get
prime

Build Guide by PlatinumVanguard

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 PlatinumVanguard

Garenferno

PlatinumVanguard Last updated on October 25, 2010
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Ability Sequence

2
8
10
11
13
Ability Key Q
4
14
15
17
18
Ability Key W
1
3
5
7
9
Ability Key E
6
12
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

 
 
 
 
 
4/
Sorcery
Alacrity
 
 
 
 
 
 
 
 
 
 
Brute Force
 
 
 
 
 
 
 
Lethality
Improved Rally
 
 
 
 
 
 
Havoc
 
 

Offense: 9

 
 
 
 
 
Strength of Spirit
4/
Evasion
 
 
 
 
 
 
 
 
 
 
4/
Veteran's Scars
Willpower
 
 
 
 
 
 
2/
Ardor
Reinforce
 
 
 
 
 
 
1/
Tenacity
 
 

Defense: 21

 
 
 
 
 
Awareness
Expanded Mind
 
 
 
 
 
 
 
 
 
 
 
Quickness
Blink of an Eye
 
 
 
 
 
Intelligence
Mystical Vision
 
 
 
 
 
 
Presence of the Master
 
 

Utility: 0


Hi all! First off, I'm pretty new at LoL, so any suggestions are greatly appreciated! This is my stab at a tank Garen. I saw the Shenfire build and decided to adapt it for my own purposes. First things first: I know the DPS Garen build is at the top, but I discovered that tanks are just too OP, and high armor basically destroys DPS Garen since he can't do enough to secure a kill unless he can Judgment 3 or 4 times. Considering DPS Garen is basically a glass cannon... good luck with that right?

The other thing to note: DPS Garen needs an Infinity Edge and either a Phantom Dancer or a Frost Mallet to become truly effective. However, Tank Garen is effective pretty much all the way through the game. Anyway... let's get on to the important part.

Your core build is going to be boots and 3 sunfires. What boots you get depends on who you're facing. The other 2 items depend on what you want to do as well.

Summoner Spells, I just like using exhaust and flash for mobility, chasing, and ganks. It's a big part of any game so I like having them just in case. You might also try ghost, teleport, and ignite, depending on your playstyle.

Scenario 1: You're facing any AP glass cannons (Ryze, Annie, etc.) You'll want to grab Mercury's Treads and a Force of Nature to boost your survivability against magical attacks. If you're still getting creamed, you may want to add a Guardian Angel or another Force of Nature, but you probably won't.

Scenario 2: You're facing a team of purely physical damage (Garen, Warwick, Jax, etc.) Since magic damage is no longer a concern here, you'll want to grab Ninja Tabi instead of Mercury's, and your other 2 items are more open. I suggest a Thornmail and maybe a Warmog's Armor. If you feel like doing a little offense, Madred's Bloodrazor is a nice choice for you since you won't really be dishing out the punishment with attacks.

Now for playstyle: Early game is before your first town trip (at which point you upgrade your boots and you start working towards the first sunfire) Play basically as if you were a glass cannon DPS Garen. The skill build is the same, so you can play it identically. Basically DS+Judgment, and try not to die doing it.

Midgame begins after you finish your first sunfire and your boots. Now you can easily farm gold from minions simply with Judgment and the sunfire damage. Every wave of minions should easily give you 150 gold. During this phase, you can help your team gank and get another sunfire cape for the late game.

Late game begins after you complete your sunfire and start working on your other 2 items (don't get your 3rd sunfire til after you get your Force of Nature/Guardian Angel/Warmogs. I generally go boots/sunfire/sunfire/Something/sunfire/something with something depending on who I'm facing. At this point, your team should focus on pushing towers, which is super easy since you can pretty easily tank the tower and the enemy champions pretty easily, while dealing tons of damage back between your Judgment, Sunfires, and your ultimate is always a threat, especially if you have extremely high dps carries (like ashe) on your team. Your team can also easily turret dive, since your sunfires will snag turret aggro due to the damage from your sunfires.