
Hip Hop Hyper

Fleet Footwork
Attacking and moving builds Energy stacks. At 100 stacks, your next attack is Energized
Energized attacks heal you for 10 - 130 (+0.1 Bonus AD, +0.05 AP) and grant20% Move Speed for 1s.
For Ranged Champions, Healing is 60% effective and Move Speed is 75% effective. All healing is 15% effective against Minions.Why?
Fleet Footwork on Gnar grants great lane sustain for repeated poke and trades. The burst of Movement Speed also helps you to kite and maneuver to land more auto attacks.
Absorb Life
Killing a target restores 1 - 23 Health based on level.
Why?
Overheal paired with Doran's Blade and Fleet Footwork allows you to build your shield in lane to help overcome any incoming poke damage.
Legend: Alacrity
Gain 3% attack speed plus an additional 1.5% for every Legend stack (
max 10 stacks ).
Earn progress toward Legend stacks for every champion takedown, epic monster takedown, large monster kill, and minion kill.Why?
Gnar loves a lot of attack speed to abuse his range and proc his [W] as often as possible in melee matchups.
Coup de Grace
Deal 8% more damage to champions who have less than 40% health.
Why?
Between Press the Attack and repeated procs of Gnar's [W] you should be able to quickly whittle the enemy champion to 40% health and get the bonus damage to kill them.
Transcendence
Gain bonuses upon reaching the following levels:
Level 5: +5Ability Haste
Level 8: +5Ability Haste
Level 11: On Champion takedown, reduce the remaining cooldown of basic abilities by 20%.Why?
The extra bit of CDR from Transcendence puts you at 30% CDR in the mid game for more [Q] damage trades.
Gathering Storm
Every 10 min gain AP or AD,
adaptive .
10 min: + 8 AP or 5 AD
20 min: + 24 AP or 14 AD
30 min: + 48 AP or 29 AD
40 min: + 80 AP or 48 AD
50 min: + 120 AP or 72 AD
60 min: + 168 AP or 101 AD
etc...Why?
Gathering Storm on Gnar allows you to build heavily defensively while still scaling into the late game as a carry threat on the backline.





