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Garen Build Guide by sixbladedknife

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 sixbladedknife

Garen : OP as ****

sixbladedknife Last updated on August 12, 2011
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Ability Sequence

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

 
 
 
 
 
 
 
 
 
 
 
 
 
3/
Brute Force
 
 
 
 
 
 
 
Lethality
Improved Rally
 
 
 
 
 
 
1/
Havoc
 
 

Offense: 21

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

Defense: 0

 
 
 
 
 
4/
Awareness
Expanded Mind
 
 
 
 
 
 
 
 
 
 
 
Quickness
Blink of an Eye
 
 
 
 
 
Intelligence
Mystical Vision
 
 
 
 
 
 
Presence of the Master
 
 

Utility: 9


Guide Top

Introduction

As this build starts to come together you'll see why I call it "Garen : OP as ****".

By the end you have over 4000 hp, a healthy dose of armor and magic resistance, and over 250 base damage with excellent armor penetration.

It does everything.

If you farm well then you don't become tanky dps, you are a dps tank.


Guide Top

Runes

Armor pen reds, the choice is obvious.
Cooldown reduction blues on Garen is also obvious.
Armor yellows just for that early survivability, even if you end up laning against mages it defends you from their autoattacks and enemy minions.
Movement speed quints because people will be running from you, believe me. If you want to almost get 10+ kills then go for armor penetration, if you want to GET 10+ kills then get yourself the speed you need to close the deal.


Guide Top

Masteries

21 points in offense, ignoring critical strike damage on the way, as your critical chance will be too low for it to matter.
9 points in utility, though you could redistribute 6 points of that into increasing your armor and mr in the defense tree.


Guide Top

Items

You want the frozen mallet and boots of swiftness so that you are always more mobile than your target. Having the mallet early is key, when you run in and use your Q on an enemy they should be going ****ing nowhere.

Where you going mate?

****ing nowhere.


Guide Top

Skill Sequence

Run towards an enemy, activate Q for the speed boost as they will try to run. After this they should be slowed and silenced, it's time to hit E for spintowin.

During Judgement it's not enough to simply follow them around, you want to move AHEAD of their escape route while just barely keeping them within the damage range of your E.

As soon as Judgement ends you should be laying an autoattack on them to reapply the slow from Frozen Mallet.

If you feel that you are in danger at any point activate Courage, you can turn it on as part of your initiation, but I like to try and save it in case they get backup I wasn't expecting. There's no point having damage reduction before you're taking damage, it only lasts a few seconds.

Enjoy your free autoattacks due to your massive movespeed advantage, use Demacian Justice to finish them off if necessary, if you can save it then all the better.

Congratulations, you just facerolled some poor bastard.


Guide Top

Summoner Spells

Fatigue and ghost, why **** around?


Guide Top

Summary

Go roll some faces, faceroller.