Time marches on for most, but not . A yordle born millennia ago, Gnar was captured and trapped in true ice, frozen - quite literally - in time. Civilizations formed and fell as the prehistoric yordle vacantly stared on, but nothing - not even true ice - could confine Gnar forever. After breaking free, he wandered Runeterra until he found himself taken in by his yordle descendants. But, as they would soon discover, there's a behind the boy.
Gnar's a prehistoric yordle best suited to the Rift's top lane. A transform champion with clear strengths and weaknesses in bothand forms, Gnar fights best when he anticipates his fits of , and come late game, brawls most effectively as a tank or fighter.
- Top Lane
Gnar'sfills slowest at the start of the game, so mastering his 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. deals decent damage to his lane opponent, and its slow helps Gnar maintain distance and avoid retaliation. Once unlocked, applies further damage, helping Gnar gain lane dominance with timely basic attacks and repeated . Mini Gnar is best off saving 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'sGnar. 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 in to face his enemy top laner, quick casts of and 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 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 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.
Gnar has three distinct phases during teamfights, each oriented around timing his forms. First, he needs to avoid engaging for a while asGnar builds up , kiting with basic attacks, and to put a dent in the enemy frontline. Once Gnar's about to , he's best suited in towards the enemy team. Whenever Mini Gnar activates an ability with , he transforms into Gnar while using it, so while the gathered targets might see a small ball of fluff towards them, something very different will land in their midst.
Once Mega Gnar's landed, his role is to disrupt as much as possible, usingand 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 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'smeter starts to fade, Mini Gnar's strengths become an amazing asset in clean-up. He's fast, he can close gaps with and his basic attacks, which, when numerous enough, trigger and give Mini Gnar a huge movement speed boost. Add in , and Gnar has all the tools he needs to catch and finish off his targets.
|Works well with:||Struggles against:|
|Lulu - the Fae Sorceress
Lulu's kit handily fills in Gnar's weaknesses and supplements his strengths in both forms. She can shieldGnar with whenever he's under attack, while gives Gnar all the movement he needs to help him stick to the enemy team and dish out his AoE damage.
|Teemo - the Swift Scout
Teemo outranges Gnar and deals enough damage over time with histo beat him in a war of attrition. The Swift Scout can also Gnar in basic attack battles, or turn to to dodge everything from and to Gnars.
|Amumu - the Sad Mummy
Come late game, Gnar thrives when he has a primary tank initiator to follow up on. Amumu's perfect: histo combo locks down enemy teams, meaning Gnar can in and complement Amumu's AoE damage with his own.
|Irelia - the Will of the Blades
Though Gnar can trade well with Irelia over the opening few levels, by level 5, she has all the, , , and needed to beat Gnar in a fight, meaning the Missing Link has little choice but to farm under tower and rely on jungler support.
|Orianna - the Lady of Clockwork
delivery system lives on whenever Gnar leaps into the enemy team! Combining and (Crunchwave?) deals devastating damage, and Orianna can follow up with , which slows the enemies and speeds Gnar's otherwise lumbering gait.
|Fizz - the Tidal Trickster
Fizz is a problem for both of Gnar's forms. He's nimble and powerful enough to burst downGnar before he has the chance to transform, and / can dodge Gnar's considerable power and crowd control, including
- Champion Insights
- , designed by gypsylord
Let's talk transform!
Transform champions have historically been some of the hardest to balance in League of Legends because they frequently end up with a dominant form: pre-V4.10 worked best in form unless she needed to or away, and happily sits in form for the bulk of his games. Giving both forms unique strengths and weaknesses is meaningless when they can just transform at will to lose the weaknesses they had. Let's look again at : how's a melee champion supposed to fight him in a one-on-one scenario if Jayce can duel just as well and has the option to transform into an effective champion?
Here's the central question we posed ourselves: how can we create a new transform champion that feels fundamentally good to play as and against? Our answer was to make a champion with identifiable strengths and weaknesses in both forms, then limit the player's ability to control which form they play in. After months of testing, we ended up with the (sometimes) adorable ball of fluff known as Gnar.
So how's he different? Well,Gnar's one of the most mobile champions in the game. He boasts good sustained damage and kites incredibly well, but when he does get caught, he dies fast. On the other hand, Gnar is a colossus. He's tanky and surprisingly bursty, with strong area of effect and crowd control to boot. But he's slow, meaning his enemies can pretty much get away simply by walking in the opposite direction. Removing control of the from Gnar means that he has to anticipate when he's about to (or er... ?) and position and prepare to play in a completely different way, adding extra complexity and depth to his gameplay. This also means that - for the first time - learning how to play during the transitions between Gnar's forms is just as important as mastering the play styles of his two forms.