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Choose Champion Build:
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Standard Build
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Full offensive YOLO
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Vs heavy AP
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Full Tank
Recommended Items
Spells:
Teleport
Flash
Items
Ability Order
Perseverance (PASSIVE)
Garen Passive Ability
Threats & Synergies
Gnar
Oh boy, a Gnar. He's ranged, he got a permaslow, a jump and in MegaGnar he's stronger and tankier than you are.
Play smart, dodge his boomerang and try to farm under tower while staying healthy.
If he overextend, call your jungler for ganks
Introduction
Let's start with some base Garen Stats:
Attack damage 52 (+3.5)
Health regen. 7 (+0.5)
Attack speed 0.625 (+2.9%)
Armor 23 (+2.7)
Magic res. 30 (+1.25)
Range 125 (Melee)
Mov. speed 345

Perseverance
Garen regenerates 0.4 / 0.8 / 2.0 % of his maximum health per second after not receiving damage for 9 / 6 / 4 seconds. Until level 11, the regenerative state will stop if Garen receives damage from any source other than lane minions. After that, Perseverance is also no longer removed by non-epic monsters.
That's your passive, it gives you a good amount of sustain early levels, you just have to avoid unnecessary poke and you'll be able to stay healthy during the all the laning phase.
With the last buff, it becomes more useful since minions can't block your regen anymore, and it scales better into late game.

Decisive Strike
Garen removes all slows on him and gains 35% movement speed for 1.5 / 2.25 / 3 / 3.75 / 4.5 seconds. His next melee attack within 4.5 seconds will deal 30 / 55 / 80 / 105 / 130 (+1.4 per attack damage) physical damage and silence his target for 2.5 seconds. This attack can critically strike.
That's your Q, it gives you a good amount of movement speed, the more point you get in, the more will last.
If you manage to hit someone in the next 4,5s you will silence for 2,5 seconds.
While the move speed it's awesome, and the possibility to critically strike helps too, the Silence is the most important thing, since if you manage to catch someone, they can't use anything for 2,5 seconds, that should give you (or your team) enough time to kill the enemy.

Courage
(Passive): Garen's Armor and Magic Resistance are permanently increased by 20% of bonus Armor and Magic Resistance.
(Active): Garen places a defensive shield on himself, decreasing all damage taken by 30% and reducing the duration of crowd control by 30% for 2 / 3 / 4 / 5 / 6 seconds.
That's your W. It's passive gives you more Armor and Magic Resistance, so you are naturally tanky, and when you activate it, you will get 30% CC reduction PLUS 30% damage reduction PLUS you will still have the passive 20% bonus in resistance!

Judgment
Garen rapidly spins his sword around his body for 3 seconds dealing 20 / 45 / 70 / 95 / 120 (+0.7 / 0.8 / 0.9 / 1.0/ 1.1 total Attack Damage) physical damage to nearby enemies every half second. Garen can deactivate Judgement early by activating the ability again after 0.5 seconds. Garen cannot use Decisive Strike or Demacian Justice while Judgement is in effect. Damage to minions is reduced by 25%. Garen ignores unit collision while spinning, but takes a 20% movement speed penalty when passing through minions.
That's the move that makes




Demacian Justice
Garen brings down Demacian Justice on his opponent, dealing 175 / 350 / 525 magic damage plus 1 additional damage per 3.5 / 3 / 2.5 health his opponent is missing.
That's your ultimate, while it doesn't scale with anything, it's a good finisher for enemies, even tank one since it deals 1 damage per 3.5/ 3 / 2.6 health the opponent is missing.
Plus, it deals Magic damage, so if your enemy itemized against your AD, you will go through his defences quite easy!
DO NOT use it before the opponent is below half health AT LEAST, or it will do minimum damage!



If you're against a




Your job is to abuse your early power by getting an early


After the


You then want to have Tier 1

The second big item depends on your lane opponent, so you can have either a


The




The


After your 3 core items, you may want the



The rest depends on the game, did you had to buy an


I always try to get

Ofc, if their team has





If you're ahead and you think you can carry midgame, go for the




Your sustain it's all based on your

A true warrior knows when to go in and when to be careful, as


You should always try to hit your


1) You go in as frontline, you are tanky, hard to put down and if your team wants to engage, your







2) You splitpush: as





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