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Recommended Items
Spells:
Flash
Teleport
Items
Ability Order
Perseverance (PASSIVE)
Garen Passive Ability
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:
The different pros and cons of Garen are as follows:
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!
PROS: |
CONS:
|
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!
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?
Why Magic Resist Glyphs/Armor Seals?
Why AD and Armor marks?
Why Movement Speed Quints?
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?
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)
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