Irelia vs Gnar Matchup Guide
Irelia
Top Lane Skirmisher
The Blade Dancer — mobile duelist who stacks Ionian Fervor off spell hits and chains Bladesurge resets through marked targets
Gnar
Top Lane Shapeshifter
Rage-shifting yordle who kites in mini form with Boomerang Throw and Hyper procs, then transforms into Mega Gnar for GNAR! wall-slam engages
Champ Select Cheat Sheet — Irelia vs Gnar
Matchup Dynamics
How This Matchup Works
Mezouze's spreadsheet rates this lane Easy and the matchup a Win. Mini Gnar's attack range sits close enough that a single forward step opens him to Q -
Bladesurge
Q – BladesurgeIrelia dashes forward to strike her target, healing herself. If the target is Marked or dies to Bladesurge, its cooldown refreshes.. Hop's cooldown runs past 20 seconds at early ranks, so a first trade that burns it leaves a long window for the follow-up all-in. Split the kill across two engages: force Hop out, back off, then re-engage before it returns. Mega form reverses the dynamic entirely; disengage when rage is high, and never position beside terrain once
GNAR!
R – GNAR!Mega Gnar throws everything around him in a chosen direction, dealing damage and slowing them. Any enemy that hits a wall is stunned and takes bonus damage. is available.
Blade of the Ruined King
Blade of The Ruined KingDeals damage based on target's Health, can steal Move Speed first item, runes adapted per playstyle.
Early Game (1-5)
Irelia Favored - Levels 1-6: mini Gnar's restricted range lets Irelia find engages off any forward step. Q -
Bladesurge
Q – BladesurgeIrelia dashes forward to strike her target, healing herself. If the target is Marked or dies to Bladesurge, its cooldown refreshes. onto him when he walks up for CS; if Hop is already spent, commit to the all-in. Dodge his bounce attempt with a small sidestep at melee range. Respect Mega form when rage climbs, and back away from walls before the transform completes.
Mid Game (6-11)
Irelia Favored - 7-18: BotRK cements the two-phase kill against mini Gnar. Burn Hop with the opening E > Q trade, wait through the 20-second cooldown, then close with R slow field into Q resets. Track Hyper's movement speed burst after each third hit; once Gnar finishes
Trinity Force
Trinity ForceTons of Damage, open-field chases without Q resets become unreliable.
Late Game (12+)
Skill Matchup - 19-35: Mega Gnar's teamfight ceiling rises through grouped objectives and
GNAR!
R – GNAR!Mega Gnar throws everything around him in a chosen direction, dealing damage and slowing them. Any enemy that hits a wall is stunned and takes bonus damage. engages onto walls. Irelia's side-lane remains strong, but contesting Baron or Dragon pits plays into his transform. Split when the team can handle a 4v4, group when the objective demands it.
Key Interactions
- Hop cooldown window (20+ seconds at early ranks): E - Hop is mini Gnar's only escape. At rank 1 it sits on a 22-second cooldown. Force it with a short trade, disengage, then re-engage before it returns. The entire kill can happen across two rotations separated by 15-20 seconds.
GNAR!
R – GNAR!Mega Gnar throws everything around him in a chosen direction, dealing damage and slowing them. Any enemy that hits a wall is stunned and takes bonus damage. wall-slam at level 6: R -
GNAR!
R – GNAR!Mega Gnar throws everything around him in a chosen direction, dealing damage and slowing them. Any enemy that hits a wall is stunned and takes bonus damage. throws all nearby enemies; targets that hit terrain take bonus damage and are stunned. At 6, a transforming Gnar near a wall threatens a lethal stun combo. Stay in the open lane, not beside turret walls or alcove edges, whenever rage bar is high.- Double-jump denial at melee range: Mini Gnar inside melee distance will try to bounce off a champion for a second Hop. Sidestep the landing with a short positional adjustment; if he misses the bounce, Hop is wasted without gaining distance and the all-in window opens immediately.
- Hyper movement speed and
Trinity Force
Trinity ForceTons of Damage kiting: W - Hyper's third-hit proc grants mini Gnar a burst of movement speed.
Trinity Force
Trinity ForceTons of Damage amplifies kiting further.
Bladesurge
Q – BladesurgeIrelia dashes forward to strike her target, healing herself. If the target is Marked or dies to Bladesurge, its cooldown refreshes. closes the gap, but raw chasing on foot becomes unreliable after his first completed item; save Q resets for the pursuit instead of spending them early.
Irelia
Strengths
Bladesurge
Q – BladesurgeIrelia dashes forward to strike her target, healing herself. If the target is Marked or dies to Bladesurge, its cooldown refreshes. range exceeds mini Gnar's auto range; every forward step he takes is a potential engage- Hop's 20-plus-second cooldown at early ranks leaves a wide window for phased all-ins once the escape is spent
Ionian Fervor
P – Ionian FervorWhen Irelia strikes enemies with spells she gains stacking bonus Attack Speed. At maximum stacks she also gains bonus damage on hit. stacks fast in extended trades that mini Gnar cannot disengage from without Hop
Weaknesses
- Mega Gnar wins direct combat; fighting into the transform without an exit wastes the lane advantage
GNAR!
R – GNAR!Mega Gnar throws everything around him in a chosen direction, dealing damage and slowing them. Any enemy that hits a wall is stunned and takes bonus damage. wall stun punishes poor positioning and can turn a winning trade into a death near terrain- Gnar's movement speed from Hyper procs and
Trinity Force
Trinity ForceTons of Damage makes open-field chases unreliable without Q resets
Gnar
Strengths
- Mega Gnar's
GNAR!
R – GNAR!Mega Gnar throws everything around him in a chosen direction, dealing damage and slowing them. Any enemy that hits a wall is stunned and takes bonus damage. provides teamfight engage that offsets lane losses in grouped fights around objectives - Hyper's third-hit proc adds percent-health damage and movement speed, enabling kite patterns when Hop is available
- Boomerang Throw pokes from outside Irelia's threat range when spacing is correct; the slow sets up further kiting
Weaknesses
- Mini form has no combat tools once Hop is down; the 22-second rank-1 cooldown is a massive liability against Irelia's dashes
- Rage transformation is involuntary; Gnar cannot choose when Mega form arrives, so Irelia can time engages around it
- Short auto range in mini form means every CS attempt near Irelia risks eating a
Bladesurge
Q – BladesurgeIrelia dashes forward to strike her target, healing herself. If the target is Marked or dies to Bladesurge, its cooldown refreshes. trade
Power Curve Comparison EXPERIMENTAL
Power Curve Visualization
Win Conditions
Irelia's Win Condition
- Trade into mini Gnar whenever he steps inside
Bladesurge
Q – BladesurgeIrelia dashes forward to strike her target, healing herself. If the target is Marked or dies to Bladesurge, its cooldown refreshes. range for CS; his short auto range makes every forward position a risk - Force Hop with a short engage, disengage for 15-20 seconds, then re-commit while the cooldown is still running
- Stay in open lane away from walls and alcoves when Gnar's rage bar is above 80 percent or level 6 is reached
- Freeze near tower to deny safe CS; mini Gnar must overextend into kill range without terrain to escape toward
Gnar's Win Condition
Laning Phase Guide
| Level/Phase | Irelia | Gnar |
|---|---|---|
| Level 1 | Q - |
Start E – Hop. Contest pixel bush. Irelia will Q all three melees then Q onto you for full passive. E on her head toward tower when she jumps in — winning trade that shoves the wave into you. |
| Level 2 | Take E - |
Take Q – Boomerang Throw second for poke and wave control from range. Stay above 70% HP; Irelia with |
| Level 3 | Full kit online. The two-phase pattern starts here: E > Q > AA to force Hop, back off, then E > Q > AA again once the 22-second cooldown is still running. W - |
Full kit online but the 1v1 remains losing. Dodge Irelia's E – |
| Level 4-5 | Continue punishing forward positions. If Gnar freezes outside tower range, look for a wave crash to break it and maintain the aggression cycle. | Farm with Q from max range. Track rage bar for Mega form timing. Play around jungle ganks; Mega Gnar's CC chain locks Irelia down for the jungler. |
| Level 6 | R – |
|
| Level 7-8 | ||
| Level 9 | BotRK is complete or nearly complete. On-hit sustain and current-HP damage make every extended trade decisively Irelia's. Freeze near tower to force Gnar into overextended positions without Hop to cover the retreat. |
Power Spikes
Level Spikes
| Irelia | Gnar | ||
|---|---|---|---|
| Level | Description | Level | Description |
| 3 | Minor Full kit online; two-phase kill pattern through Hop's 22-second cooldown becomes live | 3 | Minor All basic abilities online; Boomerang slow into Hyper procs into Hop escape is the full kite pattern |
| 6 | Major |
6 | Major |
| 9 | Major Q maxed; |
||
Item Spikes
| Irelia | Gnar | ||
|---|---|---|---|
| Item | Description | Item | Description |
| First item per Mezouze; the current-HP on-hit exploits mini Gnar's small HP pool during Hop's 22-second downtime, while lifesteal regenerates Boomerang poke between fights | |||
| Flat armor reduction cuts mini Gnar's Hyper-empowered auto pattern; |
Reduces |
||
| MR covers Mega Gnar's Wallop and Boulder Toss magic components; the on-hit adds damage that mini Gnar's Hop cannot escape once the bounce is spent | Armor shred stacks fast through Hyper's three-hit pattern; the movement speed passive aids kiting | ||
| Shield survives the |
Cripple passive cuts Irelia's auto-attack damage; strong if the game stalls into repeated extended trades | ||
Best Build for Irelia
Starting Items
Core Items
BotRK rush locks in the 1v1 advantage during mini form's Hop-down windows; the current-HP passive shreds Gnar's modest base stats before Mega form can arrive. Steelcaps handle mini Gnar's physical auto pattern; swap to
Mercury's Treads
Mercury's TreadsIncreases Move Speed and reduces duration of disabling effects when Mega Gnar's Wallop and
GNAR!
R – GNAR!Mega Gnar throws everything around him in a chosen direction, dealing damage and slowing them. Any enemy that hits a wall is stunned and takes bonus damage. CC threaten more than the autos do.
Wit's End
Wit's EndResist magic damage and claw your way back to life. covers Mega form's mixed magic damage profile.
Runes
Primary:
Conqueror
ConquerorGain stacks of adaptive force when attacking enemy champions. After reaching 12 stacks, heal for a portion of damage you deal to champions. stacks rapidly through the extended autos that mini Gnar cannot disengage from once Hop is spent.
Triumph
TriumphTakedowns restore 5% of your missing health and grant an additional 20 gold. sustains between the two-phase kill pattern, Alacrity adds DPS for the Hop-down window, and
Last Stand
Last StandDeal more damage to champions while you are low on health. rewards committing at low HP after eating a Boomerang Throw slow. Runes are subjective per Mezouze; adapt keystones to playstyle.
Secondary:
Second Wind
Second WindAfter taking damage from an enemy champion heal back some missing health over time. regenerates through Boomerang Throw chip that mini Gnar lands from range;
Unflinching
UnflinchingGain Armor and Magic Resist when receiving crowd control. grants tenacity to escape Mega Gnar's Wallop stun and
GNAR!
R – GNAR!Mega Gnar throws everything around him in a chosen direction, dealing damage and slowing them. Any enemy that hits a wall is stunned and takes bonus damage. knockback chain. Shards: attack speed, adaptive force, flat health.
Summoner Spells
Flash
FlashTeleports you a short distance toward your cursor. +
Ignite
IgniteDeals true damage over time to target enemy champion and reduces healing effects on them for the duration. or
Teleport
TeleportAfter a brief channel, become untargetable and travel to an allied unit. Upgrades into Unleashed Teleport, which significantly increases travel speed.
Priority Build Path
Shreds mini Gnar's low base HP during the Hop-down window; the sustain lets Irelia survive Boomerang poke between engages
Reduces mini Gnar's physical auto chip and Hyper proc damage; swap to
Mercury's Treads
Mercury's TreadsIncreases Move Speed and reduces duration of disabling effects when Mega Gnar's CC chain or enemy team CC outweighs auto damage
Magic resistance into Mega Gnar's Boulder Toss and Wallop magic portions; the on-hit stacks with Fervor for faster kills during mini form windows
Shield absorbs the
GNAR!
R – GNAR!Mega Gnar throws everything around him in a chosen direction, dealing damage and slowing them. Any enemy that hits a wall is stunned and takes bonus damage. wall-stun combo if Irelia gets pinned near terrain during a teamfight
Converts Mega Gnar's front-loaded burst into a bleed that BotRK lifesteal can outpace during the drain-tank phase
Revive after a well-timed
GNAR!
R – GNAR!Mega Gnar throws everything around him in a chosen direction, dealing damage and slowing them. Any enemy that hits a wall is stunned and takes bonus damage. catch prevents shutdown gold from swinging the game at a critical objective
Situational Adjustments
Mercury's Treads
Mercury's TreadsIncreases Move Speed and reduces duration of disabling effects: enemy team stacks crowd control beyond Mega Gnar's own kit
Maw of Malmortius
Maw of MalmortiusGrants bonus Attack Damage when Health is low: heavy AP threats beyond Mega Gnar's magic damage exist on the enemy roster
Key Patterns
Lethal Combos
E >
Q > AA > AA >
R >
Q > AA >
Q
R >
W >
Q
Trading Combos
E >
Q > AA >
W
Q > AA > AA > AA >
E
Lethal Thresholds
- Irelia Kill Range: No specific HP threshold is sourced; the kill relies on the two-phase pattern against Hop's cooldown rather than a single burst window.
- Gnar Kill Range: Stay above 70% HP on the first wave push into tower — below that threshold Irelia can dive even at the cost of a 1-for-1 and come out ahead. Mega form near terrain with R –
GNAR!
R – GNAR!Mega Gnar throws everything around him in a chosen direction, dealing damage and slowing them. Any enemy that hits a wall is stunned and takes bonus damage. ready is the only reliable kill line; without both, disengage. - Critical Levels: 3 (both kits complete, Hop cooldown is 22s) / 6 (
GNAR!
R – GNAR!Mega Gnar throws everything around him in a chosen direction, dealing damage and slowing them. Any enemy that hits a wall is stunned and takes bonus damage. and
Vanguard's Edge
R – Vanguard's EdgeIrelia fires a massive number of blades that explode outward upon hitting an enemy champion. Enemies hit by the blades are damaged and Marked. online) / 9 (Q maxed, BotRK target)
Level by Level Game Plan
| Level | Primary Goal | Lane Position | Trading Opportunities | Kill Windows | Setup Opportunities |
|---|---|---|---|---|---|
| 1 | Establish early trade lead | Near the wave, ready to dash | Q onto Gnar when he steps up for a last-hit | Low | Track whether he started Q or E |
| 2 | Land |
Angled for E placement | E |
Low | Note if he has ranked Hop yet |
| 3 | Execute the two-phase pattern | Near minions for Q resets | E > Q > AA to force Hop, disengage, re-engage after 20 seconds | Medium | Confirm rage bar is low before committing |
| 4-5 | Continue punishing forward CS attempts | Freeze if possible to extend the threat zone | Repeat the short E > Q > AA trade each time Hop is down | Medium | Watch rage bar for incoming Mega transform |
| 6 | All-in with |
Open lane, away from walls and alcove | R > E > Q with |
High when rage is low | |
| 7-8 | Complete BotRK components | Freeze or slow push depending on jungle state | Extended trades with on-hit pieces favor Irelia increasingly | Medium | Track Hop cooldown rank (17-19s at rank 2-3) |
| 9+ | Lock in lane with completed BotRK | Freeze near tower to force overextension | Full all-in off any Hop spent forward | High | Hyper MS buffs plus |
| Mid Game (11-16) | Side-lane pressure while team handles objectives | Split push when team can survive 4v4 | 1v1 still favored; only fight Mega near open space | High in mini, avoid in Mega | Track rage timer globally; ping team if Mega is about to arrive at a fight |
| Late Game (16+) | Balance split pressure with grouped fights | Match Gnar's lane or group for Baron | Side-lane wins remain; teamfight |
Side-lane picks on mini Gnar | Do not stand near walls during objective dances |
First Back Goals
Teamfight Tips
| Aspect | Irelia | Gnar |
|---|---|---|
| Primary Role | Flank while Mega Gnar commits |
Frontline engage. Transform near terrain for a multi-target |
| Target Priority | Mini Gnar with Hop spent: the squishiest target on the field and the easiest Backline carries once Mega Gnar draws attention with his transform engage; slip past the front while Mega form only after both |
Irelia once she dashes into the team; Wallop stun catches her mid- Grouped carries near terrain for a multi-target Peeling for the ADC by body-blocking |
| Objective Control | Clear minions near the pit so Gnar cannot use Crunch to bounce into a multi-target Pull the fight into open ground away from pit walls; |
Time the transform for objective fights; Mega form at Baron or Dragon pit is the strongest teamfight tool Gnar has Force fights near terrain where |
| Positioning | Position in open lane or river center when the Save Q charges for reset chains after Mega Gnar burns |
Position near terrain before the transform to maximize Peel backward once Mega form expires; mini Gnar is vulnerable in the middle of a teamfight |
| Other Tips | Channel Place |
Wallop (Mega W) holds Irelia in place long enough for the team to collapse; save it for her Crunch (Mega E) into minions near Irelia denies her Q reset targets by displacing the wave |
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