There have been a lot of changes in the top lane environment recently. Sword Girl, who was originally the most OP, has fallen. The passive weakening is still very painful, but Noshou Xiongxiong is still strong. Poppy has received a lot of bonuses in these versions. Frankly, The increase in speed also means that the Q percentage gain is higher, and it is happier for Poppy who eats tankiness. These versions are all T1 celebrities.
Among the three T1 top laners, Gnar is the only one who can completely restrain these heroes.
The winning rate against Nuoshou was 53.06%, which is quite good.
The winning rate against Poppy was as high as 57.45%, which is excellent.
And when playing against Bear, the winning rate is close to 60%, which is absolute suppression.
Although Swift Step was weakened in the previous version, it is still Gnar's top priority core rune. The blood regeneration after triggering increases the line dependence, and the movement speed is easy to pull.
Legendary Delight: Increases attack speed.
Critical hit: Increase the output of residual blood.
Bone Plating: Reduces the damage of the next 3 bursts.
Overgrowth: Increases maximum health.
Rune fragments: attack speed, attack power, armor.
Equipment selection:
It's basically a three-item + black cut style of play.
It is not recommended for players to buy three items. It is not a good equipment for Gnar. The three items are too fragile. It is best for Gnar's first big item to be able to consider output while improving survivability, such as coughing up blood. This is also true for coughing up blood. The version is most suitable for Gnar's all-around blood-sucking equipment. If it comes to the three items, it will be difficult to rely on the small amount of blood regeneration that relies solely on quick steps. In addition, the current three attributes are no longer worthy of such an expensive price, so the three items should not be considered. range. When fighting in a group, Gnar is often the first or second hero to rush into the group. At this time, the active effect of coughing up blood can also correspondingly improve the survival rate and compensate for more damage in the group battle, which is even more appropriate. Choose Hemoptysis as your first choice for mythical equipment.
Black Cut, regardless of whether it is the mythical version or not, is a very good equipment for Gnar. It integrates blood volume, output, and movement speed CD. Another advantage is the armor-breaking effect. The top laner Gnar often faces a lot of out-protectors. For heroes with armor, Black Cut can effectively produce more armor-breaking effects. When playing in a group, it can also create an overall armor-breaking effect for the team, and the benefits are immediate.
Death Dance is an excellent injury-relieving equipment. It is the toughest equipment among warriors and must be produced. The current version of Death Dance is more suitable for the third largest item. If the physical pressure is high in the early stage, Chain Armor can be combined to make a transition.
The Alchemy Sword is a super-attributed equipment in this version of heavy injury equipment, and for Gnar, who has long hands in the top lane, the small piece of the Alchemy Sword can also be a good restraint for heroes who bring back blood. This equipment is not a must-have, but it is basically used in most games.
The last big item is a variety of choices. The enemy's physical-oriented lineup can supplement blue shields to restrain those with more A, plate armor increases movement speed to speed up support, resurrection armor maximizes fault tolerance, etc.; the enemy's AP-oriented lineup can choose the force of nature. Against a lineup that has a lot of continuous damage, Wisdom's Edge is against a heavy lineup; if AD and AP are equal, Gargoyle restraint can be supplemented, and the actual decision will be based on the battle situation. As for shoes, it is best to use mercury shoes, as Gnar is still very afraid of controlling them.
Gnar is a suppressive top laner, and the best choice is Dolan Sword + 1 red.
Q is the main output, clearing and consuming skills, so it is undoubtedly the main upgrade; W point has higher output for high blood volume after high levels. Since it is a passive skill before transformation, it is only suitable for secondary upgrades; E points before three levels Level one is enough, mostly used for pursuit or escape.
Teleportation allows Gnar to have more single-band space, and can also increase the retracement speed in the early stage, preventing him from being caught losing too much experience and economy.
By quickly pressing ET (T is for coughing blood), Gnar's larger take-off action will not look like he is using E. This can cause a short reaction delay for the enemy, which is mostly used to miss the best full shot. When it is time to transform into a double jump, use it when you need to enter the field to catch an unprepared team fight after becoming bigger. When using Coughing Blood, the mid-range distance from take-off to end is calculated. In most cases, the blood recovery effect and damage will not be wasted.
When lining up, you can make more use of Gnar's second stage E. You can refer to the crocodile's move back to rub E to trigger the second stage E. The second E uses the enemy hero as a springboard to not only deal damage but also have a slowing effect, which is much better than air jumping.
Most of the time when Gnar is selected as a unit, it appears in a restrained relationship. However, due to the problem of anger control, he is often forced to fail to replenish troops or prevent the anger from being filled up too early and unable to hit the key enlargement time point, especially When playing in a group, how best to control anger is a very critical issue. Here is a rough reference point:
If the enemy consumes heroes and it is difficult to reach you, you can control your rage to around 83. If the enemy consumes a lot of heroes and your hand skills are easily consumed, you can control your rage to around 70 to prevent the enemy from forcing you to use rage. When full, it automatically becomes larger, making it uncomfortable to play Gnar in most cases. This is mainly caused by lack of proficiency. More practice can solve it easily, and it can also improve the overall situation and kill two birds with one stone.
When the enemy picks Noshou, Bear and Bobby, you might as well try to use Gnar to restrain them.
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