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Template:Infobox Champ

Lore[]

  • Biography
  • Story
A primitive yordle born millennia in the past, Gnar is playful, diminutive and cute until his occasional bouts of anger transform him into a massive, violent, and destructive beast. Trapped within a glacier of True Ice, Gnar was frozen for an age before he broke free, emerging to find the world much changed. These new, exotic realms only ignite his delight and curiosity, for where most fear danger, Gnar pounces to meet it head on.
Gnar!

- GnarSquareGnar

THE HUNTER HUNTED

The jungle does not forgive blindness. Every broken branch tells a story.

I've hunted every creature this jungle has to offer. I was certain there were no challenges left here, but now there is something new. Each track is the size of a tusklord; its claws like scimitars. It could rend a man in half. Finally, worthy prey.

As I stalk my prize through the jungle, I begin to see the damage this thing has wrought. I step into a misshapen circle of splintered trees. These giant wooden sentinels have stood over this land for countless ages, their iron-like hides untouched by the flimsy axes of anyone foolish enough to attempt to cut them down. This thing brushed them aside like they were twigs.

How can a creature with this level of strength disappear so easily? And yet, even though it has left this unmistakable trail of destruction, I have been unable to lay my eye upon it. How can it appear like a hurricane then fade into the jungle like the morning mist?

I thrill in anticipation of finally standing before this creature. It will make a tremendous trophy.

Passing through the clearing, I follow the sound of a stream to get my bearings once more. There I see a small shock of orange fur, crouching, waiting. I spy on it from a distance. A tiny fish splashes out of the stream and the creature scrambles for it, diving gleefully into the rushing water. To my joy, I realize it's Lua error in Module:InstantiateEntity at line 12: attempt to call field '?' (a nil value).. And a hunter, at that!

This is a good omen. The beast will be found. Nothing will escape me.

The yordle's large ears perk up and face toward me. He runs on all fours with a bone boomerang in hand, quickly stopping in front of me. He babbles.

I nod in appreciation at the young yordle and venture onward. I traverse the difficult terrain with ease, trying to pick up any sign of my quarry. As I try to pick up his scent, a distraction. I'm startled by strange chittering. The yordle followed me. I cannot allow him to disrupt my hunt. I face him and point into the distance. He looks at me quizzically. I need to be more insistent, good omen or no.

I rear back and let out a roar, the wind whipping the yordle's fur and the ground rumbling beneath us. After a few short seconds, he turns his head and, with what I think could be a smile, he holds up his small boomerang. There can be no further delay. I snatch the weapon out of his hand and expertly throw it into a tree, impaling it high amongst the branches. He turns and scrambles for it, jumping frantically.

I barely get ten paces when a roar shakes me to my very spine. The deafening crack of stone and wood echoes all around. Ahead, a giant tree crashes across my path. The bone weapon of the yordle juts out from its trunk.

An unearthly growl rises behind me.

I've made a terrible mistake.

- RengarSquareRengar

Abilities[]

Rage Gene Rage Gene [Passive]

Lua error in Module:InstantiateEntity at line 12: attempt to call field '?' (a nil value).:
Movement Speed: 10-30
Bonus Attack Range: 245 + (5.5 x level)
Attack Speed: (5.5 x level)%
Mega GnarSquare Mega Gnar:
Health: 30 + (40 x level)
Armor/Magic Resist: (2 x level)
Base Attack Damage: 4 + (2 x level)
File:Boomerang Throw / Boulder Toss.png Boomerang Throw / Boulder Toss [Q]

Cooldown: 20 / 17.5 / 15 / 12.5 / 10 seconds
Physical Damage: 5 / 35 / 65 / 95 / 125
(++115%% total)
Slow: 15 / 20 / 25 / 30 / 35%
File:Hyper / Wallop.png Hyper / Wallop [W]

Magic Damage: 10 / 20 / 30 / 40 / 50 (++100%%)
[++6% / 8% / 10% / 12% / 14%% Target's Max]
Max Damage vs Monsters: 100 / 150 / 200 / 250 / 300
File:Hop / Crunch.png Hop / Crunch [E]

Cooldown: 22 / 19.5 / 17 / 14.5 / 12 seconds
Physical Damage: 20 / 60 / 100 / 140 / 180
[++6%% Gnar's Max]
Attack Speed: 20 / 30 / 40 / 50 / 60%
GNAR! GNAR! [R]

Total Movement Speed: 45 / 60 / 75%
Total On-Catch Cooldown Reduction: 50 / 55 / 60%

Patch History[]

v7.9

With Aegis of the Legion's old aura out of the game, squishy champions who were relying on it to give them enough magic resist find themselves a bit on the burstable side.

HOORAY : Champions who previously gained no magic resist per level now gain 0.5 per level


v7.6
Mini Gnar and Mega Gnar have the same health regen.

When Gnar is ahead, his constant basic attacks and ability-casts send him Mega that much more often. But when Gnar is behind, he often can’t safely build the fury he needs to transform, denying access to Mega Gnar’s increased health regeneration. We’re smoothing out Gnar’s regen between forms to make him a little more capable of healing up when he falls behind. That being said, this should be an overall buff to Gnar; he spends more time small than large, even when he’s not behind.

Base stats

HEALTH REGEN (MINI) : [2.5] 4.5 health per 5 seconds
HEALTH REGEN GROWTH STAT (MINI) : [0.5] 1.75 health per 5 seconds
HEALTH REGEN (MEGA) : [6.5] 4.5 health per 5 seconds
HEALTH REGEN GROWTH STAT (MEGA) : [3] 1.75 health per 5 seconds

Crunch E - Crunch

BUFF-FIX : Mega Gnar can now queue another spell during Crunch’s cast time


v6.18
W damage down. E cooldown up.

With professional play’s return to standard lanes, we’re upping our vigilance when it comes to dealing with powerful lane bullies. As for the current toplane metagame, that means Gnar. Known for preying on tanks unable to race Hyper’s damage output, Gnar’s a little too effective at shutting down almost all forms of aggression - not just the really durable kind. We’re hitting his baseline effectiveness with respects to trading and gank-avoidance to open up the kinds of aggressive picks and pressure that should be key in punishing Gnar’s temper tantrums.

Hyper W - Hyper

BASE DAMAGE : [15/25/35/45/55] 10/20/30/40/50

Hop E - Hop / Crunch

COOLDOWN : [18/16.5/15/13.5/12] 22/19.5/17/14.5/12


v6.13
Mini-Gnar range scaling up. Q returns farther. W damage up.

It’s been a season of tanky melee tops, so you’d expect everybody’s favorite sometimes-tanky-melee-sometimes-tank-shredding-ranged-top laner to be doing well. Despite this, Gnar has been out of sight all season. With top lane shifting towards mages and Trinity Force users at the moment, we don’t want to push too hard, but some usability buffs for last-hitting and kiting should help Gnar feel more consistent.

Rage Gene Passive - Rage Gene

MINI-GNAR BONUS RANGE : [400 - 485 (at levels 1-18)] 400 - 500 (at levels 1-18)

Boomerang Throw Q - Boomerang Throw

RETURN BOOMERANG DISTANCE : [2500] 3000

Hyper W - Hyper

DAMAGE : [10/20/30/40/50] 15/25/35/45/55


v6.5
Base attack damage up.

Simply put - Gnar's underperforming in the top lane, specifically in the early stages of the lane. That in itself isn't a problem - Gnar's a champion of highs and lows (on account of his rapidly oscillating 'Mega' and 'Mini' forms), so a little bit of variance isn't out of the question. What's actually worrying is that Gnar's underperforming when the majority of his opposing top laners are the very tanks he's intended to bully. Gnar's always been an important 'release-valve' pick teams can fall on when tanks get out of line, so we're tossing him the same attack damage adjustment we gave marksmen back in Preseason to help him curve smoothly into the adorable little predator he was born to be.

General

BASE ATTACK DAMAGE : [48] 51

Rage Gene Passive - Rage Gene

ONE FIST SHORT : Now accurately displays the amount of bonus range Gnar gets over Mega Gnar.

GNAR! R - GNAR!

REAL MATURE : Fixed a bug where minions and monsters tossed by GNAR! would receive damage after a brief delay rather than upon landing.


v5.23
 Attack Range Changes
A few champions are getting increased range. Except Nunu and Tahm Kench. You know what you did.

With preseason being the time to dig deep and reevaluate assumptions, we finally started looking at attack ranges as a stat for tuning rather than just something we did simply because characters have polearms. This is only a first pass as we start to think of melee attack ranges as in 'tiers', first of 125 and 175, but possibly even up to 225! This means a few bonuses to range for some champions that have trouble movin' around in combat or just needed the love. We'll be back relatively soon for a follow-up, but at least now Trundle won't look so goofy as he punches you with his enormous iceclub.

  • GnarSquareGnar
MEGA GNAR ATTACK RANGE : [150] 175
CONSUME SIZE BUFF ATTACK RANGE : [137.5] 125
DRAGON FORM ATTACK RANGE : [125] 175
ATTACK RANGE : [150] 175
ATTACK RANGE : [200] 175
ATTACK RANGE : [125] 175
ATTACK RANGE : [125] 175


v5.3 Gnar's gotta better manage his Gnar-Bar if he wants to GNAR!! in Mega Gnar. Gnarly.

"From concept to release, Gnar has always been built around his unique transformation trigger and its inherent inconsistency. Will the enemy engage because Mega Gnar's losing steam? Should we begin a fight and have Gnar transform as it begins? These are the types of questions we want his teammates to ask, and the type of situations the Gnar player to manage. When a champion based on unreliability becomes a staple competitive pick (where reliability reigns supreme), we felt like something was up.
Due to a bug since his release (oops), Mega Gnar was lasting a good bit longer than intended - discovering this, we thought it would be a good time to tighten the windows Gnar has to go crazy so we can really accentuate his highs and lows. We're not trying to make Gnar disappear, but teams should have to work a little harder than just picking Jarvan IV. Shots fired."
  • Rage Gene Passive - Rage Gene
    • 'TIRED' DEBUFF DURATION : 13 seconds 15 seconds
    • MEGA GNAR DURATION : 19 seconds 15 seconds (as a note, the tooltip originally said 15 seconds, but it was actually 19 seconds)

v5.1 Boomerang Throw's cooldown refund is lower, but ranks back up to normal through ranks via Gnar!

"Unlike Gnar's origins, this yordle's strong laning phase is no big secret. Pulling back on the uptime of his harass should make things more manageable in the early game, while ranking his ultimate lets him keep up with the pace of frantic late-game teamfights."
  • Boomerang Throw Q - Boomerang Throw
    • COOLDOWN REFUND ON CATCH : 60% 45%
  • R - GNAR!
    • [NEW] THEMATICALLY THIS DOESN'T MAKE SENSE : Increases Boomerang Throw's cooldown refund on catch to 50/55/60%

v4.20

Lots of complicated math means that Mega Gnar gets less stats early on but more later. Boomerang and Boulder Toss are getting their damage shifted into the AD ratio. Hyper's damage is going down in the early game and Wallop's cooldown is going up.

"Gnar's become quite the handful when it comes to his bullying potential. Sweeping changes to his early-game bases should give him a bit of a time out (heh, get it?) during the laning phase, while buffs to Mega Gnar's late-game scaling means you probably still wouldn't like him when he's angry. "
  • General
    • BASE HEALTH REGENERATION : 5 2.125
  • Rage Gene Passive - Rage Gene
    • MINI GNAR MOVEMENT SPEED : +10-25 (9 + (+1 per level from 1-14 / +0.5 per level at 15-18)) +10-30 (9 + (+1 per level from 1-15 / +2 per level at 16-18))
    • MINI GNAR ATTACK SPEED : Due to the 2015 preseason changes to base stats, Mini Gnar's attack speed bonus has been folded into his base attack speed and converted to a growth stat. Mini Gnar now has an attack speed growth stat of 6. This should have no functional impact on Gnar.
    • THIS GETS COMPLICATED : With the 2015 preseason changes to base stats, Mega Gnar had some of his bonuses shifted around so he wouldn't break the system. In addition to reverting Mega Gnar's bonuses into base growth stats, we've done two things to affect Mega Gnar - his early attack damage and health are lower in the early game, but higher at later levels. The math behind this change (especially as it converts from per-level stats to growth stats) gets very complicated, but the raw difference is that, at level 1, Mega Gnar will lose about 30 health and 4 attack damage compared to he would have had. Mega Gnar's new growth stats are listed below:
    • ATTACK DAMAGE GROWTH STAT : 5.5
    • HEALTH GROWTH STAT : 108
    • HEALTH REGENERATION GROWTH STAT : +3 health per 5 seconds
    • ARMOR GROWTH STAT : 4.5
    • MAGIC RESISTANCE GROWTH STAT : 2
  • Boomerang Throw Q - Boomerang Throw
    • BOOMERANG DAMAGE : 10/45/80/115/150 (+1.0 total attack damage) 5/35/65/95/125 (+1.15 total attack damage)
    • BOOMERANG WIDTH : 60 55
  • Boulder Toss Q - Boulder Toss
    • BOULDER DAMAGE : Now 10/50/90/130/170 (+1.15 total attack damage) 5/45/85/125/165 (+1.2 total attack damage)
  • Hyper W - Hyper
    • BASE DAMAGE : 25/30/35/40/45 10/20/30/40/50
    • MAX MAGIC DAMAGE VERSUS MONSTERS : 75/125/175/225/275 100/150/200/250/300
  • Wallop W - Wallop
    • COOLDOWN  : 12/11/10/9/8 seconds 15/13/11/9/7 seconds

v4.16
Gnar's ultimate and similar skills work with player-made terrain (this time, Jarvan's actually helping). Part one of three.

"Continuing to clean up GNAR! with some consistency work across all wall-slams. As with the changes to Poppy and Vayne you'll see below, we'll be watching to see the effects of these changes play out and ready to adjust accordingly. "
  • GNAR R - GNAR!
    • NEW COME ON AND SLAM Now detects collision with player created terrain (Anivia's Crystallize, Azir's Emperor's Divide, Jarvan's Cataclysm and Trundle's Pillar of Ice)
    • WAP! Fixed a bug where using GNAR! on a dashing unit would cancel their movement, but not stun them, if they hit a wall.

v4.15
Gnar gets his bonus health immediately on transforming (rather than slightly delayed). Boomerang works more logically and its width, speed, and return indicators have all been improved. Boulders now get picked up and thrown faster, and they fly faster. GNAR! has an AP ratio (but please, for your sake, don't try AP Gnar).

"We've been keeping a close eye on Gnar during the past two weeks, and while we try not to make major changes during big learning periods, we did see the opportunity to improve some of his play patterns. In other words, while these are definitely buffs, they're more 'spritual improvements' that we'd like to do regardless of power. So even if Gnar ends up being too strong (or too weak), these are changes we're making to get him to feel better, and future tuning points would be unrelated."
  • General
    • SO MANY POSSIBILITIES Recommended items have been updated
    • BASE HEALTH REGEN 3 health regen per 5 seconds ⇒ 5 health regen per 5 seconds
  • Passive - Rage Gene
    • GROWTH SPURT Fixed a bug where Gnar wouldn't get his bonus health immediately on transforming
  • Boomerang Throw Q - Boomerang Throw
    • NEW THAT'S A SMART BOOMERANG Boomerang's return logic has been improved to better track Gnar
    • OUTGOING WIDTH 45 ⇒ 60
    • RETURN WIDTH 70 ⇒ 75
    • MINIMUM SPEED 1000 ⇒ 1400
    • BOOMERANG CLARITY Boomerang's return particles have been improved!
  • Boulder Toss Q - Boulder Toss
    • BODY BLOCK Boulder now checks to see if any enemy champions are standing really close to Gnar's center point when he casts (and it now hits them)
    • SHRAPNEL Boulder now does its area-effect damage in a small radius on landing if it hits no enemies
    • BOULDER SPEED 2000 ⇒ 2100
    • BOULDER WIDTH 80 ⇒ 90
    • GOOD FORM, GNAR Gnar takes 0.5 seconds ⇒ 0.3 seconds to pick up a Boulder before he throws it
  • Wallop W - Wallop
    • WHOOPS Fixed a bug where enemies could sometimes cast spells when Wallop's stun was overlapped with GNAR!'s stun
  • GNAR GNAR! (R)
    • NEW MAGICAL GNAR Now scales with 0.0 AP ⇒ 0.5 AP
    • RELIABLE GNAR! Fixed a bug where GNAR!'s knockback ministun (not the wall stun) would sometimes be removed too early
    • GNAR SO STRONG Gnar now move and perform actions after casting GNAR! in 0.5 ⇒ 0.4 seconds

v4.14
GnarSquareGnar released


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  • 2015

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