
Master Tier Champion Guide
Gnar is one of the most versatile champions in Top Lane. He offers consistent value regardless of the matchup or team composition. Gnar excels in both side laning and team fights, making him a stable and reliable pick for almost any situation.
High Versatility and Stability: Gnar maintains consistent value and can be blind-picked regardless of the team composition.
Dual Power in Side Lane and Team Fights: Excels at splitting (using Mini Gnar to kite) and team fighting (using Mega Gnar for AoE CC/Burst).
Game-Changing Team Fight CC: Mega Gnar's ultimate (R) is a powerful tool for initiation and chain CC, especially when hitting enemies against a wall.
Weak Early Game: He is one of the weakest ranged champions at Level 1, requiring caution and focus on perfect CS.
Vulnerable When Tired: Gnar is extremely susceptible to all-ins during the 15-second window after he swaps from Mega to Mini form ('tired' state).
Mega Management Dependency: Poor Mega management can ruin a potential team fight or split push opportunity, as timing the transformation is critical.
The main purpose of playing Gnar in the early game is to get to Tier Two Boots without getting behind.
Rush Tier Two Boots (Swifties or Tabis) on your first recall, even if you have to manage your lane aggressively to achieve the necessary gold. Gnar uses the movement speed from T2 boots arguably the best of any Top Lane champion.
Gnar is very weak early. Focus on playing for perfect CS and conserving HP, especially against powerful Level 1 champions like Darius.
Decide if you need to start E (
E.g., against Jax or Renekton who may instantly jump on you) to outplay the trade with a double jump and slow. If the opponent plays safe, starting Q is fine.
Look to trade aggressively every time you have Mega form. Aim to force a double jump Mega trade, as this often swings the match in your favor, especially at Level 6.
If you have 40% to 60% Mega, you can still play aggressively because you have enough Mega bar to transform during an all-in fight. This prevents enemies from always respecting you only when you are at 100 Mega.
Against tank tops or champions who sit under the tower (
E.g., Ornn, Malphite), use your range (Mini Gnar) and Demolish (Mega Gnar) to stack waves and aggressively blow up plates and towers for a guaranteed lead.
The 15-second exhausted state (after Mega swap) is when enemies are most likely to engage and kill you. Hard respect the enemy's all-in threat during this time.
Gnar is a versatile macro champion, being strong at both split-pushing and team fighting. You must be decisive in your intention (split or group) to manage Mega properly.
If you can make progress 1v1 (
E.g., break plates, solo kill, or hit Tier 2 tower) against your opponent on the opposite side of a minor objective (Herald, Dragon), you should split push.
If you cannot make progress 1v1 (opponent clears wave easily), push the wave to force them to respond, and then immediately rotate (
E.g., TP) to join the team fight and create a 5v4.
The default strategy is to start the fight in Mini form, utilizing Hyper procs and range in a front-to-back setting. Then, look for an opportunity to execute a double jump or flash engage once Mega is ready.
Aim to approach a team fight at around 60% Mega. This is enough to get value from Mini Gnar but guarantees you can transform if the enemy initiates.
If your team has strong hard-engage champions (
E.g., Rell, Jarvan), aim to start the fight with a much higher Mega bar (80% to 99%) so you can follow up instantly with your CC.
You can stack Mega (up to 100%) during the TP channel to arrive at the flank fully transformed and ready to engage instantly.
When approaching a major objective fight, prioritize your Mega bar management over clearing nearby waves or helping the jungler on the objective, as prematurely popping Mega can ruin the fight.
This is the default choice for most games, capitalizing on Gnar's short trading patterns. Primary Tree: Resolve (Grasp, Demolish, Bone Plating/Second Wind, Overgrowth). Secondary Tree: Precision (Alacrity, Cut Down) or Inspiration (Approach Velocity, Cookies).
Used against hard ranged matchups (e.g., Kennen, Lucian) for maximum sustain. Primary Tree: Precision (Fleet Footwork, Triumph, Alacrity, Cut Down). Secondary Tree: Resolve (Second Wind, Overgrowth).
Highly recommended against Irelia to dominate the 1v1. Primary Tree: Precision (Conqueror, Triumph, Alacrity, Cut Down). Secondary Tree: Resolve (Bone Plating, Overgrowth).
Mini Gnar Standard Trade/DPS
Q
EQ cancels the AA animation.
Mega Gnar Standard Lane Trade (No Ult)
E
W
QLeads with E to slow, guaranteeing the W stun is easier to hit.
Mega Gnar Max DPS (With Wall Ult)
E
R
W
QSkip the AA between R and W if ulting from a distance to guarantee the stun before the opponent can Flash.
Mega Gnar Burst/Dive

R
W
Q
EPrioritizes Flash for instantaneous execution, often used for diving or quick burst kills.
Highest Impact (99 Mega)
E
R
W
QRequires stacking Mega to 99; allows you to use the ultimate while still double-jumping in mini form before crashing down Mega.
PGnar stacks Mega significantly faster at Level 6 and Level 11.
You gain more Mega stacks by auto-attacking and Q-ing an enemy champion than by hitting the wave.
Mega Gnar possesses higher AD, HP, Armor, and Magic Resist, while Mini Gnar is faster and has higher Attack Speed.
When Mega Gnar hits 100 bar, he will not swap unless he uses an ability (instant swap) or waits four seconds (automatic swap). You can let the bar time out naturally for maximum threat duration.
Avoid attacking wards or Scrying Blooms if you are close to 100 Mega, as this will prematurely pop your transformation.
QThe range reached by the backward swing of the Q is significantly longer than the forward throw, allowing you to hit distant opponents by tossing the Q behind you and moving out of the return path.
You can toss a Mega Q or use Mega W just as Gnar expires (switches to Mini form) to gain the stronger Mega ability effect while transitioning to Mini Gnar.
EStarting E is highly recommended in many lanes to outplay immediate enemy gap closers (
E.g., Jax Q or Renekton E). You get a double jump by landing on any living unit.
If you jump while at exactly 100 Mega (red bar) and land on a unit, you will perform a double jump and swap forms instantly.
RAlways prioritize knocking enemies into a wall with R for the guaranteed stun and bonus damage. If they don't hit a wall, they are only slowed.
Gnar's ultimate (R) can be buffered through incoming enemy CC (
E.g., an Alistar combo or a Darius hook).