Best Gnar Build & Guide (2026) — League of Legends
The definitive Gnar build guide for 2026. Optimal items, runes, ability order, playstyle tips, and matchup advice backed by data from thousands of ranked League of Legends matches.
Gnar is League of Legends' shape-shifting yordle — a ranged top laner who transforms into a hulking melee bruiser as rage builds, offering poke and kiting in Mini form and devastating crowd control and tankiness in Mega form. Whether you're a top lane main looking for a champion who can adapt to any matchup or a teamfight-oriented player who wants game-changing ultimates, this guide covers everything you need to dominate with Gnar in 2026.
Gnar Overview
Gnar operates as a transforming ranged-to-melee bruiser who harasses enemies from range in Mini form, builds rage through combat, and transforms into Mega Gnar to unleash devastating area-of-effect crowd control and burst damage. His unique identity comes from the rage mechanic — Gnar passively generates rage when in combat or taking damage, and when his rage bar fills completely, his next ability cast or after a short delay transforms him into Mega Gnar, a massive melee form with entirely different abilities, vastly increased health and resistances, but reduced movement speed and attack range. Managing the timing of this transformation is the central skill expression of playing Gnar. His passive, Rage Gene, causes Gnar to generate rage through basic attacks and taking damage. When rage reaches maximum, Gnar transforms into Mega Gnar for a limited duration, gaining substantial bonus health, armor, magic resistance, and attack damage, but losing attack range and movement speed. After Mega Gnar's duration expires, Gnar reverts to Mini form and enters a cooldown period where he cannot generate rage, meaning transformations must be timed carefully to maximize their impact. Mini Gnar's Boomerang Throw (Q) hurls a boomerang in a target direction that deals physical damage and slows enemies hit, then returns to Gnar — catching the returning boomerang significantly reduces the cooldown. In Mega form, this becomes Boulder Toss, where Gnar hurls a massive boulder that deals physical damage, slows, and stops on the first enemy hit. The boulder can be picked up to reduce the cooldown, similar to catching the boomerang. Hyper (W) in Mini form is a passive that applies a stack on each basic attack or Boomerang hit — the third consecutive hit on the same target deals bonus magic damage based on the target's maximum health and grants Gnar a burst of movement speed. This percentage health damage is what makes Mini Gnar threatening to tanks despite being a small yordle. In Mega form, W becomes Wallop, an active ability where Mega Gnar slams the ground in front of him, dealing physical damage and stunning all enemies hit. Wallop is a wide area stun that enables Mega Gnar's combo potential. Hop (E) in Mini form causes Gnar to leap to a target location, gaining attack speed on landing. If Gnar lands on a unit (ally, enemy, or minion), he bounces off it for additional distance, making Hop a flexible mobility tool. In Mega form, E becomes Crunch — Mega Gnar leaps to a location and deals physical damage and slows all enemies in the landing area. Crunch deals more damage and has crowd control but covers less distance than Hop's double bounce. GNAR! (R), available only in Mega form, is Gnar's ultimate — Mega Gnar hurls all nearby enemies in a target direction, dealing massive physical damage and slowing them. Enemies that collide with terrain (walls, towers, or map edges) take bonus damage and are stunned for a significant duration. GNAR! is one of the most powerful teamfight ultimates in the game when enemies are thrown into walls — the stun duration is long, the damage is high, and the area of effect can hit the entire enemy team. Positioning to slam enemies into walls is the single most important skill to master on Gnar.
Strengths
- Mini Gnar's ranged harass with Boomerang Throw and Hyper's percentage max health damage allows him to bully both melee and ranged top laners while remaining safe with superior range and movement speed — Mini Gnar has 475 attack range plus Hyper's speed boost on proc, letting him kite melee champions who cannot close the gap. The percentage health damage on W means that even building full tank, Gnar deals meaningful damage to health-stacking juggernauts and tanks. Mini Gnar's laning phase is oppressive against champions without gap closers because they cannot reach him without burning summoner spells
- GNAR! is one of the most powerful teamfight ultimates in the game, capable of stunning and dealing massive damage to the entire enemy team when positioned near terrain — A five-man GNAR! into a wall wins teamfights single-handedly. The stun duration on terrain collision is long enough for Gnar's team to follow up with their full ability rotations, and the base damage plus bonus wall damage can chunk squishies to half health. GNAR! combined with Wallop provides back-to-back crowd control that locks down entire teams for several seconds
- Gnar's dual form provides unmatched versatility — Mini Gnar kites and pokes in favorable matchups while Mega Gnar's tankiness and crowd control dominate teamfights and all-ins — Few champions can match Gnar's ability to adapt to different game states. In lane, Mini Gnar plays like a ranged bully, then transforms into a tanky bruiser for all-ins and ganks. In teamfights, Gnar can poke from the backline in Mini form and then transform into the frontline engage tool when rage fills. This flexibility makes Gnar difficult to draft against because he fills multiple roles
- Hop's bounce mechanic gives Mini Gnar excellent escape potential and creative playmaking, allowing him to bounce off minions, champions, and even jungle camps to cover large distances — Hop on its own is a short leap, but bouncing off a unit doubles the distance traveled, making it one of the longest non-ultimate mobility skills in the game when used correctly. Gnar can bounce off an enemy minion backward to escape ganks, bounce off an enemy champion forward to chase, or bounce off jungle camps to traverse walls. This mobility makes Mini Gnar slippery and difficult to gank
Weaknesses
- Gnar's transformation timing is not fully controllable — rage builds passively in combat and Gnar cannot choose to stay in Mini form indefinitely or transform on demand, leading to forced transformations at suboptimal moments — The rage bar fills as Gnar attacks and takes damage, meaning extended trades or skirmishes can force a transformation when Gnar would prefer to stay ranged. Similarly, Gnar cannot guarantee Mega form for a specific teamfight or objective contest — if the transformation was recently used, the rage cooldown may prevent another Mega form when needed. Managing rage requires constant awareness of the bar and proactive decision-making about when to fight and when to back off
- Mega Gnar is significantly slower than Mini Gnar and loses the ability to kite, making him vulnerable to being focused down once the transformation duration expires and he reverts to Mini form at close range — While Mega Gnar is tanky during the transformation, the duration is limited. Once Mega Gnar reverts to Mini form, the small yordle is suddenly in melee range of the enemy team with no Mega form available, making him extremely vulnerable. Enemies who survive Mega Gnar's initial burst and crowd control can turn on Mini Gnar as he reverts for an easy kill
- Mini Gnar is squishy with low base health and resistances, making him vulnerable to all-ins from mobile champions who can close the gap past his kiting range — Despite being ranged, Mini Gnar is fragile. Champions with reliable gap closers like Irelia, Camille, or Riven can engage on Mini Gnar and burst him before he can kite or transform. If Gnar's rage bar is low when an all-in happens, he cannot access Mega Gnar's tankiness to survive, and Hop alone is often not enough to escape champions with multiple dashes
- GNAR! requires wall proximity to reach its full potential, and enemies who fight in open areas or avoid terrain neutralize a significant portion of Gnar's teamfight power — Without walls to slam enemies into, GNAR! is just a knockback with moderate damage and a slow — the stun, bonus damage, and teamfight-winning potential all require terrain collision. Smart enemies will avoid fighting near walls, jungle corridors, or structures when Gnar has rage, significantly reducing his impact. Gnar players must constantly look for opportunities to fight near terrain, which limits his positioning options
Recommended Runes
Primary — Grasp of the Undying (Resolve)
- Grasp of the Undying — Triggers after being in combat for 4 seconds, empowering the next basic attack against a champion to deal bonus magic damage, heal Gnar, and permanently increase his health. Grasp is Gnar's best keystone because Mini Gnar's ranged attacks can proc it safely from distance. Every 4 seconds in combat, Gnar can land a Grasp-empowered auto attack to deal bonus damage, heal, and permanently gain health — over the course of the laning phase, these stacks add significant max health that improves both Mini Gnar's survivability and Mega Gnar's effective tankiness. The ranged proc is slightly weaker than melee, but the safety of proccing it without trading into melee range makes it far more consistent.
- Demolish — Empowers attacks against turrets after charging near them, dealing bonus damage based on max health. Demolish lets Gnar threaten towers after winning trades or when the enemy recalls. Mega Gnar's bonus health makes Demolish procs particularly powerful, and the tower damage pressure forces enemies to respect Gnar's push threat. After forcing the enemy laner out of lane with Mega Gnar's all-in, a single Demolish proc can chunk a tower plate for significant gold advantage.
- Second Wind — Regenerates health over time after taking damage from an enemy champion. Second Wind is essential for Gnar because Mini Gnar takes frequent poke damage during trading patterns, and the regeneration helps sustain through the laning phase. Combined with Doran's Shield, Second Wind gives Gnar double-layered sustain against champions who harass with abilities or ranged attacks, keeping him healthy enough to look for aggressive trades when rage is building.
- Overgrowth — Permanently increases maximum health whenever nearby minions or monsters die. Overgrowth stacks passively as Gnar farms, adding meaningful bonus health by mid-game. The additional health benefits both Mini Gnar's survivability and Mega Gnar's transformation stats, since Mega Gnar gains bonus health on top of his base health. Combined with Grasp's permanent health stacking, Overgrowth makes Gnar progressively tankier throughout the game without needing to invest in health items.
Secondary — Precision
- Legend: Alacrity — Grants stacking attack speed on champion takedowns, minion kills, and monster kills. Attack speed is a premium stat for Mini Gnar because it allows him to proc Hyper's three-hit passive more quickly. Faster Hyper procs mean more percentage health damage in trades and more movement speed bursts for kiting. The attack speed also generates rage faster, giving Gnar more control over transformation timing.
- Last Stand — Increases damage dealt while at low health. Last Stand provides increased damage during Mega Gnar's all-in window, where Gnar is often in the thick of a fight taking damage while unleashing his combo. The damage increase at low health improves the burst potential of GNAR! and Wallop, often making the difference between killing an enemy in the Mega Gnar window and leaving them alive.
Recommended Item Build
Based on data from over 10,000 ranked Gnar matches tracked on dodge.gg, here's the highest winrate build path.
Early Game (0–10 min)
- Doran's Blade — Grants attack damage, health, and omnivamp on hit. Doran's Blade gives Mini Gnar the stats to trade effectively in lane — the attack damage improves Boomerang Throw and auto attack poke, the health improves early survivability, and the omnivamp sustains through return damage. Doran's Blade is the standard start because it maximizes Mini Gnar's ranged harass potential and synergizes with his auto-attack-heavy trading pattern.
- Plated Steelcaps — Grants armor and reduces incoming basic attack damage. Plated Steelcaps are Gnar's standard boot choice because most top lane matchups involve auto-attack-heavy melee champions. The armor and damage reduction make both Mini Gnar and Mega Gnar significantly more durable against physical damage dealers, and the movement speed helps Mini Gnar maintain kiting distance. Against heavy AP or crowd control compositions, Mercury's Treads are the alternative.
- Phage — Grants attack damage and health, with a passive that grants movement speed after dealing physical damage to champions. Phage gives Mini Gnar sticking power after landing Boomerang or auto attacks, and the health and attack damage are useful in both forms. Phage builds into Trinity Force, so purchasing it early provides immediate trading value while progressing toward the core item.
Core Build (10–20 min)
- Trinity Force — Grants attack damage, attack speed, health, and ability haste, with a Spellblade passive that empowers the next basic attack after using an ability. Trinity Force is Gnar's ideal mythic because every stat it provides is valuable in both forms. The Spellblade proc adds burst to Boomerang-auto trades in Mini form and amplifies Mega Gnar's combo damage after using W or R. The attack speed improves Hyper procs and rage generation, and the ability haste reduces cooldowns on all abilities across both forms. Trinity Force's stacking movement speed on attacks also helps Mini Gnar kite more effectively.
- Frozen Mallet — Grants attack damage and a large amount of health, with a passive that applies a slow on basic attacks. Frozen Mallet transforms Mini Gnar into an inescapable kiting machine — every auto attack slows the target, preventing them from ever closing the gap or escaping. The massive health pool benefits Mega Gnar's transformation, making him extremely tanky during teamfights. Against melee-heavy compositions, Frozen Mallet makes Mini Gnar nearly ungankable because every auto attack slows pursuers while Gnar walks away.
- Randuin's Omen — Grants armor, health, ability haste, and a passive that reduces incoming critical strike damage and an active that slows nearby enemies. Randuin's Omen provides physical durability that scales well with Mega Gnar's bonus resistances. The critical strike damage reduction is valuable against ADCs and crit-building fighters, and the active slow gives Mega Gnar additional crowd control to layer with GNAR! and Wallop. The health and armor make both forms more durable in teamfights.
Late Game (25+ min)
- Force of Nature — Grants magic resistance and health, with a passive that stacks on magic damage taken, granting increasing movement speed and magic damage reduction at full stacks. Force of Nature provides Gnar with magic resistance to complement Randuin's Omen's physical resistance. The stacking movement speed in combat helps Mini Gnar maintain kiting distance and helps Mega Gnar reach priority targets. The magic damage reduction at full stacks makes Gnar resilient against AP threats and mages who might otherwise burst through Mini Gnar's lower base resistances.
- Sterak's Gage — Grants attack damage and health, with a passive shield that triggers when Gnar takes a large burst of damage. Sterak's Gage is a crucial late-game item because it protects against the moment Gnar is most vulnerable — the instant Mega Gnar reverts to Mini form in the middle of a fight. The shield can absorb enough damage to keep Mini Gnar alive during the revert, allowing him to Hop away to safety. The health and attack damage benefit both forms, and the shield synergizes with Mega Gnar's bonus resistances.
- Gargoyle Stoneplate — Grants armor, magic resistance, ability haste, and an active shield that scales with bonus health. Gargoyle Stoneplate is the alternative late-game item when Gnar needs to be the primary frontline. The active shield during Mega Gnar's teamfight window makes him nearly unkillable while he unloads GNAR! and Wallop. Combined with Mega Gnar's bonus resistances and the passive dual-resistance scaling, Gargoyle Stoneplate turns Mega Gnar into one of the tankiest champions in the game during the transformation window.
Ability Priority
- GNAR! (R) — Level at 6, 11, and 16. Each rank increases the base damage, the wall-collision bonus damage, and the stun duration on terrain collision. GNAR! ranks are essential because the stun duration increase makes wall slams increasingly devastating — at rank 3, the stun is long enough for Gnar's entire team to collapse and chain additional crowd control. The damage increase per rank also makes GNAR! a serious damage threat on top of its crowd control.
- Boomerang Throw / Boulder Toss (Q) — Max first. Each rank increases the base damage, reduces the cooldown, and increases the slow strength. Q max first is essential because Boomerang Throw is Mini Gnar's primary poke and wave clear tool — higher ranks deal more damage per boomerang and lower the cooldown so Gnar can throw more frequently. Catching the returning boomerang at max rank gives Gnar near-constant Boomerang uptime, which is critical for maintaining lane pressure and generating rage. Boulder Toss in Mega form also benefits from the damage and slow increase.
- Hyper / Wallop (W) — Max second. Each rank increases Hyper's percentage max health damage and the movement speed burst. Maxing W second increases Mini Gnar's threat against tanks and bruisers who stack health, and the movement speed burst at higher ranks improves kiting significantly. Wallop in Mega form benefits from the damage increase per rank, improving Mega Gnar's combo burst. The percentage health damage scaling is what keeps Mini Gnar relevant as a damage threat in the mid and late game.
- Hop / Crunch (E) — Max last. Hop's primary value is the mobility and attack speed steroid, both of which are functional with a single point. The attack speed increase per rank is useful but less impactful than Q's poke damage and W's percentage health damage. One point in Hop provides the full escape and engage utility, and the cooldown does not decrease enough per rank to justify maxing it before Q or W.
Playstyle Tips
Early Game / Laning Phase
Gnar's early game is about using Mini Gnar's ranged advantage to harass the enemy laner with Boomerang Throw and Hyper procs, managing rage to time transformations for all-ins, and respecting the vulnerability of Mini Gnar against champions with strong gap closers. Mini Gnar should focus on poking with Boomerang and auto attacks while last-hitting minions, looking to proc Hyper's three-hit passive for percentage health damage and the movement speed burst to disengage.
The fundamental Mini Gnar trade pattern is Boomerang Throw into two auto attacks to proc Hyper, then use the movement speed burst to walk away. Catching the returning boomerang reduces its cooldown, allowing another throw shortly after. This cycle of Q-auto-auto with Hyper proc is Gnar's bread and butter for winning lane — the percentage health damage chunks enemies regardless of their build, and the boomerang slow prevents them from retaliating.
As rage builds toward maximum, Gnar should look to position near the enemy laner for a Mega Gnar all-in. The ideal transformation combo is Hop onto the enemy to transform mid-air, immediately GNAR! them into a wall, follow with Wallop stun, and Boulder Toss as they try to escape. This combo delivers massive burst damage and extended crowd control that guarantees kills at level 6 if the enemy is at 60-70% health. However, if no kill opportunity exists when rage fills, it is better to push the wave with Mega Gnar's increased stats and back off to avoid being stuck in Mega form without accomplishing anything.
Watch the rage bar constantly. If rage is high and you are in a dangerous position, stop attacking to avoid an unwanted transformation. If rage is low, play aggressively with Mini Gnar's kiting to generate rage while poking. The transformation is Gnar's most powerful weapon but only when timed correctly.
Mid Game
Mid-game Gnar with Trinity Force becomes a split push threat in Mini form and a teamfight monster in Mega form, capable of winning side lane duels with Hyper's percentage damage and turning teamfights with multi-man GNAR! ultimates. Trinity Force's Spellblade procs add burst to every ability rotation, and the attack speed accelerates Hyper procs and rage generation.
The mid-game decision is whether to split push or group for teamfights. In Mini form, Gnar is an effective split pusher — Boomerang and Hyper proc wave clear, Hop provides escape from ganks, and the kiting potential makes him difficult to duel for most top laners. Push a side lane in Mini form, and if a teamfight breaks out, look to teleport in with rage near maximum so you can transform immediately and deliver a game-changing GNAR! into the enemy team.
In teamfights, Gnar's approach depends on his rage bar. If rage is low, play as a backline poke champion — throw Boomerangs, proc Hyper on frontline targets, and wait for rage to build naturally through combat. If rage is near maximum, look for a flank position near terrain. The ideal teamfight play is approaching from a flank with rage at 90-95%, Hop into the enemy team to transform mid-bounce, and immediately GNAR! the clustered enemies into the nearest wall. A well-executed flank GNAR! can stun three or more enemies against terrain, winning the fight instantly.
Communicate your rage bar to your team. If rage is on cooldown and you cannot transform for another 15 seconds, your team should avoid forcing fights. If rage is building and nearly full, ping that you are ready to engage.
Late Game
Late-game Gnar with a full build is a teamfight-defining champion whose GNAR! can single-handedly win fights at objectives like Baron and Dragon, while Mini Gnar's percentage health damage and kiting keep him relevant against tanks and carries in extended fights. The late game is where Gnar's transformations have the highest impact — a five-man GNAR! into Baron pit walls or dragon pit walls can ace the enemy team.
In late-game teamfights, always think about terrain. Position to slam enemies into walls with GNAR! — this means flanking through jungle corridors, fighting near turrets, and contesting objectives inside the tight confines of Baron and Dragon pits where walls are everywhere. The narrow pit entrances are perfect for GNAR! because enemies are funneled into a small area near walls. If your team is contesting Baron, position in the river brush with rage near maximum and Hop-GNAR! into the pit when the enemy team commits.
When playing front-to-back in open areas where wall slams are difficult, Mega Gnar should use GNAR! as a disengage tool — knocking enemies away from your carries and using Wallop to stun divers. GNAR! does not need wall contact to be useful — the knockback alone can disrupt enemy engage and create space. Follow with Boulder Toss slow and Wallop stun to chain crowd control on priority targets.
Manage the Mega Gnar timer carefully in late-game fights. You have a limited window in Mega form before reverting to the vulnerable Mini Gnar. Use GNAR! and Wallop within the first few seconds of transforming, then disengage before the revert. If caught in Mini form after reverting, use Hop to bounce away to safety and play as a backline carry until rage builds again.
In side lanes, Mini Gnar with Frozen Mallet can kite and duel most champions with the perma-slow auto attacks and Hyper's percentage health damage. Use Mini Gnar's superior mobility to split push when Mega form is on cooldown, and group for fights when rage is available.
Matchups
Favorable
- Malphite — Malphite is a melee tank who wants to stack armor, but Mini Gnar's Hyper deals percentage max health magic damage that bypasses Malphite's armor stacking entirely. Mini Gnar can poke Malphite endlessly with Boomerang Throw and Hyper procs from range, and Malphite's only trading tool in lane is his Q poke which costs significant mana. Gnar outsustains Malphite's mana pool and can freely harass while Malphite struggles to farm under the constant Boomerang pressure. Even in Mega Gnar form, GNAR! can interrupt Malphite's Unstoppable Force engage if timed correctly.
- Cho'Gath — Cho'Gath is a large, immobile tank that Gnar can kite indefinitely in Mini form. Boomerang Throw outranges all of Cho'Gath's abilities, and Hyper's percentage health damage becomes increasingly effective as Cho'Gath stacks Feast health. Cho'Gath's Rupture knock-up is telegraphed and easily dodged with Hop, and without landing Rupture, Cho'Gath has no way to reach Mini Gnar. In Mega form, Cho'Gath's large hitbox makes him easy to hit with GNAR! and the wall stun is nearly guaranteed because Cho'Gath's size fills doorways and narrow spaces.
- Dr. Mundo — Dr. Mundo wants to farm safely and scale, but Mini Gnar's ranged harass denies Mundo's passive healing from taking effect. Hyper's percentage health damage punishes Mundo's massive health pool, and Gnar can kite Mundo permanently even after Mundo activates Maximum Dosage for the movement speed burst because Boomerang slow and Hyper speed boost keep Gnar at range. Mundo has no hard engage to force a fight on Mini Gnar, and Mega Gnar's crowd control prevents Mundo from simply running at Gnar's team.
Even
- Darius — Darius's Apprehend pull range threatens Mini Gnar if Gnar positions too aggressively for Hyper procs. Gnar can poke Darius from range with Boomerang Throw, but Darius's pull and Ghost combination can force an all-in that Mini Gnar cannot survive. The matchup rewards spacing discipline — Gnar must maintain distance outside Apprehend range and only trade with Boomerang and max-range auto attacks. Mega Gnar can fight Darius in short bursts with GNAR! into Wallop, but extended Mega Gnar trades let Darius stack Hemorrhage to five and execute with Noxian Guillotine.
- Aatrox — Aatrox's Darkin Blade sweetspots deal devastating damage if they connect, but Mini Gnar's small hitbox and Hop mobility make the sweetspots difficult to land consistently. Gnar can poke between Aatrox's Q cooldowns and kite his World Ender all-in with Boomerang slow and Hyper speed. However, Aatrox's sustain from his passive and Goredrinker makes it difficult for Gnar to chunk him permanently, and a single Infernal Chains (W) root into triple Q sweetspot combo can kill Mini Gnar. Mega Gnar can match Aatrox in melee with GNAR! crowd control, but the fight is volatile.
- Renekton — Renekton's Slice and Dice dashes let him gap close onto Mini Gnar and trade with an empowered W stun into Q combo. Gnar cannot kite Renekton as effectively as other melee matchups because of the double dash, and Renekton's early burst with fury-empowered abilities can chunk Mini Gnar significantly. However, Gnar outscales Renekton after two items and Hyper's percentage health damage becomes increasingly effective as Renekton builds tanky in the mid game. Mega Gnar can match Renekton's all-in with GNAR! crowd control, but early levels favor Renekton.
Unfavorable
- Irelia — Irelia's Bladesurge dashes reset on marked targets, giving her unmatched gap-closing ability against Mini Gnar. Once Irelia lands Flawless Duet stun and marks Gnar, she can dash onto him multiple times and burst him before Hop can create distance. Mini Gnar's low base health means a single Irelia combo can kill him from full health, and Hop is not enough to escape because Bladesurge follows Gnar through the leap. Irelia's passive attack speed steroid also lets her outduel Mega Gnar in extended fights. The only winning pattern is keeping Irelia permanently at max range and never letting her set up a dash chain.
- Camille — Camille's Hookshot is a long-range gap closer that wall-jumps directly onto Mini Gnar from outside his kiting range. Once Hookshot connects, Camille's attack speed steroid and Precision Protocol burst can kill Mini Gnar before the stun wears off. Camille's Hextech Ultimatum traps Gnar in a zone where he cannot Hop away, and Camille's sustained true damage from second Precision Protocol hits shreds through both Mini and Mega Gnar's defenses. Mega Gnar can trade with GNAR! crowd control, but Camille can disengage with Hookshot before Gnar reaches Mega form.
- Jayce — Jayce matches Gnar's ranged harass with his own cannon form poke and outbursts Mini Gnar with Hammer form combos. Jayce's Acceleration Gate into Shock Blast hits harder than Boomerang Throw at range, and Jayce's Hammer form To the Skies closes the gap and knocks back Gnar, preventing him from kiting. Jayce's ranged advantage neutralizes Mini Gnar's primary strength, and Jayce's burst damage in Hammer form can kill Mini Gnar before he can transform into the tankier Mega form. Mega Gnar can potentially all-in Jayce, but Jayce can knock Mega Gnar away with Hammer E and kite until the transformation expires.
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