item gives you a magic shield when you've been out of combat for some time. Good versus heavy AP teams.
Amaranth's Twinguard
In-combat durability +60 Armor
+60 Magic Resistance
Endurance: Gain 1 stacks of Endurance every 1 seconds while in combat with enemy champions (max 5 stacks). At maximum stacks, gain 20% size, 20% Tenacity, and increase Armor by 30% and Magic Resistance
by 30% until out of combat with champion.
3100
Amaranth's Twinguard TIPS: The item increases your stamina during combat, in addition to high defensive characteristics, it reduces the slowdown effects imposed on you. It enjoys great popularity among bruisers and tanks.
Blade of the Ruined King
Attacks deal bonus damage +25 Attack Damage
+35% Attack Speed
Thirst:+10% Physical Vamp.
Ruined Strikes: Attacks deal bonus physical damage equal to 6% of the enemy's current Health
on-hit. (Melee attacks deal 9%). Minion damage: 15. Max damage vs monsters: 60.
Drain: Hitting a champion with 3 attacks or abilities deals 30-100 bonus magic damage and steals 25% of their Move Speed for 2 seconds. (60s Cooldown)
3000
Blade of the Ruined King TIPS: Is a great source of sustain with it’s lifesteal but mostly picked for it’s ability to cut through tanks or champions who heavily stack health like Dr. Mundo.
Amaranth's Twinguard
In-combat durability +60 Armor
+60 Magic Resistance
Endurance: Gain 1 stacks of Endurance every 1 seconds while in combat with enemy champions (max 5 stacks). At maximum stacks, gain 20% size, 20% Tenacity, and increase Armor by 30% and Magic Resistance
by 30% until out of combat with champion.
3100
Amaranth's Twinguard TIPS: The item increases your stamina during combat, in addition to high defensive characteristics, it reduces the slowdown effects imposed on you. It enjoys great popularity among bruisers and tanks.
Sundered Sky
Periodically empowers attacks +300 Max Health
+40 Attack Damage
+15 Ability Haste
Lightshield Strike: The first attack against an enemy champion deals Critically Strikes (6s cooldown per target), dealing 160% damage and restores Health (equal to 125% base Attack Damage + 5% of missing Health
to you.
3000
Sundered Sky TIPS: Damaging a champion will critically strike the enemy and give you a small heal. Good item for AD bruisers providing bonus damage and sustain.
Thornmail
Reflects damage and reduces enemy healing +200 Max Health
+75 Armor
Thorns: When struck by an enemy champion's attack, deal 20 + 6% bonus Armor + 2% bonus Health
magic damage to the attacker and inflict 50% Grievous Wounds for 3 second(s).
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects. 2700
Thornmail TIPS: Consider in the following situations: 1) when facing multiple auto-attack reliant champions on the enemy team, such as Tryndamere, Yasuo, and Jinx; 2) reduce the effectiveness of healing when playing against Soraka, Vladimir or Samira; 3) soak up damage.
Chempunk Chainsword
Reduces enemy healing +250 Max Health
+45 Attack Damage
+15 Ability Haste
Punishment: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects. 2800
Chempunk Chainsword TIPS: Strong item to build when facing enemy champions with high sustain like Mundo, Soraka and Yuumi who have significant healing abilities. It can also be useful against champions who rely on lifesteal like Aatrox, Darius, and Fiora.
Flash
Teleport a short distance forward or towards the aimed direction.
Cooldown: 150s
Ignite
Ignites target enemy champion, dealing 72 true damage (72–380 ) over 5 and applying 60% Grievous Wounds for the duration.
Grievous Wound reduces the effectiveness of Healing and Regeneration effects.
Cooldown: 100s
Grasp of Undying
Tank, Heal
Every 3s in combat, your next attack on a champion will be enhanced.
Bonus magic damage: 3%.
Heal: 2.5%.
Permanently health increase: 10.
On Ranged champions, the effects are reduced by 60%.
Courage of the Colossus
Shield
Gains a shield that absorbs up to 25-45 () + 1% of max Health
for 3s when immobilizing an enemy champion.
Cooldown: 10s
Bone Plating
Block Combo-damage
When taking damage from a champion, the current and next 3 champion abilities or attacks against you and within 1.5s deal 30-60 () less damage.
Cooldown: 30s
Overgrowth
Bonus HP
When 2 minions or 1 monsters are killed nearby, permanently gains 3 max Health. Max Health can be increased indefinitely. Gains a bonus 3% max Health upon reaching 30 stacks.
Giant Slayer
Takedown high health champions
Deal bonus damage based on the enemy champion’s bonus health, up to 16% bonus damage when the enemy champion has 1600 bonus health.
Grasp of Undying
Tank, Heal
Every 3s in combat, your next attack on a champion will be enhanced.
Bonus magic damage: 3%.
Heal: 2.5%.
Permanently health increase: 10.
On Ranged champions, the effects are reduced by 60%.
Conqueror
Stacking Damage, Vamp
Gain stacks of Adaptive Force when hitting a champion with separate attacks or abilities. Stacks up to 6 times. When fully stacked, gain bonus omnivamp.
Per stack: 2-6 bonus or 3-9
for 6s.
Fully stacked bonus: Melee - 8%, Ranged - 5% bonus Omnivamp .
Bone Plating
Block Combo-damage
When taking damage from a champion, the current and next 3 champion abilities or attacks against you and within 1.5s deal 30-60 () less damage.
Cooldown: 30s
Second Wind
Heal after taking damage
Gain 5 Health every 5 seconds.
After taking damage from an enemy champion, regenerate 6 + (2% of your missing health) over the next 5 seconds. This effect is doubled for melee champions.
Overgrowth
Bonus HP
When 2 minions or 1 monsters are killed nearby, permanently gains 3 max Health. Max Health can be increased indefinitely. Gains a bonus 3% max Health upon reaching 30 stacks.
Perseverance
Armor and Magic Resistance, Tenacity
Gain 10% Tenacity. When immobilized, gain 16-30 Armor and Magic Resistance () for 1.5 seconds. Refresh duration time when immobilized multiple times.
Grasp of Undying
Tank, Heal
Every 3s in combat, your next attack on a champion will be enhanced.
Bonus magic damage: 3%.
Heal: 2.5%.
Permanently health increase: 10.
On Ranged champions, the effects are reduced by 60%.
Fleet Footwork
Mobility, Heal
Moving, attacking and casting builds Energy stacks. At 100 stacks, your next attack gains Attack Speed, heals you, grants bonus Movement Speed. If the attack is again st a champion, it also restores Mana or Energy.
Bonus Attack Speed: 100%
Health Restore: 15-85 () + 30% bonus
+ 30%
.
Bonus Movement Speed: 20% for 1s.
When attacking a champion, restore 8% missing mana or 8% missing energy
.
When attacking minions or monsters, heals for 60% (Melee champions) or 20% (Ranged champions) of the original heal amount.
(Q) BOOMERANG THROW / BOULDER TOSS
16/14/12/10s
Mini Gnar: Throws a boomerang that deals 93 physical damage (15/65/115/165 + 125% ) and slows enemies by 25/30/35/40% for 2 second(s). The boomerang returns to Gnar after hitting the target, dealing 50% damage to subsequent enemies. Each enemy can only be hit once. Catching the boomerang reduces its cooldown by 40%.
Mega Gnar: Throws a boulder, dealing 127 physical damage (40/95/150/205 + 140%
) and slowing the target hit and nearby enemies by 35/40/45/50% for 2 second(s). Picking up the boulder within 5 second(s) reduces its cooldown by 70%.
The boomerang generates 1 Rage when it hits a champion and 1 Rage when it hits a non-champion. Only the first hit on each target generates Rage.
(W) HYPER / WALLOP
20/19/18/17s
Mini Gnar (Passive): Every third attack or ability on the same enemy deals an additional 10 (10/20/30/40 + 100%
) plus 8/10/12/14% of the target's max Health as magic damage and grants 20% Movement Speed (based on GNAR!'s level) that decays over 3 second(s).
Mini Gnar (Active): Gains 35/40/45/50% Attack Speed for 6 second(s).Mega Gnar: Smashes down on the area in front of him, dealing 107 physical damage (45/85/125/165 + 100%
) in an area and stunning for 1.25 second(s).
Gains Hyper's passive Movement Speed bonus upon leaving Mega Gnar form.
Mini Gnar (Passive): deals upto 300 damage to monsters.
(E) HOP / CRUNCH
21/18/15/12s
Mini Gnar: Leaps to a location. If Gnar lands on a unit, he will bounce off it, traveling further in the same direction. Deals 86 physical damage (50/95/140/185 + 6% of his max Health ) and briefly slows the unit landed on by 80% if they are an enemy.
Mega Gnar: Leaps to a location, dealing 116 physical damage (80/125/170/215 + 6% of his max Health
) to nearby enemies on landing. Enemies Gnar lands directly on top of are slowed briefly by 80%.
If casting Hop transforms Gnar into Mega Gnar, Mega Gnar will also bounce off the unit he lands on and travel further.
(R) GNAR!
60/45/30s
Mini Gnar (Passive): Hyper's Movement Speed bonus is increased to 35/50/65%.
Mega Gnar: Knocks back enemies around him, dealing 200 physical damage (200/300/400 + 50% bonus + 100%
) and slowing them by 45% for 1.25/1.5/1.75 second(s).
GNAR!'s damage to enemies knocked back into a wall increases by 50%, dealing 300/450/600 physical damage and stunning them instead of slowing.
We have prepared lists of champions that can really annoy you during a match with the game on the Solo Baron GNAR. We have also prepared a list of champions with whom you will be comfortable being on the same team. These lists are relative and depend greatly on your level of play, the skills of your allies and opponents. Do not forget that each situation is individual!
We have prepared a list of items and spells that will help counter Solo Baron GNAR in a given situation. Buy items wisely, only if it is really necessary for a specific situation!
Plated Steelcaps
Reduces Physical Damage +150 Max Health
+100% Health Regen
+35 Armor
+45 Move Speed.
Block: Reduces physical damage taken by 7-10% ().
1350
Guardian Angel
Revives at death +40 Attack Damage
+40 Armor
Resurrect: Upon taking lethal damage, restores 50% and Health и 30% Mana after 4 seconds of stasis. (210s Cooldown) 3400
Guardian Angel TIPS: Second chance in teamfights. Effective against high burst damage champions (Zed, Syndra, Zoe, etc.) and strong diving potential (Camille, Kha’Zix, Lee Sin, etc.).
Randuin's Omen
Attack to heal from enemy Critical Strikes +400 Max Health
+75 Armor
Countercurrent: When you are Critically Struck or take physical damage, gain 1 stack of Countercurrent. Each stack of Countercurrent grants 5% Critical Strike damage reduction. Stacks up to 4 times. Upon reaching full stacks, grants 20% bonus Movement Speed and slow resist equal to 20% plus 0.5% of bonus Health.
2800
Randuin's Omen TIPS: Pick the item if enemy team has a lot of physical damage, you need increased armor and you want to get an additional bonus to movement speed and resistance to slowdowns.. Effective against champions who deal consistent crit based damage like Jinx, Yasuo or Tryndamere.
Thornmail
Reflects damage and reduces enemy healing +200 Max Health
+75 Armor
Thorns: When struck by an enemy champion's attack, deal 20 + 6% bonus Armor + 2% bonus Health
magic damage to the attacker and inflict 50% Grievous Wounds for 3 second(s).
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects. 2700
Thornmail TIPS: Consider in the following situations: 1) when facing multiple auto-attack reliant champions on the enemy team, such as Tryndamere, Yasuo, and Jinx; 2) reduce the effectiveness of healing when playing against Soraka, Vladimir or Samira; 3) soak up damage.
Iceborn Gauntlet
Attacks create a slowing field +250 Max Health
+50 Armor
+250 Max Mana
+30 Ability Haste
Spellblade: Using an ability causes your next attack within 10 seconds to deal bonus physical damage equal to (100% base AD + 25% Bonus Armor
) in an area. It also creates an icy field for 2 seconds that slows enemies inside by 30%. Armor increases the size of the icy field. (1.5s Cooldown)
Damage is reduced vs structures. 3100
Iceborn Gauntlet TIPS: Makes you tankier while slowing and dealing damage to enemies.
Dead Man's Plate
Increases Movement Speed +250 Max Health
+50 Armor
Relentless: +5% Move Speed.
Momentum: Moving builds Momentum, granting up to 40 Move Speed at 100 stacks. Attacking removes all Momentum. Stacks decay when movement is impaired.
Crushing Blow: Attacks deal up to 100 bonus magic damage based on Momentum removed. Melee attacks with max Momentum slows by 50% for 1 second. 2800
Dead Man's Plate TIPS: Great for tanks and bruisers who need extra movement speed and durability. Also provides excellent burst especially in combination with spellblade items (e.g. Divine Sunderer).
Frozen Heart
Reduces all nearby enemies Attack Speed +80 Armor
+200 Max Mana
+25 Ability Haste
Winter's Caress: Basic attacks and magic damage caused by you or inflicted upon you and nearby allies, will apply stacks of Chill to the enemy champion for 3 seconds. Each stack of Chill slows enemy attack speed by 9%, up to a maximum of 4 stacks or 36% attack speed reduction. Each individual ability has a 3 seconds cooldown on applying Chill stacks. 2700
Frozen Heart TIPS: Recommended whenever you need to increase mana usage; reduce enemy attack speed. It's effective against AD champions who rely on basic attacks (Jinx, Tristana, Vayne) or use their abilities frequently (Yasuo, Riven, Zed).
Ignite
Ignites target enemy champion, dealing 72 true damage (72–380 ) over 5 and applying 60% Grievous Wounds for the duration.
Grievous Wound reduces the effectiveness of Healing and Regeneration effects.
Cooldown: 100s
Executioner's Calling
Physical Damage reduces enemy healing +15 Attack Damage
Rend: Physical Damage inflicts 40% Grievous Wounds to enemy champions for 3 seconds. Grievous Wounds reduces the effectiveness of Healing and Regeneration effects. 800
Oblivion Orb
Magic damage reduces enemy healing +30 Ability Power
Cursed: Magic damage inflicts 40% Grievous Wounds to enemy champions for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects. 800
Bramble Vest
Reflects damage and reduces enemy healing +30 Armor
Thorns: When struck by an attack, deal 4 magic damage + 6% bonus armor to the attacker and inflict 40% Grievous Wounds for 3 seconds if they are a champion.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects. 1000
Mortal Reminder
Armor Penetration (%) and reduced enemy healing +30 Attack Damage
+25% Critical Rate
Last Whisper: +33% Armor Penetration.
Sepsis: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects. 3300
Mortal Reminder TIPS: Must have item versus champions with a lot of healing such as Soraka, Yuumi, Dr. Mundo or Vladimir.
Chempunk Chainsword
Reduces enemy healing +250 Max Health
+45 Attack Damage
+15 Ability Haste
Punishment: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects. 2800
Chempunk Chainsword TIPS: Strong item to build when facing enemy champions with high sustain like Mundo, Soraka and Yuumi who have significant healing abilities. It can also be useful against champions who rely on lifesteal like Aatrox, Darius, and Fiora.
Morellonomicon
Magic damage reduces enemy healing +150 Max Health
+70 Ability Power
+7% Magic Penetration
+20 Ability Haste
Affliction: Dealing magic damage to enemy champions inflicts 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects. 2500
Morellonomicon TIPS: Mage’s grievous wounds option for tackling enemy comps with heavy healing & sustain. Perfect against champions like Soraka, Dr. Mundo & Vladimir.
Thornmail
Reflects damage and reduces enemy healing +200 Max Health
+75 Armor
Thorns: When struck by an enemy champion's attack, deal 20 + 6% bonus Armor + 2% bonus Health
magic damage to the attacker and inflict 50% Grievous Wounds for 3 second(s).
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects. 2700
Thornmail TIPS: Consider in the following situations: 1) when facing multiple auto-attack reliant champions on the enemy team, such as Tryndamere, Yasuo, and Jinx; 2) reduce the effectiveness of healing when playing against Soraka, Vladimir or Samira; 3) soak up damage.
Quicksilver Enchant
Dispels crowd control
Quicksilver (Active): Removes all crowd control effects currently affecting you, and become immune to crowd control effects for 0.75 seconds.
Perseverance (Passive): After the Quicksilver effects ends, grant 30% Tenacity and 30% Slow Resist for 1.5 seconds. (60s Cooldown)
Cannot be used during knock up or knock back effects. 800
Edge of Night
Blocks an enemy ability +250 Max Health
+50 Attack Damage
Gouge: +8 Armor Penetration.
Annul: Grants a spell shield that blocks the next hostile ability. This spell shield refreshes upon leaving combat with enemy champions. (35 second cooldown) 3150
Edge of Night TIPS: Defensive and offensive item, great for champions that need to engage and protect themselves from crowd control. It's most effective against champions with crucial abilities that can be blocked by its active shield, such as Ashe, Lux, Morgana.
Crown of the Shattered Queen
Blocks an enemy ability +60 Ability Power
+7% Magic Penetration
+200 Max Mana
+20 Ability Haste
Safeguard: Grant a spell shield that blocks the next hostile ability, reduce incoming damage by 40% for 1s (40s Cooldown).
Poise: AP increases by 20 while Safeguarded. Dealing magic damage to enemy champions using an active ability reduces Safeguard's cooldown by 4s.
3000
Crown of the Shattered Queen TIPS: Defensive and offensive item, great for champions that need to engage and protect themselves from crowd control. It's most effective against champions with crucial abilities that can be blocked by its active shield, such as Ashe, Lux, Morgana.
Cleanse
Removes disables (including spell debuffs) affecting your champion and grants immunity to disables for 0.75 seconds.
Cooldown: 100s
Dealing or taking damage generates Rage.At max Rage, Gnar's abilities will change, and his next ability transforms him into Mega Gnar for 15 second(s).
Mini Gnar: Gains 0 Movement Speed (max 20;
), 0 Attack Range (max 150;
), and 0% Attack Speed (max 110%;
).
Mega Gnar: Gains 100 Health (max 850;
), 4 Armor (max 55;
), 4 Magic Resist (max 65;
), and 8 Attack Damage (max 50;
).
When dealing or taking damage as Mini Gnar, gains 3 Rage (increases at level 1/5/10) for the next 2 second(s). Attacking enemy champions generates 2 Rage, and attacking non-champions generates 1 Rage (increases at level 1/5/10).
At max Rage, Gnar automatically transforms after 4 seconds if he does not use an ability.
Rage decays after 13 seconds if Gnar has not dealt or taken damage during this time.
Gnar cannot generate Rage for 15 seconds after he transforms back from Mini Gnar or Mega Gnar.
Mini Gnar and Mega Gnar share all ability cooldowns except Hyper's.
This section is currently empty, but we assure you that we are working tirelessly to fill this section!
16/14/12/10s
Mini Gnar: Throws a boomerang that deals 93 physical damage (15/65/115/165 + 125% ) and slows enemies by 25/30/35/40% for 2 second(s). The boomerang returns to Gnar after hitting the target, dealing 50% damage to subsequent enemies. Each enemy can only be hit once. Catching the boomerang reduces its cooldown by 40%.
Mega Gnar: Throws a boulder, dealing 127 physical damage (40/95/150/205 + 140%
) and slowing the target hit and nearby enemies by 35/40/45/50% for 2 second(s). Picking up the boulder within 5 second(s) reduces its cooldown by 70%.
The boomerang generates 1 Rage when it hits a champion and 1 Rage when it hits a non-champion. Only the first hit on each target generates Rage.
This section is currently empty, but we assure you that we are working tirelessly to fill this section!
20/19/18/17s
Mini Gnar (Passive): Every third attack or ability on the same enemy deals an additional 10 (10/20/30/40 + 100%
) plus 8/10/12/14% of the target's max Health as magic damage and grants 20% Movement Speed (based on GNAR!'s level) that decays over 3 second(s).
Mini Gnar (Active): Gains 35/40/45/50% Attack Speed for 6 second(s).Mega Gnar: Smashes down on the area in front of him, dealing 107 physical damage (45/85/125/165 + 100%
) in an area and stunning for 1.25 second(s).
Gains Hyper's passive Movement Speed bonus upon leaving Mega Gnar form.
Mini Gnar (Passive): deals upto 300 damage to monsters.
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21/18/15/12s
Mini Gnar: Leaps to a location. If Gnar lands on a unit, he will bounce off it, traveling further in the same direction. Deals 86 physical damage (50/95/140/185 + 6% of his max Health ) and briefly slows the unit landed on by 80% if they are an enemy.
Mega Gnar: Leaps to a location, dealing 116 physical damage (80/125/170/215 + 6% of his max Health
) to nearby enemies on landing. Enemies Gnar lands directly on top of are slowed briefly by 80%.
If casting Hop transforms Gnar into Mega Gnar, Mega Gnar will also bounce off the unit he lands on and travel further.
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60/45/30s
Mini Gnar (Passive): Hyper's Movement Speed bonus is increased to 35/50/65%.
Mega Gnar: Knocks back enemies around him, dealing 200 physical damage (200/300/400 + 50% bonus + 100%
) and slowing them by 45% for 1.25/1.5/1.75 second(s).
GNAR!'s damage to enemies knocked back into a wall increases by 50%, dealing 300/450/600 physical damage and stunning them instead of slowing.
This section is currently empty, but we assure you that we are working tirelessly to fill this section!
This section is currently empty, but we assure you that we are working tirelessly to fill this section!
Gnar is a primeval yordle whose playful antics can erupt into a toddler's outrage in an instant, transforming him into a massive beast bent on destruction. Frozen in True Ice for millennia, the curious creature broke free and now hops about a changed world he sees as exotic and wondrous. Delighted by danger, Gnar flings whatever he can at his enemies, be it his bonetooth boomerang, or a nearby building.