Jungle Clear

Gnar Full Clear Guide – 2:43 Blue Start

5:00 June 8, 2026

Blue Buff

Gromp

Wolves

Raptors

Red Buff

Krugs

Smite Uses: 1
Finish time: 2:43
Difficulty: Easy
Season: 16
Patch: 26.9

Is Gnar Jungle Actually Viable?

Well, thats a hard question. He has a very fast clear for a champion that is not usually played jungle, his clear also scales well, and while in Mega  Gnar Mega Gnar he is very strong and not really invadable. The downside is that while doing the Red  Buff Red Buff you're in mini form and can get invaded very easily. But I do think it can be a very fun pick to play so you should definitely try it out at least!

Transforming into Mega Gnar on Scuttle Crab?

With this guide, you will be close to transforming into Mega  Gnar Mega Gnar on Scuttle  Crab Scuttle Crab. Being close to transformation is optimal as you can transform during it and abuse your Hop Hop in mini for extra range. Depending on the game situation you can also use this to gank!

        

Which Runes are BEST for Gnar?

In these guides we mostly talk about shard options, as they are the ones that matter the most for the clear itself, but Gnar Gnar is a little bit special, in order to have a healthy clear and a fast one, he likes going Fleet  Footwork Fleet Footwork as his main rune. Although it is not a MUST, the clear will look a bit different with Conqueror Conqueror or Press  The  Attack Press The Attack so keep that in mind! Paired up with this rune goes Legend:  Alacrity Legend: Alacrity as it is our best choice out of the tree Legend runes in the Precision Precision tree. And for the shards, we will take Attack  Speed Attack Speed as our first option, becuase our main source of damage comes from procing Mini  Gnar Mini Gnars Hyper Hyper spell. Second option will be Adaptive  Force Adaptive Force and third is a bit unusual in the fact that you should opt for Health  Flat Health Flat. Mini  Gnar Mini Gnars base health is very low, so going for Health  Flat Health Flat will increase his jungle pet damage and also make you safer in case of any invades.

What spell is best to start?

Hyper Hyper deals % max HP damage to the target, so whenever starting a buff as they have a lot of health going Hyper Hyper first is just the best option. On level 2 we will of course take Gnar Gnars main damaging ability, Boomerang  Throw Boomerang Throw. While on level 3 putting another point in Boomerang  Throw Boomerang Throw can work, I do like taking the Hop Hop as it gives you bonus attack speed after casting, and as long as you use it to jump over red buff it can save you a little bit of time. Also in case you're worried about a potential invade, not using the Hop Hop and just holding into it can be quite valuable.

Important mechanics & Tips:

  • If you're not running the exact same rune set up, Mega  Gnar Mega Gnar transformation will happen at a different time - the only thing that matters is that you get your entire combo of spells in Mega  Gnar Mega Gnar form on the Raptors Raptors and that you are close to your second transformation when finishing the clear
  • When finishing the clear, look at what you want to do and finish the baby Krugs Krugs depending on your needs, if you auto attack them instead of using your Boomerang  Throw Boomerang Throw it will generate more rage and you will be closer to your Mega  Gnar Mega Gnar transformation.
Back to Guides