Core identity
Gnar is mainly played as Top. Its clearest strength is distance-dominant lane phase.
Gnar is mainly played as Top. Its clearest strength is distance-dominant lane phase.
Harass + deny farm (Nasus/Sett); calls jungler when Mega arrives.
Gnar becomes easier to punish when rage bar dependent. From the opposite side, the page also highlights this answer: Gank before level 5/9/13 or just after the end of Mega.
アルティメットでMegaにアクセスするたびに、戦闘開始能力が変化する。
ミニ状態での長期トレードの勝利と、より良いキテ(立ち回り)を可能にする。
決定的な壁エンゲージを作り出すための最大ウィンドウ。
Wave control + poke; prepares Mega for the first Herald.
Play corridors/wall angles; look for 5v5 Mega ready.
Front-to-back: protect your Mega backline and look for the decisive wall.
Harass + deny farm (Nasus/Sett); calls jungler when Mega arrives.
Side with TP ready; reach the goal when your Rage is at 70%+.
Tight teamfights; Flash guard for a decisive R on the wall.
Mega in teamfight becomes a reliable finisher.
Q(ブーメランの帰還=2ヒット)で遠距離からポークし、AAでレイジをスタックする。
Eでエンゲージし、Wでスタンさせ、Rでノックアップと壁スラッシュを狙う。
Rで敵を壁に叩きつける(大ダメージ+長時間スタン)、その後E+Wで追加CC。
Gnar is generally played as Top. The first objective is to harass + deny farm (nasus/sett); calls jungler when mega arrives.. Its biggest edge comes from distance-dominant lane phase.
This page highlights the moments where Gnar can force clean trades, rotations, or objective setups. In practice, the champion is strongest when its cooldown cycle is respected and the fight starts on its own terms.
Gnar can be punished when rage bar dependent. A practical answer listed here is: Gank before level 5/9/13 or just after the end of Mega.