[11.13] Long Range Ganking - Tank Galio Jungle
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+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
Threats & Synergies
In the right hands, Viego is busted. He has ridiculous sustain with his lifesteal, high damage and his passive can win teamfights, since he can possess you and CC your team if he kills you early on in it. Don't fight him at all if your team's not there to burst him out while you tank the damage, and even then you have to be extremely careful. With him only really being played mid recently and just having received a nerf to that position, you shouldn't see him much, but when you do, watch out.
Low pickrate, but with Sunderer in a very broken spot and Udyr's entire kit having basically perfect synergy with it, he could still be a threat if he builds it alongside MS items.
You're building armour and he's building lethality, he'll shred you pretty quick given the chance and lifesteal his way through fights, but your heavy CC can get him killed quickly in a teamfight. Don't 1v1 him, though. A good Graves will also spam invade you, so it may be a good idea to simply do your two buffs and start ganking (like Lee Sin).
Cho'Gath is strong at the moment, and given the opportunity he'll ult you and take you out of a teamfight early. Try and simply play around his ult cooldown and go in if he wastes it on someone else.
You're a tank. Don't pick a tank into Vayne, if you can. Only advice that can be offered is build Anathema's Chains and Randuin's. Slow her, tank her damage for your team and let them burst her out once you hit some CC.
Doesn't have enough damage to burst you, obviously, but his point and click CC is a problem, and his lethality midlane build is still very strong and your squishies will die if you let him get to them. Work with your team to take him down and keep him out of the backline.
While Blue Kayn is struggling due to lethality items being nerfed and won't really be an issue for you, Red Kayn is dominating with Goredrinker buffs and can out-sustain you extremely hard. As long as he doesn't get too ahead though, you should be fine - and that goes for both Blue and Red, even though the latter is the better pick in general right now. Current permaban in my low elo due to his strong carry potential and high presence.
Most toplaners don't know how to play against her and will feed, at which point she becomes unstoppable. She invalidates any sustain you have and will simply walk through murdering your entire team and healing off it in fights. Permagank early.
You can't chase her and she does ridiculous damage, but you can get her behind early so she doesn't carry by waiting for her to all in your toplaner with her E. She has no other escape so it's a free kill / flash.
Very fast, can do a lot of damage if you stay on him and has a true damage ult. But it's Garen, destroyed outside of 1v1s and most laners shouldn't feed into him outside of bronze.
Big damage and can escape from your ganks with her E, but generally outdamaged and outclassed by a lot of other ADCs. Make sure she doesn't get fed.
Ridiculously broken with Sunderer and will remain broken due to a complete lack of decent nerfs to the item. If your ADC or support don't ban him, do it yourself. Don't let anyone lock him in
His damage doesn't come from him so hitting him won't do much. If you run into his turrets you'll get melted no matter what, and they'll pick off your carries even faster. Very dominant in lane and ungankable early, which is where you shine. Your W works on his turrets so you can at least stop their empowered attacks for a little bit, but they'll still attack you since it's just a taunt. Unless the player is really bad, you won't be able to gank this lane, at least not post-six.
Fast, long range, high damage. You have to all in him if he targets you or you're done for. Can't outrun a Jhin.
Squishy, slow and his main damage comes from an ability you can easily interrupt. If he ults on your team you can E+W him while your teammates run.
Very fast, and he can just W whenever he wants to get you off of him. Wait for him to use his W then go in on him, and with your E+W combo you might just be able to CC him long enough to get him killed, or get his ult at least, which is very helpful too.
You can't chase her and she builds percentage HP damage, and she can CC more people than you in a teamfight, but that's only because of her ult. Just focus her in fights and make sure she doesn't get it off, or at least not on too many people.
She can kite around you, can easily invade you for stacks and can shred your HP and stop you from even trying to run with E.
High damage carry who can shred you if he gets a good chance, but especially early with his long Q cooldown and low attack speed, you can just wait for him to use it and then stun him and burst him out. Most Yi players are stupid and won't hold Q until you try and stun them, but even if they do you can just use either E or W, then use the one you haven't used after they get out. You actually outdamage him early so you can take 1v1s.
Basically does no damage to you and, despite her cougar form W, she has no real escape. She can't burst you out and can't run, so all in her and she'll lose every time, but she can dominate any champ that isn't building full tank so don't let her get ahead.
Builds full lethality, has high speed and can CC you heavily, You can't chase him unless he uses his W and E so usually don't bother, just keep fighting and go for him later. Kill him if you get the opportunity though, especially if he has ult.
Broken in jungle. She's tanky, high damage, high speed, has a spell shield and armour penetration, since she builds Divine Sunderer (which immediately gives her an edge since that item is busted). Her W also directly counters you as it blocks your E. Personally, I'd dodge Poppy jungle games no matter what you're playing.
Poppy top really isn't an issue, can't really stop your ganks and can't stop you in teamfights, just don't let her get fed off your laners early, she can snowball pretty hard.
Strong counterpick for most tanks due to his ult and can outdamage and outsustain you in fights due to lifesteal since he can use Sunderer effectively, but not really played much. His early ganks also aren't that great compared to yours due to his lacking CC, so you can get ahead. You can just CC him, but don't 1v1 him no matter what, especially not after 6.
He can murder all your squishies with ease, but you'll dominate him in a 1v1 with your heavy CC and tankiness. As long as you're around when Kha'Zix is, he won't win, so try and keep track of him.
A fed Xayah wins games. Permagank.
He can dodge your CC with his W, making him hard to gank, and he can hypercarry games off of just a couple of kills - even none, if it gets to late game. Wait for him to all in your laner with W, then gank him. Do this early until he's no longer a threat, and don't let him get to late game.
He doesn't really have enough damage to burst you out fully no matter what, but he'll kill your squishies. Just look for a window to CC him and he's done for.
Generally strong champ, and due to his insane flexibility item-wise and general low play of AP, your shield won't do much against him. Even if he does build AP, the new buffs to his E mean he can beat you no matter what he builds in basically all lanes and circumstances. Take him on with any high-damage champ and soak damage for them and you should be fine, though.
Even when he was meta, he wasn't an issue for Galio, and now that he's fallen off due to Chemtank nerfs, he's really not much of an issue at all. Could possibly do well with his AD build if far ahead, but generally you don't have to worry about anything here other than early ganks, but that's not your problem.
While you can build tenacity and have your built-in magic resist, you're a big and easy to hit target for Morgana. Her formerly ridiculous jungle presence and power is gone now but she's still very annoying to play against and has the potential to carry.
Annoying kit, but her playrate has dropped through the ground and she's not in the same advantageous position she was a few patches ago. Not worth worrying about.
Champion Build Guide
- Strong early ganks
- High early tankiness due to W passive
- Can act as stand-in tank support
- Great teamfighting
- Easy to learn
- High sustain
- Doesn't fall off too hard at any point
- Slow and difficult jungle clear
- Bad at taking objectives solo
- Fairly low damage after early game
- Most abilities don't scale with HP / Armour / MR
- Easily invaded
Get a hard leash from your laner for Red Brambleback and smite it, skip Ancient Krug and go straight to Raptors , which are easily taken without smite due to Galio's passive, Q and E (his E in particular does a lot of damage to the smaller Raptors ). Then you can do Wolves and Blue Sentinel without trouble, and by the time you get to Gromp you'll have smite back, so you can smite it and pop a Refillable Potion to get back to practically full HP.
An alternate clear path against hard invade junglers with early game power such as Graves, Lee Sin, Xin Zhao and others is to simply do Red Brambleback with a hard leash and then go straight to Blue Sentinel and smite it. From there, you'll be able to get to full HP from Rift Scuttler and / or Honeyfruit, and go straight to a gank from there.
Obvious, as Galio you're going to want to be in the middle of a fight, so the AoE damage from Aftershock is best.
Strengthens early ganks and works well into your role as a supportive jungler.
Generally a better early game rune, but your strong early game is what you're banking off of. Allows you to chase in ganks and win or go even in 1v1s easier.
Extra HP is always great on a tank, and without any healing or the need for tenacity, considering you have a dash, it's the best choice out of the runes here.
Very good rune in general, gives you a lot of ability haste early and scales very well into late game.
Allows for quick ganks, better objective taking and 1v1s with the enemy jungler and running in range of a teammate to ult them.
You're building a fair amount of HP, as it comes alongside most items you'll be building, so Demolish is a decent choice if you need some extra pushing potential in your comp, but not having Font of Life is a pretty big hit to your early game especially.
Allows you to chase enemies that can kite you, both in ganks, 1v1s and teamfights.
Allows for better mid to late game damage, although this isn't really needed on a CC heavy tank like Galio.
Being a tank, you'll often be above 70% HP and getting this bonus, plus the extra early game AP is nice, but as with Gathering Storm, you don't really need the bonus this provides playing this champ.
Innate: Galio's next basic attack becomes unstoppable and deals 15 − 200 (based on level) (+ 100% AD) (+ 50% AP) (+ 60% bonus magic resistance) total magic damage to its target and all enemies around it.
Colossal Smash can critically strike, dealing (75% AD) bonus magic damage to all targets hit.
Active: Galio creates two windblasts 250 units to either side of him that arc out before converging to the target area, dealing magic damage to all enemies they pass through.
Gust Magic Damage:
70 / 105 / 140 / 175 / 210 (+ 75% AP)
When the blasts meet, the gusts form a tornado that persists for 2 seconds and slowly moves forward, dealing magic damage every 0.5 seconds to every enemy within, with the target's health ratio capped at 150 damage against Monsters .
Tornado Magic Damage Per Tick:
2% (+ 0.66% per 100 AP) of target's maximum health.
Passive: Upon learning Shield of Durand or after not taking damage for 12 seconds, Galio gains Anti-Magic Bulwark.
Anti-Magic Bulwark: Gain a shield that absorbs magic damage.
Magic Damage Shield:
8 / 11 / 14 / 17 / 20% of maximum health
Active: Galio charges for up to 3 seconds, slowing himself by 15%, and gaining magic damage reduction and half of that amount as physical damage reduction; charging increases Shield of Durand's radius, damage and taunt duration over the first 2 seconds of the channel. Shield of Durand can be recast at any time within its duration. If Galio finishes charging or is interrupted, he automatically initiates the recast.
Magic Damage Reduction:
20 / 25 / 30 / 35 / 40% (+ 5% per 100 AP) (+ 8% per 100 bonus magic resistance)
Physical Damage Reduction:
10 / 12.5 / 15 / 17.5 / 20% (+ 2.5% per 100 AP) (+ 4% per 100 bonus magic resistance)
Recast: Galio refreshes the damage reduction for 2 seconds and deals magic damage to nearby enemy champions, increased by 0% − 200% (based on channel time), and taunts them and sets their movement speed to a static 60 for 0.5 − 1.5 (based on channel time) seconds.
Minimum Magic Damage:
20 / 35 / 50 / 65 / 80 (+ 30% AP)
Active: Galio steps backwards in the opposite direction and, after the cast time, he dashes to the target location, though not through terrain, until he collides with an enemy champion.
Galio deals magic damage to all enemies hit in his path, reduced by 50% against non-champions, and knocks them up for 0.75 seconds.
Champion Magic Damage:
90 / 130 / 170 / 210 / 250 (+ 90% AP)
Active: Galio designates the target allied champion's location at the time of cast as his landing spot, resetting Shield of Durand's passive magic shield for himself and additionally granting it to all allied champions in the area he casted it at for 5 seconds, and channels for 2.75 seconds.
After 1.25 seconds of the activation, Galio becomes untargetable and immune to crowd control then leaps into the air for 0.85 seconds before dashing to the location over 0.25 seconds, after which he lands and becomes targetable again, retaining the immunity for 0.4 seconds and dealing magic damage to all nearby enemies on impact as well as knocking them back 100 units over 0.75 seconds.
150 / 250 / 350 (+ 70% AP)
Your bread and butter combo, E + AA + W + Q can almost always secure you an early kill or Flash from the enemy laner.
Rift Herald is a different story as, with any jungler, it's an easy objective to take, even solo (although it's even easier with your top laner). Ideally go for it when your top laner's wave is pushed up, as it forces the enemy laner to farm instead of roaming or coming to check on the Rift Herald .
Mid game is also when teamfights will begin to start, which, with your ability haste from Transcendence and items, as well as Frostfire Gauntlet which you should almost certainly have gotten by this point, should go in your favour. Ideally you want to E their frontline first, before walking into the team with your W up, letting it fully charge before letting it go and Q'ing. Then, you can simply AA, proccing your passive and Frostfire Gauntlet's passive until you can cast abilities again. After that, what you do just comes down to common sense.
If you aren't in the heart of a teamfight when it breaks out, never forget the power of your R, especially if you have Waterwalking, in which case you can sprint to fights from almost anywhere on the map.
Just like in mid game, your R is a very powerful tool here, especially when used alongside your W. It gives amazing opportunities for your team to take people down with the heavy CC and intimidation it provides. The best time to use your R is when there's a teamfight with at least equal amounts of teammates and enemies and one of your teammates has been engaged on and CC'd. When the first teammate is CC'd, all the enemies will jump on them, and this is true at practically all levels of play, so you want to try and ult them immediately, as the enemies will be too distracted running at your teammate to properly pay attention to you coming in, and will all be close to the centre of the ult, unable to escape. A play like this can turn fights around completely, and is how you will create opportunities to push into the enemy base and win the game.