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.
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Garen is a Demacian Warrior who has a VERY strong early game. He can put out serious damage with his judgement but can be tanky and durable in a lane due to his passive. With this build, you'll have your early game dominance simply because you're Garen AND you will never die because you'll be such a beast!
Pros / Cons
- Strong early game
- Can take heavy damage
- Finishing blow
- Great farmer
- Lack of CC
- No taunt or stun (as a proper tank should have)
- No escape mechanism
Now for runes, we got armor pen reds so that you can still be a threat as a damage dealer. You won't be just a tank that gets ignored; you WILL put out a hurting attracting enemy fire. Magic resist, armor, and HP quints for the other runes so that you can take the damage when they focus you down.
This will also give you strong early game dominance where you will probably have a kill or 2.
For masteries, I went 21 down defensive skipping dodge (Dodge is viable but I personally don't like putting myself out there to chance) and 9 down utility for the fast exp and the fast lvl 6. So many players forget that Garen has a finishing blow and commit in a battle way too long.
We don't need anything down offensive here because you're a physical damage dealer. No need for the 15% Magic Pen
Now here is the bread and butter of the build. I love rushing the sunfire cape first because it gives you armor, health, and damage. Since you have to get up close and personal for your skills and attacks, it syncs well with Garen. But remember, HAVE SITUATIONAL AWARENESS. If the enemy team is 4 AP and 1 AD, maybe you should consider force of nature or banshee's veil before the sunfire cape. If they are physical heavy, then get the Sunfire Cape along with Randuin's Omen.
Now for boots, I prefer Boots of Swiftness over mercury treads or ninja tabi because you will already be tanking like a boss. Now if they are LOADED with CC/stun, then go for mercury treads. Again, have situational awareness in your game.
For summoner spells, I take cleanse and ghost more as a defensive tactic. If you can't tank anymore and need to get the hell out of there, cleanse when they stun and ghost your *** out of there. You'll be running so fast with your boots of swiftness that they won't catch up to you. It is your only escape mechanism in your time of ****.
You can also use it offensively. If you're chasing someone and they quickly turn around to stun you, pop your cleanse, ghost, decisive strike, judgement, and DEMACIAN JUSTICE!!!
Exhaust is a good alternative for cleanse but the ghost is a must.
Ignite is also a good alternative.
You will practically never die if you play it right and you'll even rack up kills because of judgement and your ultimate.
Don't play stupid and go charging into a team of 5 by yourself. You won't be able to tank that. Play smart, have situational awareness, use my build, and profit.