How to win lane as Gnar against Yasuo · 46.87% win rate (1,453 Emerald+ games, lolalytics, sampled July 2026) · Matchup data reviewed on patch 26.15
Boomerang-poke — Wind Wall can’t block Mega knockup.
Track: Yasuo's Q — Steel Tempest. He Wind Walls your boomerang — but not Mega’s melee knockup.
Read from Gnar's seat: which stage windows this plan plays for against Yasuo.
This is Gnar's own plan; across 1,453 pooled games the lane is leaning Yasuo.
| Stage | Favoured | Why |
|---|---|---|
| Level 1 | Gnar | Mini's ranged autos plus a Boomerang win the first trade, and his only commit is dashing off a minion onto your range. |
| Level 2 | Gnar | A point in Hyper plus Boomerang lands a free poke-and-slow at Level 2 that his crit autos can't trade back into. |
| Level 3 | Gnar | You kite with Boomerang's slow and Hyper's third-hit move speed; his minion-dash can't catch a Mini that just holds range. |
| Levels 4-5 | Gnar | If Rage lines up, Mega Wallop's line stun or an R wall-fling beats his dash-and-Windwall pattern outright. |
| Level 6 | Even / skill | At 6 Gnar gains no new spell — the all-in is even and decided purely by whether Mega is up when he commits. |
| First item | Gnar | Mini's ranged poke keeps the lead — chip him on the long Windwall cooldown and he can't shove or trade back. |
| Two+ items | Yasuo | Full-crit Yasuo with Windwall blanks your ranged form and his tornado-into-R all-in reclaims the duel at two items. |
Mini Gnar abuses range Yasuo can only answer with Windwall (W), which blocks your Boomerang and your ranged autos — so never dump a Q into a held wall. Throw Boomerang on an angle, or after he's already burned W dashing on a minion, and catch it on the return for the cooldown refund and slow. By Level 2, a point in Hyper (W) plus a Boomerang is a free chunk he can't trade back into, and you simply walk away in Mini since his only gap-closer is dashing off minions — there's nothing to dash onto if you hold range.
Pooled Emerald+ win rates from Gnar's side, sampled July 2026.
The full Gnar vs Yasuo report continues with the mid-game plan, the late-game and teamfight plan, every power spike to play around, and the win conditions for both sides — plus cooldown tracking and the live enemy-jungle tracker inside the app.
Read the full guide — plans from $1.99/month →🔒 Secure checkout · 💰 7-day money-back guarantee on your first payment · ✋ Cancel anytime
Lane Pass $1.99/mo · All Lanes $3.99/mo · Annual $24.99/yr. Renews automatically — cancel anytime.
Yasuo, slightly — Gnar wins 46.87% of 1,453 games; winnable with the right plan.
Mostly — Yasuo has a small statistical edge (53.13% win rate), but execution decides this lane far more than the pick does.
No — if anything Yasuo has the slight edge (Gnar wins 46.87%), though it stays close.
Gnar takes Grasp of the Undying on the Precision tree with Triumph, Legend: Alacrity and Last Stand, and Resolve secondary (Bone Plating and Unflinching) vs Yasuo.
Start Doran's Blade + Health Potion and back for Executioner's Calling (≈800g) — cuts his healing. Build Stridebreaker (stick + waveclear) first, then Sterak's Gage, with Plated Steelcaps.
Playing the other side? Yasuo vs Gnar guide →
All Gnar top lane matchups →
More Gnar top lane matchups: vs Volibear · vs Warwick · vs Wukong · vs Yone · vs Yorick · vs Zaahen