Normal Skill Order
R > Q > W > E
This is the standard path for almost every Gnar game in Mayhem. You prioritize Q for poke and catch potential, then W for the sustained damage and movement speed, leaving E for last.
Maxing Q (Boomerang Throw / Boulder Toss) is non-negotiable. In Mayhem, the reduced cooldowns and increased ability haste mean your boomerang is almost always up. You need the damage and the slow to control the lane. If you don't max Q, you lose your ability to poke enemies off the wave or set up engages for your team. The cooldown reduction on Q is vital because missing a catch in Mayhem usually means you die.
Take a point in R (GNAR!) whenever available. The increased stun duration and damage are massive. In Mayhem, team fights are constant, and a longer stun on Mega Gnar’s ultimate turns a good engage into a team wipe.
W (Hyper / Wallop) is your second max. The passive magic damage on the third hit in Mini Gnar form scales hard, and the movement speed burst helps you kite. In Mega form, Wallop is a strong stun. Maxing W second gives you better damage in extended fights where you are auto-attacking frequently.
E (Hop / Crunch) stays at one point until you have to max it. The cooldown does decrease with levels, but the damage gain is mediocre compared to Q and W. You mostly use E for repositioning or generating Rage. One point is enough for the utility.
Augment-Influenced Skill Order
R > W > Q > E (Condition: High Attack Speed or On-Hit Augments)
If you roll augments that heavily boost attack speed or on-hit effects—like Repeating Crossbow or similar attack speed multipliers—consider swapping to a W max second or even prioritizing it alongside Q. The W passive procs on every third hit. When you are attacking twice as fast, that magic damage proc triggers constantly. This turns you into a kiting machine that melts tanks.
R > E > Q > W (Condition: Heavy Engage or Reset Augments)
In rare cases where you get augments that reset dashes or grant shields on dash, E might see earlier points. If you find yourself engaging constantly and using Mega Gnar’s Crunch (E) to initiate fights, the lower cooldown helps. However, this is niche. You usually still want the damage from Q and W over a slightly safer hop.
If an augment specifically modifies your Ultimate—such as increasing its size or adding a slow field—always rush R points immediately. Mayhem is about ultimate impact. A modified GNAR! is your win condition.
Adjustment Triggers
- Enemy Composition: If the enemy team is five melee tanks who rush you, maxing W becomes more valuable earlier. You will get more auto-attacks off, and the Mega W stun hits multiple targets. If the enemy is a poke composition, you must max Q first to trade back or clear the wave.
- Rage Management: If you are constantly stuck in Mini Gnar form because you are playing too passively, your skill order matters less. If you are managing Rage well and timing your transformation for fights, prioritize the skills you use in Mega form. Q and W are both strong in Mega, so the standard order usually holds.
- Snowball Reliability: If you land every Snowball, you might be tempted to put points into E for the follow-up gap close. Resist this. Q still does more work securing the kill after you jump in.
Cost of Choosing the Wrong Order
Maxing E first or second is the most common mistake. You become a slippery champion with no damage. In Mayhem, mobility is common, but damage check is strict. If you hop in and fail to kill the target because you skipped Q and W damage, you just die after the hop ends. You turn into a low-threat distraction rather than a carry.
Delaying Q max ruins your laning phase. You cannot contest the wave. The enemy will push you to your tower, and you will be forced to farm under tower with a weak boomerang. This leads to lost health, lost gold, and lost map control.
Ignoring R levels is fatal. The base damage and stun duration on GNAR! are significant. Skipping an R point for a W point might seem like a small damage trade, but it costs you the ability to lock down a high-value target long enough for your team to kill them. In Mayhem, a one-second difference in stun time decides the fight.
