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Garen Humor Guide by CanonselphyCP

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 CanonselphyCP

Garen - TOP THE RANKINGS W/ INITIATION SWAG

CanonselphyCP Last updated on October 17, 2013
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Ability Sequence

2
5
8
10
13
Ability Key Q
4
14
15
17
18
Ability Key W
1
3
7
9
12
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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Executioner
 
 

Offense: 8

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
 
 

Defense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Pickpocket
Intelligence
 
 
 
 
 
 
 
1/
Nimble
 
 

Utility: 22


Guide Top

Introduction

NOTE* This is a humor guide.

Introduction to Garen

Hello! Welcome to my guide for top lane.

As you all know, Garen is usually played as a tanky initiator who starts fights with his movement speed boost from and finishes off runaways with his .

Sadly, such a playstyle warrants much better champions who fulfill the role in a more efficient way, such as Sejuani, Vi, Hecarim and other tanky initiators.

So in order to make our not-so-little friend Garen much more viable due to months and months of extensive research, we'll play him as a sustained damage-oriented movement speed initiator.

IMO, despite the damage, don't forget your role. Give your kills to your carry in order to win the game and assassinate only when you think it will help your team (don't get yourself killed and lose the game/ kill a carry and siege a tower). Always remember that YOU are the first to initiate in teamfights, not your carries. You're Garen, for crying out loud. Use your movement speed boost to run them over and set up the follow-up from your team. I prefer playing Garen with damage but I still have a support-oriented playstyle with this build. It's still up to you though how you want to play.

Here are some of my Garen stats:


Guide Top

Pros / Cons

The different pros and cons of Garen are as follows:

PROS:
  • Fast
  • Has CC reduction with his which makes him a good initiator
  • Can chase really well and finish off runners because of and
  • Fast
  • Tanky
  • Great sustain
CONS:
  • Ineffective in teamfights
  • Can't Jungle
  • Can't AP Mid
  • Can't ADR
  • Not as fast as Hecarim (on some occasions, he is)
  • Easily kited
  • More of a counterpick to farm lanes

No champ is perfect, but in this guide, we will try to make the most out of Garen, and instead of just using Garen as a boring tanky initiator, we'll give him more pack for his punch and instead play him as a not-boring damage guy/initiator!


Guide Top

Runes

The runes may have you wondering. That is why the runes section is here; to explain why these are my runes of choice. Of course, you can change these according to how you play, but I myself prefer these runes.

Why Movement Speed Quints?

This whole Garen guide revolves around Garen being a very mobile champion. Garen terribly needs movement speed because he has no gap closers and when combined with shurelya's reverie and can make for beastly initiations that the enemy may never even see coming.

Why Magic Resist Glyphs/Armor Seals?
I don't think I have to explain this that much. The magic resist gives Garen much more sustain against top laners with AP abilities such as Yorick and Teemo. You may opt for CDR/HP per level if against a top with no AP damage, but even then, MR is good for all around tankiness. The same goes for armor, which gives more sustain against AD top laners.

Why AD and Armor marks?
This is just a matter of preference. I like having some sort of damage in order to become a threat during the laning phase, while also having armor to sustain myself throughout the laning phase. You could opt for full armor marks or full AD marks if you're the defensive or offensive player.


Guide Top

Masteries

In this section, I will explain why I chose the 8-0-22 path and why I chose specific masteries.


Money in the Bank

  • 4 points in Greed for more cash (more cash = good stuff)
  • 2 points in Wealth for +50 starting gold (gives you an early + start)
  • 1 point in pickpocket for even more money in the bank



Dat Pace

  • 3 points in Wanderer for +2% movement speed when out of combat (more speed = more happy)
  • 1 point in Nimble for +3% movement speed (swag)


Guide Top

MORE TO BE ADDED SOON


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