

Gnar vs Cassiopeia Counter Pick
Matchup Summary
What the Data Means
Grounding is a rare effect, and Gnar makes an unusually poor target for it. Miasma stops enemies inside it from using movement abilities, which cancels Hop and its transformed version Crunch, the only repositioning tool in the kit. The record sits at 42.2% over 135 games on patch 16.13.1, graded hard.
The damage math compounds it. Cassiopeia deals pure magic damage into 30 base magic resist, and Twin Fang heals her for a share of what it deals to poisoned targets, so a failed all-in refunds her health while Gnar’s 540 starting bar and 1,883 at level 18 stay spent. Serpentine Grace amplifies every move speed bonus she picks up, and both champions share a 335 base, so she is the faster of the two once boots are bought.
Her 18 base armor is the softest point on offer, and Boomerang Throw can attack it without committing, slowing on the throw and returning for a second pass with a reduced cooldown if he catches it. Reaching maximum Rage forces the transformation and the survivability that comes with it, and GNAR! stuns anything slammed into a wall, the one swing that ends a fight before Petrifying Gaze can. Execution ratings are 10 and 8, and 135 games is a narrow base for firm conclusions.
FAQ
No — current data marks this as a counter matchup: Cassiopeia has the statistical edge. Gnar wins 42.2% of the recorded games.
42.2% from Gnar's perspective, measured on patch 16.13.1.
135 ranked games at Emerald rank and above, across all regions.
The current Gnar build — items, runes and skill order from the same data set — is on the Gnar build page.