Garen Build Guide by Mojakeus
Build 1 (Cheat Sheet)
Champion Build: Garen
| Health | 3183 |
| Health Regen | 29 |
| Mana | 0 |
| Mana Regen | 0 |
| Armor | 157.6 |
| Magic Resist | 52.5 |
| Dodge | 0 |
| Tenacity | 0 |
| Movement Speed | 431 |
| Gold Bonus | 0 |
| Attack Damage | 370.5 |
| Attack Speed | 92.933 |
| Crit Chance | 170.05%S |
| Crit Damage | 86.48% |
| Ability Power | 0 |
| Life Steal | 0% |
| Spell Vamp | 0 |
| Armor Penetration | 30 |
| Magic Penetration | 0 |
| Cooldown Reduction | 20% |
Recommended Runes
Ability Sequence

2
8
10
12
13

3
14
15
17
18

1
4
5
7
9

6
11
16

Mastery Tree Is Outdated
WARNING: These masteries are still using the old tree and have not been updated to the new tree by the guide author. As such, they will be different than the masteries you see in-game.
Masteries
Guide Table of Contents
SPIN TO WIN
ATTENTION
It's important that you read the majority of this as the cheat sheet will not help you nearly as much as reading the guide. This is my first guide, and I have put a fair amount of effort in this, so I would appreciate constructive criticism.
Please note that there are many ways to build and play
Pros & Cons
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+ Very strong early/late game
+ Sustained laner + Natural armor/MR + Very strong against tanks + Can turret dive like a baws |
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- Runes are expensive (DPS) - Can't benefit from AP - Early game CAN get weak* - Forces people to build armor - Taunts render him useless - Has no lifesteal |
When laning as
Garen, it's nearly impossible to be forced out of lane unless killed in front of a turret. The only thing stopping him from recalling is his lack of items. It's quite easy to rack up 2000 gold in between recalls. What allows him to do this is
A.) Garen does not use mana
B.) Garen's
Perseverance restores massive amounts of HP
C.) Garen's early game power is a force to be reckoned with, and most expereience players will know to think twice before turret diving him.
Also, most
Garens are useless when silenced and cannot deal significant damage. This build, however, puts a large amount of damage on
Judgment and
Decisive Strike while also maintaining a 100% crit chance and 284% crit damage through auto-attacks. Although his attack speed is slow, he makes up for it by pumping out tons of damage.
Due to the cost of this build, his early game lacks a little bit of power. Most guides/builds lack in late game power, while thriving in early game, but this guide exponentially increases in damage. If you are caught off-guard or your laning partner is feeding, it's possible that you may end up dead and without money. Getting behind early game may screw up the rest of your match, but it's hard to do that badly with
Garen. As long as you play smart and not too aggressive, you should have no problem getting fed.
A.) Garen does not use mana
B.) Garen's
C.) Garen's early game power is a force to be reckoned with, and most expereience players will know to think twice before turret diving him.
Also, most
Due to the cost of this build, his early game lacks a little bit of power. Most guides/builds lack in late game power, while thriving in early game, but this guide exponentially increases in damage. If you are caught off-guard or your laning partner is feeding, it's possible that you may end up dead and without money. Getting behind early game may screw up the rest of your match, but it's hard to do that badly with
Summoner Spells
Preferred Summoner Spells
-
This is one of my favorite summoner spells. It's applicability to every game is unbelievable. Not only will it secure kills when they run fast than you or are in turret range, but it can cut heals in half like
Sadism or
Meditate, or even straight up
Heal! When in doubt, always
Ignite! -
Flash is by far the most useful and legit spell in the game with it's practicality even better than
Ignite for every game. It's used for getting away, chasing, juking, etc. Regardless of the circumstances, I always use
Flash.
-
Although I almost hardly ever use
Ghost anymore, it's still a very viable and useful skill for
Garen. I prefer sticking with
Ignite on "D" and
Flash on "F" and using
Decisive Strike as a substitute for
Ghost, it would still work and help you in chases. -
Again, I almost hardly use
Exhaust anymore but it still works for
Garen. Instead of
Exhaust I just use
Judgment instead, but it's entirely up to you depending on your needs. -
I'm not a big fan of
Heal, and those in the higher skill ranges tend to frown upon it, but if you're just starting or have health issues, then go for it.
- I wouldn't recommend any other summoner spells for
Garen, mostly because they don't make any sense. Self-explanatory spells like
Clarity and
Promote will not work with
Garen. Even soloing top,
Teleport is a bad option because
Garen simply doesn't need it, and he will function better without it.
Runes
DPS Runes
These runes are completely offensive, lacking any resists and is for pure damage.
Greater Quintessence of Critical Damage: This is what I use mostly for DPS
Garen, with a whopping 4.5% crit damage each, this is what fuels
Garen's damage.
OR
Greater Quintessence of Movement Speed: You can also use these for a mobility bonus of 4.5% movement speed, but I wouldn't recommend it as they are 2k each.
Greater Mark of Critical Damage: I usually get 6 of these, which also fuels most of
Garen's damage.
Greater Mark of Critical Chance: Along with the 6 Crit DMG marks, I grab 3 of these to help
Garen reach 100% crit chance at his full build.
Greater Glyph of Critical Damage: I grab 9 of these to make
Garen even more powerful, and
Garen's natural tankiness and
Courage makes up for the MR i could be getting.
Greater Seal of Critical Damage: Same as the marks, I get 6 of these to add damage.
Greater Seal of Critical Chance: Same as the OTHER marks, I have 3 to reach 100% crit.
Tankier Runes
These runes are a mix of offensive and defensive runes, not providing quite as much damage as the DPS, but this focuses more on durability.
- greater quintessence of desolation: To make up for the lost of Yoummuu's Ghostblade in my build, I grab 3 aPen quints as well as 9 marks.
- greater mark of desolation: These combined with the quints make up a large amount of aPen, which is needed to substitute the loss of the Ghostblade.
Greater Seal of Armor: Standard flat armor runes that are cheap, practical, and almost every summoner has a set.
Greater Glyph of Scaling Magic Resist: Because most AP characters can't do decent damage early game, I grab MR per level for a little later game durability.
Skills
PerseveranceGaren regenerates 0.5% of is maximum health after not receiving damage for 7 seconds.
This skill is what defines
Decisive StrikeGaren gains movement speed for 4 seconds, and his next basic attack will deal extra damage and silence the target for 2.5 seconds.
You use this skill exactly like it's named for. You can either silence the AP Caster's ult like
CourageActive: Garen ignores a significant percentage of damage for a few seconds. Passive: each minion kill grants +0.5 armor and magic resist.
This skill is the most useful when tanking, and also provides a fair amount of durability. Use it in combination with
JudgmentGaren spins for 3 seconds, dealing damage around him while removing any slows and lowering the duration of any slows while in Judgment. Critical chances apply.
This ability... This is what makes
Demacian JusticeDeals magic damage to the target based on how many hit points they are missing.
Masteries
Masteries
This mastery set-up is designed to give me as much damage as possible while still retaining a little bit of early game durability. Instead of taking the tree 21-9-0, you could go for an even more offensive tree and go with the movement speed at
OFFENSE TREE
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Tier 1
Tier 2 Tier 3 Tier 4 Tier 5 Tier 6 |
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Tier 1 Tier 2 Tier 3 |
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DEFENSE TREE
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Items
STARTING ITEMS
These are items you should buy with your starting amount of gold (475).
Doran's ShieldThis is a very viable first item, providing armor, health, and health regen, this is one of my favored choices when playing
Doran's BladeThis is also a very viable first item, providing some nice AD, life steal, and a decent amount of health. This is a very viable choice to consider buying if you are laning with someone tankier than you, or you're against squishies.
Boots Of Speed + x3 HP PotsThis isn't necessarily needed, but if you know that their ranged AD
Boots Of Speed + Sight WardIf you're soloing top, this can be a wise investment to prevent ganks from the enemyy jungler while keeping enough movement speed to run away/chase.
CORE ITEMS
These are your core items that must be included no matter what.
DPS GAREN
Infinity EdgeThis one is a no-brainer. If you don't have this your runes are worthless and you can't deal any significant damage.
Youmuu's GhostbladeThis item was practically built for
Phantom DancerThis item gives
TANK GAREN
Warmog's ArmorThis item is crucial to Tank
Atma's ImpalerThis item not only makes
Guardian AngelThis item gives
SITUATIONAL ITEMS
These are items you should get depending on the team compositions and the level gap between players.
*NOTE:
As DPS Garen, you cannot change any items in order to keep the maximum damage output. Of course you may modify it depending on the circumstances, but to keep the raw damage output you must follow the cheat sheet exactly.
BALANCED ENEMY TEAM
Randuin's OmenIf the team is well balanced, their AD carry should be extremely dangerous. Getting this item for the active can also help in team fights, chases, and escapes.
Boots Of SwiftnessThese boots give
CROWD CONTROL HEAVY EMEMY TEAM
Mercury's TreadsYup! This is exactly what you expected, right? Well you can either save an inventory slot, or buy
Cloak & DaggerThis item is perfect for
Quicksilver SashWith an active the equivalent of
TANK HEAVY ENEMY TEAM
Last WhisperI wouldn't entirely recommend this item, but it can prove to be quite useful if they are stacking armor.
Madred's BloodrazorThis item will come especially in handy when there are very large hp tanks such as
AD HEAVY ENEMY TEAM
ThornmailI hardly ever build this item, so use this only if they are targeting you and you can barely survive 1v1s. Luckily it's relatively cheap at 2000 gold and give the highest amount of armor in the game.
Randuin's OmenYup, this item again. It's passive and active abilities can really mess an AD team up, giving you the advantage. Even though it costs quite a bit, it give quite a bit of stats back so you get what you pay for.
AP HEAVY ENEMY TEAM
Force Of NatureGiving the highest amount of magic resistance in the game, and also utilizing mass HP regen and movement speed, this item will block out a lot of damage and help with your mobility to better position yourself in team fights.
Wit's EndSome say the best defense is a good offense. Well, this item gives you plenty of both. Fueling
How To Use Garen Efficiently
Decisive Strike and Auto-Attacks
When playing
Here is how it works. Let's say you attack once per second. You just attacked and are .8 seconds toward your next attack. You activate
With this in mind, the best time to activate "on next hit" abilities is right after you just swung. You get a free attack with only milliseconds wasted. Seeing how
Turret Diving
Upon bringing your enemy down to about 1/3 to 1/2 health, you're ready to turret dive. Make sure you have your W,
When you're ready to engage, start with a basic attack into
However, just because
What to do if you're getting chased
If they are chasing you through the jungle, make sure to utilize the brush and be as unpredictable as possible. Most people don't expect a direct 180 degree juke when running into a brush, and this can often confuse your opponents. Running further into their jungle could end up two ways; 1.) you completely discombobulating your enemies and escaping or 2.) you completely messing up and turret trapping yourself and die.
Summary
Well, this is the end of my Tank/DPS build for
Garen. I hope you were able to understand and absorb all the information and my reasoning, I'd appreciate it if you'd rate and comment telling me what you think! Thanks for your time :D
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Build Guide
Discussion (5)




