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Build Guide by Desoles

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Not Updated For Current Season

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League of Legends Build Guide Author Desoles

DPS Garen - The Tank Way

Desoles Last updated on August 15, 2010
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Ability Sequence

2
8
12
14
17
Ability Key Q
4
10
13
15
18
Ability Key W
1
3
5
7
9
Ability Key E
6
11
16
Ability Key R





Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Masteries

 
 
 
 
 
4/
Sorcery
Alacrity
 
 
 
 
 
 
 
 
 
 
Brute Force
 
 
 
 
 
 
 
Lethality
Improved Rally
 
 
 
 
 
 
Havoc
 
 

Offense: 8

 
 
 
 
 
Strength of Spirit
4/
Evasion
 
 
 
 
 
 
 
 
 
 
4/
Veteran's Scars
Willpower
 
 
 
 
 
 
3/
Ardor
Reinforce
 
 
 
 
 
 
1/
Tenacity
 
 

Defense: 22

 
 
 
 
 
Awareness
Expanded Mind
 
 
 
 
 
 
 
 
 
 
 
Quickness
Blink of an Eye
 
 
 
 
 
Intelligence
Mystical Vision
 
 
 
 
 
 
Presence of the Master
 
 

Utility: 0


First off, this is my first guide, so please be constructive with your comments, attempting to help me in any way you can/want to.

I've personally tried many of the Garen guides on MOBAfire, but I've never had as much success with other builds as I have with this one. I've won a good many games with this build, usually winding up with a score of 14/4/10 or something similar. The items I use make Garen sturdy, but still allow him to put out a good bit of DPS.

Let's begin with masteries, shall we?
I take 8 points in the Offensive tree for the extra crit chance, better Exhaust, and the cooldown reduction, which is important for Garen, being that he is completely cooldown based. I don't bother with getting the 9th point because the magic penetration would only benefit his ult, and the point can be better served in the Defensive tree or improving your Ghost.

I take 22 points in the Defensive tree so I can completely fill out the masteries I take, and to give myself that extra defensive edge that makes me nigh unkillable.

Runes are basic, Armor penetration Marks and Quints for the extra damage, Armor Seals for some damage mitigation early game, and Cooldown Glyphs to make you better in general.

For summoner spells, I take Exhaust and Ghost because they make getting that kill so much easier, I can't live without them.

Early Game:
Grab your boots and a few pots and head to your side-lane of choice. Try to get there early enough that you and your partner can attempt to kill your enemies in a bush-fight, Exhausting the focus to allow your Judgement and whatever your partner can throw at them to be completely effective. If by chance the enemy is getting away, use Ghost in an attempt to get the kill.

On the chance that the bush-fight never happened, HARASS, HARASS, HARASS. Stay in the bush when you can and use Decisive Strike to run at the enemy, then Judgement to do some damage and then get away. When you feel that you can kill the enemy, hit Ghost while in the bush, and Decisive Strike-->Judgement for the kill. It's okay to chase at this point so long as you don't take more than one turret hit. If the turret starts shooting you, hit Courage so you take less damage, and hopefully you got the kill. If not, rinse and repeat. Between your passive and the health potions you shouldn't have any trouble healing up.

When you have farmed 650 gold, go back to buy your Boots of Swiftness to make killing and running easier in general. You should be much faster than everyone at this level.

When you have enough to buy your first Sunfire Cape, it's time for....

Mid Game:
Guide incomplete at this time, need sleep. =(