Wild Rift Guides
Gnar Baron Lane Wild Rift Guide
Gnar Baron lane counters include Irelia, Darius, and Camille. See the best build, runes, matchups, and game plan for Wild Rift Patch 7.3.
How to play
- Poke while keeping your distance In your small form, poke with ranged attacks and save your 3rd ability to jump away if enemies approach.
- Watch your rage before a fight Attacking builds your rage bar; filling it prepares your larger, tougher form. Join your team when you are close to transforming.
- Fight near walls in Mega form Use your ultimate to throw enemies into terrain and stun them.
Strengths
- Best of both worlds: ranged kiting in Mini form, tank stats and massive engage in Mega.
- The wall-toss ultimate can win a teamfight outright whenever terrain cooperates.
- Mini Gnar can pressure immobile melee laners with range, slows, and repeated short trades.
Weaknesses
- The rage bar controls him: transforming at the wrong moment leaves the wrong Gnar in the fight.
- Mini form is squishy, and gap closers punish it hard.
- Enemies who track his rage can wait out Mega and fight the yordle.
Build Snapshot
Rune Setup
Summoner Spells
Gnar Baron Lane Counters
Who counters Gnar Baron Lane in Wild Rift (WR)? These champions beat Gnar in the Baron lane matchup, with how each one wins. Learn to play around them or ban them in ranked.
- Irelia: Irelia's dashes reach both Gnars and her sustain heals back your poke, and one clean engage on squishy Mini form kills you outright.
- Darius: One pull can cost a whole health bar: Apprehend (3rd) reaches further than you expect, and the bleed hurts no matter which form you are in.
- Camille: Camille's hookshot reaches the yordle and her true damage hurts squishy Mini form badly, while her adaptive shield blunts your poke trades.
- Malphite: Malphite does not care which Gnar he is hitting: armor blunts your boomerang poke, his Q (1st) chips you through the hops, and his ultimate covers so much ground that even Mini form struggles to sidestep it.
Champions Gnar Is Strong Against
Gnar's best matchups in Wild Rift. Gnar holds an edge against these picks in the Baron lane role, so look to press the advantage and contest objectives.
- Sion: Sion is a free poke target: too slow to reach the yordle, easy to hop away from when the charged knockup comes, and his slow engage loses to your faster wall-toss in fights.
- Garen: Boomerang Throw (1st) and Hyper (2nd) let Mini Gnar damage Garen without entering Judgment (3rd), while Hop (3rd) preserves the distance after Decisive Strike (1st) begins. Reapply poke before Perseverance (Passive) has time to regenerate it, keep the wave long enough to kite, and leave Mega Gnar before Garen can silence the escape and spin through the larger target.
- Gwen: Hallowed Mist (2nd) makes Gwen immune to attacks and abilities from Gnar while he remains outside it, including Mega Gnar's stun and ultimate. Poke between mist windows, then enter the zone or wait for it to end before committing the wall combo.
- Dr. Mundo: Boomerang Throw (1st) slows Mundo before he can remain in cleaver range, and repeated Hyper (2nd) procs punish the maximum health his build adds. Keep Hop (3rd) for the Infected Bonesaw (1st) slow or jungle pressure, kite in Mini Gnar instead of forcing a Mega Gnar brawl, and use the wave lead before Mundo's regeneration has enough items to erase the poke.
Early Game
Poke when the opponent walks up to farm, but avoid hitting the whole wave unless you want it to push. Catch Boomerang Throw (1st) when the route is safe for its cooldown refund, and preserve Hop (3rd) against champions whose gap closer starts the all-in. Track Rage before trading: approaching transformation near a wall can create a stun sequence, while transforming during a retreat removes Mini Gnar's range and speed. Use the brief post-transformation exhaustion window to reset the wave rather than forcing another fight without Mega form available.
Mid Game
Fights now revolve around arrival timing and form. Before the six-minute objectives, crash the wave while building Rage so Mega Gnar is available near Herald. Herald is usually the stronger even trade, while a team built for grouped fighting can use Mega Gnar to start a dragon-soul plan. Approach the pit near terrain and look for a GNAR! (Ult) angle that stuns several champions, but do not transform too early while clearing the last wave. If Rage is low, communicate it and poke safely until the engage is ready.
Late Game
Late game, manage Rage and the side wave together. Arrive before Baron or Elder with enough nearby targets to prepare Mega form without transforming long before the contest. At maximum Rage, cast a Mega ability to transform immediately or account for the short automatic delay. When Mega is unavailable, kite with Hyper (2nd) and Boomerang Throw (1st) instead of face-checking for an engage. Tell your team whether you can start the fight now or need time to rebuild.
Teamfights
The ideal setup is Mini Gnar near maximum Rage or a fresh Mega Gnar with enemies beside terrain. Transform at the chosen moment, use Hop (3rd) or Crunch (3rd) to enter, and knock priority targets into a wall with GNAR! (Ult) for the stun. Rage depletes throughout Mega form, so do not wait until the transformation is nearly over to engage. If the wall angle never appears, use the ultimate's displacement to peel or separate the frontline. In Mini form, attack from range and keep Hop (3rd) available rather than entering fog first.