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Galio, Master of All-Things Galio, and Galio-Related Things
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Spells:
Flash
Teleport
Ability Order
Colossal Smash (PASSIVE)
Galio Passive Ability
Galio, the Sentinel's Sorrow

Before
Galio's release, I was looking for a champion that I actually wanted to play other than
Ashe. When he came out, I took a look at him and thought he looked like fun, and so I grinded up 6300 IP as fast as I could to unlock this champ. When I finally got him, I did alright for a little while, winning, losing, having fun, but it wasn't until I met someone who was playing him and asked him to teach me how to play
Galio as he did that I began to excel. With a new build and playstyle in-hand, I took to the fields of justice and devastated opposing teams with them. Galio then suffered three massive nerfs, but I still managed to do alright.
Galio is a tanky Support Mage champion, who benefits from stacking Magic Resist, a skillshot slow, a haste for both himself and his teammates, a shield that gives bonus MR and Armor and heals upon being hit, and the big reason to use
Galio: a beautiful AoE Taunt capable of turning the tide of a teamfight in an instant. Is he the most viable champ to take into a match after his heavy nerfs? No. Is he still capable of wrecking teams on his own? No. Is
Galio still able to be a massive benefit to a team? Yes. I'm not here to say that
Galio's the best thing since sliced bread or that he's the end-all be-all champion that every team should have. I'm here to say that Galio is still capable, assuming his team takes advantage of his abilities, of being a fantastic addition to any team.







Pros
Amazing Passive in

Decent early- and mid-game damage
Good CC with an AoE taunt and slow
Haste helps to get places quickly or escape
Farms well
He's a friggen Gargoyle!
Cons
Mediocre late-game damage
Isn't heavy enough to tank on his own
His ult's damage is meh, it needs turret damage and/or teammates to make it truly effective
Interrupted easily by CC (for example Xin Zhao's


Greater Mark of Insight x 9 - Standard caster marks.
Greater Seal of Clarity x 9 - Galio likes his mana and abusing it. This lets him do it more efficiently, especially late-game.
Greater Glyph of Shielding x 9 - Magic Resist glyphs on someone who typically has a lot of Magic Resist to abuse his passive while being able to take hits?! Blasphemy.
Greater Quintessence of Fortitude x 3 - Galio, despite usually being able to take a hit later on in the game, is horrendously squishy early-game. This helps him stay alive when his game is the strongest.
Greater Glyph of Focus / Celerity - CDR gives Galio something he really loves: a lower cooldown on his ultimate. That's really about all it does, but if having his ulti up more helps you out more than the MR, go for it.
Greater Seal of Vitality - Health is tasty and delicious, especially with Galio being a bit on the squishy side.
For Galio I take 9/21/0 masteries, grabbing the bit of AP, M. Pen, and CDR from the Offense branch, while taking Armor, MR, Health, and
Tenacity from the Defense branch for overall bulk and defensiveness so that Galio can be the tanky mage he is. This I feel is the best setup you can give Galio in terms of being able to support your team, initiate a fight, take a few hits, and do your job to help your team. Another option if you want to try going more support would be taking 9/0/21 and taking up Health Regen, Mana Regen, Experience, and lower CD on summoner spells from the Utility tree with:
-=- and -=-
Flash
- Flash
is a skill Galio should always carry, at least until Riot removes it (assuming it eventually is removed). Flash
can be used defensively of course, but the real reason to pack Flash
is the
combo. This incredibly potent combination allows you to initiate a teamfight with ease, catch someone unaware and gank them by holding them in place for your teammates to kill. It allows you to have deceptively large range with your ultimate, which makes it even more amazing than it already is. Pack Flash
. Do it.
Teleport
- Teleport
is one of my favorite summoner spells, period. Being able to move all over the map at whim (Assuming you and your team ward well), and being able to defend your own turrets and such is a beautiful thing. My absolute favorite thing to do with it is to Teleport
to a tower under attack by an enemy champion, and if they don't get out of range in time,
right under your own tower so that they start taking heavy aggro from the turret and are either killed or forced to retreat.
Ignite
- Ignite
was a part of the original build I was taught to use, and so I put it here. It can be used to kill off enemy healing, or even just for added bonus damage to help try and get a kill. It'll usually be the former, if you use Ignite
at all.
I honestly don't see the point in being excessively restrictive about Summoner Spells, different sets work for different people. The one big thing I must repeat though is, pack Flash
. Do whatever with the other spell, but please, bring Flash
.
Fortify
- Fortify
is a good option if you feel you need one for your team and nobody else wants to pack it. It can also be used pretty well in conjunction with
Idol of Durand.
Ghost
- Ghost
is a good Summoner Spell that can work on every character whether it's for escapes or getting somewhere you need to be fast. I personally never get this with
Galio, because
Righteous Gust gives me enough speed when needed, and I use Flash
for short-range placement.
Exhaust
- Exhaust
is another one of those abilities I feel can go on any champion. It's always nice to have one or more of these on a team because they can really help in a fight.
Clairvoyance
- Clairvoyance
is just a good support spell. Map visibility with a relatively short cooldown is always nice to have just to throw out every time it's up. Now you can warn your
Teemo that
Garen is in the bush he was thinking about facechecking!
Clarity
- This works if you're putting heavy harassment on early-game or if you're somehow out-of-mana late-game. I never really had mana issues with
Galio, especially with
Greater Seal of Scaling Mana Regeneration and
Chalice of Harmony, so I never took it.
Heal
- I thought about this one for a while, and decided to add it on. Heal
can be viable on
Galio I feel because he is very squishy in the early-game, and lacks healing of any kind outside of
Bulwark which relies on the enemies actually hitting whatever has the shield for any health return.
Cleanse
- I'd honestly like this spell on Galio more if I could cast
Idol of Durand again if it were interrupted. It would be so beautiful to be able to just Cleanse
and then re-cast it, but since you can't do that, clearing CC off of Galio isn't as much of a priority for me. If CC is an issue, I'd recommend picking up a
Quicksilver Sash before using Cleanse
, but that decision is up to you.
Smite
-
Galio really shouldn't be jungling... Oh, you say you need to pick off minions to farm? Start using
Resolute Smite and
Righteous Gust more.
Rally
-
Galio doesn't care much for the bonus damage, and he could be doing more with a different Summoner Spell.
Revive
- About that.
Greater Seal of Clarity x 9 - Galio likes his mana and abusing it. This lets him do it more efficiently, especially late-game.
Greater Glyph of Shielding x 9 - Magic Resist glyphs on someone who typically has a lot of Magic Resist to abuse his passive while being able to take hits?! Blasphemy.
Greater Quintessence of Fortitude x 3 - Galio, despite usually being able to take a hit later on in the game, is horrendously squishy early-game. This helps him stay alive when his game is the strongest.
Greater Glyph of Focus / Celerity - CDR gives Galio something he really loves: a lower cooldown on his ultimate. That's really about all it does, but if having his ulti up more helps you out more than the MR, go for it.
Greater Seal of Vitality - Health is tasty and delicious, especially with Galio being a bit on the squishy side.
Masteries



Flash







Teleport





Ignite



I honestly don't see the point in being excessively restrictive about Summoner Spells, different sets work for different people. The one big thing I must repeat though is, pack Flash


Fortify



Ghost





Exhaust


Clairvoyance




Clarity




Heal




Cleanse





Smite




Rally


Revive

















The most important, and most basic combo



This is your farming combo.


Another use of this is for escaping one or more enemies, possibly with teammates in tow. Throw


1.

2.


3.




These are the items I aim to always have on



































Early Game






Mid Game





Late Game







So while
Galio isn't what he was upon his release, or a super-tank or an amazing nuker, he is incredibly fun to play, and does a decent job of supporting his team when played well. With a fantastic AoE taunt in
Idol of Durand, a smexy AoE slow in the form of
Resolute Smite, a shield for allies and self-healing in
Bulwark, and a haste for quick getaways or just general movement increase in his
Righteous Gust,
Galio is still a wonderful option for a support character who can dish out decent damage early in the game, and has the CC to be viable later on in the game. I hope whoever reads this and plays
Galio has as much fun playing him as I do, and that this guide was an enjoyable read!
Have a good one!
- Sir Stobbacus







Have a good one!
- Sir Stobbacus





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