Garen Build Guide by cannonballkuriboh
Not Updated For Current Season
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.
Welcome to my first build guide! This guide is designed to inform you of a potential option you can take while playing Garen, the way of the "Hit me again!".
Pros / Cons
-Supports a team very well
-Does not allow for "chance kills" (Ashe Arrow/Ezreal Banana)
-Low overall burst potential
-Relies heavily on teammates not to feed
-Does not force games through easily
-Can take forever to win (but does have a bit of inevitability)
For this build, I recommend AD Marks (in order to help obtain early kills), flat Armor Seals (again, helps sustain early game), MR/Level Glyphs (to help pad out the mid-game rise in ability damage), and flat Armor Quints (see the Seals).
You're going tanky, so I would recommend going x/21/x. I personally go 9/21/0, but you can do what you want. You want as much survivability as possible, and as such need the 21 in Defense.
Open Boots+3 Health pots. Wait until you can buy your Ninja Tabi/Mercury Treads (this depends on enemy team comp. If there's a lot of casters, go treads, otherwise stick with Tabi) and start your Guardian Angel (generally by buying your Chain Vest). From here, you should be just tanky enough to survive a few exchanges, and help sustain your lane, perhaps even pushing. Once you get enough, buy the Guardian Angel and a Negatron Cloak. Farm for a bit, try to force teamfights, then buy your Force of Nature and Thornmail (**NOTE** A lot of builds will call for a Warmog's in place of the Thornmail, I just use Thornmail to maximize damage reduction and to deal with slew of "Dunkmaster Champion X" that has become so prevalent as of late). As the mid-late game progresses, work towards your Warmogs, then your Atma's Impaler just to help close out the game.
Open with your Q for the silence, then your Spin, then your shield. Max your spin first, then your Silence, and lastly your shield. You need the spin for exchanging multiple blows with fleeing champs/farming minions, so it's first. The Silence is also an escape/chase move, so it's next. The shied is merely to sustain in slugfests, which shouldn't start happening till later in the match, so it's last. Of course, take your ultimate at 6, 11, and 16 as it becomes available.
I take Ghost as an additional chase/escape mechanic over Flash, as it can work very nicely with your Q for a sustained chase/kite.
I take Teleport in order to be wherever my team is about to initiate a fight in mid-late game, and to jump unsuspecting enemy champs who are autoattacking my creeps/turrets without paying attention.
Again, the idea of this build is to mitigate enough damage that your opponents don't want to fight you, as you will surely win a fight 1 on 1. from there, when they bring their teammates in to help, you play passively, punishing them for overextending in order to try to get to you. Communication with your team and Map Awareness is key in this build, as you have to know where everyone is and what they're doing. You can feel free to switch the order of the item build around, I just find this order to work in the most cases. Thank you for reading, and feel free to comment with CONSTRUCTIVE advice!