League of Legends
Gnar: Champion base stats & armor planning
Gnar starts with 540 HP, 32 armor and 175 attack range in Data Dragon 16.21.1. Use the planner to compare added health and armor in a simple physical-damage scenario.
The model uses positive armor only: effective HP = HP × (1 + armor/100). It excludes penetration, true or magic damage, shields, healing, runes, items with special effects and level growth. Ability names identify the kit; no spell damage is inferred from Data Dragon.
Source facts
- HP
- 540
- Resource pool
- 100
- Armor
- 32
- Magic resistance
- 30
- Attack damage
- 60
- Attack range
- 175
- Movement speed
- 335
- Attack speed
- 0.625
Ability names
- Passive · Rage Gene
- Q · Boomerang Throw / Boulder Toss
- W · Hyper / Wallop
- E · Hop / Crunch
- R · GNAR!
Using this reference
Use Gnar to compare two simple health-and-armor budgets. First leave added health at zero and change armor, then reset armor and try added health. This makes it easier to see what each purchase would change within the displayed physical-damage model.
Keep the scope of that result in mind when looking at another champion. Base health and armor do not include the rest of a kit. The ability list identifies names, while shields, healing and damage interactions would need their own rules before they could support a build recommendation.
One useful comparison
For HP, Gnar is listed at 540, compared with 570 for Nilah: a difference of 30. This compares that field in the recorded variants only. Read the other fields before deciding whether the trade-off matters to your use.
Plan your scenario
Result
- HP
- 540
- Armor
- 32
- Physical effective HP
- 712.8
- Physical reduction (%)
- 24.2424
Formula
physical EHP = (base HP + added HP) × (1 + (base armor + added armor) / 100)
Item, ability and equipment names without a local source label remain English source identifiers.
Related entries
Sources and version
League of Legends · Source facts ↗
Riot Data Dragon · 16.21.1
Snapshot reviewed · 2026-11-03