Gnar
GNARSkills
| LV 1 | LV 2 | LV 3 | LV 4 | |
|---|---|---|---|---|
| Cooldown | 16 | 14 | 12 | 10 |
| Boomerang Base Damage | 5 | 55 | 105 | 155 |
| Slow | 20% | 25% | 30% | 35% |
| Boulder Toss Damage | 40 | 95 | 150 | 205 |
| Boulder Toss Slow | 35% | 40% | 45% | 50% |
| LV 1 | LV 2 | LV 3 | LV 4 | |
|---|---|---|---|---|
| Cooldown | 20 | 19 | 18 | 17 |
| Hyper Bonus Damage | 10 | 20 | 30 | 40 |
| Target Max Health | 7% | 9% | 11% | 13% |
| Attack Speed | 35% | 40% | 45% | 50% |
| Wallop Base Damage | 45 | 85 | 125 | 165 |
| LV 1 | LV 2 | LV 3 | LV 4 | |
|---|---|---|---|---|
| Cooldown | 21 | 18 | 15 | 12 |
| Hop Damage | 50 | 95 | 140 | 185 |
| Crunch Damage | 80 | 125 | 170 | 215 |
| LV 1 | LV 2 | LV 3 | |
|---|---|---|---|
| Cooldown | 60 | 45 | 30 |
| Move Speed | 35% | 50% | 65% |
| Base Damage | 200 | 300 | 400 |
| Slow Duration | 1.25 | 1.5 | 1.75 |
| Stun Duration | 1.25 | 1.5 | 1.75 |
Tier by Rank
OfficialTier and numbers
- TierWinPickBan
- Diamond+C← C49.8%3.9%0.6%
- Master+C← C49.9%4.0%0.6%
- ChallengerD← D49.1%3.8%0.5%
- LegendaryC← C49.9%3.5%0.4%
Tencent official (CN server) / Top / 2026-11-06
Tier is C at both ends and D in between, a 0.8 point spread in win rate.
Reading the table
The “← A” after a tier is the tier in the previous ranking.
Legendary is the top tiers of the Legendary Queue, a separate ranked queue for top players.
Among Top
One dot per championBuild Trends
Official Tencent data (China server)Diamond+ / TopAs of 2026-11-0611/06
Build patterns
Splits into 1 core · 2 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core itemsNearly all one shape
Runes2 patterns
Less common item familiesItems from families under 10% of the Chinese combos, but found in other sources
Core items (3)10 combos, by pick rateby win rate
- CombinationPickWin
- 54.5%
- 51.5%
- 52.0%
- 51.3%
- 49.9%
- 51.1%
- 56.1%
- 52.1%
- 49.3%
- 50.3%
Runes11 combos, by pick rateby win rate
- CombinationPickWin
- 50.7%
- 49.8%
- 48.5%
- 48.3%
- 49.2%
- 45.1%
- 49.5%
- 50.3%
- 51.2%
- 50.8%
- 51.0%
Summoner spells3 combos, by pick rateby win rate
- CombinationPickWin
- 50.2%
- 50.0%
- 46.4%
Official Tencent data (China server)Master+ / TopAs of 2026-11-0611/06
Build patterns
Splits into 1 core · 2 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core itemsNearly all one shape
Runes2 patterns
Less common item familiesItems from families under 10% of the Chinese combos, but found in other sources
Core items (3)10 combos, by pick rateby win rate
- CombinationPickWin
- 54.9%
- 53.2%
- 52.3%
- 51.5%
- 50.5%
- 51.0%
- 55.8%
- 50.8%
- 52.4%
- 50.2%
Runes12 combos, by pick rateby win rate
- CombinationPickWin
- 50.9%
- 49.5%
- 48.4%
- 49.1%
- 49.4%
- 45.5%
- 49.4%
- 52.5%
- 52.4%
- 52.6%
- 50.0%
- 51.2%
Summoner spells3 combos, by pick rateby win rate
- CombinationPickWin
- 50.1%
- 50.3%
- 47.3%
Official Tencent data (China server)Challenger / TopAs of 2026-11-0611/06
Build patterns
Splits into 1 core · 2 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core itemsNearly all one shape
Runes2 patterns
Less common item familiesItems from families under 10% of the Chinese combos, but found in other sources
Core items (3)9 combos, by pick rateby win rate
- CombinationPickWin
- 53.4%
- 53.3%
- 58.5%
- 52.2%
- 49.7%
- 56.7%
- 60.6%
- 57.1%
- 53.0%
Runes11 combos, by pick rateby win rate
- CombinationPickWin
- 48.9%
- 47.2%
- 49.1%
- 49.9%
- 49.7%
- 51.1%
- 42.4%
- 51.0%
- 51.5%
- 51.5%
- 57.9%
Summoner spells3 combos, by pick rateby win rate
- CombinationPickWin
- 49.1%
- 49.5%
- 46.4%
Official Tencent data (China server)Legendary / TopAs of 2026-11-0611/06
Build patterns
Splits into 1 core · 2 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core itemsNearly all one shape
Runes2 patterns
Less common item familiesItems from families under 10% of the Chinese combos, but found in other sources
Core items (3)11 combos, by pick rateby win rate
- CombinationPickWin
- 55.8%
- 56.4%
- 43.1%
- 45.8%
- 68.2%
- 52.4%
- 56.1%
- 63.6%
- 50.0%
- 56.0%
- 37.5%
Runes15 combos, by pick rateby win rate
- CombinationPickWin
- 50.6%
- 51.5%
- 44.1%
- 52.8%
- 33.7%
- 46.8%
- 41.9%
- 57.4%
- 54.7%
- 54.0%
- 49.0%
- 37.5%
- 59.5%
- 63.2%
- 48.4%
Summoner spells3 combos, by pick rateby win rate
- CombinationPickWin
- 49.9%
- 50.8%
- 47.4%
Pick and win rates are Tencent's own figures, shown as published (sample sizes are not published).
Streamer and pro builds3 builds (1 pro)
- Streamer / proCore itemsKeystone, spells
- PRO
Chinese streamer and pro builds published by Tencent (pros first). Support items are not included.
Items
Physical
Runes
Keystone
Domination
China vs Overseas Builds
Items, runes and spells whose share on this champion differs by 50 points or more between the China server (each lane's most-picked combinations in Tencent's official Diamond+ stats, plus streamer / pro builds) and overseas guides. Not in-game pick rate or win rate as such.
Patch Changes
Ver. 77.3Changed
Base Stats
- Attack Speed Ratio: 0.625
- Base Attack Speed: 0.625
- Base Bonus Attack Speed: 0.2
- Attack Speed per Level: 0.015
7.1hChanged
Rage Gene
- Stats gained while transformed Health: 100 - 850 (Based on Level) → 100 - 900 (Based on Level) Armor: 4 - 55 (Based on Level) → 5 - 60 (Based on Level) Magic Resistance: 4 - 65 (Based on Level) → 5 - 70 (Based on Level)
- Health: 100 - 850 (Based on Level) → 100 - 900 (Based on Level)
- Armor: 4 - 55 (Based on Level) → 5 - 60 (Based on Level)
- Magic Resistance: 4 - 65 (Based on Level) → 5 - 70 (Based on Level)
Hyper
- Damage based on Maximum Health: 6%/8%/10%/12% → 7%/9%/11%/13%
Analysis
Nothing equippedCombat Power at Lv15 is 12,689 (#21 of 142, #11 of 37 Fighter). Up from #80 at Lv1: it grows with levels.
Growth by level
Shape of ability effects
Lv15Growth by level
| Lv | CP | Median | Fighter median | Rank |
|---|---|---|---|---|
| 1 | 5,851 | 5,897 | 6,196 | 80 |
| 2 | 6,397 | 6,459 | 6,866 | 82 |
| 3 | 6,938 | 6,934 | 7,443 | 70 |
| 4 | 7,531 | 7,485 | 8,023 | 68 |
| 5 | 8,026 | 7,899 | 8,416 | 59 |
| 6 | 8,407 | 8,244 | 8,734 | 60 |
| 7 | 8,846 | 8,552 | 9,099 | 54 |
| 8 | 9,390 | 8,948 | 9,505 | 45 |
| 9 | 9,875 | 9,378 | 10,013 | 43 |
| 10 | 10,256 | 9,716 | 10,319 | 41 |
| 11 | 10,712 | 10,018 | 10,657 | 36 |
| 12 | 11,384 | 10,461 | 11,188 | 32 |
| 13 | 11,826 | 10,786 | 11,518 | 25 |
| 14 | 12,199 | 11,138 | 11,829 | 27 |
| 15 | 12,689 | 11,462 | 12,217 | 21 |
Shape of ability effects
Lv15Level 15 values with nothing equipped.
- Move speed (Mini Gnar)390G
- Attack speed (Mini Gnar)1,500G
- Health (Mega Gnar)1,499G
- Armor (Mega Gnar)750G
- Magic resist (Mega Gnar)875G
- Attack damage (Mega Gnar)1,042G
Survival factorForms split 50/50Champion median- Physical damage580G
- Slow478G
- Physical damage (Boulder Toss)712G
- Slow (Boulder Toss)683G
Combat only: 50%Forms split 50/50Survival factorMove speed % as flatChampion medianSkill ranks from level- Magic damage46G
- Attack speed294G
- Physical damage321G
- Crowd control (stun)504G
Combat only: 50%Forms split 50/50One fight per 90sFight length: 10 sChampion medianSkill ranks from level- Physical damage485G
- Physical damage (Crunch)535G
Combat only: 50%Forms split 50/50Skill ranks from level- Physical damage263G
- Crowd control (knockback/slow)706G
Combat only: 50%Forms split 50/50One fight per 90sFight length: 10 sChampion medianSkill ranks from level
Gold values with nothing equipped. Ratios such as AP grow with your build in the Build Lab. Tap a row to see the formula.
Assumptions
Survival factor
Moving faster by some % is counted as that % more effective health, since speed lets you dodge and escape. Value = median max health × the speed gain × the health price.
Forms split 50/50
Champions who switch forms (Jayce, Nidalee, Gnar's Mini and Mega) are assumed to spend half the match in each form, so both forms' abilities count at 50%. Hwei picks one of 3 spells per cast, so each of the 3 counts at 1/3. Champions who pick one form for good (Kayn) count only the higher-valued form.
Champion median
Values that depend on the champion, such as health, use the median of all champions at level 1 and level 15.
Combat only: 50%
Effects that only work in combat or under a condition are counted as active half the time. The same rule applies to every rune and spell.
Move speed % as flat
Move speed % is converted to flat move speed against the median base speed of 350, then priced at the flat rate.
Skill ranks from level
A champion's ability values depend on rank, so rank is derived from level. The ultimate ranks up at levels 5 / 9 / 13. Remaining points go to abilities 1 → 2 → 3 in turn (1 / 0 / 0 at level 1, 4 / 4 / 4 at level 15). Which ability to max first is a judgement call, so every champion uses the same order. Abilities with a different number of ranks (such as Jayce's 5) follow the same rule, raising the lowest-ranked ability one point at a time; an ability learned from level 1 starts at rank 1.
One fight per 90s
A 15-minute match is assumed to have 10 fights. Shields and damage blocks that work once per fight are counted as extra health in every fight.
Fight length: 10 s
Crowd control that stops the enemy (stun, charm, etc.) is treated as time you aren't being hit. A fight is assumed to last 10 s, so it counts as holding seconds ÷ 10 × median max health in extra health each fight. Uses are capped like shields: the fewer of cooldown uses and fights.
| Lv 15 | Gnar | Min | Median | Max |
|---|---|---|---|---|
| HP | 1,832 | 1,832 | 2,422 | 2,732 |
| Armor | 92 | 34 | 104 | 127 |
| Magic Resist | 60 | 45 | 60 | 80 |
| Attack | 111 | 50 | 109.5 | 147 |
| Attack Speed | 0.881 | 0.735 | 0.951 | 1.252 |
| Move Speed | 335 | 335 | 350 | 360 |
| HP regen | 20 | 14 | 19 | 29 |
| MP | — | 802 | 1,080 | 1,390 |
| MP regen | — | 16 | 25 | 36 |
Rank and min to max are among all 142 champions. Mana stats are among the 119 champions that use mana.




