Gnar's Underrated and Even Broken Kit (RANT)
Regular Gnar..
-Is a ranged AD champion which allows for really good poke and harass -Gains constant movement speed from passive plus core build of Trinity Force and Black Cleaver -Has even more poke with Q which is also a slow, short CD after a few points which allows him to zone -W can constantly proc on a target allowing him almost constant movement boost and %HP melt -W is also magic damage which allows for less counter play and makes enemy get both MR and AR which makes them fall behind -Q triggers W which allows him to slow you, gain tons of movement speed, and deal shitloads of damage -Has a free escape if they make a mistake so they can't get punished allowing for little counter play -It even deals damage.. -Not even really that squishy and can just switch to Mega Gnar -Very hard to stop once ahead
Mega Gnar..
-Naturally tanky which allows for a lot of extra damage in his build -2 AOE stuns that both deal damage, ult is like 5 lee sin kicks even if it doesn't stun -Q still allows for a lot of damage and very good poke and has a short CD if he picks it up again -Gets huge movement boost when he switches back -Still has mobility/escape which allows for even more safety and very good positioning
The problem: He has a really really good laning phase with his poke and large amounts of damage PLUS a really good team fight as a Mega Bruiser with initiate and peel
How to fix this: Make a CD on his W (maybe like 7 seconds) for individual targets so he can't repeatedly chunk, slow, and gain mobility and will force him to build tankier and not carry as a tank