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Garen Build Guide by Crosserenti

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 Crosserenti

Garen: Still a Force (An ARAM build)

Crosserenti Last updated on December 24, 2013
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Ability Sequence

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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Havoc
 
 

Offense: 8

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Legendary Guardian
 
 

Defense: 22

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Bandit
Intelligence
 
 
 
 
 
 
Wanderer
 
 

Utility: 0


Guide Top

Introduction

Garen has always had power. With max cooldown and lots of health, he is not only a powerful health tank, but possibly one of the best champions. At 450, he is worth the cost. However, his health potential is best drawn out by Warmog's Armor. In ARAM, on Howling Abyss, Warmog's Armor is unavailable. But even with it out of the picture, his damage potential and tankiness need not be affected.

The two builds are a damage tank role (build 1) and a support tank role (build 2). Use is based on judgement, but a summary of each is explained in the Items category.


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Runes

Runes

Greater Quintessence of Movement Speed
3

Greater Seal of Armor
9

Greater Glyph of Magic Resist
9

Greater Mark of Attack Speed
9

The runes I choose are my jungle runes on most occasion. This means Greater Seals of Armor and Greater Glyphs of Magic Resist, to tank early. The Greater Quintessence of Movement Speed allows you to get in and out of combat fluidly, to protect many an ally. The last spot I filled with Greater Marks of Attack Speed. This allows some damage to stack. Early, it seems less useful, but once The Black Cleaver is built, it stacks the passive quickly. Even without, every attack added is more damage dealt, and speeding that up is always worth it.


Guide Top

Masteries

Masteries
4/5
1/1
3/5
1/5
2/5
2/1
3/5
1/1
3/1
3/5
3/5
4/

The masteries listed above are focus primarily on defenses. This is incredibly useful, since protecting your allies is the focus. Block only has one point because though it does help, the bonus is minor. It was good enough for one point because we need it, but not enough to focus it. After that, the next strange change is a max Tenacious . Since ARAM is focused on everyone in one lane, Tenacious can kick easily. That means more often than not, all 5 will trigger it. That's 20 Armor and 10 MR, before any other bonuses, like Enchanted Armor . That is too much bonus to pass up, and helps you tank immediately out of the gate.

After defenses, I put the rest into damage. It helps just a hair, but anything is worth it.


Guide Top

Spells

This one was a hard choice. Flash is a must on any map due to its sheer usefulness, but in ARAM, the other spell can be many. Some that seem otherwise useless, like Heal and Clarity, can be surprisingly useful. Other good spells, like Ignite and Exhaust, still make useful tools. But above all, since Garen's purpose is to tank, I took Barrier. It helps to tank much faster, and at later levels, proves to be invaluable for turret diving.

That said, Heal is a better choice for a team of all squishy champs other than you. This will actually help to keep them alive longer in the end. That has, and should always be, your primary goal. Teamwork is the key in ARAM, and in every mode. Remember to put your team first, ALWAYS.


Guide Top

Skill Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

In ARAM, since you start at level 3, it is usually better to start with one of each skill. The same goes here. After the start, it's better to rank up your Judgment. Since champions tend to cluster together, this useful spin can damage all five enemies it used right, and even if used incorrectly, it tends to discourage others from entering the fray. If one is isolated, they tend to die faster, and gives the advantage to your team.

After focusing Judgment, Decisive Strike is the next ability to focus. It speeds you up and adds damage. You can drop the stragglers and the ones that try to run. It can also rush in, initiating combat as well. Courage gives enough bonus at even rank 1, so it doesn't need the extra ranks.

Only Demacian Justice overrides this, at levels 6, 11, and 16.


Guide Top

Items


Damage and Tank Final Build
Item Sequence











Mercury's Treads
1100

Sunfire Cape
2900

Spirit Visage
2800

Atma's Impaler
2300

Locket of the Iron Solari
2200

The Black Cleaver
3100
Tank and Support Final Build
Item Sequence











Mercury's Treads
1100

Sunfire Cape
2900

Spirit Visage
2800

Atma's Impaler
2300

Zeke's Harbinger
2250

Maw of Malmortius
3250

As you can clearly see, there are 2 builds listed. The first build is a tad more armor oriented, and is designed to pierce multiple tanks while tanking. This is usually the safer build, and is made to be reliant more on yourself, for damage and tanking. The problem with this build is twofold: though it wrecks tanks easier, AP champs deal a bit more damage. In addition, this build lacks solid life gain. This means either you need a support that can heal, or you may need to rely on your passive.

The other build is a tad more reliable, but also far less damaging. Tanks can easily armor up so that you dish out little damage. Though you dish out less damage, you are far harder to knock down. Additional MR makes AP useless, and the shield from Maw of Malmortius makes it even harder for AP champions to deal any damage. The high armor stops AD, and the lifesteal keeps you going. Normally 10% doesn't help, but thanks to Spirit Visage, it doubles for you. It also helps any ADC keep their life up as well, which is always good.

The builds aren't that different, but always rush the cooldown items first. For build one that is The Black Cleaver and Locket of the Iron Solari and for build two it is zeke's herald.


Guide Top

Summary

With two possible builds, you can tank greatly, being an unstoppable wall to protect your allies. Be it a high damage build or a more support role, Garen is a unstoppable force. And though you may not be familiar with him, since you got him randomly, you can always help your team in securing a victory.

Thanks to jhoijhoi, for teaching me code.
Thanks to Maintained, for showing me jhoijhoi's guide.
And thanks to you, for reading this.

Good luck, and may the bacon be with you.


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