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by 안녕지지Updated Oct 4, 2026, 3:54 PMTranslated
Mayhem Gnar: Chaining Boomerang and Hop with Big Brain
16.19
# Mayhem Gnar: Chaining Boomerang and Hop with Big Brain
---
GameMode: MAYHEM
Champion: Gnar
Patch: 16.18
---
```opgg YouTube
videoId: iWM7gabsNb8
```
This isn’t Gnar throwing Q and waiting around. It’s Gnar managing his distance by chaining Boomerang and Hop together. This build is based on the Big Brain card and the repeated Q·E sequences seen in Rainbow Flavor’s Gnar highlight. The augment effects and scene-specific details are based on the original video, while the items and situation-based recommendations below are practical additions.
## Key Takeaways
-
Gnar’s core augment is
Archmage. Rather than just pressing Q, look to connect
Gnar Q - Boomerang Throw / Boulder Toss and
Gnar E - Hop / Crunch.
- The basic game plan is to pressure with your boomerang while controlling where you land after jumping. If you only jump forward, you can still get surrounded easily even when your abilities are cycling quickly.
- Mini Gnar and Mega Gnar have different roles. Once you transform, don’t stubbornly stick to the same ranged poke pattern.
- “Infinite Q” describes the highlight’s defining feature. It does not mean your cooldowns disappear under every condition or that every boomerang is guaranteed to hit.
## Augment Build
```opgg lol AugmentBuild
schemaVersion: 1
core: [2087]
alternatives: []
synergy: []
```
### Big Brain: The Core to Connecting Q and E
The Korean card in the video says, “When you use an ability, refund 30% of the used ability’s cooldown to another random ability.” That is different from saying that the cooldown of the ability receiving the refund is reduced by 30%. You need to check both which ability was used and which ability actually came off cooldown.
Mini Gnar’s basic abilities for direct trades are primarily Q and E. The video also shows him repeatedly jumping while throwing his boomerang. In practice, connect your buttons and movement by checking whether E is available after throwing Q, then checking whether Q is ready after using E.
That said, the full internal calculations and exceptions for which ability receives the refund cannot be confirmed from the footage alone. Rather than memorizing that Q and E completely reset each other in every situation, play based on the actual ability icons. Mega Gnar also has a different ability set, so don’t assume the same rotation carries over unchanged from Mini Gnar.
### Don’t Forget to Catch the Boomerang
Mini Gnar can reduce Q’s cooldown by catching the returning boomerang. Having Big Brain doesn’t mean you should skip this basic mechanic. Plan the throwing angle to hit the enemy, the return path, and Gnar’s next landing spot together so you can link your poke and catch. On the other hand, blindly jumping toward the enemy team can make you miss the boomerang and leave your allies’ protection range.
Even if you’re aiming for the repeated-cast sequence shown in the video, accuracy and safety come first. Throwing Q in a direction unrelated to your movement just because it’s ready will break your pressure. When the enemy moves sideways to dodge the returning boomerang, try changing your next throwing angle to cut off their space.
### If Big Brain Doesn’t Show Up
Don’t assume you’ve completed the same repeated Q·E build. Go back to Gnar’s usual spacing game. Apply Q’s slow and weave in basic attacks, but save E so you can respond to the enemy’s engage. Before transforming, get ready to move forward with your team, and avoid forcing an aggressive entry if your Rage is low.
Choose additional augments based on whatever survivability or damage you currently lack. Augments that weren’t verified as definitive synergies for Gnar in this video were not included in the block. It’s important not to blindly transplant effects introduced for other champions in the same video onto Gnar.
## Item Build
```opgg lol ItemBuild
starter: []
boots: []
core: [3161,3071]
situational: [3053,3156]
starterRelations: []
bootsRelations: []
coreRelations: [PRIORITY]
situationalRelations: [OR]
```
This setup isn’t a reconstruction of the original purchase order or completed inventory; it’s a practical recommendation to supplement the original.
Spear of Shojin is an ability-focused option with attack damage and health, fitting a playstyle that chains Q·E trades. If your rotation is already fast enough, prioritize staying alive long enough to deal damage instead of stacking even more haste.
Black Cleaver lowers the enemy’s armor when repeatedly dealing physical damage and lets you pressure the frontline alongside allied physical damage dealers. Consider it earlier when the enemy frontline has high armor and your team deals a significant amount of physical damage. The order in the block is therefore not a fixed purchase order and should change based on the state of the fight.
If you’re struggling to survive focused fire, consider
Sterak's Gage. If magic burst is the biggest problem, consider
Maw of Malmortius. Treat these as conditional alternatives in the same defensive category, not a list of items that must always be purchased together. Look at the enemy’s damage profile and prioritize one. Choose boots based on the enemy’s crowd control and damage types as well; no specific boots are presented as mandatory for infinite casting.
## Ability Usage: Look Beyond the Throwing Angle to the Landing Spot
In Mini form, throw Q in line with the enemy’s movement and use E to maintain range or dodge attacks. Jumping off an ally or unit lets you travel farther, which also changes your landing spot. Don’t only calculate the distance you’ll cover toward the enemy—check whether you’ll still have room to throw your next Q safely.
The fact that Q and jumps repeat doesn’t mean basic attacks are no longer needed. From a safe distance, add damage with basic attacks and make use of
Gnar W - Hyper / Wallop’s Mini-form effect. However, don’t step into the enemy’s guaranteed crowd-control range just to fit in one more auto. The faster your ability rotation, the more important it is to reduce the time you spend standing still rather than maximize your number of attacks.
In Mega form, use Q’s rock throw, W’s crowd control, and
Gnar R - GNAR!’s knockback to create openings for your team to attack. Don’t automatically knock enemies as far away as possible; choose the direction based on nearby walls and your allies’ positions. Mini Gnar’s boomerang catch path and Mega Gnar’s rock pickup path are different, so don’t mindlessly move in the same direction right after transforming. Since this is not a complete investment record for the entire game, no fixed level-by-level ability order is provided.
## Early Game, Late Game, and Teamfights
Early on, learn the boomerang’s outgoing and return paths, and practice ending up somewhere safe after using E. If you don’t have the core augment or the refunds aren’t sufficient, using E for poke can leave you unable to avoid the enemy’s engage. Trade from behind your frontline and adjust your role based on your transformation state.
In the late game, Mini Gnar’s job is to weaken enemies through repeated poke and create space for his team. Rather than chasing widely scattered enemies alone, pressure the routes they need to take to engage. This makes it easier for your boomerang to control useful space. Maintain a position where you can still throw Q while retreating to buy your team time to re-engage.
Before starting a teamfight, check your Rage and your next transformation. If you’re ready to start the fight as Mega Gnar, look for opportunities near walls with your team. If you’re about to revert to Mini Gnar, avoid committing too deeply. If you keep jumping forward to catch one target and get separated from your team, you lose the benefit of repeated casts.
## Team Composition and Matchup Considerations
Allied protection and frontline durability make it easier for Mini Gnar to find space to throw his boomerang. In contrast, instant engages, guaranteed crowd control, and effects that hinder movement can’t be solved by repeated jumps alone. If the enemy has abilities like these, bait them out first or land beside an ally.
If your team is made up entirely of ranged poke champions, Mega Gnar’s engage value may be higher. Conversely, if your team has many engage champions, it can be better to deal follow-up damage with Q from behind and wait for your transformation instead of forcing a dive alongside them in Mini form. If the enemy still has projectile-blocking tools available, change your angle and target instead of repeatedly throwing boomerangs in the same direction.
## Common Mistakes
- Treating Big Brain as a guaranteed Q reset. Distinguish the refund wording from what the actual ability icons show.
- Always using E forward. You also need landing spots for dodging attacks and retreating.
- Giving up on catching the boomerang and only increasing your number of casts.
- Continuing to force Mini Gnar’s Q·E rhythm after transforming into Mega Gnar.
In short: the key to boomerang hell isn’t mindlessly spamming Q—it’s watching Big Brain’s refunds and connecting Q·E with safe landing spots.
Source scope: Gnar’s augment card and gameplay scenes from the relevant Rainbow Flavor video. Augments for other champions were excluded. The exact numbers required for infinite casting and the complete purchase order could not be confirmed from the original alone, and the title’s “impossible to dodge” wording was not treated as a guarantee that every attack would hit.
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