If you ask who is the most popular warrior hero in the recent game and the unpopular one in the pub round, most people will think of Gnar. As a versatile hero, Gnar can deal with most heroes. As long as he cooperates with his teammates and has a tacit understanding, team battles are simply beautiful. But passers-by don't compete, especially in big brawls where there are constant fights. How Gnar controls his anger has become a key factor in limiting Gnar's winning rate.
Due to the special nature of his hero skills, Gnar does not have buffs/debuffs in Brawl.
Brawl has been going on in team fights, and Gnar has difficulty controlling his anger. Without anger, Gnar is a super soldier in group fights.
In addition, there is no way to go around or cut in from the side in the chaos. Experienced enemies will retreat directly to avoid team fights when Gnar is about to become bigger.
Or the enemy will use long-range skills to anger Gnar and force him to grow bigger, and then start the team when Gnar becomes smaller and in sage mode.
Therefore, it is not recommended to choose Gnar in a big brawl without using black.
Even if there is a snowball to help Gnar enter the field in the Brawl, it is difficult for passerby teammates to form a tacit cooperation. Entering R rashly often results in a loss of life.
Gnar Brawl Rune Sharing
Main runes: Swift Footwork + Triumph + Resilience + Perseverance
Secondary Rune: Taste of Blood + Treasure Hunter
Rune analysis: Swift footwork provides a certain amount of battery life, as well as a movement speed bonus after triggering, making Gnar more flexible when pulling.
Triumph increases team battle survival rate.
Resilience increases fault tolerance.
Perseverance increases the damage when remaining in health.
Choosing Taste of Blood as a secondary system allows Gnar to have a certain ability to restore blood.
Treasure hunters speed up the formation of equipment. After all, Gnar's mythical equipment is more expensive and requires equipment support to be influential in group play.
[Equipment and points addition]
Outfit: Power of Three Phases + Black Cut + End of Wisdom/Dance of Death + Power of Nature + Landon
Add points: main Q and secondary W, which is bigger.
Equipment production analysis: After the divine points are weakened, the cost-effectiveness of the three phases is more suitable for Gnar. The three phases have attack speed and movement speed bonuses, which is suitable for Gnar to chase person A and hit the third ring faster.
Black Cut provides armor reduction, movement speed and health bonuses, plus 30 points of skill haste, making Gnar very capable of sustaining combat in the mid-term.
Start with the third piece of defense equipment. If the opponent's damage is not high, you can use the Wisdom End Blade first to fight.
Otherwise, use Force of Nature or Langton based on the opponent's main damage type.
Introduction to gameplay
Controlling anger in the chaos has always been Gnar's biggest headache.
First, we will introduce the Gnar anger mechanism.
Gnar's rage acquisition speed ranking: damage enemy heroes > damage minions > Gnar takes damage.
When Gnar does not participate in the battle within 13 seconds, his anger will gradually decay, similar to the principle of Rambo's temperature control.
Therefore, Gnar is a hero that requires proficiency. For novices who want to instantly open up R when playing in a group, then the most suitable anger control is between 80-90!
Gnar's Q skill is very interesting. The direction of Q's return is related to the direction Gnar goes after Q. For example, if Gnar goes left after Q, then the boomerang will come back from the left.
If the reverse Q does not receive the boomerang, the range of the Q skill will be very far, so this skill is not commonly used in big fights.
Note that transformation refers to the aerial transformation of Gnar's E. When transforming in the air, you can activate R. This is also the most common Tathagata Palm of Gnar in the game.
If Gnar wants to start a team fight well, it depends on the snowball's hit rate. When the anger is fast or slow, catch the opponent's misalignment and throw a snowball. After hitting it, you will basically be full of anger and ready to get bigger. At this time, fly to E, and directly R from E in the air can start the team battle.
In short, playing Gnar in the Brawl is very stressful when starting a team. The pub bureau recommends not to torture yourself by picking Gnar when there is no other front row in the lineup.