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Choose Champion Build:
- Standard Build
- Full offensive YOLO
- Vs heavy AP
- 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.
Q:
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.
W:
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!
E:
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 ...well, ! you will spin your blade and do an enormous amount of damage, the more point you get, the more damage you will do, since the AD ratio scales with levels. Use it to deal damage in the middle of a teamfight, to clear minion waves instantly or as a tool to trade in lane, especially when the enemy is silenced by your
R:
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 , or champions like that, you might want to start and 5x
Your job is to abuse your early power by getting an early , then you rush the .
After the , you should be able to catch on everyone, with the active and your Q.
You then want to have Tier 1 . Congratulations, you are now the fastest champ in the Rift, when needed!
The second big item depends on your lane opponent, so you can have either a or a , both are core for different reason, so you should get both sooner or later.
The gives you the necessary health and armor you will need to survive in teamfights and towerdive people, while his active, plus the active helps you break through your biggest weakness: you can be kited for DAYS. Well, now with those two items plus your and your activated (which gives you 30% "tenacity" for 2+ seconds) you should be able to catch people without being just a dumb meatball or a punching bag!
The on the other hand, gives you health, magic resist AND the passive will make your even stronger!
After your 3 core items, you may want the for another 35% tenacity, now even a maxed will not stop your charge!
The rest depends on the game, did you had to buy an to survive the lane? Get it done with the .
I always try to get , you have enough HP from your core items and runes, those 100 armor will make towers tickles you, and you can laugh at their ADC.
Ofc, if their team has ADC, mid, jungler and top, you may think of taking instead!
If you're ahead and you think you can carry midgame, go for the third, after the or the .
Your sustain it's all based on your Passive, which is awesome, but you need to stay away from threat if you took poke, to be able to regain HP and fight again.
A true warrior knows when to go in and when to be careful, as you don't have any in-built escape apart from that gives you a boost on your speed, but early levels it isn't enough to run from a well executed gank.
You should always try to hit your on the enemy when they try to go in for a last it, and then immediatly activate and spin back to safety, if they try to follow and fight, they will take a good amount of damage while being unable to use any of their abilities due to the silence.
1) You go in as frontline, you are tanky, hard to put down and if your team wants to engage, your plus the active will give you the speed needed to get in, while the and helps you survive the CC they will throw at you. When you get into the enemy team, activate and try your best to silence the APC or whoever you can, then start to spin with your and then if you can, finish off someone with your .
2) You splitpush: as , you are one of the fastest champions in the game, you have a very good 1v1 duel potential, and if needed you can easily escape if they send a more powerful duelist (let's say, a 6 item ) or if they send 2+ people after you. With the active, and since your can be used on Towers and inhibitors, you can take objectives really fast. If the enemy team manage to engage on your team, you can consider if it's worth pushing more or you can back and help your teammates.
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