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Build Guide by The Deadpool

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.


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League of Legends Build Guide Author The Deadpool

Galio - The Stone Cold Killer (MR/AP)

The Deadpool Last updated on August 12, 2010
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Ability Sequence

1
3
5
7
9
Ability Key Q
2
14
15
17
18
Ability Key W
4
8
10
12
13
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: 9

 
 
 
 
 
Strength of Spirit
Evasion
 
 
 
 
 
 
 
 
 
 
Veteran's Scars
Willpower
 
 
 
 
 
 
Ardor
Reinforce
 
 
 
 
 
 
Tenacity
 
 

Defense: 0

 
 
 
 
 
Awareness
4/
Expanded Mind
 
 
 
 
 
 
 
 
 
 
 
 
 
 
3/
Intelligence
Mystical Vision
 
 
 
 
 
 
1/
Presence of the Master
 
 

Utility: 21


The Stone Cold Killer


Pros:
- Shield
- MR to AP
- Survivability
- Game changing ult
- Best anti-mage tank

Cons:
- Slow
- Low HP
- Stun lock
- Cleanse on ult




My Thoughts

The build is a hybrid MR/AP, giving you that needed survivability with the flexibility to nuke/harass the enemy team. I found it best to play with an AoE type comp is the best for this champ. Your going spend most your time in the bush waiting to flash into an ultimate onto your enemy with a fiddle/amumu close behind.




Abilities

Resolute Smite -


Galio fires a concussive blast from his eyes, slowing and dealing damage to enemies caught near the impact point.
Galio fires a concussive blast from his eyes, dealing 60/115/170/225/280 (+0.6) magic damage to enemies near the impact location, and reducing their movement speed by 24/28/32/36/40% for 2.5 seconds.

Cost
60/65/70/75/80 Mana
Range
900


Bulwark -

Galio shields an ally Champion, increasing their Armor and Magic Resistance, and restoring Galio's health each time that Champion suffers damage.
Galio shields a friendly champion for 4 seconds, increasing their Armor and Magic Resistance by 30/45/60/75/90. Each time the unit suffers damage, Galio is healed for 20/32/44/56/68 (+0.3). (-20% healing for each consecutive hit)

Cost
60/60/60/60/60 Mana
Range
800

Righteous Gust -

Galio claps his wings, unleashing a gust of concussive wind that damages enemies and leaves a directional draft in its wake that increases ally movement speed.
Galio unleashes a gust of concussive wind that deals 70/115/160/205/250 (+0.8) magic damage to all enemies in its path. A directional draft remains for 5 seconds, increasing the movement speed of allies passing through it by 20/24/28/32/36%.

Cost
70/75/80/85/90 Mana
Range
10000

Idol of Durand -

Galio assumes the form of a statue, taunting nearby enemies and storing concussive energy as they attack him. Galio then bursts from his statue shell, releasing the stored energy to damage surrounding foes.
Galio channels for 2.5 seconds, taunting nearby foes and blocking 30% of incoming damage.

After channeling, Galio deals 220/330/440 (+0.85) magic damage to surrounding enemies, plus an additional 10% damage for each attack he suffered while channeling. Max 80% bonus damage.

Cost
100/145/190 Mana
Range
520

Runic Skin -

Galio converts 50% of his total Magic Resistance into Ability Power.



Runes

It is my personal preference to go with full MR per lvl runes with some mp 5 per lvl. I also play aggressive when I can. With so much mana being used the Greater Seal of Clarity help my bar stay full longer, it allows me to focus more on MR/AP items instead of Regen items, which help out with my staying power as well. The Greater Quintessence of Shielding are used to give that so much needed resist which also feeds his AP at the same time.

It's up to you the player, if you feel you do better with HP Runes for early laning, then by all means run with it.

Main Rune Book

Greater Mark of Insight
Greater Seal of Clarity
Greater Glyph of Shielding
Greater Quintessence of Shielding

Secondary Rune Book

Greater Mark of Insight
Greater Seal of VitalityGreater Seal of Vitality
Greater Glyph of VitalityGreater Glyph of Vitality
Greater Quintessence of Fortitude



Spells to use:

Flash:
Teleports your champion to target nearby location. Awesome for flashing into your enemy team from a bush and using your ultimate, or escaping in dire moments where a gank would've occurred at your expense.

Fortify:
Grants invulnerability to all Allied Turrets and causes them to attack 100% faster for 7 seconds. While Fortify is ready to cast, you deal 9 bonus damage to minions.
When combined with your ultimate at one of your towers will make quick work of your unlucky enemy.

Ignite:
Ignite is a damage over time spell that targets a single champion dealing 50 damage plus 25 damage per level over 5 seconds. This damage is not lowered by armor or magic resistance. Also reduces the target healing and regeneration by 50%. 600 Range.

Personally, I like this Spell. I see many kills on focus targets with healers or fleeing enemy's, and and that's always a good thing.

Cleanse
Combined with Flash This can be good for making clean escape, from a Gank. By Cleansing off a stun/debuff and Flashing through a wall.

Ghost:
Your champion moves 32% faster for 14 seconds. You're already fast later in the game, this could make you make you uncatchable or you might even be the one catching someone.

Exhaust:
Blinds the target (100% miss chance) and slows its Movement Speed by 40% for 3 seconds. 550 Range (estimate).

Clarity:
Restores 100 + 25 x level mana to your champion and 50% of that to nearby allies.

Teleport:
After 4 seconds, teleports your champion to target friendly minoin or turret.

Spells to avoid:

Heal:
Restores 140 + 20 x level health to your champion and 50% of that to nearby allies. This could get you that unexpected kill if losing that 1v1 battle or save you're team mate's *** at the lower lvls.

Clairvoyance:
Reveals an area of the map for 6 seconds (castable anywhere).

Rally:
Summons a beacon with 200 + 25 x level Health for 15 seconds which increases allied Attack Damage by 10-35 and used to give Health Regen by 15 + 1.5 x level per second. 0 Range Cast, 850 Range Aura (estimate).

Revive:
Instantly revives your champion at your spawning pool, 9 minute cooldown.

Smite:
Deals 420, plus 35 times your level, damage to target enemy minion or pet.

....Do not take any of these unless a team needs you to grab 1 for some reason....




Item Build:

Usually i have to change something when enemies have more fighters than mages. For example, I like to buy Thorn mail sooner in the middle of the game, and push back my item build.


Core Items:

Main items:

Optional items:


Different Phases:


Lane Phase:

I made it so your have an easy lane phase with catalyst to banshee veil. Giving that much needed survivability and with your passive giving 50% of your MR to AP. Will allow you to harass your enemy without receiving much in return.

At lvl 6 if your finding yourself being in bad shape hang back and let them push to your tower. With a well timed flash into an ultimate. Will finish off just about any low lvls. In the process giving you a double kill.

Roaming Phase:

Ganking Phase:




Tips:

    * Placing Bulwark on an ally being attack to regain health.
    * Righteous Gust can be used for chasing opponents or escaping enemies.
    * You can significantly increase the damage of your moves by using Bulwark on yourself before casting any of your spells.



Work is in progress, help out by posting your comments and ideas.