Gnar has multiple crowd-control abilities (auto-detected): watch your positioning.
🔴 Live In-Game Update
Once the game starts, mark how the enemy is actually building; situational item advice recalculates instantly. For a text-free, big-icon view during the match:
🎮 Game Mode
Items the enemy bought
· 🟢 Auto-sync from the LoL client is active
Team mode: items are scored against the WHOLE enemy team
♟ Counter Move — based on the enemy's real items
The model now computes with the real stats of the enemy items you marked, instead of a generic assumption. The items giving the highest duel gain on your next purchase:
🗡 Core Item Build — for Malphite, against the Gnar matchup (patch 16.14.1)
Gnar deals physical damage; armor reduces physical damage by the formula. Your survival time 56.6s → 67.9s (duel advantage 1.54 → 1.85).
Jak'Sho, The Protean 3200 gold
Gnar deals magic damage; magic resist reduces magic damage by the formula. Your survival time 56.6s → 67.9s (duel advantage 1.54 → 1.85).
Plated Steelcaps BOOTS PICK
All boots were tested in the duel model; this gave the highest advantage (1.54 → 1.6, survival 56.6s → 58.6s).
🎯 Skill Order — computed from DPS gain per rank
(reference: 120 AP / 72 AD)
Level-up priority:
E > Q > W
(R always at 6 / 11 / 16)
1
E
2
Q
3
Q
4
E
5
Q
6
R
7
Q
8
E
9
Q
10
E
11
R
12
E
13
W
14
W
15
W
16
R
17
W
18
W
Q — Seismic Shard
DPS gain per rank: 17.8 / 6.2 / 6.2 / 6.2 / 6.2
(total 42.6)
W — Thunderclap
DPS gain per rank: 5.4 / 1.3 / 1.5 / 1.7 / 1.9
(total 11.8)
E — Ground Slam
DPS gain per rank: 20.3 / 5.7 / 5.7 / 5.7 / 5.7
(total 43.1)
R — Unstoppable Force
DPS gain per rank: 2.4 / 1.5 / 2.5
(total 6.4)
📐 Mathematical Proof
All advice is derived from the duel simulation below. Both sides are assumed to have spent equal gold for their level according to their own profile.
Level
Gold
Your DPS
Enemy DPS
Your EHP
Enemy EHP
Kill (s)
Die (s)
Advantage
6
4000
88
90
2168
1711
19.6
24.1
1.23
11
9000
85
95
3849
3132
36.7
40.5
1.1
16
14500
83
102
5748
4728
56.9
56.1
0.99
THE MODEL'S FORMULAS AND ASSUMPTIONS
Stat growth: stat(L) = base + growth×(L-1)×(0.7025 + 0.0175×(L-1)) — Riot's official formula.
Damage multiplier: 100 / (100 + resistance). Penetration stats are subtracted before resistance.
DPS = auto-attack DPS (AD × attack speed × crit multiplier) + ability rotation DPS (base damage + ratio×stat ÷ cooldown) — ability data is read from the current patch.
Duel advantage = your time-to-die ÷ your time-to-kill the enemy. Above 1: you win the duel.
Enemy model: the enemy spends gold equal to yours on stats fitting their own profile (fair duel). Healing counts as +22% effective HP; Grievous Wounds cuts it by 60%.
Item efficiency = stat value ÷ price. Stat values are derived from the table on the right (this patch's basic items); since passive effects aren't included, efficiency is a lower bound.
Range (kite) factor: a melee champion can apply 75% of its DPS to a ranged enemy.
Item selection target: score = min(die, 1.25×kill) ÷ kill + 0.6×(10 ÷ kill). That is: first survive enough to win the duel; defense beyond that is waste, gains come from kill speed.
Ratio matching: attack items must include the stat your ability ratios depend on (an AP champion isn't offered a pure AD/crit item); defensive items are open to everyone, their value set by the duel.
Ability numbers (base damage + ratios, rank by rank) come from the community source Meraki Analytics; Riot doesn't publish these in official data, so this source is used. If unavailable, a generic rotation is assumed (150 base + 0.55×AP + 0.4×AD, 8s cooldown).
If the enemy's real items are marked, the model uses those items' exact stats instead of a generic gold spread.
The RUNE PAGE is chosen entirely by math: the keystone is picked from the archetype pool by duel score (with a small priority to the meta standard); minor runes by a 'duel effect + utility' score per row, and the secondary tree is the one whose best two minor runes sum highest. Rune values are derived from Riot's descriptions; utilities invisible in a duel (ult cooldown/mana) are scored separately.
GAME STYLE (tank): 'tank' rewards absolute survival time (defense/EHP items rise), 'damage' rewards kill speed, 'balanced' both. Tank champions default to 'tank'; changeable at the top. Defense type is chosen by the enemy's damage (armor vs AD, magic resist vs AP).
Item passives are partly modeled: max-HP burn (Liandry, Blackfire), damage amplification (Riftmaker, Shadowflame), on-hit magic (Nashor). So items with strong passives are ranked by real effect, not just flat stats. Some items' numbers are template-hidden in Riot's data (like Nashor, Demonic), so that part may be missing.
TEAM MODE: in a live game, item score is computed weighted against the whole enemy team, not one enemy — the lane opponent 40%, the other 4 enemies share the remaining 60% equally. Each enemy is modeled with their real items; the armor/magic-resist decision is set by the team's damage split.
STAT GOLD VALUES (derived from this patch)
Stat
Gold
Source Item
Ability Haste
50.0
Glowing Mote
1% Crit Chance
40.0
Cloak of Agility
1% Life Steal
37.5
default
Lethality
35.0
Serrated Dirk (residual)
Attack Damage
32.5
B. F. Sword
1% Attack Speed
25.0
Dagger
Armor
20.0
Cloth Armor
Magic Resist
18.9
Negatron Cloak
Ability Power
18.5
Needlessly Large Rod
Move Speed
12.0
Boots
Health
2.6
Giant's Belt
Mana
1.0
Sapphire Crystal
✨ Rune Page
Resolve (Primary)
Aftershock
After immobilizing an enemy champion gain defenses and later deal a burst of magic damage around you.
Font of Life
Bone Plating
Overgrowth
Inspiration (Secondary)
Biscuit Delivery
Cosmic Insight
Stat Shards
◆Adaptive Force
◆Adaptive Force
◆Health
The keystone Aftershock was chosen from the archetype pool by duel score; minor runes by effect + utility score.
⚡ Summoner Spells
In the top lane Teleport recovers lost waves and creates plays for the bot lane.