Garen Build Guide by dvaerk
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.
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.
Tihs is one of my first builds that I have ever made, and it easy to replace since garen has so many possibilities. Firstly, this is more of a solo lane, tankish build that is great for farming minions but dishes little damage to enemy champions.
Everyone has their own builds and playing styles so this merely a guideline and is not necessarily recommended to use, at least not skill order wise.
- Strong Defensively.
- Can Stay in a fight longer.
- Has an excessive amount of health.
- Lower attack damage
- Harder to do when laning with a partner since you will get less experience and less money since you will be farming minions for money.
For marks I choose to take the greater mark of desolation for the armor penetration which is a great advantage early game as a solo laner or late game tankish player.
For seals I choose to take the Greater Seal of Armor for the added armor bonus which reduces damage taken from AD champions you will be against early game.
For glyphs I choose to take the Greater Glyph of Magic Resist for the added magic resistance which reduces damage taken from AP champions you might be against early game.
For quintessnces there is no specific one i would suggest, but the most reasonable one for a solo lane early game is the greater quintessence of regeneration which will boost your early game health regen, slight as it may be, so that you can stay defending your turret longer, while waiting for your teams jungle to make his way to your lane, either to gank or to cover for you while you go shop.
While soloing, you can decide if you will play aggressively or defensively. If you decide to play aggressively, then go with an offensive mastery build and build up your armor penetration. If you decide to play defensively, then go with the defensive mastery build and stay closer to your turret. However don't play to defensively or you will lose your turret fast, if you jungler comes towards your lane get aggressive, make an all out attack, even if you die, your teammate should get both enemies after you spin.
Ninja Tabi - Movement speed and armor, required for tanking or soloing.
Thornmail - +100 armor, deals 30% of basic attack damage back to the attacker. Required for tanking or soloing, if you want to live longer. This deals a fair amount of your damage.
Force of Nature - +78 magic resist, +40 health regen, and +8% movement speed. Great for going against any AP champion, while giving you a great health regen to boot.
Warmog's Armor - +920 health, +30 health regen. A must for all tanks, since it greatly increases your health and health regen.
Maw of Malmortius - +55 attack damage, +36 magic resist and a few other other effects, worth getting for the attack power and defensive abilities. This is one of the best items available for damage and magic resist.
Atma`s Impaler - +45 armor, +18% critical strike chance, and attacks deal 1.5% of your maximum health as a bonus. This comes off the effect of Warmog`s Armor which gives 920 health.
Decisive Strike - increases movement speed, silences target. This is great for getting close to your enemy so you can spin to win with judgement.
Courage - This is your defensive skill, absorbing X percent of damage. Very useful if soloing a turret or joining a team fight and you get targeted.
Judgement - Your best friend. Spin to win when in close quarters to deal an excessive amount of damage to enemies. Great for farming and removes any slow effects if you need to run.
Demacian Justice - Your ultimate finishing move. Deals huge amounts of magical damage, however only to a single enemy. Still crazy powerful, and your only real damage for a long part of the game.
Heal - Useful when soloing ffor when you get caught in a bind and need to change the tides of battle.
Flash - Useful for two readons.
1 - Can flash out of range of enemy champions to make a run for it.
2 - Can flash towards a running champion to keep attacking them in order to finish it.