[Gnar] Wasnt a "Liability" champ that would never see Pro Play?
Gnar is not having as huge success on pro play as lissandra, to name one, but he has become a highly contested pick, when he is not banned, you start asuming one team or the other will get him.
So much for "liability"... this just goes to show that his supposed weakness is not really that big, plus he has too much win to offer.
Both versions of gnar:
- Are WAY too good at CCing enemies, difficult or impossible to escape from or to catch
- can do more than decent damage using either abilities or autoattacks, without need for extra damage from items
- Can tank/avoid damage by both abilities and preferred items
- Have high mobility (for starters, both can jump walls) plus speed buffs, which is featured DESPITE having one of the best CC profiles in the game.
- Have huge max "sudden" high reach (jump + Q)
Suggestions:
- Remove the slow from the Q
- Reduce range for Q from 1100 to 550 (he still can Q then jump backwards for safety or jump then Q for reach)
- Reduce the extra 14% of enemy hp added damage for the E in minignar form to 7%. add a +20% AD bonus and lower ap bonus from 100% to 70%
- Remove the E's 6% of hp extra damage.
- Remove the slow from the minignar's E. reduce the reach of megaGnar's jump or remove it. can leave the mix on, but only if the passive triggers.
- Increase E's cooldown from 12 to 15s
- MegaGnar ulti damage down from (400 + 20% AD + 50% AP) to 250 (+ 40% AD + 50%AP)
- MiniGnar ulti increases speed up to 100%. for 8 seconds procs W each 2 stacks, down from 3.
Notes:
- Q: There is too much CC going on with gnar that he also has an extremely long poke plus heavy slow and good damage.. with the jump in combo, Gnar has a Q reach of up to **2000 **units. with this changes it goes down to 1450 units. still too good. Also, he can still slow by adding a Rylai's or Mallet, if he so likes.. goes with the ussual build anyhow.
- W: % damage added in two different spells... isnt a bit too much for a tank? obviously he doesnt need damage items of any type.
- E: TONS of damage for a mobility spell? plus slow? for a tank? he has two damage abilities already, why this has to do damage as well? and why has this ability to do SO much damage (180 + 6% of his own hp in an hp heavy tank.. that adds up.. a lot.. for free.. no aggresive items required..)
- R: Ballanced between instances for the ulti, megagnar should feel more CC related while minignar should be speed and damage related