Wild Rift: GNAR Build Guide

LoL Wild Rift GNAR
N
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Damage
Toughness
Utility
Difficulty

League of Legends: Wild Rift GNAR, role - Fighter. Use the guidelines to take your GNAR Wild Rift champion play style to the next level. Study in detail the build of items, runes, spells, skills that need to be developed in the first place. In order to find out what position GNAR is in the rating table, go to the - Tier List page.

attackdamage 62 (3.5) 
heal 600 (88)
healthregeneration 6 (1)
attackspeed 0.75 (0.05)
mana 0 (0)
mpreg 0 (0)
movementspeed 335 (0)
armor 43 (3.5)
magicresistance 32 (2)
criticalstrike 175 (0)
fury 0 (0)

RAGE GENE
P

(PASSIVE) RAGE GENE

Dealing or taking damage generates Rage.

maximum RageAt max Rage, Gnar's abilities will change, and his next ability transforms him into Mega Gnar for 15 second(s).

Mini GnarMini Gnar: Gains 0 Movement Speed (max 20; perlevel), 0 Attack Range (max 150; perlevel), and 0% Attack Speed (max 110%; perlevel).

Mega GnarMega Gnar: Gains 100 Health (max 850; perlevel), 4 Armor (max 55; perlevel), 4 Magic Resist (max 65; perlevel), and 8 Attack Damage (max 50; perlevel).

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.

BOOMERANG THROW
Q

(Q) BOOMERANG THROW / BOULDER TOSS

16/14/12/10s

Mini Gnar: Throws a boomerang that deals 93 physical damage (15/65/115/165 + 125% attackdamage) 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%.

BOULDER TOSSMega Gnar: Throws a boulder, dealing 127 physical damage (40/95/150/205 + 140% attackdamage) 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.

HYPER
W

(W) HYPER / WALLOP

20/19/18/17s

Mini Gnar (Passive)Mini Gnar (Passive): Every third attack or ability on the same enemy deals an additional 10 (10/20/30/40 + 100% abilitypower) 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).

WALLOPMega Gnar: Smashes down on the area in front of him, dealing 107 physical damage (45/85/125/165 + 100% attackdamage) 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.

HOP
E

(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 heal) and briefly slows the unit landed on by 80% if they are an enemy.

CRUNCHMega Gnar: Leaps to a location, dealing 116 physical damage (80/125/170/215 + 6% of his max Health heal) 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.

GNAR!
R

(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 attackdamage + 100% abilitypower) 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.

Build Counters Counter Items Tips Con Game Plan Power Spikes

Solo Baron GNAR Build items and runes

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.

Key items

TIPS: Start your build with Long Sword Long Sword. Next, you should pay attention to whether your mobility champion is enough, our further actions will depend on this. If it is hard for you to dodge the enemy's skills or you want to roam on neighboring lines, then it is better to buy Boots of Speed Boots of Speed at an early stage.
Start
Long Sword Wild Rift
Long Sword

Long Sword

+12 Attack Damage

500

Core
Trinity Force Wild Rift
Trinity Force

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 Wild Rift
Plated Steelcaps

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 Wild Rift
Black Cleaver

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.

Boots/Enchant
Plated Steelcaps Wild Rift
Plated Steelcaps

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 Wild Rift
Mercury's Treads

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 Wild Rift
Gargoyle Enchant

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

Е
TIPS: Finally, for your items, you should build Trinity Force Trinity Force (Well-Rounded) as your first item, followed by Plated Steelcaps Plated Steelcaps (Reduces Physical Damage) or Mercury's Treads Mercury's Treads (Reduces Magic Damage) depending on the situation. (sometimes it will still be better to build a boot as the first item, which significantly increases the mobility of your champion) the third key element in our build is Black Cleaver Black Cleaver (Physical Damage reduces Armor).

Maybe now it's time to think about upgrading your boot, invest in Gargoyle Enchant Gargoyle Enchant (Gain a Shield).

The remaining last three items are situational, of course you can use the example builds above. But for a more effective game you will need to pay attention to the situation on the battlefield.
Example build
Trinity Force Wild Rift
Trinity Force

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 Wild Rift
Plated Steelcaps

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 Wild Rift
Black Cleaver

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 Wild Rift
Sterak's Gage

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 Wild Rift
Amaranth's Twinguard

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 Wild Rift
Thornmail

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.

Situational items

Buy items that will effectively counter your opponents, help you and your allies. Use this section to find out which items will be useful to you in a particular situation.
Сhange
LoL Wild Rift: Wit's End
Force of Nature Wild Rift
Kaenic Rookern Wild Rift
Blade of the Ruined King
Sundered Sky Wild Rift
Chempunk Chainsword Wild Rift
Basic Attack deals Bonus Damage
Sterak's Gage Wild Rift
Sterak's Gage

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.

LoL Wild Rift: Wit's End
Wit's End

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.

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.
Stacking Magic Resist and Move Speed
Sterak's Gage Wild Rift
Sterak's Gage

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 Wild Rift
Force of Nature

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.

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.
Gains a magic shield when out of combat
Amaranth's Twinguard Wild Rift
Amaranth's Twinguard

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 Wild Rift
Kaenic Rookern

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.

This item gives you a magic shield when you've been out of combat for some time. Good versus heavy AP teams.
Attacks deal bonus damage
Amaranth's Twinguard Wild Rift
Amaranth's Twinguard

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
Blade of the Ruined King

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.

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.
Periodically empowers attacks
Amaranth's Twinguard Wild Rift
Amaranth's Twinguard

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 Wild Rift
Sundered Sky

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.

Damaging a champion will critically strike the enemy and give you a small heal. Good item for AD bruisers providing bonus damage and sustain.
Reduces enemy healing
Thornmail Wild Rift
Thornmail

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 Wild Rift
Chempunk Chainsword

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.

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.

Summoner Spells

If you want to use this GNAR Solo Baron build, you should take Flash Flash (Teleport a short distance) and Ignite Ignite (Ignites target enemy champion, dealing true damageand applying Grievous Wounds for the duration. Grievous Wound reduces the effectiveness of Healing) as your Summoner Spells.
Flash Wild Rift
Flash

Flash

Teleport a short distance forward or towards the aimed direction.

Cooldown: 150s

Ignite Wild Rift
Ignite

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

Runes BUILD

For runes, you should pick Grasp of Undying Grasp of Undying (When in combat, your next attack on a champion will occasionally deal bonus magic damage, heal you, and permanently increase your health.) as your keystone, followed by Courage of the Colossus Courage of the Colossus (Gains a shield after immobilizing an enemy champions.), Bone Plating Bone Plating (Reduces incoming damage.) and Overgrowth Overgrowth (Gains bonus scalable max Health.) in the primary tree, as well as Giant Slayer Giant Slayer (Deals more damage to an enemy champions the more bonus Health they have.) in the secondary tree. Below you can see possible options for replacing runes.
Grasp of Undying Wild Rift

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%.

Grasp of Undying
Tank, Heal
When in combat, your next attack on a champion will occasionally deal bonus magic damage, heal you, and permanently increase your health.
Courage of the Colossus Wild Rift

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

Courage of the Colossus
Shield
Gains a shield after immobilizing an enemy champions.
Bone Plating Wild Rift

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

Bone Plating
Block Combo-damage
Reduces incoming damage.
Overgrowth Wild Rift

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.

Overgrowth
Bonus HP
Gains bonus scalable max Health.
Giant Slayer Wild Rift

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.

Giant Slayer
Takedown high health champions
Deals more damage to an enemy champions the more bonus Health they have.

Situational Runes

Сhange
Conqueror
Second Wind
Perseverance
Fleet Footwork
Stacking Damage, Vamp
Grasp of Undying
Grasp of Undying

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
Conqueror

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 .

Template not found: /templates/NEW/rune-tips.tpl
Heal after taking damage
Bone Plating
Bone Plating

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
Second Wind

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.

Template not found: /templates/NEW/rune-tips.tpl
Armor and Magic Resistance, Tenacity
Overgrowth
Overgrowth

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
Perseverance

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.

Template not found: /templates/NEW/rune-tips.tpl
Mobility, Heal
Grasp of Undying
Grasp of Undying

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
Fleet Footwork

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.

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Skills Order

For the skill order, you want to stick with (Q) (W) (E). You can learn more about abilities order at all levels by studying the diagram below.
BOOMERANG THROW

(Q) BOOMERANG THROW / BOULDER TOSS

16/14/12/10s

Mini Gnar: Throws a boomerang that deals 93 physical damage (15/65/115/165 + 125% attackdamage) 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%.

BOULDER TOSSMega Gnar: Throws a boulder, dealing 127 physical damage (40/95/150/205 + 140% attackdamage) 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.

(Q) BOOMERANG THROW / BOULDER TOSS
















HYPER

(W) HYPER / WALLOP

20/19/18/17s

Mini Gnar (Passive)Mini Gnar (Passive): Every third attack or ability on the same enemy deals an additional 10 (10/20/30/40 + 100% abilitypower) 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).

WALLOPMega Gnar: Smashes down on the area in front of him, dealing 107 physical damage (45/85/125/165 + 100% attackdamage) 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.

(W) HYPER / WALLOP
















HOP

(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 heal) and briefly slows the unit landed on by 80% if they are an enemy.

CRUNCHMega Gnar: Leaps to a location, dealing 116 physical damage (80/125/170/215 + 6% of his max Health heal) 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.

(E) HOP / CRUNCH
















GNAR!

(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 attackdamage + 100% abilitypower) 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.

(R) GNAR!
















Solo Baron GNAR Counters

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!

LoL Wild Rift GNAR

Threats

Extreme
[6]
Major
[9]
Even
[20]
Minor
[5]

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Synergies

Ideal
[11]
Strong
[9]
Ok
[5]
Low
[2]

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Solo Baron GNAR Counter Items

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!

Armor

Items that reduce Auto Attacks (AA) / Physical Damage.
Plated Steelcaps Wild Rift
Plated Steelcaps

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 Wild Rift
Guardian Angel

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 Wild Rift
Randuin's Omen

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 Wild Rift
Thornmail

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 Wild Rift
Iceborn Gauntlet

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 Wild Rift
Dead Man's Plate

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 Wild Rift
Frozen Heart

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).

Reduced Healing

Items with Grievous Wounds that can reduce GNAR Healing effects.
Ignite Wild Rift
Ignite

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 Wild Rift
Executioner's Calling

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 Wild Rift
Oblivion Orb

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 Wild Rift
Bramble Vest

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 Wild Rift
Mortal Reminder

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 Wild Rift
Chempunk Chainsword

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 Wild Rift
Morellonomicon

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 Wild Rift
Thornmail

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.

Cleanse or Block Spells

Items with ability or property to cleanse or block negative spells.
Quicksilver Enchant Wild Rift
Quicksilver Enchant

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

Е
LoL Wild Rift: Edge of Night
Edge of Night

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 Wild Rift
Crown of the Shattered Queen

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 Wild Rift
Cleanse

Cleanse

Removes disables (including spell debuffs) affecting your champion and grants immunity to disables for 0.75 seconds.

Cooldown: 100s

Solo Baron GNAR Tips

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Solo Baron GNAR Strengths and Weaknesses

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Solo Baron GNAR Strategy and Tactics

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Solo Baron GNAR Power Spikes

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Wild Rift GNAR Ability and Tips

RAGE GENERAGE GENE
P
BOOMERANG THROWBOOMERANG THROW / BOULDER TOSS
Q
HYPERHYPER / WALLOP
W
HOPHOP / CRUNCH
E
GNAR!GNAR!
R

(PASSIVE) RAGE GENE

RAGE GENE

Dealing or taking damage generates Rage.

maximum RageAt max Rage, Gnar's abilities will change, and his next ability transforms him into Mega Gnar for 15 second(s).

Mini GnarMini Gnar: Gains 0 Movement Speed (max 20; perlevel), 0 Attack Range (max 150; perlevel), and 0% Attack Speed (max 110%; perlevel).

Mega GnarMega Gnar: Gains 100 Health (max 850; perlevel), 4 Armor (max 55; perlevel), 4 Magic Resist (max 65; perlevel), and 8 Attack Damage (max 50; perlevel).

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.

Ability Tips

Coming soon..

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Video

(Q) BOOMERANG THROW / BOULDER TOSS

BOOMERANG THROW

16/14/12/10s

Mini Gnar: Throws a boomerang that deals 93 physical damage (15/65/115/165 + 125% attackdamage) 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%.

BOULDER TOSSMega Gnar: Throws a boulder, dealing 127 physical damage (40/95/150/205 + 140% attackdamage) 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.

Ability Tips

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Video

(W) HYPER / WALLOP

HYPER

20/19/18/17s

Mini Gnar (Passive)Mini Gnar (Passive): Every third attack or ability on the same enemy deals an additional 10 (10/20/30/40 + 100% abilitypower) 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).

WALLOPMega Gnar: Smashes down on the area in front of him, dealing 107 physical damage (45/85/125/165 + 100% attackdamage) 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.

Ability Tips

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Video

(E) HOP / CRUNCH

HOP

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 heal) and briefly slows the unit landed on by 80% if they are an enemy.

CRUNCHMega Gnar: Leaps to a location, dealing 116 physical damage (80/125/170/215 + 6% of his max Health heal) 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.

Ability Tips

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Video

(R) GNAR!

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 attackdamage + 100% abilitypower) 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.

Ability Tips

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Video

Wild Rift GNAR Skills Combo

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Wild Rift GNAR Video

Watch here!

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.

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