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Spells:
Ghost
Exhaust
Ability Order
Perseverance (PASSIVE)
Garen Passive Ability
Introduction
Although I am not the best summoner with any champion, I have been playing League of Legends for quite a long time. I have never left the casual gaming state, and my ranked Elo is far from being the best. However, I do have a brain and although I lack skill, I like thinking about what I could do to improve the builds I use for my favourite champions :)
This guide is about how I play Garen, who was the very first champion I mained on LoL. It is a mixed tank/DPS build suggestion, pretty much inspired by the guide by RusPiglets on Leaguecraft.
Garen is quite easy to build, due to the fact that few stats truly benefit to him. Building Garen using items 100% useful to him dramatically reduces the number of options available to you, making choices easy. NB: this guide currently covers only Summoner's Rift, since I haven't played Garen on Dominion for a sufficiently long time to sort things out.
Garen has
- Heavily damaging skills. His
Q and
E are really ***-ripping when correctly buffed:
Decisive Strike scales with AD (+1.5 dmg per AD) and
Judgment scales with AD as well (+1.2 dmg per tick per AD, plus crit effects).
- Some mage-killing abilities: his
Q applies a silence effect to the target it hits.
- Decent tanking abilities. Garen's
W greatly reduces damage and passively increases his resistances.
- Good mobility. His
E allows him to go for his target through his opponents and his
Q dramatically increases his movement speed for a short time.
- A great finishing move: Garen's
ult is what lots of players wish they had to finish Mundo or Cho'Gath. No retreat for luckers!
- One of the craziest passive abilities
in the game: he can regain 20% of his HP by waiting for about 40 seconds in a bush. This allows him to stay on his lane for a long time if he has control of bushes.
Garen does not have
- Ranged abilities: you have to get close to your enemy.
- Crowd control: you have to chase your enemies and you cannot attract their attention when building full tank, unlike a Rammus or a Shen.
Garen needs
- Decent damage. Otherwise, people just ignore you, and you are just a little more useful than a leaver (you can still push lanes, you know...). Increase your damage, and you opponents with try to skin you. Eventually, you will tank, for sure. Garen's damage is mostly controlled by his abilities. Therefore, you can increase it by improving your AD, crit and armor penetration. One thing though: do not increase your attack speed. It is a total waste.
- Some defense to synergize with his
W and avoid dying when rushing into enemies. Don't stay squishy forever, you're a meelee DPS.
- Some chasing abilities. Lucky enemies must not escape. And if you go fast enough, you can tower-dive more easily. We provide him with more movement speed through
Decisive Strike,
Ghost,
Boots of Swiftness,
Youmuu's Ghostblade and
Force of Nature.
- Cooldown reduction. The lower your cooldowns, the more you can spam your abilities.
- Crowd control. This is unfortunately the most debatable part of this guide. Crowd control is generally acquired from items which also provide stats and effects which are not optimal for Garen.
Randuin's Omen is, to me, the most viable CC option for Garen.
Garen does not need
- Attack speed, as explained above.
- On-hit effects: your spin will not benefit from them. Say goodbye to
Black Cleaver,
Frozen Mallet and lots of other items.
- Mana, mana regen, AP. Captain Obvious, protect us.
spaaaaaaaaaaace |
Pros
![]() + Great mobility + Great chaser + Good survivability + Decent damage output + Decent oracle carrier + Fun and rather simple to play(1) |
space |
space |
Cons
![]() - No CC - Not a real tank(2) - Not a real DPS(3) |
(1) Fun and rather simple to play: Garen's combos are quite easy to perform (no skillshot or timed ability involved); that doesn't make him a "noobish champ", though: you are still expected to play smartly to be effective on your team!
(2) Not a real tank: carries with a high amount of defense-piercing items will take you down
(3) Not a real DPS: you can't take a tank down on your own
With this build, Garen is suitable for quite a large variety of games. He fits the offtank's role in the current EU metagame: he has a good lane presence due to

Skill description


















Skill sequence
I suggest to use the following priority:







Skill usage
Garen's combos are quite easy to perform (no skillshot or timed ability involved); that doesn't make him a "noobish champ", though: you are still expected to play smartly to be effective on your team!
Garen has no mana: he is cooldown-based. However, this does not mean that you can spam your abilities brainlessly. Use them at the right time, so they are not on cooldown in a critical moment.









Combo:




Combo:







I have done very little tests concerning runes; therefore, I will only present the ones I always use with Garen. I've had rather successful experiences with this rune set, which is, I have to admit, a bit expensive. It is definitely worth the RP!
Greater mark of desolation increase you damage in a way you wouldn't suspect. Equipped with those, Garen is one of the most damaging champions early game.



This set is a safe standard setup valid for most AD champions. Runes are debatable, though. Both seals and quintessences could be replaced with other good ones. Check Searz's guide out for more tips about runes.
Premium choices












Honorable mentions

















Are you kidding me?











Classic build
This is the build I like to use these days. It works pretty well in lots of situations, granting Garen decent damage and good defense against a balanced team. The exact item sequence I tend to favor keeps balance between offense and defense all along the game:
- Start with
Doran's Blade
- Stay on the lane until your can afford
Boots +
The Brutalizer (1687 gp)
Giant's Belt to get some defense, your resistances being improved meanwhile by
Courage
- Finish
Youmuu's Ghostblade
- Finish
Boots of Swiftness
- Buy Negatron's Cloak +
Chain Vest
- Finish
Sunfire Aegis and
Force of Nature (end of core build)
- Build
Atma's Impaler
- Build
Warmog's Armor
- Replace
Sunfire Aegis with
Randuin's Omen








Early Atmog build
Seviseth pointed out in his guide how awesome the


- Start with
Doran's Blade
- Build
Boots of Swiftness
- Buy
The Brutalizer
- Buy
Giant's Belt to get some defense, your resistances being improved meanwhile by
Courage
- Buy
Atma's Impaler
- Buy a
Negatron Cloak
- Build
Warmog's Armor
- Situational: If your enemies are building some armor, finish
Youmuu's Ghostblade
- Build
Force of Nature (end of core build)
- Situational: Build
Randuin's Omen or
Guardian Angel
- Situational: Sell
Youmuu's Ghostblade (or
The Brutalizer if you did not upgrade it) to buy
Infinity Edge or
Last Whisper.
Starting items



![]() ![]() ![]() ![]() |
Boots of Speed + 3 Health Potions This is another popular starting configuration. It saves you some money and improves your mobility, and the ![]() |


Movement items






Sometimes, you may need additional protection against heavy auto-attacking DPSers (such as





Offensive items





























Defensive items


















When crowd control becomes a nightmare,















Why I don't like these
Here are items I sometimes see in Garen guides and which I do not recommend. The place of some is debatable, while others are just obviously bad choices. The first items are those I dislike the less.

Yea!!!!!! Massive crit chance and movement speed increases! Wait, what?! +55% attack speed?! While it is not the worst of the worst, I would suggest to buy an


Lifesteal, lifesteal, lifesteal... As previously stated, lifesteal is mostly wasted on Garen. Plus, you lose the additional charges if you die and have to stack it again. Dealing massive damage is achieved more efficiently by building


HP regen and armor reduction are great, but as I said before, lifesteal and attack speed are mostly wasted. You will get more useful stats by favoring a combo made of a defensive and an offensive item (e.g. Randuin' Omen +


I am not a big fan of snowball items, since they are very game-dependant and they can unstack if you start being focused. Only a few long-range champions (suchs as





- 30 attack damage
- 250 hit points
- 12% movement speed
- 30% attack speed
- on-hit slow effect
- on-hit damage proc
- 30 ability power
- 250 mana

General advice
This section covers general topics every summoner should be aware of. Well, not exactly: it redirects you to more accurate articles, because repeating things here is pointless.
Warding (and more generally, map awareness)
Map awareness is one of the keys to victory. Some people tend to forget that the best way to beat the opposite team is to know what to do and when. And the best way to do that is to know where they are! In an ideal world, every player on the team should have enough information to know if enemies are visible and where they went if they are missing.
The first important element of map awareness is to call for misses. That is, when you do not see an opponent for, say five to ten seconds, say it by writing "mia" (or "ss" on EU servers). Try to do this, it is very important.
The second important point is minimap checking. Sometimes, your teammates are too concentrated (or too unaware) and they forget to call for a miss. Or you missed the message on the chat. To be sure, try to have a look on your minimap. This is even more essential when wards are planted, since nobody will watch them for you. Remember though: try not to trash on a guy forgetting to call for a miss, it is not good for your team's morale. I personally consider misses as courtesy (that's what civilized people do :) ), minimap checking remains the most reliable source of information you have.
The third element of map awareness is warding. Planting wards is the business of everybody, not only of the support (if your team counts any). Everyone should be buying wards if they can. Of course, supports buy more; however, the more wards, the better the map control. More information about warding is available in Panglot's guide.
Zone control
Zone control is basically the ability to lead your opponents where you want them to be, preventing them from undertaking harmful actions, farming, and even getting experience. Shurelia made a very nice and popular video tutorial, included below.
Garen play style
This section give gameplay tips specifically related with Garen.
Harassing
Garen's high early game damage output allows him to harass his opponents very effectively if he is correctly placed. For that purpose, you have to control the bushes. Stay concealed all the time, going out to take a last-hit or to harass your enemies.
The basic harass move consists in waiting for an enemy to be close enough to your bush to be able to run on him. Then, use a


Be warned:
- smart players will try to control bushes to prevent you from harassing;
- smart players will avoid bushes if they cannot control them, so you will not be able to harass them as effectively;
- ranged champions are harder to harass because they can last-hit and avoid bushes;
- solo vs 2 makes harassing much more difficult.
- 1v1 or 2v2 lane;
- enemy melee champion;
- unexperienced or stupid opponent.
Farming
For Garen as for any champion, farming matters. As previously mentioned, though, controlling bushes is essential; therefore, farming should be a part of your control strategy, and you should go out of your bush only to take a last-hit. Do not waste your


As soon as you get




Jungling
Garen is not made for jungling. Let the jungle to junglers, and kill neutral minions only when nobody else really needs them (don't let them alive for the opposite team!). There is nothing more to say about this.
Engaging teamfights
A typical engage combo is described in the Skills section. Garen's good tanking abilities make him a correct engager.



Chasing
An escaping enemy can usually not survive you. Your good movement speed, provided by










Some, champions like



Escaping
Garen's escaping mechanisms are identical to his chasing mechanisms: run as fast as possible! Choose your escape route smartly, getting into bushes to become untargetable, and change directions unexpectedly.

Ultimate usage
Most has already been said in the Skills section; however, I would also add that the best candidates for

Tower diving





However, this daring move may fail if the enemy has a disabling ability (except if it is a slow, which you can cancel). Being stun under the fire of a turret is the worst that can happen to you! You have been warned, do this at your own risks!
A game with Garen
You're in: you have picked Garen. So now, what do you do? That is what we are about to see!
Before the minions spawn
If your team does not have an early strategy (such as early gank or counter-jungling), go to your lane and wait for your minions to spawn. Do not go for an early fight, it is too risky.
Early game laning
Garen is an awesome early game killer. As soon as you have two levels in

Mid game fighting
Garen is pretty good in mid game team fights.

End game fighting
Unfortunately, Garen's end game damage output will never match any carry's. As soon as the enemy team start increasing their protective stats, your effectiveness will decrease. However, you are still a threat to carries, so make sure they still remember it. Make also good use of your ultimate: do not waste it!
So: I do not recommend to build Garen as a tank, except for levels 1 to 25, since unexperienced people tend to forget that a tank Garen is not very harmful. If you build Garen as a tank, you can still do a few things:
- since you are nearly unkillable, you are a good bush checker and carrier for
Oracle's Elixir;
- targets with no defense at all still take a little damage from your abilities;
- you can still silence critical targets;
- your ultimate is still of great use.
Tank item list:
Doran's Blade is still a good starter
Mercury's Treads helps you against mages and disablers
Aegis of the Legion is good early game
Sunfire Aegis for above mentionned reasons
Force of Nature for regen and magic resist
Randuin's Omen for HP and armor (plus the nice active ability)
Spirit Visage for even more HP and regen
The Atmog build is inspired from experiments I performed after reading Seviseth's guide, which is full of good advice.
As a very final word, I would like to mention jhoijhoi and PsiGuard, who have been great sources of inspiration when writing this guide. Their work is exemplary. Check out their guides, they are among the best I have ever read.
v1.0.0.129 - Fizz
- General
- Masteries have been remade
- Summoner Spells
Clairvoyance
- Cooldown increased to 70 seconds from 55
- Improved Clairvoyance increases duration by 2 seconds, down from 4 and no longer reduces the cooldown
Cleanse
-
Now cleanses summoner spell debuffs such as Exhaust's movement speed and damage reduction and Ignite's damage over time
- Cooldown increased to 210 seconds from 150 seconds
- Improved Cleanse no longer reduces cooldown, but now extends the secondary disable reduction buff by 1 second
Exhaust
- Duration reduced to 2.5 seconds from 3 seconds
- Improved Exhaust no longer increases the duration
Flash
- Cooldown increased to 265 seconds from 255 seconds
- Range reduced to 400 from 450
Fortify
- Removed
Garrison
- Now usable at Summoner Level 1, down from Summoner Level 4
Ghost
- Now improved in the Offense Mastery tree instead of Utility
Heal
- Heal amount per level increased to 25 from 20
- Improved Heal no longer reduces the cooldown but now increases the amount healed by 15%
Promote
- Added to Summoner's Rift
- Promotes the nearest allied siege minion, increasing its attack range, health, armor, and magic resist. 180 second cooldown base.
- Improved in the Utility tree - Improved Promote increases the defensive bonus stats of promoted minions by 15%
- Now usable at Summoner Level 8 (on both the Crystal Scar and Summoner's Rift), up from Summoner Level 1
Rally
- Removed
Revive
- Health bonus upon reviving is now innate to the spell (as opposed to requiring Improved Revive)
- Improved Revive now grants a 125% movement speed increase upon revival (Improved Revive no longer grants a 225% movement speed increase)
Smite
- Now improved in the Defense tree instead of Offense
- Improved Smite no longer reduces cooldown but the gold gained on cast is increased to 10 from 5
- Cooldown reduced to 70 seconds from 75 seconds
Surge *New*
- Empowers your champion, increasing ability power by 10-78 (depending on level) and attack speed by 35% for 12 seconds (220 second cooldown)
- Improved Surge increases the attack speed bonus to 40% and ability power gained by 10%
- Usable at summoner level 1
Teleport
- Summoner's Insight no longer reduces cooldown
v1.0.0.126 to v1.0.0.128 - Xerath, Graves, Shyvana
v1.0.0.125 - Riven
Decisive Strike attack damage ratio decreased to 1.4 from 1.5
Judgment
- Damage per second reduced to 50/90/130/170/210 from 60/100/140/180/220
- Bonus attack damage ratio increased to 1.4 from 1.2
Judgment may prove to be a little annoying.
Judgment finds its former effectiveness when hitting a 50 bonus AD threshold (easily reached with this build).
2011/10/30 - added the Early Atmog build
2011/10/24 - massive overhaul: all sections updated, more details, new page layout, removed tank Garen from the cheatsheet
2011/09/17 - big rework on items; minor updates about skills and playstyle
2011/09/14 - patch notes and comments added
2011/09/07 - minor updates about playstyle, summoner spells and Garen's haves and needs; items section expanded
2011/08/17 - item build updated
2011/08/16 - item build updated; playstyle section expanded
2011/08/15 - first release
Item categories
Items are divided into two categories:
- elementary items can be bought at the shop as they are (e.g.
Cloth Armor or
Ruby Crystal);
- assembled items are built from components, which can be elementary or assembled items (e.g.
Heart of Gold or
Trinity Force). The upgrade giving the object from the components is called the recipe.

Utility coefficient
Every item has effects. To each effect is associated a utility coefficient e, ranging from 0 to 1, representing how useful it is for the champion being built. 0 means the effect is useless, and 1 means it is fully useful. For instance, mana pool increase is useless to Garen (e = 0), attack speed is useless for his abilities but has impact on his auto-attacks (e = 0.5) and attack damage benefits to his abilities and auto-attacks (e = 1).
Gold efficiency of an elementary item
For a given elementary item, the gold efficiency is the average of the utility coefficient of its effects.
Example:



Example:





Gold efficiency of an assembled item
The gold efficiency g of an assembled item of total price p is equal to:
The calculation of the gold efficiency of the recipe is performed in a similar way as in the case of an elementary item and is the mean utility coefficient of the final item's effects which come in addition to those of the components.
Example:



Total price: p = 3000.
Recipe price: precipe = 900.
Recipe gold efficiency:

Therefore, the gold efficiency of

Using gold efficiency properly
As previously mentioned, gold efficiency is a rough indicator. It is based on the utility coefficient, which is rather subjective and may lack situational adjustments. Some items are incredibly cheap for the effects they provide (that's why I used to build


Utility coefficients
_____________________________________ |
Effect Bonus AD Armor pen Crit chance Crit improvement Bonus HP Armor Magic resist Movement speed On-hit effects Attack speed Magic pen Bonus AP Bonus mana |
____ |
e 1 1 1 1 1 1 1 1 0.5 0.5 0 0 0 |
Elementary items



















Assembled items




Catalyst the Protector: g = ( 475*1 + 400*0 + 450*0.5 ) / 1325 = 0.52
Emblem of Valour: g = ( 450*0.5 + 250*1 + 100*0.67 ) / 800 = 0.68























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