Garen Build Guide by Flandre5carlet
| Health | 4043 |
| Health Regen | 61 |
| Mana | 0 |
| Mana Regen | 0 |
| Armor | 125.29 |
| Magic Resist | 152.8 |
| Dodge | 0 |
| Tenacity | 0 |
| Movement Speed | 431 |
| Gold Bonus | 0 |
| Attack Damage | 212.25 |
| Attack Speed | 0.933 |
| Crit Chance | 15%S |
| Crit Damage | 0% |
| Ability Power | 0 |
| Life Steal | 0% |
| Spell Vamp | 0 |
| Armor Penetration | 46.52 |
| Magic Penetration | 0 |
| Cooldown Reduction | 0% |
Recommended Runes
Ability Sequence





Mastery Tree Is Outdated
WARNING: These masteries are still using the old tree and have not been updated to the new tree by the guide author. As such, they will be different than the masteries you see in-game.
Masteries
Introduction
Hello, my summoner name is Flandre5carlet and this is my Garen guide.
Garen is a very strong solo top AD bruiser that has the potential to easily crush opponents in the right hands. He is my main solo top and after playing him for quite some time, I decided to share my builds and playstyle with other players. Please bear with me, this is the first time I write a guide; I hope you have a good time reading it anyways, and please keep the comments for constructive criticism.
Summer 2012 update : Garen's early game is a bit less good than it used to be, but his late game is overall much much better. He is a much more viable pick now, if you're not against someone who can constantly harass you and break your passive.
Credits to jhoijhoi for the template, which you can find here and from which I used some parts.
Changelog
02/09/12 : Modified some things according to the new Garen changes
12/05/12 : Replaced sunfire cape with frozen mallet in builds; explanations in Item section.
09/05/12 : Added Cho'Gath in the top match ups, added the fact that he falls off late game as a con.
04/05/12 : Added an alternative rune page and an items section; added Sion, Fiora, Wukong, Singed to top match ups.
03/05/12 : Guide added
Pros / Cons
| s |
Pros
+ Amazing base damage and scaling + Can be built AD, tank, or both + Huge burst especially in laning phase + Can be really tanky with his + Amazing initiation with his + Finishing off enemies with his + Great sustain in lane with |
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Cons
- Only CC is a silence - Can be kited quite easily - Can KS allies easily with - Falls off late game. |
Masteries
Details
A standard 21/9/0 solo top with extra resistance at early game thanks to Veteran's Scars, and high offense with armor pen and damage.
Details
This setup allows me to recall faster with the Improved recall, allowing me to go back to base at times where I could not if I didn't have this mastery; 6 points in defense for early game slightly higher resistance, and 22 in offense are self explanatory.
Runes
Greater Quintessence of Attack Damage: Gives you the little early game boost you need.
- greater mark of desolation: Combined with the item build and masteries, this will allow you to have a huge armor penetration to wreck low armor enemies or deal high damage to high armor enemies.
Greater Glyph of Scaling Magic Resist: Adds to your late game magic tankiness.
Greater Seal of Armor: Adds a lot to your early game resistance in solo top.
Other possible rune pages :
| Runes | |||||||||||||||
Greater Mark of Attack Damage 9 |
Greater Seal of Armor 9 |
Greater Glyph of Scaling Magic Resist 9 |
Greater Quintessence of Attack Damage 3 |
||||||||||||
Greater Quintessence of Attack Damage: Gives you the little early game boost you need.
Greater Mark of Attack Damage: This combined with the above makes your early game AD HUGE, giving you really easy kills at levels 1-6 on unsuspecting enemies.
Greater Glyph of Scaling Magic Resist: Adds to your late game magic tankiness.
Greater Seal of Armor: Adds a lot to your early game resistance in solo top.
Summoner Spells
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IGNITE: One of the most useful summoner spells for Garen as it allows you to add up more damage to your burst before using your ultimate; also allows you to secure kills, |
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FLASH: For escape, initiation, closing up with an enemy, etc... Flash is always good to have. |
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Abilities Explanations
Passive: Perseverance
Garen regenerates 0.5% of his maximum health per second after not receiving damage for 9 seconds. The regenerative state will stop if Garen receives damage from any source other than lane minions.
Explanation:
A great passive that allows you to have a strong sustain during the laning phase, provided you don't get hit by minions. To use it to its fullest, standing at a safe distance behind your own minions will prevent the enemy minions from targeting you (unless you hit the enemy champion). You can also stay in the bush.
Try to keep it up when your health is not full so as to remain in lane as long as you can.
Note : minions don't trigger it, but champions spells such as an AoE slow that does no damage will stop it, even if the description only states "takes damage".
Q: Decisive Strike
Garen removes all slows on him and gains 35% movement speed for 1.5 / 2.25 / 3 / 3.75 / 4.5 seconds. His next melee attack within 4.5 seconds will deal 30 / 55 / 80 / 105 / 130 (+1.4 per attack damage) physical damage and silence his target for 2.5 seconds. This attack can critically strike.
Cooldown 8 seconds
Explanation:
The only CC that Garen has, but damn it does hit hard. Silencing right before your
Interesting fact: The speed boost remains even after you hit an enemy with the silence, so you will also have a speed boost during your
If you can't hit them with your
Also do not forget to use it when you are slowed and need to escape as it removes all slows when casted. Due to that, it can get rid of an unwanted exhaust and allow you to escape to safety. Keep that in mind when being chased by someone who can slow you.
W: Courage
(Passive): Garen's armor and magic resistance are permanently increased by 20%.
(Active): Garen places a defensive shield on himself, decreasing all damage taken by 30% and reducing the duration of crowd control by 30% for 2 / 3 / 4 / 5 / 6 seconds.
Cooldown 24 / 23 / 22 / 21 / 20 seconds
Explanation:
Garen's tanky spell. Grabbing a point early in this allows you to farm the passive while you get last hits in lane, allowing you to get extra tanky without having to buy defensive items. The active is also great if you think you're gonna take a little too much damage at some point, or to tank a tower, etc...
The passive doesn't need to be maxed anymore since it's a permanent % bonus. Maxing this spell is less useful than maxing your Q or your E because the damage or duration of speed boost they give are more beneficial, in my opinion, than the longer protection on this spell. The passive doesn't increase with each rank.
E: Judgment
Garen rapidly spins his sword around his body for 3 seconds dealing 20 / 45 / 70 / 95 / 120 (+0.7 / 0.8 / 0.9 / 1.0/ 1.1 total Attack Damage) physical damage to nearby enemies every half second. Garen can deactivate Judgement early by activating the ability again after 0.5 seconds. Garen cannot use Decisive Strike or Demacian Justice while Judgement is in effect. Damage to minions and neutral monsters is reduced by 25%. Garen ignores unit collision while spinning, but takes a 20% movement speed penalty when passing through minions.
Cooldown 13/12/11/10/9 seconds
Range 330
Explanation:
The (in?)famous "Spin to win". A powerful attack if you can manage to keep the enemy in the spin for its entire duration. Each tick of the spin can also crit, hence why the 'troll' build described in the Item Builds section can actually work really well.
Also a great farming skill once it's levelled up, just stand in the middle of minions and spin, and watch as you earn gold and XP by killing the entire wave.
R: Demacian Justice
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.
Cooldown 160 / 120 / 80 seconds
Range 400
Explanation:
Garen's finishing move, Demacian Justice. The Flying Sword of GG that will strike an enemy down if their health bar looks at about 30%. Once you hit level 6, you can pretty much burst any not-too-tanky champion down with a
It is an execution ult, so do not use it at the start of a fight; rather, save it for when the enemy is weakened. It also deals magic damage and not physical, so armor penetration won't help it.
It also takes a little bit of time to get used to the right timing at which your ult will kill someone. After playing a few games with Garen you'll get the hang of it : the best moment is when the life bar of the enemy looks like it is at about 30%.
Skill Sequence
The ult is maxed whenever possible for obvious reasons; the spin is your main source of damage so you will want to max it first. Evening out between your Q and W will allow you to get better bonuses from both skills at the same time. It's my personal preference though.
Items
Firstly, boots.
I personally go for
Boots of Swiftness because combined with your
, they give you a huge speed boost to close gaps with the enemy. Those are my personal favourite boots on Garen, but you can have several alternatives :
Mercury's Treads : Gives you MR and CC reduction if you face off an AP or CC heavy team; also helpful if you just want to be tankier instead of faster.
Ninja Tabi : Useful in a team with several AD champions, like for example
Ashe and
Tryndamere.
Ionian Boots of Lucidity : I don't personally like these boots on Garen, but since he's really cooldown reliant, I can see them working.
Now about my build order.
Starting
x3 is my personal preference to remain in lane more; if you go with the AD rune page instead of armor pen, you can start with a
Doran's Blade to have even more early game damage.
I get an early
Last Whisper because of reasons explained in the dedicated section.
After that, you don't need much damage due to ignoring a high part of the enemy's armor. I use this time to get a truckload of HP by getting
Warmog's Armor and
Frozen Mallet.
You can go for either
or
Sunfire Cape depending on your needs and your personal preference;
allows you to chase forever due to the slow as well as synergising better with
Atma's Impaler; icon=sunfire cape gives you more armor and a nice AoE damage that will add up with your spin.
That will make you reach a little above 4K HP, which will synergise really well with the
Atma's Impaler you should get after those.
Force of Nature comes after to top off the rest of your resistances and be an awesome tanky damage dealer.
The order in which you get the last items depends on the enemy team. If their AP is dealing too much damage, you can get
before
. If their AD is fed, you can replace
with
Thornmail.
The build I described above is my regular build against an average team comp with a solo top bruiser, an AP mid and an AD/support bot.
Crit chance on Garen? BUT WHY ლ(ಠ益ಠლ)
Why? Because it works.
To understand, you need to first get how
works. The way the description says it isn't very clear.
Basically, the description tells you the damage this skill does every second; in game, the skill has a tick every half second. Now imagine the description says 210(+100), which equals 310 in 1 second, you will do 155 damage every half second.
The crit chance doesn't really increase the damage per se; basically, every one second damage has a chance to crit. So if a tick crits, the second tick will crit too. I hope I'm clear enough by explaining this.
So pretty much, if you have 30% crit chance, when you start
, you have 30% chance every second to crit for 2 0.5 seconds ticks.
Last Whisper? So early? BUT WHY ლ(ಠ益ಠლ)
Why? Because, again, it works.
Most of the time, the enemy solo top will quickly start grabbing a
or even a
to counter your high damage; that's where your armor pen comes in. After a few calculations, I personally think that grabbing
early, combined with armor pen red runes, will totally obliterate the enemy's armor. And a direct hit to the enemy's HP is better than a bigger hit against a huge armor.
Now let's say the enemy has 75 armor.
You immediately remove 21 to that due to the runes and masteries. We're now already down to 54. Now remove the 40% provided by
. Congratulations, your enemy went from 75 to 32,4 armor.
Now, imagine the enemy got an early
(and/or he's
, or something) and he has 170 armor.
Again, immediately remove 21 to this and you fall down to 149. Okay, you may say that's still a high amount of armor. Now remove 40% and you fall down to 89.4 armor.
After these explanations, I hope you understand why I go for early armor pen. You can WRECK your opponents' tries to defend themselves and get tanky while they try to get tanky too; you'll still do a hell of a lot of damage while getting harder and harder to kill.
Top Match ups
Easily won :
leesin He can harass you with his Q, but if he TRIES to kick you you can just
IN EVERY OF THESE LANES, IT IS STILL IMPORTANT NOT TO OVEREXTEND TO PREVENT GANKS.
Average lane :
retty much a tie, and depends on jungler ganks.
Annoying (but not necessarily lost) lane :
Really hard to win, most likely lost lane:
Early Game
Early game is where you will truly shine and have easy opportunities to get a lot of kills. Once you got your 2
and your
, you can already start harassing by using
and running toward your enemy; either it scares them away, or they take it like a man and it gives you the opportunity to
.
Try not to recall until you have enough for at least
(if you started with
) or
(if you started with
x3).
If you didn't manage to get a kill before level 6, you surely will once you get level 6. Grab your
and get ready. If the enemy gets too close,
, followed by
and
. You just got a kill. Don't forget to use your
if you don't tihnk you'll deal enough damage for a kill.
Garen is an easy lane win because of how strong his sustain is as well as his damage. Don't forget to
your bush, last hit as many minions as you can and deny your opponent.
Usually, a
followed by running toward them will scare them away from the XP they get by your dying minions.
Mid Game
By now you should have taken down your lane's turret down, and possibly the other lanes. Now you might want to go roaming and gank any enemy champion you can; a
+
is an easy surprise gank on an unsuspecting champion : they'll be suddenly silenced and you'll be in their face for your full combo. Grab dragon when he's up, grab buff camps (and enemy buff camps if it's not too risky). Push other lanes that need help, protect your own lane from pushes... There's a lot to do during this part of the game.
By now you should already have your
, and should be able to deal quite a lot of damage against even tanky champions. Also keep in mind... You're naturally tanky yourself, so once you got your
on your way to warmog'sarmor, you can already start manning up and rushing in (provided you're not 1v5 and your team is backing you up) to initiate fights. If they focus you, still win because your carries are safe. If they don't focus you, you'll
and deal a lot of damage anyway.
Late Game
By now you should have reached your
; you should have almost 200 armor and 100 magic resist, as well as almost 4000HP thanks to your
's passive,
and
. Manning up to initiate is not a problem as you can just
then
onto their AP or AD carry to unleash all your mighty combo on him; your team should be backing you up too. Going for the AP is better due to your CC being a silence; it'll prevent them from doing anything for a good 2.5 seconds.
Grab baron if you're confident the enemy team will not be able to interrupt you (for example, you got an inhibitor down). Ward the bushes and behind the Baron's "arena" so their jungler can't try to steal. If they try to prevent you from getting it initiate the fight on them.
Late game Garen presumably falls off compared to his early/mid game, but with a good build you will still be really tanky while still dealing decent damage, especially thanks to your armor pen.
Team Fights
As Garen, you shouldn't fear to run face first into a teamfight. Being quite tanky, if they decide to focus you, it'll take them long enough to take you down that your own team will have killed 2-3 of them. Otherwise, you should be tanky enough so as to kill your main target : their AP or AD carry. Your goals are to take down the squishy champions, and optionally, deal damage to their whole team with your
.
With the proper build, you can get your full combo on a squishy before being even close to dying. Don't forget to activate your
, it helps a lot. Save your
to secure kills or get enemies who would have escaped otherwise.
[DOESN'T WORK ANYMORE] Extended range on Demacian Justice? **** yeah!
THIS HAS BEEN FIXED, I'M ONLY LEAVING THIS FOR INFORMATIONAL PURPOSES.
There's a trick to get an extended range while using
Basically, you have to cast the ult while in the middle of your
Thus, start your spin, click in the general direction your enemy is walking, cast the ult, wait. If your spin did enough damage, enjoy the free long range kill and possibly their wasted flash.
Final Comments
Well, this is the end of my Garen guide.
I hope it was a good read for you seeing as I put a lot of time in this. Constructive criticism is always welcome in the comments, and I'll check back to answer questions as often as I can.
If you want to contact me in game, you can find me as Flandre5carlet on both EU West and NA servers, though I'm much more active on NA currently.
PS : If you read up until there, you deserve a cookie.
SPECIAL THANKS :
Pawni for helping me film the skills videos.|
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