Let's talk about Gnar with real information

Kikirino··2 votes·969 views

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.

3 Comments

Flintfall1 votes

Having played Gnar on the pbe, yes he has clear weaknesses. But, his ultimate is crazy strong, and Mega Gnar has ridiculous aoe and tankiness (he gets at a reasonable point in the game 750 health!)

There are a few number issues, but the people saying he will bully out everyone in top lane is crazy.

Epsilaun1 votes

im not saying its balanced but i feel he should have separate CDs for his small and big forms

having 2 sets of skills is part of the MAIN strength of transforming units, imagine elise if all her spells shared CDs...not so big of a combo now is it?

now you could say this is because his R is not his transform skill and he gets a real ult, but he already is gimped by not having (much) control over when he transforms. Yes unlike the other transformers he gets significant stats on transform, but he also gets significant stat LOSS (the MS loss is huge, and also goes the OPPOSITE of the typical base MS of a ranged is lower than a melee cause melee needs it)

but as i know with current values it would be too strong im sure, but still i feel he should have the separate CDs cause 1 its something that type of kit always has, and secondly, he has REALLY long CDs, like alistar/nautilus long CDs (early game at least) 20/12/18 second CDs for BASIC skills rank 1 each, if you dont catch the Q for its reduction you are a sitting duck

also in his small form he only has 2 casted spells, his W (which is strong enough) and his r just boosts the MS of his W.....not even a full effect on his little form by itself, so if for some reason you never put a point into W pre 6, his lvl 6 skill does NOTHING for little form, now i know no one is going to do that but it just shows how little his options are,

MrSc0tty1 votes

(This is from a PBE tester with 3 games on Gnar. I play Jungle tanks primarily so I'm far better at big than little gnar.)

The problem is, for professional play, mobility is a massively multiplicative power stat. Champions who are objectively UP at all levels besides pro play can be ridiculius pick/ban level there (Leblanc) and any champ with a balanced winrate is a monster with an 80%+ winrate in pro play (Kassadin).

Gnar has about as much mobility available as Riven, if Riven had ranged autos and a semi permanent speed boost. Timing the mega engage is the real key-if you can pull off a Mini-double hop into the enemy team and then ult to transform (I managed to master this as a silver level on all of my second game, so not exactly the skillcap move it sounds like) then you can use all your mega moves with impunity. I was basically able to plow through the frontline and stun the back almost 100% of the time by my second game , because of issue #1:

Like most hyper mobile champs, you play against yourself, not against the enemy. Gnar doesn't really need to give a shit about anything his opponent does. He's got such abundant ability to skitter and hop around that he can dodge everything thrown at him while mini and while mega especially late game he becomes such a bursty, tanky beast that it doesn't matter. A professional player would break the absolute shit out of that-I am GARBAGE at top and managed to chew up and spit out three games without even practicing on bots first. Gnar is the most forgiving champion in the game, absolutely no doubts about that. His early laning is Teemo who transforms into Renekton, and his late game is Sivir who morphs into a fully stacked Cho. And of course can't have a new champ without issue #2....

Item hyper-synergy. Remember how freaking obnoxious Jayce was when Manamune was OP on him? Talon with league of cleavers? Yasuo with IE+SS bursting like a late game carry? Those are nothing, NOTHING compared to a Gnar who's got his trinity force. At level 10 this guy gains enough base AD from mega form to nearly double the strength of the proc, plus it grants him the Movespeed he gives up for mega form plus a little bit extra (turning the lumbering behemoth into an unkiteable perma slowing burst machine) and thanks to his ability+aa playstyle, it works dandy on mini form as well. And that's all the damage gnar will need for the rest of the game to out trade any bruiser or burst any squishy because he more than triples the damage of the proc at level 18. So expect builds to look like Trinity Force, Randuins, Boots of Swiftness, Banshee's, Sunfire, Spirit Visage for the maximum "I passively go faster than every champion plus phage proc so I'll make sure you can't kill or cc me"

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