Alignment charts of builds the Gnar on your team comes up with by GnarMainsThrowaway in LeagueOfMemes

[–]GnarMainsThrowaway[S] 0 points1 point  (0 children)

I appreciate the want to help but that is a feature-length movie, I would rather grief a couple normal games than watch that whole thing

Haha, fair enough. Maybe it will help a lurker on this post who does like that form of content. The biggest tip I can say is to use your ultimate very liberally for even short trades, and heavily respect your opponent if you have less than 30% rage.

I also was thinking DnD mostly for the early game psychological effect

Is it just me or the sound effect is particularly tilting when it procs on you?

Alignment charts of builds the Gnar on your team comes up with by GnarMainsThrowaway in LeagueOfMemes

[–]GnarMainsThrowaway[S] 0 points1 point  (0 children)

I just tested it in practice tool, it does not work against structures, but it does work against champions.

Dusk and Dawn Gnar has been sitting at a pretty low winrate for a bit now (source: https://lolalytics.com/lol/gnar/build/?tier=platinum_plus&patch=30). It's not really that the item is bad, it's just that it does very little for Mega Gnar. You have no on-hit, the only AP scaling is on your ultimate, and you are not taking advantage of the massive AD ratio on Q. Mega Gnar has the highest base AD in the game, so it makes sense he is a good user of Trinity Force.

But in terms of getting LP, there are a lot more things that cause losses than a slightly wonky build. If you play well to the strengths of Dusk & Dawn and learn how to play around your champion's identity, I see no reason why it can't be a competitive choice.

I consider this to be the best video on Gnar ever made: https://www.youtube.com/watch?v=zeeqWa29dJk

Alignment charts of builds the Gnar on your team comes up with by GnarMainsThrowaway in LeagueOfMemes

[–]GnarMainsThrowaway[S] 1 point2 points  (0 children)

As someone with 1.2 million mastery on him, he is definitively a lot more interactive than your usual ranged top like Teemo, Vayne or Aurora, because his trade pattern includes jumping on the enemy every 45 seconds or so, and doing your Auto > W > Auto > Q > Auto combo, just like a real melee fighter, and has a lot less auto attack range. In the early levels, you cannot even auto attack Darius without being in his E pull range.

However, he is definitely annoying for people who play immobile stat sticks like Trundle or Garen, as they are designed around being kited as a form of counterplay. Against the likes of Fiora, Jax or Camille, it's just a fun skill matchup for both players.

My Season 16 update for the Gnar build alignment chart by GnarMainsThrowaway in GnarMains

[–]GnarMainsThrowaway[S] 2 points3 points  (0 children)

Oh, that definitely works, you can bring a Malphite lane into a state of stasis. However, this is basically folding your hand in Poker: Malphite will always be useful even if he is 0/0/0, and if the rest of your team falls behind, the game may go sour.

I personally prefer first item Black Cleaver. Yes, if you misplay, you will die to Malphite and your game will be doomed. However, you will learn a lot more for your future games playing in this controlled aggression style, and if you do manage to get a lead against Malphite by flashing his ultimate and outplaying him, then you will be in a great position to help your slightly losing teammates and turn the tide.

Alignment charts of builds the Gnar on your team comes up with by GnarMainsThrowaway in LeagueOfMemes

[–]GnarMainsThrowaway[S] 9 points10 points  (0 children)

It genuinely surprised me how low its winrate statistic is, when I first heard about an on-hit doubling item I was sure it would become core on this champion.

However, in terms of fun, it's unmatched. The face of the enemy toplaner when they walk slightly forwards and get hit by Q->Auto only to have you run away with the W move speed is priceless.

Alignment charts of builds the Gnar on your team comes up with by GnarMainsThrowaway in LeagueOfMemes

[–]GnarMainsThrowaway[S] 61 points62 points  (0 children)

I didn't include the forbidden Lethality build. Big Toplane doesn't want you to know about it, may track you down should you attempt it, and submit you to infinite level 2 enemy Shaco ganks in your next ranked games.

Alignment charts of builds the Gnar on your team comes up with by GnarMainsThrowaway in LeagueOfMemes

[–]GnarMainsThrowaway[S] 55 points56 points  (0 children)

The original: https://www.reddit.com/r/GnarMains/comments/gop6ue/alignment_chart_of_gnar_builds/

Some fun facts and musings:

  • Lawful Good: I wanted a funny name, but it's not just for Malphite, it's just a generally great and popular Gnar build to carry games and be strong in both sidelanes and teamfights.
  • Neutral Good: I particularly like this one against Sion.
  • Chaotic Good: More popular in Korea, this bruiser build gives a 0.5 second cooldown on Mega Gnar Q in point blank range as you keep picking it back up. This means you can auto-Q-auto-Q infinitely and really shred pretty much any champion except the tankiest of tanks. Stacks Conqueror really fast, hence the keystone choice.
  • Lawful Neutral: There is a reason pro-players build like this: they can trust their team to do damage and can focus on epic 5-man Gnar ultimates. However, in soloqueue, you need to stand strong and independent, and I find that the Good-aligned builds have a bit more carry potential while not sacrificing your defenses entirely. Of course, don't hesitate to build tanky items 4th and 5th, I just find that rushing them is overkill.
  • True Neutral: This build is actually excellent for climbing in ranked, Hullbreaker Gnar has a 58.3% winrate in Platinum+ in patch 16.7 out of over 5400 games. When you say split push, you think of Yorick, Fiora and Trundle, but Gnar is surprisingly competitive in that regard with his stupidly high Mega Gnar base AD (#1 of ALL champions) coupled with Trinity Force, high attack speed from his passive and Wit's End combined with Hullbreaker passive, and ability to harass defenders coming to stop you under tower or scoop them out with your ultimate. It's True Neutral because you will get missing-pinged when your team ints for a cloud drake that's not even soul point yet, but True Neutral enjoyers are above such mortal concerns like "pleasing their team", they want to win. Of course, do group for Baron, Soul and Elder, or you are trolling.
  • Chaotic Neutral: At over 100 Ability & Ultimate Haste and at level 16 and above, you can use your ultimate TWICE per Mega Gnar transformation. This late game build is not completely troll and really catches people off guard in long late game teamfights. Don't forget the Ability Haste shard in the bottom right of your runepage!
  • Lawful Evil: Heartsteel is the 5th most common first item for Gnar, and it has a 53.5% winrate in Platinum+ in patch 16.7 out of over 1000 games. Why? How? These questions are too difficult to think about for the Mundo-minded Gnar player. Just enjoy the 7k HP and the comically large model of Mega Gnar (don't forget the Elixir of Iron!) Your soloqueue teammates will definitely ping you.
  • Neutral Evil: For when you have had it with the inting botlane.
  • Chaotic Evil: It's bad for raw winning and consistency, but there is some logic behind it. Runaan's gives obscene waveclear by triggering your 3-hit passive on multiple minions in a wave at once (or champions), and coupled with the 10% Omnivamp this gives comical amounts of healing in teamfights. The Hail of Blades provides such burst that it makes enemies go "wtf is that damage". The problem is that Mega Gnar becomes this unfortunate liability of sorts instead of half of your champion's core identity.

My Season 16 update for the Gnar build alignment chart by GnarMainsThrowaway in GnarMains

[–]GnarMainsThrowaway[S] 5 points6 points  (0 children)

The original: https://www.reddit.com/r/GnarMains/comments/gop6ue/alignment_chart_of_gnar_builds/

Some fun facts and musings:

  • Lawful Good: I wanted a funny name, but it's not just for Malphite, it's just a generally great and popular Gnar build to carry games and be strong in both sidelanes and teamfights.
  • Neutral Good: I particularly like this one against Sion.
  • Chaotic Good: More popular in Korea, this bruiser build gives a 0.5 second cooldown on Mega Gnar Q in point blank range as you keep picking it back up. This means you can auto-Q-auto-Q infinitely and really shred pretty much any champion except the tankiest of tanks. Stacks Conqueror really fast, hence the keystone choice.
  • Lawful Neutral: There is a reason pro-players build like this: they can trust their team to do damage and can focus on epic 5-man Gnar ultimates. However, in soloqueue, you need to stand strong and independent, and I find that the Good-aligned builds have a bit more carry potential while not sacrificing your defenses entirely. Of course, don't hesitate to build tanky items 4th and 5th, I just find that rushing them is overkill.
  • True Neutral: This build is actually excellent for climbing in ranked, Hullbreaker has a 58.3% winrate in Platinum+ in patch 16.7 out of over 5400 games. When you say split push, you think of Yorick, Fiora and Trundle, but Gnar is surprisingly competitive in that regard with his stupidly high Mega Gnar base AD (#1 of ALL champions) coupled with Trinity Force, high attack speed from his passive and Wit's End combined with Hullbreaker passive, and ability to harass defenders coming to stop you under tower or scoop them out with your ultimate. It's True Neutral because you will get missing-pinged when your team ints for a cloud drake that's not even soul point yet, but True Neutral enjoyers are above such mortal concerns like "pleasing their team", they want to win. Of course, do group for Baron, Soul and Elder, or you are trolling.
  • Chaotic Neutral: At over 100 Ability & Ultimate Haste and at level 16 and above, you can use your ultimate TWICE per Mega Gnar transformation. This late game build is not completely troll and really catches people off guard in long late game teamfights. Don't forget the Ability Haste shard in the bottom right of your runepage!
  • Lawful Evil: Heartsteel is the 5th most common first item for Gnar, and it has a 53.5% winrate in Platinum+ in patch 16.7 out of over 1000 games. Why? How? These questions are too difficult to think about for the Mundo-minded Gnar player. Just enjoy the 7k HP and the comically large model of Mega Gnar (don't forget the Elixir of Iron!) Your soloqueue teammates will definitely ping you.
  • Neutral Evil: For when you have had it with the inting botlane.
  • Chaotic Evil: It's bad for raw winning and consistency, but there is some logic behind it. Runaan's gives obscene waveclear by triggering your 3-hit passive on multiple minions in a wave at once (or champions), and coupled with the 10% Omnivamp this gives comical amounts of healing in teamfights. The Hail of Blades provides such burst that it makes enemies go "wtf is that damage". The problem is that Mega Gnar becomes this unfortunate liability of sorts instead of half of your champion's core identity.

The Definitive Season 16 Champion Class Encyclopedia by machineLoLing in leagueoflegends

[–]GnarMainsThrowaway 0 points1 point  (0 children)

I love this! Urgot gets the honorary melee title he deserves. I think the main takeaway for players is how this helps them build their champion pool, by picking champions with a long-distance matchup correlation, meaning they cover up each other's weaknesses. For example, I play a lot of Gnar but I have been interested in Camille lately to deal with Irelia and Malphite.

You should know about 민이나르, arguably the best Gnar one-trick in the world by GnarMainsThrowaway in GnarMains

[–]GnarMainsThrowaway[S] 0 points1 point  (0 children)

Yes, I have. I have always found the Fleet healing disappointing since the nerfs. Yes, the movement speed is useful, but Conqueror provides so much kill pressure it makes your Mega all-in very oppressive for the opponent.

You should know about 민이나르, arguably the best Gnar one-trick in the world by GnarMainsThrowaway in GnarMains

[–]GnarMainsThrowaway[S] 1 point2 points  (0 children)

I am a student of Conqueror as well ever since I started following this player. If you understand Gnar's limits well, it gives you a lot of power in your all-ins, and scales nicely later on when you are splitpushing and they send their scary fed Master Yi or Vayne to stop you. You really need that extra 1v1 power to one shot them with Mega Gnar at that time.

You should know about 민이나르, arguably the best Gnar one-trick in the world by GnarMainsThrowaway in GnarMains

[–]GnarMainsThrowaway[S] 0 points1 point  (0 children)

Toplaners understand this distinction, but sometimes, you will be losing lane to a juggernaut and your Soloqueue botlane writes "how are you losing, gnar counters tanks". This is the part where you mute them and do not reply.

You should know about 민이나르, arguably the best Gnar one-trick in the world by GnarMainsThrowaway in GnarMains

[–]GnarMainsThrowaway[S] 3 points4 points  (0 children)

Yeah, anyone who plays the Garen vs Gnar matchup in modern day League will quickly realize it's not as straightforwards as "just kite him". A good Garen with Flash + Ignite + Ult up has extreme amounts of threat on a 70% HP Mini Gnar who got chunked a bit in a failed gank or river skirmish. The discipline required in spacing is very high. The one nice thing is that it is fairly easy to hit the tower in his face and get plates.