Talk:Gnar/@comment-7460908-20140908180827/@comment-12314620-20140911211311

The early cooldown for boomerang is quite reasonable if you are able to catch it. The fact that it costs no mana, slows and is longish range makes it a safe farm and poke skill. Although you won't be chunking like old Nidalee with her spears the damage starts stacking up. Also if you dodge ~90% of ruptures you should've had plenty of time to zone Cho from your minions since when rupture is on cooldown there's absolutely nothing he can do to catch you at least without trying some desperate flash shenanigan (yes, he might hit with feral scream but that's about it.). If you are constantly getting hit by Cho's spikes I think you need to work on your positioning. When rupture is in cooldown you should be able to either zone Cho off the minions or get your W off (which is very effective against Cho because of % max hp damage). Combined with the additional speed from Hyper it is easy to continue harassing and force him all the way back to the turret (he should only be able to hit rupture when you have hyper up if he's extremely lucky).

I think that even in it's current state mini as a form is great. Gnar on mini is one of the most difficult champions in league to catch and kites extremely well when he's engaged since all his skills in mini let you increase the gap between you and your opponent.

When all comes together I think your Cho matchup was decided rather by individual player skill than Gnar as a champion being bad. If I were to get comboed by a Cho by most ranged toplaners I think I would deserve to get chunked and at very least sent back to base. Most ranged toplaners also don't reach nearly the same safe range Gnar has due to his Q (and I want to remind again he doesn't suffer from resource problems).