Gnar/Estrategia - League Of Legends Wiki - Fandom
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Official Strategy[]
Gameplay[]
Gnar's a prehistoric yordle best suited to the Rift’s top lane. A transform champion with clear strengths and weaknesses in both Mini and Mega forms, Gnar fights best when he anticipates his fits of rage, and come late game, brawls most effectively as a tank or fighter.
Top Lane[]
Gnar’s rage meter fills slowest at the start of the game, so mastering his Mini form is key to a successful early game. Fortunately, Mini Gnar has plenty of tricks up his furry sleeves to keep his more fragile form safe from enemy aggression.
Boomerang Throw deals decent damage to his lane opponent, and its slow helps Gnar maintain distance and avoid retaliation. Once unlocked,
Hyper applies further damage, helping Gnar gain lane dominance with timely basic attacks and repeated
Boomerang Throws. Mini Gnar is best off saving
Hop as an escape: it’s a solid disengage ability that he can use on lane opponents or junglers as they come in to take him out.
And then there’s
Mega Gnar. A brutal beast with significant crowd control and surprising burst, Mega Gnar brings a completely different playstyle to bear complete with inherent strengths and weaknesses. He’s a juggernaut: slow, strong and resilient, and while he delivers a punishing burst of damage, he has little to follow up with. While Mini Gnar is nimble enough to dart around the edges of combat, Mega Gnar thrives in the heart of the fight. After
Crunching in to face his enemy top laner, quick casts of
Boulder Toss and
Wallop should see all but the most defensive of enemies pummeled effectively. He has considerable vulnerabilities, though, particular when being ganked. Mega Gnar has no effective means of escape, and has to rely on raw health and resistances to keep him alive as he lumbers back to the safety of his tower. Things change meaningfully once Gnar hits six and gains access to
GNAR! While it hits hard enough, the utility is strong enough to save Gnar’s life - and end his enemy’s - particularly when they’ve strayed close to walls. Bait your opponent into the brush as Mini Gnar, then transform and use
GNAR! to smash them into the wall, stunning them as you burst them down with the rest of your abilities. If your enemy’s particularly confident and tower dives, use the ability to stun them against your turret. When trying to survive a gank, simply throwing them away should give you the time you need to escape.
Teamfights[]
Gnar has three distinct phases during teamfights, each oriented around timing his forms. First, he needs to avoid engaging for a while as Mini Gnar builds up rage, kiting with basic attacks,
Boomerang Throw and
Hyper’s passive to put a dent in the enemy frontline. Once Gnar’s about to pop, he’s best suited Bouncing in towards the enemy team. Whenever Mini Gnar’s activates an ability with full Rage, he transforms into Mega Gnar while using it, so while the gathered targets might see a small ball of fluff leaping towards them, something very different will land in their midst.
Once Mega Gnar’s landed, his role is to disrupt as much as possible, using
Boulder Toss and
Wallop to damage and crowd control all nearby enemies. Gnar works best as his team’s tank here, blocking skillshots with his considerable frame and forcing the enemy damage dealers to focus on him. Knowing when to use
GNAR! is critical: smart timing can interrupt several enemy abilities simultaneously, while smart positioning can send the entire enemy team crashing into a structure, stunning them all and giving his allies the chance to secure kills. As Mega Gnar’s Rage meter starts to fade, Mini Gnar’s strengths become an amazing asset in clean-up. He’s fast, he can close gaps with Hop and his basic attacks, which, when numerous enough, trigger Hyper and give Mini Gnar a huge movement speed boost. Add in
Boomerang Throw, and Gnar has all the tools he needs to catch and finish off his targets.
Synergy[]
| Works well with: | Struggles against: |
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![]()
| ![]() Teemo outranges |
![]() Come late game, | ![]() Though |
![]() The ball delivery system lives on whenever Mega Gnar leaps into the enemy team! Combining | ![]()
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Skill usage[]
- Using
Hop on a unit with a full rage meter will cause you to bounce off that unit, but instead of a second bounce you will transform in midair and perform
Crunch. Use this to reach the enemy squishies by bouncing off a minion, jungle creature, or enemy tank.
GNAR! is a powerful initiate and anti-initiate. Use it to peel enemy tanks off your carries or to push enemy carries towards your tanks. Chaining
GNAR!'s stun to
Wallop in a teamfight will create a devastating AOE crowd control and damage.
Boomerang Throw can be buy time to
Hop over a wall thanks to its AOE slow. It can be thrown in front of you instead of directly at enemies in order to prevent the boomerang from reversing direction too quickly.
Mega Gnar has far less escape options than
Gnar, so your best bet is to slow their movement with
Boulder Toss,
Wallop, and
GNAR! before attempting to
Crunch over a wall. Note that if you manage to stall long enough to revert to
Gnar, you will receive a large speed boost from
Hyper in addition to your natural mobility.- While you are in the laning phase,
Hop can be your best ability, in some matchups, try to use it first when engaging an enemy. The best time to use
Hop as your engaging tool is around level 5, 7, or 9 because you'll most likely have 1 or 2 points into
Hop, 3-5 points into
Boomerang Throw, and 1 to 2 points into
Hyper, depending on your matchup. Now with every thing set,
Hop on to the enemy if you can, auto attack with your attack speed boost and follow up their reaction with
Boomerang Throw, and popping
Hyper.
Hop is very useful throughout the laning phase, and tower/ wave pushing. - Use
Hop to catch
Boomerang Throw. - Hide in the brush while you wait for the jungler (ganking you) to cut your path to the tower in front of you off, and then
Hop off them and get away safely.
Hop into the impassable wall next to an outer tower to not over extend and get an attack speed boost to bring down the tower faster. However, be precautious because
Hop is your only escape when flash is down
- Use
- As all of
Gnar's abilities mark a target with
Hyper, quickly landing all skill shots with
Hop speeding up your auto attacks will burst down your enemy down quickly, leaving you enough chasing time to kill with
Hyper passives before they're under turret.
Build usage[]
Gnar is an AD fighter and marksman hybrid that utilizes the ranged offensive and mobility power of his Mini Gnar Mini Gnar form and the melee tankiness of
Mega Gnar. Generally speaking, an AD bruiser is the favorable choice, as despite being ranged, Mini Gnar still has a short range and low defensive stats. Also, building tanky lets Gnar take better advantage of his absurdly high base stats while he is on his Mega form. It is important to note that Gnar can afford to build mostly or fully tanky due to his good base damage and his
Hyper doing magic damage based on the enemy's max health. It is still recommended to build one or two offensive items, however, as Gnar scales well with damage and this allows him to become even more destructive during teamfights.
- When building for offense, raw AD and attack speed are the most favored choices, when compared to stats such as armor penetration, cooldown reduction, or critical chance.
Offensive Items[]
- Due to the autoattacking nature of
Gnar's kit,
Blade of the Ruined King is a good item to build on him. The anti-tank % health damage from the item's passive synergizes well with
Hyper's passive % health damage, and the active is a good addition with
Hyper's movement speed bonus.
Trinity Force is an excellent item on
Gnar. The
Phage movement speed passive will allow
Gnar to kite better in his ranged Mini Gnar Mini Gnar form and stick to enemies better in his
Mega Gnar form. The built in 8% movement speed bonus is also useful for
Gnar's mobility as well. The
Sheen's passive works well in
Gnar's kit providing if he constantly catches his boomerangs for the instant cooldown reduction. - Keep in note that while building
Trinity Force, the mana is completely wasted on
Gnar, he does not utilize ability power that well, and his abilities have long cooldown in lower levels. As such, it's recommended to build
Phage or
Zeal in the
Trinity Force item build first, with
Sheen as the last item to complete the item. - Spellblade does poor damage with Mini Gnar, as he has one of the lowest base attack damage on the entire game. However, Mega Gnar has the highest base attack damage on the entire game, making Trinity Force extremely strong while Gnar is on his Mega form. Mini Gnar can still take advantage of the mobility that Trinity Force provides.
- Keep in note that while building
- Avoid building
Runaan's Hurricane and
Ravenous Hydra when it comes to pushing lanes, as
Gnar has virtually have no control in either of his forms to utilize these items' passives. Instead, consider building a
Statikk Shiv, as he can utilize the item's Static passive in both Mini Gnar Mini Gnar and
Mega Gnar forms. - Due to
Gnar's high attack damage ratios and his basic attack nature of his kit, consider building an
Infinity Edge and/or
The Bloodthirster. The former adds a lot of power in his basic attacks while the later gives him more sustain through life steal and a useful shield to protect himself when he goes into
Mega Gnar form. - A
Phantom Dancer is a good item on
Gnar if
Infinity Edge is built. The item not only gives him movement speed, critical chance, and attack speed, it also gives him a passive that allows him to ignore unit collision, thus adding more mobility for
Gnar.
- A
- A
Wit's End is a good offensive/defensive item to build on
Gnar. Not only does this item give Gnar even more attack speed to activate
Hyper more often, but it also improves this ability's damage, by shredding the enemy's magic resistance. Speaking of which, this item gives more magic resistance to Gnar himself, which is good since he gains no magic resistance per level.
The Black Cleaver is considered to be a far superior item than
Last Whisper on
Gnar. First,
The Black Cleaver grants Gnar some health, something that he needs when he enters
Mega form. Second,
Gnar has a lot of AoE in his kit, which synergizes well with the item's passive. Finally,
The Black Cleaver gives cooldown reduction, which is useful for
Gnar's long cooldowns. - Last Whisper may still prove to be a solid choice if there is an enemy with massive amounts of armor (such as
Rammus), since it doesn't require to be stacked to reach it's full potential and gives more armor penetration, but keep in mind all the benefits you are losing from The Black Cleaver. - Similarly, consider building a
Youmuu's Ghostblade, as the item's active is useful for chasing down enemies thanks to
Gnar's mobility.
- Last Whisper may still prove to be a solid choice if there is an enemy with massive amounts of armor (such as
Zephyr is a powerful late game item for
Gnar because of the item's built in movement speed, the attack speed, and tenacity that will greatly increase
Gnar's defensive, kiting, and chasing potential.
Hexdrinker benefits
Gnar a lot, since he gains no magic resistance per level. It can be later upgraded to
Maw of Malmortius, making Gnar more powerful, the closer to death he is. Make sure to build some defensive items alongside Maw of Malmortius, so that Gnar doesn't die too early and makes the best use of the passive.
Hextech Gunblade can be a good item in an hybrid build since
Hyper passive damage is enhanced by 100% ability power. Keep in mind however that many
Gnar's abilities deal AOE damage and so apply spell vamp only in reduced form. Also note that
Hyper's passive is a magic damage on hit effect and procs neither spell vamp nor life steal.
Mercurial Scimitar should be considered if dealing with a crowd control and/or magic damage heavy team.
Defensive Items[]
- Because
Hop and
Crunch scales with
Gnar's maximum health, it's is recommended to prioritize building defensive items that grants him health:
Randuin's Omen is the best armor and health item for
Gnar. It provides massive armor and HP, and the passive allows him to trade better with most ranged AD champions as they tend to build attack speed. The active also allows Gnar to kite his enemy better.- A
Warmog's Armor synergizes well with
Mega Gnar's initiate, increased maximum health and health regeneration. - A
Frozen Mallet is perhaps the most useful item for
Gnar as it not only gives him 700 health, but it allows him to kite better in Mini Gnar Mini Gnar form and stick to enemies better in
Mega Gnar form thanks to the on-hit slow. Consider building this item in conjunction with
Trinity Force for better kiting potential in his ranged form.
Sunfire Cape is a good defensive pushing item thanks to the damage over time passive the item gives.- If
Gnar has enough life steal and health regeneration in his build, consider building a
Spirit Visage, as this item adds more sustain to his kit with a nice magic resistance in it as well. - If dealing with a team with heavy crowd control and assassins, consider building a
Banshee's Veil to mitigate a lot of assassination or crowd control potential from the enemy team.
Locket of the Iron Solari is a more supportive item, since it benefits the entire team with magic resistance and a shield during teamfights. With that said, it should only be considered if Gnar is very behind or if the enemy mage is very fed and posing a threat to your team.
- Although
Thornmail gives no health at all, it must be considered if the enemy AD carry is posing a threat to your team or if there are only AD champions on the enemy team. This item's passive makes the enemy ADC think twice before focusing Gnar during teamfights.
Recommended builds[]
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Countering[]
Gnar's auto-attacks have a very short range, and his
Boomerang Throw is a skillshot. Consider using champions who outrange Gnar, such as
Lulu.- Gnar has no natural sustain. And to aggravate the problem, he gains no extra health regeneration per level in his Mini form. As such, champions with sustain, such as
Renekton,
Dr. Mundo and
Vladimir are excellent choices against Gnar. - Vladimir is peharps the best of all choices, since he is ranged (in fact, his abilities outrange Gnar's auto-attacks). The other mentioned champions are melee, and Gnar can potentially win against them by kiting them.
- If you want to gank a Gnar, try to bait its Mega form. While Mega Gnar is tankier and more durable, his dash has a shorter range than on his Mini form, and cannot bounce when it hits enemies. Because of this, Mega Gnar is way easier to gank.
- Don't stack health without lots of resistances when facing Gnar. This will only make his
Hyper get stronger, and also Blade of the Ruined King (if Gnar decides to buy it). Instead, consider buying attack speed reduction items such as
Randuin's Omen and
Frozen Heart since Gnar is very reliant on auto-attacks and procing the passive from his Hyper. - Armor is the best option to reduce Gnar's damage, but you may still want to buy magic resistance to counter Hyper, since this ability does magic damage.
- Some people stack health on Gnar, to take advantage of
Hop/
Crunch's health scalings. This makes Gnar also vulnerable to
Blade of the Ruined King and
Liandry's Torment, since these are two items who do more damage the more health the enemy has.
- Beware attempting to dive a low heath
Gnar. Transforming into
Mega Gnar grants him a powerful and irreducible healing effect (gaining max hp like
Lulu's
Wild Growth), a method of pushing you further into tower range and possibly stunning as well (
GNAR!) and
Wallop. Unlike
Lulu, all CCs applied are AOE, therefore even 2-3 man towerdives are unlikely to result in a positive outcome for your team - Of course, this only applies if the rage meter is nearly filled. Keeping track of this is the key to knowing the difference between an easy kill on a squishy or a suicidal dive against a CC heavy bruiser.
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