Let's talk about Gnar with real information
Everyone keeps blindly listing blank stats to try and make it seem that Gnar is broken strong.
"6 forms of cc! 750 bonus health! 14% max health damage!"
Mini Gnar cc:
Q does a 20% slow for 2 seconds. E "slows briefly" and is really negligible.
Big Gnar cc: Q slows W stuns for 1.25 seconds E slows briefly R slows for 60% for 1.5 seconds/stuns if hits terrain
Seems like a lot of CC for Big Gnar right? What if we factor in the fact that he has 325 base movement as Big Gnar and he is melee? 325 is crazy slow and easily kited. He NEEDS the cc just to be able to do anything as Big Gnar. Want to make Big Gnar completely useless? Stun him. Unless he completely builds for movement speed he will not be able to catch you.
14% health damage! (It is only 14% at max level) 14% isn't really a whole hell of a lot to begin with but let's be clear about how it works. "Every third attack or ability used against the same target triggers the % health damage." Sounds strong right? It's like Vayne except Vayne doesn't turn into a giant kitable beast just for auto attacking and the faster he auto attacks or uses abilities the faster he becomes Big Gnar and loses this "op" % damage. Once he becomes Big Gnar he loses the % health damage.
Quote: Originally Posted by mcmilktank View Post plus the % damage is magic damage not true damage like vayne so after resistances it isn't really that bad. Also, this.
750 Bonus health (at level 18 -.-) at level one it is something like 70 bonus health.
Well yeah. Again, he becomes a very slow easily kited melee monster. He needs tank stats so that he isn't instantly melted when he transforms.
Now I want to discuss his CC a little farther.
Big Gnar's Q is a skillshot that stops when it hits an enemy. This means that he cannot target and hit your backline with it unless your team's positioning is complete garbage. Also, minions can block it.
Big Gnar's W is a short straightline stun. This means that this slow melee Gnar will have to get in your face in order to hit you with it.
Big Gnar's E is a leap with decent range but a pretty decent cooldown as well. All in all one of his stronger CCs.
Big Gnar's R is an AoE slow that pushes everything around him in the specified direction. The AoE isn't that great so again, he will struggle to get to your backline in order to do anything with it. I guess he could waste it on your tanks but your carries will destroy him in the process.
Anyone and anything can seem strong if you just blindly list the steroids and cc numbers without any other information. Is he strong? Probably. Is he OP? Not by any means. Even as Mini Gnar this ranged champion has a max attack range of 500 at level 18. He starts at 300. 300! Do you know how risky those numbers are for a squishy champion?
Yes, his kit sounds strong but he has very clear and very exploitable weaknesses. He is ranged with % health damage but his range is the worst in the game as far as ranged champions go and the faster he tries to proc the % health damage the faster he will lose it. Big Gnar becomes a Tanky CC machine but has horrible movement speed and is easily kited. Frankly, I feel that Big Gnar is easily Gnar's weakest form.