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Garen: A Knight To Dread.
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Spells:
Exhaust
Ghost
Ability Order
Perseverance (PASSIVE)
Garen Passive Ability
Introduction.
I'm portraying a tanky DPS champion who quite simply needs no items to aid in being tanky. A lot of players seem to think Garen as an outright tank but building him this way makes him quite simply useless to the team.
Here are the stats from the last game I played as Garen with this build:
Greater Seal of Armor: These are here to add a little padding is all.
Greater Glyph of Cooldown Reduction: Nine here reduce your cooldowns a huge amount, this clearly adds a lot to your game and a lot of the time gets me a kill where otherwise they would escape.
Greater Quintessence of Desolation: Three of these go back to pumping up your armour penetration.
Start with Decisive Strike, you get a little speed bump which helps catch up and early on can deal quite a whack to enemy champs, this skill also silences the enemy which aids in popping off your other skills. The speed bump is also quite helpful if you need that little extra to escape.
Second grap your Judgment, here is Garen's bread and butter. All you need to know is neatly wrapped up in your E button. Pop this after your Q to do serious amounts of damage.
Third catch some Courage, This mainly is needed for it's passive and also gives you a little more reason to be last hitting. Basically every time you kill a unit your armour and magic resistance goes up 0.5, capping at 25 - Consider this free padding. The active is also helpful for getting the edge whilst trying to escape.
After you have completed that three piece sequence simply follow the priorities I stated above.
Passive: This is the reason people wrongly consider Garen a tank. After not taking damage for seven seconds you regain 0.5% of your maximum health per second - You will see in game that this does very little.
Demacian Justice: Now we are talking, Garen calls upon the might of Demacia to attempt to execute an enemy champion, dealing 175 / 350 / 525 damage plus 1 damage for every 3.5 / 3 / 2.5 health they are missing. What more could you ask for? Follow your Q, E, R attacj sequence and people will fall at your knees. A simple rule of thumb is pop you ulti when enemies are roughly a quarter of health for it to kill.
In all seriousness you can achieve a pre-level 6 burst of 1000 damage, that will cause some drama to any player.
Who you don't want to be against: Basically champions who are ranged with anti-melee abilities, they will walk all over you. So players like Ashe, Corki and Teemo stay away from until later in the game.
Decisive Strike, Courage and Judgment all aid in escape.
Judgment take roughly half a second before it pops so keep it in mind if you're close to death.
Vote, vote, vote, comment, comment, comment.
Enjoy playing Garen.
Sincerly, Beutron.
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