Irelia vs Gnar Matchup Guide

Irelia

Irelia

Top Lane Skirmisher

The Blade Dancer — mobile duelist who stacks Ionian Fervor off spell hits and chains Bladesurge resets through marked targets

VS
Gnar

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

VerdictIrelia favored EarlyIrelia Favored MidIrelia Favored LateSkill Matchup Updated Jul 20, 2026

Champ Select Cheat Sheet — Irelia vs Gnar

Runes
ConquerorConquerorGain 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. TriumphTriumphTakedowns 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 StandLast 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 WindSecond 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; UnflinchingUnflinchingGain 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.
Summoners
FlashFlashTeleports you a short distance toward your cursor. + IgniteIgniteDeals true damage over time to target enemy champion and reduces healing effects on them for the duration. or TeleportTeleportAfter a brief channel, become untargetable and travel to an allied unit. Upgrades into Unleashed Teleport, which significantly increases travel speed.
Core Build
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 when Mega Gnar's Wallop and GNAR! CC threaten more than the autos do. Wit's End covers Mega form's mixed magic damage profile.
Trade Pattern
E > Q > AA > W
Stun with Flawless Duet, dash in, auto, channel Defiant Dance to absorb the counter-trade; disengage after and wait for Hop cooldown.
Danger Levels
Respect Gnar at level 6

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 - BladesurgeQ – 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 KingBlade 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 - BladesurgeQ – 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 ForceTrinity 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 ForceTrinity ForceTons of Damage kiting: W - Hyper's third-hit proc grants mini Gnar a burst of movement speed. Trinity ForceTrinity ForceTons of Damage amplifies kiting further. BladesurgeQ – 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

  • BladesurgeQ – 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 FervorP – 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 ForceTrinity 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 BladesurgeQ – 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 BladesurgeQ – 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 - BladesurgeQ – BladesurgeIrelia dashes forward to strike her target, healing herself. If the target is Marked or dies to Bladesurge, its cooldown refreshes. first. Gnar opens by spacing with Boomerang Throw; step past the slow and Q onto him if he walks up for a last-hit. The early auto range gap lets Irelia force trades he cannot return cleanly. 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 - Flawless DuetE – Flawless DuetIrelia sends out two blades which converge on each other. Enemies caught in between are damaged, stunned and Marked. second. Landing the stun on mini Gnar sets up a guaranteed Q follow-up. If he has already used Hop, the trade extends freely. Take Q – Boomerang Throw second for poke and wave control from range. Stay above 70% HP; Irelia with IgniteIgniteDeals true damage over time to target enemy champion and reduces healing effects on them for the duration. threatens a tower dive on the incoming push.
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 - Defiant DanceW – Defiant DanceIrelia charges a strike that deals more damage as she charges. She takes reduced physical damage during the charge. absorbs return damage if Gnar retaliates between phases. Full kit online but the 1v1 remains losing. Dodge Irelia's E – Flawless DuetE – Flawless DuetIrelia sends out two blades which converge on each other. Enemies caught in between are damaged, stunned and Marked. to deny the guaranteed BladesurgeQ – BladesurgeIrelia dashes forward to strike her target, healing herself. If the target is Marked or dies to Bladesurge, its cooldown refreshes. follow-up. Trade only with Q – Boomerang Throw slow into W – Hyper procs, then E out.
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 Vanguard's EdgeR – 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. adds a slow field and marks for BladesurgeQ – BladesurgeIrelia dashes forward to strike her target, healing herself. If the target is Marked or dies to Bladesurge, its cooldown refreshes. resets. The all-in is stronger, but wall positioning is now the highest priority. Never fight beside terrain when Gnar's rage is high; 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 into Wallop into Boulder Toss can kill even from a health lead. 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. near terrain is the only reliable kill setup. Force fights beside walls when rage is close to max. Wallop stun chains into Boulder Toss after the wall slam.
Level 7-8 Blade of the Ruined KingBlade of The Ruined KingDeals damage based on target's Health, can steal Move Speed components land around here. Each on-hit piece makes extended trades more punishing for Gnar. Track his movement speed from Hyper procs; chasing on foot is less reliable as his level climbs. Bramble VestBramble Vest30 ArmorThornsWhen hit by an Attack, deal magic damage to the attacker and apply 40% Wounds for 3 seconds if they are a champion. and Steelcaps should be complete. Grievous Wounds from Bramble cuts Irelia's sustain in every trade. E cooldown drops with ranks, shrinking her re-engage window.
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. Trinity ForceTrinity ForceTons of Damage completion is the spike. SheenSheenGrants a bonus to next attack after spell cast proc on Q plus W movement speed makes kiting viable even against Irelia's BotRK. Continue playing around Mega form and jungler for kill pressure.

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 Vanguard's EdgeR – 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. slow field and marks enable multi-reset all-ins; wall awareness becomes mandatory 6 Major 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 provides the only reliable kill setup against Irelia; transforms near terrain become lethal
9 Major Q maxed; BladesurgeQ – BladesurgeIrelia dashes forward to strike her target, healing herself. If the target is Marked or dies to Bladesurge, its cooldown refreshes. damage and sustain spike sharply, locking in the lane advantage

Item Spikes

Irelia Gnar
Item Description Item Description
Blade of the Ruined KingBlade of The Ruined KingDeals damage based on target's Health, can steal Move Speed 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 Trinity ForceTrinity ForceTons of Damage SheenSheenGrants a bonus to next attack after spell cast proc on Boomerang Throw plus movement speed makes kiting against Irelia significantly harder to punish
Plated SteelcapsPlated SteelcapsEnhances Move Speed and reduces incoming basic attack damage Flat armor reduction cuts mini Gnar's Hyper-empowered auto pattern; Mercury's TreadsMercury's TreadsIncreases Move Speed and reduces duration of disabling effects replace this only when Mega Gnar's Wallop-into-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 chain or team-wide crowd control outweighs auto damage Plated SteelcapsPlated SteelcapsEnhances Move Speed and reduces incoming basic attack damage Reduces BladesurgeQ – BladesurgeIrelia dashes forward to strike her target, healing herself. If the target is Marked or dies to Bladesurge, its cooldown refreshes. and auto-attack damage from Ionian FervorP – Ionian FervorWhen Irelia strikes enemies with spells she gains stacking bonus Attack Speed. At maximum stacks she also gains bonus damage on hit. stacks; the standard boot choice into Irelia
Wit's EndWit's EndResist magic damage and claw your way back to life. 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 Black CleaverBlack CleaverDealing physical damage to enemy champions reduces their Armor Armor shred stacks fast through Hyper's three-hit pattern; the movement speed passive aids kiting
Sterak's GageSterak's GageShields against large bursts of damage Shield survives 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-slam into Wallop stun chain when terrain positioning fails; buy this once Baron and Dragon fights force grouped attendance Randuin's OmenRanduin's OmenGreatly increases defenses, activate to slow nearby enemies 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 TreadsMercury'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 EndWit's EndResist magic damage and claw your way back to life. covers Mega form's mixed magic damage profile.

Runes

Primary: ConquerorConquerorGain 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. TriumphTriumphTakedowns 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 StandLast 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 WindSecond 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; UnflinchingUnflinchingGain 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

FlashFlashTeleports you a short distance toward your cursor. + IgniteIgniteDeals true damage over time to target enemy champion and reduces healing effects on them for the duration. or TeleportTeleportAfter a brief channel, become untargetable and travel to an allied unit. Upgrades into Unleashed Teleport, which significantly increases travel speed.

Priority Build Path

1
Blade of the Ruined King

Shreds mini Gnar's low base HP during the Hop-down window; the sustain lets Irelia survive Boomerang poke between engages

2
Plated Steelcaps

Reduces mini Gnar's physical auto chip and Hyper proc damage; swap to Mercury's TreadsMercury's TreadsIncreases Move Speed and reduces duration of disabling effects when Mega Gnar's CC chain or enemy team CC outweighs auto damage

3
Wit's End

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

4
Sterak's Gage

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

5
Death's Dance

Converts Mega Gnar's front-loaded burst into a bleed that BotRK lifesteal can outpace during the drain-tank phase

6
Guardian Angel

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 TreadsMercury's TreadsIncreases Move Speed and reduces duration of disabling effects: enemy team stacks crowd control beyond Mega Gnar's own kit
  • Maw of MalmortiusMaw 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

Irelia Full Combo (Level 6+):

E > Q > AA > AA > R > Q > AA > Q

Two-phase kill against Hop's cooldown: first E > Q > AA burns the escape, back off for 15-20 seconds, then R slow field pins mini Gnar and Q resets off marks finish him before the bounce returns.
Gnar Escape/Counter Combo:

R > W > Q

Mega Gnar only, near terrain: 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 into Wallop stun into Boulder Toss. This is the only reliable lethal sequence against Irelia.

Trading Combos

Irelia Short Trade:

E > Q > AA > W

Stun with Flawless DuetE – Flawless DuetIrelia sends out two blades which converge on each other. Enemies caught in between are damaged, stunned and Marked., dash in, auto, channel Defiant DanceW – Defiant DanceIrelia charges a strike that deals more damage as she charges. She takes reduced physical damage during the charge. to absorb the counter-trade; disengage after and wait for Hop cooldown.
Gnar Quick Trade:

Q > AA > AA > AA > E

Mini Gnar: Boomerang slow into three autos for Hyper proc, then Hop away before Irelia can respond. Only viable when Hop is available.

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 EdgeR – 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 Flawless DuetE – Flawless DuetIrelia sends out two blades which converge on each other. Enemies caught in between are damaged, stunned and Marked. for a guaranteed follow-up Angled for E placement E markMarkThrow a snowball in a straight line at your enemies. If it hits an enemy, they become marked, granting True Sight, and your champion can quickly travel to the marked target as a follow up. into Q follow-up; extend if Hop is already spent 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 Vanguard's EdgeR – 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. Open lane, away from walls and alcove R > E > Q with markMarkThrow a snowball in a straight line at your enemies. If it hits an enemy, they become marked, granting True Sight, and your champion can quickly travel to the marked target as a follow up. resets; avoid walls entirely High when rage is low IgniteIgniteDeals true damage over time to target enemy champion and reduces healing effects on them for the duration. ready; confirm Gnar is in mini form
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 Trinity ForceTrinity ForceTons of Damage make chasing on foot unreliable; save Q resets
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 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 threaten the backline 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 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. on the front line. Dash onto a carry through R marks while Gnar's transform locks him into the engage animation, then chain resets through scattered targets. Frontline engage. Transform near terrain for a multi-target 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, follow with Wallop and Boulder Toss to lock down Irelia's backline.
Target Priority Mini Gnar with Hop spent: the squishiest target on the field and the easiest BladesurgeQ – BladesurgeIrelia dashes forward to strike her target, healing herself. If the target is Marked or dies to Bladesurge, its cooldown refreshes. kill to chain from
Backline carries once Mega Gnar draws attention with his transform engage; slip past the front while 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. locks everyone else down
Mega form only after both 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 Wallop are confirmed spent; fighting into live CC risks a wall-stun death
Irelia once she dashes into the team; Wallop stun catches her mid-BladesurgeQ – BladesurgeIrelia dashes forward to strike her target, healing herself. If the target is Marked or dies to Bladesurge, its cooldown refreshes.
Grouped carries near terrain for a multi-target 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
Peeling for the ADC by body-blocking BladesurgeQ – BladesurgeIrelia dashes forward to strike her target, healing herself. If the target is Marked or dies to Bladesurge, its cooldown refreshes. angles
Objective Control Clear minions near the pit so Gnar cannot use Crunch to bounce into a multi-target 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. engage off the wave
Pull the fight into open ground away from pit walls; 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. without terrain contact loses its stun and bonus damage entirely
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 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 can catch multiple targets
Positioning Position in open lane or river center when the Rage GeneP – Rage GeneWhile in combat Gnar generates Rage. At maximum Rage his next ability will transform him into Mega Gnar, granting increased survivability and access to new spells. bar climbs past 80 percent; even a single wall within 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. range enables the lethal stun combo
Save Q charges for reset chains after Mega Gnar burns 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 Wallop; gap-closing into a prepared transform wastes the dash and invites a wall stun
Position near terrain before the transform to maximize 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. stun value
Peel backward once Mega form expires; mini Gnar is vulnerable in the middle of a teamfight
Other Tips Channel Defiant DanceW – Defiant DanceIrelia charges a strike that deals more damage as she charges. She takes reduced physical damage during the charge. through 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. stun if caught near a wall; the damage reduction can survive the combo
Place Flawless DuetE – Flawless DuetIrelia sends out two blades which converge on each other. Enemies caught in between are damaged, stunned and Marked. behind Gnar before the transform completes; the stun lands during the animation lock
Wallop (Mega W) holds Irelia in place long enough for the team to collapse; save it for her BladesurgeQ – BladesurgeIrelia dashes forward to strike her target, healing herself. If the target is Marked or dies to Bladesurge, its cooldown refreshes. entry
Crunch (Mega E) into minions near Irelia denies her Q reset targets by displacing the wave