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Choose Champion Build:
Spells:
Exhaust
Flash
Ability Order
Perseverance (PASSIVE)
Garen Passive Ability
Intro of Darkness, then Redness, then Whiteness

This guide is especially made for playing Garen as a solo top, which is to note, the only place he should be played. The reason for this, is that this is the area of the map where he dominates the most, and considering the current meta-game, you probably know: It's best to place your AP-Carry in mid and your Ranged AD-Carry and Support in bottom lane.
To start things off I want to say that this build is very much viable in both normal and ranked games. You might have struggle with getting solo top in normal games though, as there can be games when nobody on your team wants to play a jungler.
I am aware, that there are other ways to play

About what items do, and such, you can put your cursor over any item I mention in this guide, and read the tooltip to see their effect. I might mention some of their capabilities as being advantagous, and as such you can read more about them in the tooltip.
Legend
For any abbreviations you do not understand.Preffered Masteries:
Offense Tree:
![]() |
_____ |
I have chosen to get a full 21 points in the offense tree. This is mainly because, while being tanky, you want to be able to deal a lot of damage throughout the game, which is achieved by a good combination of Masteries, Runes and of course Items. First off, I go up in ![]() ![]() ![]() ![]() Next, I go full in Cooldown Reduction( ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Note: If you choose to go with ![]() ![]() ![]() ![]() |
Defense Tree:
I have put all the remaining 9 points into the Defense Tree. First, I take 2 points in both ![]() ![]() ![]() Next, I put all the next 4 points in ![]() The final point then goes to ![]() ![]() |
_____ |
![]() |
Altenative Masteries:
Defense Tree and the Utility Tree.The reason I chose to make this alternative is basically because I find that both sets can be usefull in their own ways, although I personally prefer taking the 9 points in the Defense Tree.
The only change being the Utility Tree, here it is:
Utility Tree:
![]() |
_____ |
I put 9 points in the Utility Tree, grabbing the
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Our last point goes to ![]() |
Main rune set
Greater Mark of Desolation Greater Mark of Desolation Gives you a total of 14,94 Armor Penetration which of course, in the game, is rounded up to 15. This is going to help a load in the early to mid game, and is also gonna make sure that you punish anyone who's still running around with low Armor around late game. These runes, including ![]() ![]() ![]() ![]() These runes give you a total of 12,69 Armor right off the bat, which is then rounded up, by the game to a full 13 Armor. Together with ![]() ![]() ![]() |
_____ |
![]() Gives you a nice 13,41 Magic Resistance. These runes are great in case you end up meeting someone with Magic Damage on top lane, like ![]() ![]() ![]() ![]() ![]() These Quints will give ![]() Aside from the farming aspect, this extra AD will of course also provide a slight bit of extra damage on both your abilities as well as your basic attacks. |
Other runes worth considering
_____ |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() These quints add a lot to your early bulk, and more than anything, it makes you look a bit more scary. You can go with these, if you can see you are facing a difficult champion in top lane, in which case you could get these quints and start with ![]() ![]() |
Best choices
![]() Exhaust One of the most useful spells you can get for Garen. The Armor and Magic Resistance reduction you give you enemy with it (While having the ![]() ![]() |
_____ |
![]() Flash As we all pretty much know, ![]() ![]() |
Other choices
![]() Ignite Ignite is a fair substitution for ![]() ![]() ![]() ![]() Teleport: Teleport is kind of a situational Summoner Spell. It can be a game-changing factor, it can be good in terms of getting to the teamfight from anywhere on the map to any ward on the map. (Requires wards, obviously) However, the thing about ![]() ![]() |
_____ |
![]() Ghost Ghost is a fair alternate to ![]() ![]() ![]() ![]() ![]() |
This is by far the most correct and efficient way to level
Garen's skills. The reasoning behind leading the sequence with a point in
Decisive Strike lies within it's ability to escape a possible level 2 gank from the enemy jungler, making it at least possible to escape without wasting your
Flash. Additionally, you can use this very effectively in level 1, to get some substantial harass off onto your opponent. Focusing
Judgment comes out as obvious based on the the damage that it gains per level. While it starts with a fairly low base damage, it makes up for it when you level it to level 2-3.
The reasoning behind putting
Courage as the last priority, is simply that the damage reduction per level really isn't worth prioritizing in front of
Judgment nor
Decisive Strike.
- "Then why not just skip it completely??"
Well, if you take a look at
Courage you will notice that it has a passive. This passive is really good for Garen early on, and will help you out a lot going into mid-game. If you can manage to get some lasthits in, abusing this passive, it will provide crazy tankiness to
Garen - and very early in the game. The passive of
Courage is one of the many reasons that
Garen is so scary. The reason that
Courage is prioritized last, except for that first point at level 4, is that the passive doesn't stack when leveling it, which means that only the temporary damage increase gets better, which just doesn't compare to the damage from
Judgment as well as
Decisive Strike.




The reasoning behind putting



- "Then why not just skip it completely??"
Well, if you take a look at












Perseverance is a really neat little passive, especially for someone like

Tips and tricks:
- You can use this skill really effectively in the lane. If you find yourself having done a wrong move, or gotten ganked or something of the alike, you can just hang back, avoid damage, and fairly quickly regain your lost health. If you can stay out of damage for a while, I can almost guarentee you that you will regain health faster than your enemy, unless they are using a pot and
Regrowth Pendant.
Tips and tricks:
- Use this ability together with
Flash when your jungler or mid is about to gank your top lane with you. This will almost always snap you a kill, if the one ganking your lane, can get in to deal enough damage. You of course will in this time be
Judgmenting them away.
- Use this skill to scare your enemies, by charging towards them, or just use it to catch up to enemies, silencing them and then
Judgmenting them.
- Also use this skill to escape a tight situation. Don't get overconfident - you don't want to wait until the last second with trying to get away - That's only going to get you killed.
- Use this skill from spawn to speed your travel up slightly. The cooldown will be ready by the time you make it to your lane.
- Camp the brush. Use
Decisive Strike, silencing them, and then follow them around with
Judgment, and finish them off with
Demacian Justice if they are low enough. Potentially use
Exhaust around the time where the silence ends, to keep them from getting out of reach.
Tips and tricks:
- As soon as you get this skill in lvl 1 after reaching level 4, you want to make sure you take advantage of it's passive. FARM. FARM like you never did before. You have loads of Armor Penetration, which makes it fairly easy to last hit, so take advantage of that and build up those defenses. It will be beneficial both in form of earning gold and earning stronger defenses.
- Make sure you use
Courage before you take damage. To be able to dive everything, use this skill before you take the damage, and not just to "try" to survive the final attacks of the enemy. It's way better to force them to focus you, pop
Courage, and then get out of there before you're dead from tanking the tower, as well as the enemies' damage.

Tips and tricks:
- Use in combination with
Decisive Strike to hinder the enemy from
Flashing away.
- Use
Judgment on minions after either forcing the enemy to recall, or after killing them. You want to push the lane after forcing the enemy back, in order to deny them the exp from your minion wave. You do this by pushing to the turret, whereafter you can simply go back. Obviously don't attempt this if you have a miss from mid, or if you're too low to fight a potential gank from the jungler(In many cases, you can kill a squishy jungler by waiting in the brush).
- Camp the brush. Use
Decisive Strike, silencing them, and then follow them around with
Judgment, and finish them off with
Demacian Justice if they are low enough. Potentially use
Exhaust around the time where the silence ends, to keep them from getting out of reach.
Tips and tricks:
- Make sure the enemy you are attempting to kill, is low enough for your ulti to finish them off. There's nothing worse than you, using ulti, leaving them with 50 HP, and them
Flashing over a wall.
- Take into accordance the fact that
Demacian Justice's damage is magic. This means that you want to focus enemies with lower magic resistance than others, for finishing them off quickly(Seeing as how the ones with lower defenses are usually the ones with the greater damage or supportive role, whom are the ones you want to take down first).
Build 1:
Item Sequence






Sunfire Aegis
2700

Force of Nature
2800

Youmuu's Ghostblade
2800

Guardian Angel
3200

Last Whisper
1450
This is my main build, as well as the build that I recommend you follow. The secondary build is simply there to make sure that nobody will blame me for completely ignore the GP/5 aspect of the game, which for many champions is very viable and almost necessary. In my book, however, that is not the case for

The following chapters will describe how to get to this build, my main build, as well as explain the choices I make with my build, and the advantages of getting the items I get, at which points in time.
Build 2:
Item Sequence






Youmuu's Ghostblade
2800

Randuin's Omen
2700

Force of Nature
2800

Guardian Angel
3200

Last Whisper
1450
A secondary building sequence as well as end-game build that gives overall stronger end-game stats, as well as a very usefull Active ability from

With this build you suffer from a lot of your early game damage as well as bulkiness, and substitute it for some extra gold income.
Both builds are viable, however Build 1 is by far the build I would recommend to you.
I will not care to explain the building sequence in this build, however check the Cheatsheet for a well detailed sequence that you can follow and still hopefully do well with, if you feel convinced that it is the better option, even though it is against my advice.
![]() Doran's Shield This item is really useful overall. It gives you good bulk, with both Health and Armor, but just as important is the health regen, which works extremely well with ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Boots of Swiftness A fine substitute for ![]() ![]() ![]() |
_____ |
![]() Mercury's Treads The preffered Boots of choice. In the long run, against any decent team, ![]() ![]() ![]() ![]() ![]() The Brutalizer An amazing item for early damage. Along with the little bonus AD, the more interesting part, is the 15 extra Armor Penetration, which will work really well with your Greater Mark of Desolation's and the ![]() |
![]() Sunfire Cape An extremely useful item for ![]() ![]() ![]() ![]() ![]() Force of Nature Very, very strong item for ![]() ![]() ![]() ![]() |
_____ |
![]() Youmuu's Ghostblade Time to finish ![]() ![]() |
![]() Guardian Angel Gives a good amount of Armor and Magic Resistance along with the oh so lovely passive, which not only keeps your score a little cleaner, as well as saving your butt, not to say wasting some of the enemy's time, waiting around for your respawn in some cases --> It also creates one of the greatest amounts of Fear Factor in the game. While it may not seem like the ideal thing for the tank to "scare" the enemy, since the tank is supposed to take damage, well: That's just the thing. It either makes them run, OR if they're strong/fed enough, they'll try to burst you down as you come running. Either way, it's a victory for you. You either just F'ed up their formation, or you made them waste all of their strongest spells and possibly their CC on you. |
_____ |
![]() Last Whisper A really strong item. Around the end-game you'll start feeling that the damage you deal, isn't quite sufficient - Especially if the enemy is stacking Armor. Therefore, ![]() ![]() |
Basically; the "Other Viable Items for Build 1" are mostly the items in Build 2, along with others that I deem viable, naturally.
________
Atma's Impaler
This item is very strong. Not only does it give you some Armor, to support your tankyness, but it's passive is just brilliant. As you can see in the tooltip, or as you probably already know,
Atma's Impaler gives you Attack Damage based on your amount of health. This is very strong with some of the items in my build for
Garen. For example the
Sunfire Aegis and the
Randuin's Omen. They are in each their builds, but both give a fair amount of HP, Sunfire giving one hundred more, though. Exchanging
Youmuu's Ghostblade is what I recommend if you really want to live the combo of
Frozen Mallet and
Atma's Impaler through, even though it takes away some early game damage that you would normally achieve with the
The Brutalizer.
Side Note: I chose not to make Other Viable Items for Build 2, as Build 2 is basically the "Other Viable Build" already.
Philosopher's Stone Philosopher's Stone Getting ![]() ![]() ![]() ![]() ![]() ![]() ![]() Infinity Edge This item is a fair investment for ![]() ![]() ![]() |
__ |
![]() Heart of Gold Like mentioned, a good item when paired with Philosopher's Stone, which will give you both Health and Health Regeneration alltogether and of course the lovable Gold/5. You should also highly consider getting ![]() ![]() ![]() The Bloodthirster This item is a fair substitute for ![]() ![]() ![]() |
__ |
![]() Randuin's Omen ![]() ![]() ![]() Frozen Mallet A pretty fair item for ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |

Atma's Impaler
This item is very strong. Not only does it give you some Armor, to support your tankyness, but it's passive is just brilliant. As you can see in the tooltip, or as you probably already know,








Side Note: I chose not to make Other Viable Items for Build 2, as Build 2 is basically the "Other Viable Build" already.
It's rather obvious that my way of building and playing
Garen is not the only way. I also make that clear in both the introduction and outtro of this guide.
What I want to take up here is the viability of playing
Garen as a full AD-based character - And I have one thing to say:
"
It can be viable, however...
"
It all really comes down to whether or not your teammates understand that you are going AD, and not going to be able to tank too much for them. Therefore you should, at least in ranked games, make fair sure that you have positioned some sort of tanky character in the jungle. Examples for tanky junglers are:
Amumu,
Udyr,
Lee Sin,
Xin Zhao(If built that way) and fx
Cho'Gath
These are all, if built that way, either very tanky(Meant to be tank from the start), or very bulky while still dealing loads of damage (i.e.
Lee Sin).
-
You should make sure that your teammates are aware that you will be taking this rather less tanky route, rather than being the Big, Tanky, Strong Garen who does whatever he likes.
Other than this - And I've tried my share of games as well - I find AD Garen to be a fairly viable build, and if you play correctly, you shouldn't even die that many times, despite being quite a bit less tanky.
I'd like to put a small thanks to Palthios, as it was his build I used while trying to consider whether or not I should mention AD Garen in this guide :)
WARNING: You may be met with rage, and loads of losses, if you do not mark out in champion selection that you are a full AD Garen. It may just cost you the game that you don't have someone reliable to defend as well as tank for your team.

What I want to take up here is the viability of playing

"
It can be viable, however...
"
It all really comes down to whether or not your teammates understand that you are going AD, and not going to be able to tank too much for them. Therefore you should, at least in ranked games, make fair sure that you have positioned some sort of tanky character in the jungle. Examples for tanky junglers are:





These are all, if built that way, either very tanky(Meant to be tank from the start), or very bulky while still dealing loads of damage (i.e.

-
You should make sure that your teammates are aware that you will be taking this rather less tanky route, rather than being the Big, Tanky, Strong Garen who does whatever he likes.
Other than this - And I've tried my share of games as well - I find AD Garen to be a fairly viable build, and if you play correctly, you shouldn't even die that many times, despite being quite a bit less tanky.
I'd like to put a small thanks to Palthios, as it was his build I used while trying to consider whether or not I should mention AD Garen in this guide :)
WARNING: You may be met with rage, and loads of losses, if you do not mark out in champion selection that you are a full AD Garen. It may just cost you the game that you don't have someone reliable to defend as well as tank for your team.
Finally!!
- We made it to the interesting part!! ;)
It's time to dig into how the professinal
Garen reacts upon laning opponents, minion farm, aggression, initiating ganks, and so on :D
First, I'd like to dig into how you should react upon the different laning oppponents. Basically, as it may have been predicted there are counters to
Garen's might. However, as it may also be predicted, there are ways to counter
Garen's counters.
Let's just dig into it, shall we?
How to Counter the Counter:
Okay, while meeting a well-played
Mordekaiser can many times be the worst possible thing for you, in terms of getting in some minion farm etc, there is a way to get him. You want to take advantage of brushes, and basically, if anywho possible, you want to make sure that he is scared of you, and not the other way around. You need to play with his mentality. You must make sure that
Mordekaiser is scared of
Garen and not the other way around. While you are in the brush, Morde doesn't want to waste his siphon into the brush, in case you're not there, and he will find no other possible way to go about it all, than pushing, keeping his shield up all the time, in which case there has to be a time for him to mess up, at which time you strike. Don't worry if you don't get him the first time, if he uses
Flash it means you've already started to build up your Fear Factor.
Fear Factor is important, but it is not all. A well played Morde, perhaps one who's used to meeting
Garen in top lane, WILL NOT waste his cooldowns on minions - He will sit back and farm with AA's. This is where you're gonna have a problem. You want to farm as well, but every time you try, he has the means to remove rather decent chuncks of your health, while you, as a melee champ, will have a hard time reaching him. Sometimes, a good option here, is to get very early
Boots & 3
Health Potions, perhaps even as first items, if you fear this being a problem.
In order to rock a
Mordekaiser's world, you need to make sure that he doesn't rock your world, first of all, and as soon as you get
Decisive Strike is pretty much the time when you want to ask for a gank. If you have a jungler of the kind, then you can ask for an "early gank", just as you start of. That way, if you play it right, you'll be 2 lvl 2's against 1 lvl 2. You will be able to initiate, and hopefully your jungler will be able to deal consistent damage, and you might even get a kill.
To sum up that last part: You'll need some help from your jungler. Someone like
Lee Sin is a brilliant co-worker with
Garen.
I'll tell you more about initiation down below.




You may or may not have gotten a slight bit excited from my constant spamming of "I'll tell you about it later"-stuff, however the Art of Initiation is not that difficult at all.
Basically, there are 3 different ways to go about it, or more likely, there are 3 different scenarioes to take into account.
1:
You and your opponent are going at it rarely, and you don't have the greatest of chances to get minion farm in, because of enemy ranged skills. Minions are meeting around the middle. In this case, you want to sit in the opponent brush for some while before your jungler appears to gank. Then, when you're jungler is present, you're opponent should automatically have pushed slightly through minion lasthits. You don't want to make it obvious that a gank is incoming though. The enemy won't go forward too much, knowing that you're in the brush. You just want them where the minions are slightly pushed towards your half of the lane. When the enemy goes a slight bit forward to get a lasthit, that's when you strike with
Decisive Strike and then
Judgment, followed up by whatever damage your jungle can make it there to deal. This is usually not a secure kill, unless you have
Demacian Justice ready as well as
Flash. Since in this case, your jungler won't always be able to get there to do anything at all. Therefore this is the secondworst scenario for a gank, since what happens in this scenario, is something you can do to get kills all by yourself.
2:
Same minion scenario, however in this scenario, then enemy is feeling highly confident, and his lasthitting to no end, thus pushing the lane. You don't always have full health, and you are pretty much just sitting back, awaiting your jungler's approach. Once you're jungler is in position, what you want to do is to pop
Decisive Strike,
Flash towards you're target, silencing them almost instantly, your jungler will attack with whatever means they have available, while you deal as much damage as you can with
Judgment. This is one of the strongest ganking scenarioes.
3:
The worst case scenario for your jungler. You're lasthitting all you can, and the enemy is being passive, and letting you push through lasthitting only. This makes it near impossible for your jungler to gank, in which case you should try to sit in the brush after pushing that last minion wave up. You want the enemy to come closer, so that both kills for you and ganks from the jungler are realities.
This is mostly for the time when you meet melee laning opponents without any real ranged skills to lasthit with, and/or to poke to you with like
Irelia,
Lee Sin(Stay behind minions, to make this guy's poke unusable against you),
Jarvan IV(He doesn't have any CC on his poke, and therefore it isn't too dangerous),
Jax(This guy can be dangerous in terms of damage output, though),
Nasus and a number of others as well, however some of the others can cause serious trouble dispite their being melee. (Kind of like Jax can cause trouble)
Garen has a special way of denying his enemies. It doesn't work the way it works with many others by putting yourself in between the enemy and the minions. That's only going to make you get harrassed. And in some cases you'll get targeted by enemy minions when they have pushed the lane till you have no more minions.
The art of denying as
Garen lies in between patience and offense. You see, what you're trying to deny the enemy is minion farm, and not exp. Denying them exp can only be done if we're facing another melee champion with no ranged skills. If not, however, what you want to do is just to concentrate on your own minion farm (Patience), and then, when the enemy attempts to get a minion lasthit (You'll be running around in the middle of all the minions lasthitting at will), you will charge towards them with
Decisive Strike and
Judgment them down. If you can see that they're within killing range, use
Flash as well, either as initiation, or to secure the kill.
With this, you're securing yourself the minion farm, while punishing the enemy if they try to get any of it at all. Basically, if they get too close to the Alpha Male(
Garen)'s territory, they get banished from the land. (Metaphors ftw)
- We made it to the interesting part!! ;)
It's time to dig into how the professinal

Counters to Garen


Let's just dig into it, shall we?
![]() |
_____ |
Yes. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
How to Counter the Counter:
Okay, while meeting a well-played




Fear Factor is important, but it is not all. A well played Morde, perhaps one who's used to meeting



In order to rock a


To sum up that last part: You'll need some help from your jungler. Someone like


I'll tell you more about initiation down below.

![]() |
_____ |
Even if ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() I will talk more about initiation later. |

![]() |
_____ |
![]() ![]() ![]() ![]() However the problem with ![]() ![]() ![]() ![]() ![]() I'll tell you more about initiation later. |

![]() |
_____ |
![]() ![]() ![]() ![]() ![]() With a fair matchup like this, you'll want to work together with your jungler to take this beast down, or at the least to create either a significant level advantage, so that you may have an easier time after your jungler has ganked your lane, hopefully successfully. |

Initiation
You may or may not have gotten a slight bit excited from my constant spamming of "I'll tell you about it later"-stuff, however the Art of Initiation is not that difficult at all.
Basically, there are 3 different ways to go about it, or more likely, there are 3 different scenarioes to take into account.
1:
You and your opponent are going at it rarely, and you don't have the greatest of chances to get minion farm in, because of enemy ranged skills. Minions are meeting around the middle. In this case, you want to sit in the opponent brush for some while before your jungler appears to gank. Then, when you're jungler is present, you're opponent should automatically have pushed slightly through minion lasthits. You don't want to make it obvious that a gank is incoming though. The enemy won't go forward too much, knowing that you're in the brush. You just want them where the minions are slightly pushed towards your half of the lane. When the enemy goes a slight bit forward to get a lasthit, that's when you strike with




2:
Same minion scenario, however in this scenario, then enemy is feeling highly confident, and his lasthitting to no end, thus pushing the lane. You don't always have full health, and you are pretty much just sitting back, awaiting your jungler's approach. Once you're jungler is in position, what you want to do is to pop



3:
The worst case scenario for your jungler. You're lasthitting all you can, and the enemy is being passive, and letting you push through lasthitting only. This makes it near impossible for your jungler to gank, in which case you should try to sit in the brush after pushing that last minion wave up. You want the enemy to come closer, so that both kills for you and ganks from the jungler are realities.
Denying the enemy
This is mostly for the time when you meet melee laning opponents without any real ranged skills to lasthit with, and/or to poke to you with like






The art of denying as




With this, you're securing yourself the minion farm, while punishing the enemy if they try to get any of it at all. Basically, if they get too close to the Alpha Male(

Okay, so we made it to the almost just as exciting part of playing
Garen.
The Teaaaamfiiiiiights
(Awesome intro ftw ?)
Here we will be going through things like initiating, staying in focus of the teamfight, helping out your teammates, using your skills with care, and so on.
As you can most likely guess, you will want to, if possible at all, initiate with
Decisive Strike which will make the enemy incapable of escapeing(Other than running, of course) for at least 2,5 seconds. But that isn't all. You should always make sure to time it right, and to not just silence the nearest enemy. The nearest enemy is in almost all cases going to be the enemy tank. Unless the enemy has a bum as a tank with no defenses nor HP, which should hopefully, for the other team, never happen, you don't want to focus the tank. You should always attempt to get your fingers in one of three characters on the enemy team.
Here they are in the row of whom you want to get your fingers in the most:
---1. The AP-Carry
----Getting your fingers on this bad boy is the best you can do for your team. A dead AP-Carry, or even a damaged one is a lot better for your team than one which is alive, even at half HP. If the enemy loses their means of bursting down your Ranged AD Carry, your Ranged AD Carry, together with your support will be able to do some serious DPS of course along with you and your jungler. Your AP Carry should focus on killing the enemy Ranged Carry.
---2. The Support
----An Enemy Ranged Carry without a support, or basically an Enemy Team without a support is a very much weakened team. Remove this pestilence, and you've removed loads of potential CC(fx
Janna), Heals(fx
Soraka) or both(fx
Taric)
---3. The Ranged AD Carry
----The enemy's main source of DPS. If you can silence and kill the enemy ranged carry while they're out of position or of the alike, you've in some cases already won the fight. If you remove anyone at all from the enemy team without paying any expense, you've most likely won the upcoming fight in any case - That is unless all of your teammates end up using their Ultimate on that one person, stupid as that however would be.
Yes, you actually have a purpose in teamfights --> You are not just the initiater. You are also a tank, and one to be feared of that matter. You have the ability to split up enemies. Do this correctly and you'll have done your job, hopefully resulting in the enemy getting aced, and your team not having suffered any losses, other than perhaps a
Banshee's Veil getting popped every now and then :)
You want to use your skills with care(Especially
Decisive Strike and
Demacian Justice). You need to save a skill like your ultimate,
Demacian Justice until the moment when it is really needed. If your team catches an opponent off guard, don't use your ulti at all. Either get the kill fair and square with
Judgment, or have one of your teammates get the kill.
Also, take note at the beginning of the match, if the enemy has any kinds of "cancelable" skills of any kind. Examples of these Champions are
Katarina's
Death Lotus and
Galio's
Idol of Durand. (A nice tip about
Galio: If you can time your
Decisive Strike well enough, or just activate it and run around Galio with it, when he activates his ult, you're first AA will silence him cancelling his ultimate)
In other words; If the enemy team has a champion with an Ultimate such as
Galio's or
Katarina's, take care when and who you swing your
Decisive Strike at.
About
Courage --> Make sure you pop it before you start taking damage. You have to be the judge of when the enemy gets ticked off enough to start wasting their cooldowns on you, and it's just before that where you want to pop
Courage, and not once you're at 25 % health. There is no mod to see when the enemy is about to attack you - Sorry Mr. Cheapshot.
Finally, you're job as a tank is also to guard your teammates with your life. If a teammate is running - There's a reason. Do whatever you can to save them. You can do many things. If someone from your team is getting hunted by an
Ezreal for instance, you can silence him, to stop him from closing further of the distance, and if
Decisive Strike is on cooldown, the least you can to is to at least block his
Mystic Shot from dealing that killing blow on your teammate.
- However you should make sure that you protect the right people. Don't chase after you're own jungler to protect him - It is also his job to protect your 3 other teammates - If he is running away and an enemy or two is chasing after him, valuate which is more important - Chasing after them, possibly getting a kill, or saving 3 of your teammates from the enemy tank coming charging towards them.
Pick Your Fights!!!

The Teaaaamfiiiiiights
(Awesome intro ftw ?)
Here we will be going through things like initiating, staying in focus of the teamfight, helping out your teammates, using your skills with care, and so on.
The Art of Initiation
As you can most likely guess, you will want to, if possible at all, initiate with

Here they are in the row of whom you want to get your fingers in the most:
---1. The AP-Carry
----Getting your fingers on this bad boy is the best you can do for your team. A dead AP-Carry, or even a damaged one is a lot better for your team than one which is alive, even at half HP. If the enemy loses their means of bursting down your Ranged AD Carry, your Ranged AD Carry, together with your support will be able to do some serious DPS of course along with you and your jungler. Your AP Carry should focus on killing the enemy Ranged Carry.
---2. The Support
----An Enemy Ranged Carry without a support, or basically an Enemy Team without a support is a very much weakened team. Remove this pestilence, and you've removed loads of potential CC(fx



---3. The Ranged AD Carry
----The enemy's main source of DPS. If you can silence and kill the enemy ranged carry while they're out of position or of the alike, you've in some cases already won the fight. If you remove anyone at all from the enemy team without paying any expense, you've most likely won the upcoming fight in any case - That is unless all of your teammates end up using their Ultimate on that one person, stupid as that however would be.
Acting Reasonably During Teamfights
Yes, you actually have a purpose in teamfights --> You are not just the initiater. You are also a tank, and one to be feared of that matter. You have the ability to split up enemies. Do this correctly and you'll have done your job, hopefully resulting in the enemy getting aced, and your team not having suffered any losses, other than perhaps a

You want to use your skills with care(Especially




Also, take note at the beginning of the match, if the enemy has any kinds of "cancelable" skills of any kind. Examples of these Champions are






In other words; If the enemy team has a champion with an Ultimate such as



About


Finally, you're job as a tank is also to guard your teammates with your life. If a teammate is running - There's a reason. Do whatever you can to save them. You can do many things. If someone from your team is getting hunted by an



- However you should make sure that you protect the right people. Don't chase after you're own jungler to protect him - It is also his job to protect your 3 other teammates - If he is running away and an enemy or two is chasing after him, valuate which is more important - Chasing after them, possibly getting a kill, or saving 3 of your teammates from the enemy tank coming charging towards them.
Pick Your Fights!!!
Thanks a load for reading this far, and thanks if you even read some of it :)
I hope you liked my build, and of course my guidance about playing
Garen the way I believe he should be played.
I am aware, that there are other ways to play
Garen and which way to build him is best is going to differ from game to game. This is simply the way I build him, and the way which I have gotten the most wins with. Both in normal games and ranked.
Anyways, again, thanks for reading along! ;)
Additional Note: I plan to take a look at the graphical part of the gameplay-section - I hope it didn't bug you too much - simply rest assure that I plan to make major changes to the layout in that section of my guide :)
I hope you liked my build, and of course my guidance about playing

I am aware, that there are other ways to play

Anyways, again, thanks for reading along! ;)
Additional Note: I plan to take a look at the graphical part of the gameplay-section - I hope it didn't bug you too much - simply rest assure that I plan to make major changes to the layout in that section of my guide :)
.,~'*Kirluu*'~,.
The time has come, for a few people to have their share of shine in this guide :)
~ Searz for his pretty darn awesome guide template, which you can find here ;)
~ Maztef for providing a few tips, as well as helping me with testing different ways to build and play
Garen.
~ Levander for also providing a few tips, as well as helping me test out AD
Garen.
~ WeatherMán, because he simply "had" to be in the credits-section.
~ Searz for his pretty darn awesome guide template, which you can find here ;)
~ Maztef for providing a few tips, as well as helping me with testing different ways to build and play

~ Levander for also providing a few tips, as well as helping me test out AD

~ WeatherMán, because he simply "had" to be in the credits-section.
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