The Buffs Gnar REALLY Needs
Recently the Missing Link has been getting a lot of buffs to try and elevate him back into meta. Gnar has been known in his glory days as an abusive bruiser who is able to dip, dodge and outplay the opponents, to have those game changing ultimates. He is usually built as a chase and kite bruiser whos items help translate to a tankier Mega. Sometimes built as a hyper carry. But he really doesn't feel like this promising outplay champion. Riot has given him ways to survive the side lane split push late game with a heavily Reduced R cooldown which is helping him get 1 step back into the present meta game.
What my ideal buffs to Gnar would look like are as follows. Mini Gnar
- E Hop. The hop still places a hyper proc where crowd controlled. This change is a must, Gnars key combo in mini for maximum burst is Auto, Q double E to catch the Q. But, when Gnar gets immobilized the hyper proc doesn't translate and he is stuck on top of the champion without the bonus damage.
- Hyper Move Speed passive on Mega loss to also give miniscule attack speed buff equivalent to points in W 0R when Mega is lost Mini Gnar gains more movespeed for hyper passive based on %missing health. This will make Gnar more lethal in clutch situations, allowing him to match with 5 stacked conqueror champions Mega Gnar
- GNAR! could receive a slightly larger toss width about 6 or 10 Range
- Mega Gnars Hop -> Crunch distance farther
What these changes will do for Gnar is allow him to be the outplay champion he needs to be, With all my Gnar games recently, I don't feel like he needs more damage, just more utility. I am no game designer, but I have a good history of predicting champion reworks and new meta. Right now Gnar feels very close to coming back as he does good into mages and scalers. But so does every other fighter. I hope this post gets some traction, constructive criticism is good.