Wild Rift Guides

Gnar Baron Lane Wild Rift Guide

Who counters Gnar in Wild Rift? The toughest Gnar Baron lane counters are Irelia, Darius, and Camille. Full Gnar Baron Lane counters and matchups, plus the best build, runes, and game plan for Patch 7.2c.

Overview

Gnar is two champions sharing a rage meter. Mini Gnar is a ranged yordle with boomerangs, bouncing hops, and enough movement speed to frustrate any melee laner. When the bar fills, Mega Gnar takes over: a boulder-throwing tank whose ultimate throws everyone nearby into a wall. The rage bar is the whole skill test. It fills as he fights and transforms him whether the timing suits him or not, so good Gnars plan around it: poke as Mini while the bar builds, then arrive at the fight exactly as Mega comes online. A Mega Gnar with a wall and a good angle wins teamfights; a Mini Gnar caught mid-fight is an easy kill. Against immobile melee he kites for free and transforms on his own schedule. Against gap closers and longer-range poke, he spends much of the lane hopping away to stay alive.

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.
  • Miserable to lane against for immobile melee, who get poked and kited for free.

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 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 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: Garen cannot reach the yordle, and his regen loses to your constant boomerang poke. He only threatens you if you get stuck in Mega with no exit.
  • Gwen: Gwen's mist blocks targeted attacks, not the Mega stun, and your poke chips her between cloud windows. She only wins if the game reaches her late-game duels.
  • Dr. Mundo: Mundo is exactly the immobile melee your kit torments: he has no way to reach the yordle, and his regen cannot keep pace with nonstop boomerang poke.

Early Game

Poke constantly. Throw the boomerang, catch it for the cooldown refund, hop to keep your spacing, and make immobile laners choose between taking damage and missing farm. Track the rage bar as closely as your health bar: transform near a wall and you get an all-in with a stun; transform mid-retreat and you become a slow, large target. Against gap closers, hop early rather than late, because distance is Mini Gnar's whole defense.

Mid Game

Fights now revolve around arrival timing. Build rage on the wave before objectives so Mega Gnar is ready for the Herald fight, and look for angles where your ultimate can pin two or more enemies against terrain; it is one of the few abilities that wins a fight outright. Between transformations, keep poking and keep the wave under control. A Gnar who shows up to fights in the wrong form contributes almost nothing.

Late Game

You are an engage tank who can still kite between transformations. Check your rage before every objective: full bar means you start the fight with a boulder, a slow, and a wall-toss; empty bar means you poke from the back until Mega is ready again. The ultimate decides late fights, so look for terrain angles and tell your team which Gnar is coming. Few champions reward fight timing this much.

Teamfights

The ideal setup is simple: Mega Gnar, full rage, enemy team near a wall. Jump in, ult them into the terrain for the stun, and let your team clean up the stunned targets. Everything before that moment is preparation: poke in Mini, build rage on schedule, position where the walls are. If the fight starts while you are small, kite the edges and chip away until the bar refills. Never facecheck as Mini; that is how you die instantly.

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