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.
All Credit Goes to DEWO for making me want to play Garen with his build and for the description portion of this build
- Best early game killer ingame (imho)
- Heavy physical crit based champ.
- Superb execute skill (no more killstealing!)
- Cooldown based champ, does not require mana regeneration to keep on going.
- VERY good AoE DPS'er
- Good tanking abilities even on DPS spec and items
- Great initiator and 1v1 killer
- Very long silence
- Fast movement hero
- GREAT farmer
- Good chaser
- Good escape mechanism (Judgment = no slows)
- Tons of Armor and HP
- Can kill 2-3 by people by yourself at one time (if tanks than 2 at most at one time)
- Lack of CC
- Slow atack speed
- Cooldown dependant
- Stuns and Snares will piss you off
Great to keep yourself alive and making enemy vurneable to your Judgment spinning. I basicly use it right after my Courage active passes out.
Courage->DS->Judgment->Blind if still alive -> Justice
Amazing from Early-Late game as this spell helps you drain the health faster in order for you to use DJ (Damacian Justice) to get the kill.
A great alternate. You can definitely use this instead of ignite to get you kills (just change the mastery points around a bit. Great for offense and when you need to get the F-ck out of there!
Most common use is when i know my opponent has a spell that can stop me from reaching him (Ryze, Morgana, Anivia, Annie with stun and so on) even with DS speed boost. I Enable DS -> Flash to him and instant silence than Judgment. This is a 100% kill if You could perform a whole Judgment.
Perseverance - Garen will regenerate .5% of his maximum health per second after not receiving damage for 7 seconds.
A good early game passive. Can keep you on lane for little bit longer. The regen later on becomes marginal.
I tend to rely on it when i have 50% or more HP. If i go lower i always have my health potions (till about lvl 10)
Dont rely on this when you have 10 HP :) its better and safer to port and heal and run back spamming DS on the way.
This passive probably will get a boost sooner or later.
Decisive Strike - Garen's next attack strikes a vital area of his foe, dealing bonus damage and silencing them.
Garen gains a 15/20/25/30/35% speed boost for 2 seconds. His next attack deals 40/60/80/100/120 bonus damage and silences his target for 2.5 seconds.
Cooldown - 11/10/9/8/7 seconds
Cost - No Cost
Range - Self
As many try to make this skill as your primary nuke its made more for initiate/escape. The silence it delivers is something that will protect you while you are spinning.
Its is a great tool for chasing fleeing enemies, especialy when you have a full mallet. DS+Mallet = kill since your team or you will just catch him and slow into judgment.
It is a great tool for breaking channels.
Make us of it while moving from spot to spot. It is a free nitro boost!
Skill works on buildings. Use it on towers/inhi to get them down faster. Last hit with it since it resets your swing timer.
Courage - Garen's kills increase his armor and magic resistance. He may also activate this ability to give himself a damage reducing shield.
Passive: Garen's armor and magic resist are permanently increased by 0.5 every time he kills an enemy unit. This bonus is maxed at 7/14/21/28/35.
Active: Garen places a defensive shield on himself for the next 2/2.5/3/3.5/4 seconds, decreasing all damage taken by 35%.
Cooldown - 30/27/24/21/18 seconds
Cost - No Cost
Range - Self
On DPS build this spell is taken tbh only for its Active. 35% damage reduction is VERY nice. Can be casted while spinning. Can be casted before Kharsus ulti will hit you, or nunu one. Its your "oh ****" button. Use it smart against initial nukes and so on. It has a fair long CD and short duration since we max it out as last skill. Take 1st point on lvl 4 just for active. You can towerdive and block 2 shots from tower with it reducing alot of damage income.
Judgment - Garen performs a dance of death with his sword, dealing damage around him and becoming immune to slowing and root effects for 3 seconds.
Garen rapidly spins his sword around his body for 3 seconds, removing and making him immune to all roots and slows, dealing physical damage (15/35/55/75/95 plus 35% of his attack damage) to enemy units in the area every 0.5 seconds. This ability does half damage to minions, and it can scale off of your critical hit stat to deal bonus damage.
Cooldown - 15/14/13/12/11 seconds
Cost - No Cost
Range - Melee
Your primary nuke skill. It is considered as a "spell" so Exhaust, Teemo/Heim blinds dont affect it.
You do not get oh hit effects with it (such as lizard buff, Bloodrazor or black cleaver and so on) so dont waste cash on those items.
This skill will be your "melee" since your AS will be very low (unless poping Yoyo active). This skill can crit that is why we want to do so and stack crit items. It deals 50% to creeps, but is still vital killer.
At lvl 18 without any items Garen will deal 801 damage with lvl 5 Judgment (before armor reduction and not counting crits).
At lvl 18 with all items you should get damage around 1200-1320 (depends on crit witch will be near 90%) before armor reduction.
1300 damage in 3 sec and it is AoE!
Demacian Justice - Garen calls upon the might of Demacia to deal a finishing blow to an enemy champion that deals damage based upon how much life his target has missing.
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 - 140/120/100 seconds
Cost - No Cost
Range - 400
This is a pretty much straightforward skill. A great anti KS tool. Tank destroyer. Superb for tower diving, and your only "ranged" ability.
You have to always calculate how much damage you will diliver with it depending on how much HP your target has. Its also vital to use it even if your target is at 50% of HP.
The weakest point is that this skill does not scale with absolutly anything exept health loss of its target. This makes this skill a bit underpowered.
You cant use it while spinning but you can cancel the Judgment by pressing "E" again and canceling the effect while you put your Justice on your target that grand you 100% sure kill.
The main problem is always predicting how much HP you will take with that spell. Its better to overkill than to waste the cd and let your target run away.
NEVER use it as initate skill on fully healthy target.
9/21/0 For more tanking ability OR 21/9/0 for physical dps build for dodge speed and tank.