Garen Build Guide by Stippy
Not Updated For Current Season
Not Updated For Current Season
Health Equals Damage
This build focuses on helping garen do what he does best, harass the enemy, and be a great tank for the team. My ranked games using his build I have gone 5-1 on random teams. By far my best Toon score.
By focusing on items which increase his health and armors combined with atmas and CC items he is a great addition to any team comp. Its not uncommon to start off with the most kills on the team and end up with the most assists.
The strategy here is the more health you have, the harder you hit, and the more hits you can tank for your team. The calculator up top is leaving out some of the effects from items. With this build you will have +120 bonus damage making your spin very deadly, as well as your normal attacks and your Decisive Strike.
This is when Garen is a heavy hitting assasin, who is also very survivable. IMHO Garen may be the most damaging hero in the early game. Making harassing and zoning a very viable thing for him early.
Getting the phage should be able to be done the first time you go back. Giving you even more damage on your spin, and of course the more life the more help your passive is.
Early game the passive is not amazing but it does help, which is why you will be using the bushes to your advantage. Coming out to last hit minions or to silence and spin on the enemys too close.
Especially against casters Garen is a huge pain in either of the side lanes. With your flash and exhaust enemys can be silenced before they expect it then slowed as either you alone or you with some help spin down their toon in seconds.
As weird as it may seem, Garen is a great ganker at this time. By now you have your phage and mogs, possibly your mallet if things are going well.
With those items your health should be high enough that combined with Garens passive regen as you run from lane to lane you should be gaining plenty of health back. Also make sure to grab any wraiths as you run around. easy kills with your DS and Spin.
Ping who your targeting, then try to let the person in lane initiate. Run in and use decisive strike to silence, if your summoner abilities are up flash and exhaust if need be, then spin them to death. Finish with your ult when they are at about a tenth of thier life bar, maybe a fifth will work depending on the champ.
Towards end game you should be both a very viable tank, and a heavy hitter.
If your on a roll get atmas before your mallet. The additional damage will be great since your ahead of the other team. Its a low cost for alot of damage.
Otherwise play like a tank. Initiate battles, stick with the team.
USE YOUR ULTIMATE ON CARRIES! These are the enemys who matter. you should be going right for them, and taking them down. In a teamfight I usually throw it around 1/3 health bar for them. Either the team will weaken them before it goes off or they will die shortly after. It is a gamebreaker.
The later part of the build is more for sustainability as only a little bit of life is gained from Randuins and Banshees.
It may be practical to replace the veil with Force of nature. With your immense health that equates to some crazy regen. run around about forty seconds not in combat and you will be back to full health to fight the enemys or push more towers.
With even just a decent team this build should lead to a sweeping victory. Other options would be to go boots of swiftness for more movespeed.
Could also go for Thornmail if the enemy team is very AD heavy. Replace either randuins or veil.
Of course this is the overall goal! This build is fun to swim around in your opponents then get those killing blows.
Thanks for viewing my guide. Happy Hunting.