
Gnar
Hardest matchups for Gnar in Top (Emerald, patch 16.20):
Malphite,
Zed,
Singed. Easiest:
Corki,
K'Sante,
Varus.
Try it in a draftCountersPower curvesIn the tier listWho wins into GnarOn the pro tier list
Gnar on patch 16.22
- Top49.1%#78 of 103C9,770 games
- steady since 16.21
Gnar’s main role on patch 16.22 is Top: a 49.1% win rate across 9,770 Emerald games, #78 of 103 Top champions on the tier list (grade C), picked in 3.9% of games. Since patch 16.21, Gnar Top has not moved by more than chance explains: 0.3 points across 54,249 games in 8 ranks.
Emerald games from every region, as of Nov 9, 2026. The tables below load current numbers. Patch 16.22 tier list
Solo queue
Open in the tier listPatch 16.20, the current one
| Lane | Grade | Win rate | Games | Picked | Mains |
|---|---|---|---|---|---|
| Top99% of its games | B | 49.5%49.5% raw ±0.6 | 23,748 | 3.4%1.3% banned | 50.9%46.6% first time |
| Mid1% of its games | too few games | 49.7%47.7% raw ±7.9 | 153 | 0.0%1.3% banned | 51.3%46.5% first time |
| Jungle0% of its games | too few games | 49.3%39.3% raw ±12.6 | 61 | 0.0%1.3% banned | 51.3%46.6% first time |
| Bot0% of its games | too few games | 50.1%52.6% raw ±13.0 | 57 | 0.0%1.3% banned | 51.4%47.1% first time |
| Support0% of its games | too few games | 49.2%36.8% raw ±13.0 | 57 | 0.0%1.3% banned | 51.2%46.6% first time |
Matchups
Every matchupHow to read this
Gnar’s win rate against each champion picked into it in the lane opposite: its hardest matchups, then its easiest. The small number is the matchup’s own effect on Gnar, the part not explained by either champion’s strength.
Hardest for Gnar
Lane leads and team bans
What Gnar’s team bans
Champions a team bans more often when it has Gnar than the other team does in the same games (146,173 games). The other team banned before Gnar was picked, so the gap is the ban spent because Gnar was coming — a sign players see these as counters. Riot does not say which player cast a ban, so this is the team’s choice.
Builds
Every buildHow to read this
How Gnar is built in this lane, most common first, with the items those builds finish and how they win.
- AD bruiser


52.7%18,368 games - On-hit


49.7%3,378 games - Tank


51.5%48 games - AP sustained


52.7%41 games - Crit


52.5%38 games
Runes and summoner spells
How to read this
How Gnar does with each summoner-spell pair, keystone and minor rune in this lane, at the rank and region above. These are the win rates of the players who made each choice, not the choice’s own effect: a page is recommended only when a real share of players runs it.
25,826 games · patches 16.20, 16.21 · Sep 10 – Oct 21
Every option, with its numbers
Summoner spells

Flash + Barrier51.2%2,829 games · 11% pick rate · same players: +0.7 pts vs the usualRecommended
Exhaust + Flash50.6%2,066 games · 8.0% pick rate · same players: +0.2 pts vs the usualRare: not recommended
Flash + Ignite49.6%3,631 games · 14% pick rate · same players: +0.0 pts vs the usual
Flash + Teleport48.9%17,033 games · 66% pick rate · the usual choice
Keystones

Fleet Footwork + Resolve49.9%12,092 games · 47% pick rate · the usual choiceRecommended
Lethal Tempo + Resolve49.5%9,500 games · 37% pick rate · same players: −0.7 pts vs the usual
Grasp of the Undying + Precision47.0%2,682 games · 10% pick rate · same players: −1.0 pts vs the usual
Conqueror + Resolve49.8%608 games · 2.4% pick rate · same players: −1.4 pts vs the usualRare: not recommended
Minor runes with Fleet Footwork
Triumph49.8%92% take it
Absorb Life50.6%8.0% take it
Legend: Alacrity49.9%99% take it
Last Stand49.9%89% take it
Cut Down49.9%6.8% take it
Coup de Grace49.2%3.8% take it
Overgrowth50.1%92% take it
Bone Plating50.0%89% take it
Second Wind49.1%9.5% take it
Unflinching49.1%4.6% take it
Demolish47.1%2.9% take it
- Attack Speed49.4%99% take it
- Adaptive Force49.4%97% take it
- Move Speed48.5%2.8% take it
- Health49.5%15% take it
- Health Scaling49.3%83% take it
These numbers describe, they do not prove. Each rate is Gnar’s record when its player chose that option, pulled toward Gnar’s own rate by 100 games of prior so a small sample cannot look like a discovery. An uncommon page often wins more because experts run it, and they would win on any page, so only a choice taken in at least 10% of games can be recommended, and spells and keystones are ranked by how the SAME players do with them against the usual choice, not by the raw rate; rarer ones are listed with their numbers and labeled. The build line (opening buy, the two key items in the order they are finished, boots or the support upgrade) is advice in the same sense: how Gnar does when built that way.
The learning curve
Champion pool
On a first game Gnar wins 45.4%; in the hands of players with the most mastery on it, 51.4%. That gap ranks it 61 of 173 for how much practice pays. It crosses 50% at about 190K mastery points.
Pro play
On the pro tier list
Gnar in the major leagues and international events this season, across 3,434 games: its record, how often it is picked or banned, whether it is taken blind or saved as a counter, its lane at 15 minutes, and the best pro on it.
| Lane | Win rate | Priority | Blind / counter | Lane @15 | Best pro |
|---|---|---|---|---|---|
| Top | 52.6%357W 306L | 32%32% in any lane | 46% counter | +166 gold | — |
| Jungle | 49.8%0W 1L | 0%32% in any lane | 100% counter | −286 gold | — |
| Mid | 49.8%0W 1L | 0%32% in any lane | 0% counter | −944 gold | — |
How much knowing Gnar pays
Players on their Mastery band win 6.0 points more on Gnar than first-timers do: #61 of 173 champions for how much mastery pays.
At 300k+ mastery points, Gnar players win 51.4%: #141 of 173 champions for where mastery ends up. The curve is still rising there: its fitted ceiling of about 52.7% lies beyond the data and is an estimate, not a measurement.
Dots are the six mastery bands, placed at their mastery points. The line is the best-fitting curve that rises and levels off.
This is not a promise about your next game. Players do not reach a mastery band in a random order, and a champion someone loses on tends to get dropped before it reaches the high bands — so the right-hand side of every curve is partly survivors, not only practice.