Possible Buffs that could push gnar in a good direction?

Mr Popper··3 votes·1,129 views
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Possible Buffs for Gnar: (Obviously only one buff would do im just listing all buffs that could push gnar in a good direction)

Possible Q Buff: (Boomerang Throw/Boulder Toss)

  • Mini Gnar's Boomerang can hit you both ways, once going forward and once backward and can apply up to 2 stacks of Hyper (W) if both hit

  • When Mega Gnar throws his "Q" boulder toss, he can gain MS while moving towards the boulder.

W buff: (Hyper/Wallop)

  • You can either add an AD ratio to the Hyper proc, or replace the AP ratio with an AD ratio, since most gnar builds have 0 AP in it and Gnar lacks a little damage making this change can push gnar to be viable against these huge bruisers and tanks top such as Urgot and Sion.

  • Since Hyper has no active while mini, you could put a small movement speed/attack speed steroid here with a long CD (like 22 seconds similar to Gnar Hop/Crunch)

  • Mega Gnar and Mini gnar have very little item synergies other than cleaver/mallet. maybe add some sort of on-hit effect for mega gnar to make items like rage blade and blade of the ruin king more viable on Mega Gnar, while already being really good for mini gnar.

E Buff: (Hop/Crunch)

  • While in Mini Gnar form, every time you proc your "W" (hyper) you get 1 second of your "E" cool down refunded. Gnar's "E" is the last ability you max and starts as a 22 second cool down at rank 1. and commonly gnar only builds 20-30 CDR throughout the game being Black Cleaver and a major Magic Resist item.

R Buff: (GNAR!)

  • The only buff that i could think off would either be being able to use R whenever you want but transforms you into mega gnar (kinda breaks the theme of not being able to control the rage) or the same thing as the active w movement speed/attack speed steroid with a decent CD. It would be awesome to have something other than a 22 second "E" Cool down to help you move around.

as it stands Season 8 for gnar has been the worst season for him since release with his average win rate being a low 46% and at one point being the top 3 worst champs in the game. With season 9 here (at least the pre-season) i see a lot of potential for gnar with the stat shards giving gnar more freedom with rune customization. I don't see Gnar's win rate going much higher though because the stat shards affects every champion in a positive way and i don't think that Gnar's is a major improvement in comparison to every other champion. So with that in mind maybe instead of just buffing numbers in Gnar's kit maybe give him a bone to chew on :)

Also shameless plug for my stream (im a gnar one trick i am obviously biased for gnar buffs)

4 Comments

Tahminatrix 2 votes

Adding a second possible hit on q damage makes the most sense but something like that can completely make gnar broken considering this champion doesn't need a lot going for them in order to do great.

Mr Popper1 votes

you could lower the base damage at all ranks or the AD ratio on Q to make it not super OP but add more synergy with his Kit

Tahminatrix 1 votes

TAtS TwO cOmPlIcAtEd Fr My SmOlL InDiE dEv CoMpAnY bRaIn ReEe

Tormentula2 votes

I used to play gnar, but personally I think this would've been a better direction for him, give or take, idk what gnar mains would prefer, and idk if you'd agree with me but just to throw some ideas;


#Passive

Max Rage = 100 Whenever Gnar attacks an enemy champion, large monster, epic monster, or structure, he gains 10 Rage. This effect is 50% as effective against minions.

Rage declines by 20 per second if Gnar has been out of combat for 2 / 5.5 / 8 seconds. (levels 8 / 12 / 16)

At max Rage, Gnar can click on his icon to transform into Mega Gnar (like kayn or like kindred's passive mark thingy). While in Mega, his Rage depletes by 5 per second, at 0 Rage he will transform back into Mini Gnar. Gnar cannot gain Rage while in Mega Form

Context: I think Gnar having more flexibility with his Mega form is a must. I think it can be really shitty to be playing gnar, and either waste it while splitting or be unable to farm aggressively just because Mega at the wrong time can screw him. I think being able to toggle when he can mega rather then being forced to is a lot more satisfying and easier to play around, cutting slightly into his pattern of "high skill gate, balanced around challenger/proplay into nerfed into unplayability in lower elos". His skillgate of knowing when to mega should stay, ie, whether or not the play chooses to hold it, or activate it to shove harder with AoE boulder. The rage decline rate going up by level i think helps balance his ability to hang on to rage at early levels in laning phase, but late game when he's splitting and looking for plays, allow him to consistantly manage it longer.


#W Gnar's Boomerang throw, Basic Attacks, and Hop while in mini form will apply a stack of hype. After 4 stacks, Gnar's next attack will deal bonus damage (7% target max health + 100% AD), fill 25% of his rage, and gain "Hyper".

Hyper: Grants Gnar 25% bonus movement speed for 4 seconds, 10% bonus attack speed, reset's Gnar's basic ability CDs, and basic attacks grant additional rage.

Context: This imo is what breaks gnar in lane. You can just poke and zone any melee from playing the lane phase. There's nothing to prevent Gnar from auto Q auto dealing 14% of your max HP, and thats kinda rough. Its why gnar is so good in proplay, he can counter most of the meta because of the safety that he's ranged, and the idea that he threatens melee champs. Think back to season 3 top lane Elise, thats essentially what this does. I think its more managable if it was 5 stacks and he got rewarded more for those 5 stacks.. when a Gnar commits he should get hyped up to commit hard, but I don't think average poking/trading should chunk that much while kiting anybody that tried to retaliate. I think 7% max HP is a fair point, with the addition of having an AD ratio rather then AP, making his AD builds (cleaver, or opening botrk, etc) have more reward. Getting attack speed and CD refunded for procing it makes all ins more rewarding (for instance if you want to really all in rather then trade, then you can proc the stacks with auto Q auto (Q return) E and gain the bonus and just chase them down with another Q to slow and E to chase.) Either he builds tanky and plays as a playmaker, or he builds off-tank and plays like a juggernaut/carry.


I think thats it really, I find the rest of his kit fine. Those are what i'd change. After adding consistency and options to his kit, I think there would be more room to add/remove power in other parts (like CDs, base numbers, etc, gnar's mechanics always made him hard to balance, so if his mechanics get fixed you can fix his numbers around it to be in a sweeter spot.)

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