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Galio Build Guide by Lazukin

AP Offtank Galio, Not Just A Tank (Full Guide)

AP Offtank Galio, Not Just A Tank (Full Guide)

Updated on July 13, 2014
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League of Legends Build Guide Author Lazukin Build Guide By Lazukin 38 9 220,245 Views 47 Comments
38 9 220,245 Views 47 Comments League of Legends Build Guide Author Lazukin Galio Build Guide By Lazukin Updated on July 13, 2014
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Galio, Not Just A Tank (Fun Top/Midlane Build)



Image by Jhoijhoi, thanks!
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Proof of Concept

First of all, just wanted to point out that you do not actually have 450 AP at the end. You should end up with 743.


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Introduction

This build was made when I was somewhat new to Galio, but I absolutely love it. Remember that this build IS viable in most normal games, but not in most ranked games. It is, however, incredible when the other team has 3+ Magic damage dealers on their team. Galio's damage is so incredible it's just not possible to explain to be honest. Early game you WILL get kills, and likely many of them. However, it's important to remember that sometimes it is better to let your carry get the kill if it's certain that your target will die. Please at least read the guide, as if you don't like the build, this may at least help you. This general build (Tweak it of course!) has worked almost every game for me.

Galio is the single most underrated champion in my opinion. His ultimate wins games.
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Runes

Do whatever you want for runes. I seem to have a rather unique taste in them, and few people share my beliefs on which runes are best.

are very useful. These can actually be pretty significant if the enemy foolishly decides not to get any MR.

are less essential. These add a total of 16 MR and 8 AP at level 18. Doesn't seem like much, and it isn't, but it is definitely useful. Swap these out if you'd rather have something else.

give a total of 24 MR and 12 AP at level 18. This, combined with your seals already gives you an advantage against mages.

Your early game is scary. Really scary. 56 AP at level 1 scary.
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Summoner Spells

I chose and for my summoner spells, although is actually useful on Galio believe it or not. Teleport is great for getting right back into lane, while flash is almost a must for using your ultimate in the middle of the enemy team.
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Pros/Cons

Pros

+ Amazing Passive ability, allowing him to both tank and deal good damage
+ Fast autoattack animation, good for last hitting
+ Good CC
+ AoE taunt
+ AoE, very painful slow
+ Incredible farmer from mid game onwards
+ Extremely resistant to magic
+ Very cheap items
+ Almost invincible lategame, whether against mages or not
+ Great kiter and chaser


Cons

- Melee autoattack
- Incredibly high mana usage
- Somewhat item reliant
- Low attack speed
- Low attack damage
- Low movement speed
- Hard to escape from multiple enemies
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Teamwork

This is essential, obviously. One thing many people forget is that this is a team game! No matter how tough you are, no matter how much damage you can do to an enemy champion, your goal is still to take down the enemy's turrets, and eventually their Nexus. Remember that if you have a jungler, you should take bottom lane, you are not a solo champion, especially earlygame. Anyway, here is a list of laning partners you might end up with.

Akali - Below Average

Akali.. Well, she can do a lot of damage, but honestly there isn't a whole lot of combos or anything you can do together. You might have success with this lane, but you're probably better off somewhere else.


Anivia - Good

Anivia, while not incredibly hard to run from by herself, is just scary with a Galio. Her ult goes well with yours, her Flash Frost and Wall combined with your slow and haste, combined with the fact that you both do hax damage will ensure that if your enemy doesn't get a negatron cloak very soon, they will lose their lane.


Alistar - Moderate

Having Alistar in your lane is like, well, having Alistar on your team. It either sucks or it's awesome. A good Alistar can get you an easy first blood at level 2 if he manages to get behind one of the enemy champions and push them to you. Use your mini-nuke (Q then E) and they should be at around half health. Watch as they slowly try to "run" back to their turret and Alistar stomps the ground, giving you time for round 2.


Amumu - Good

You will be harassing up the kazoo (Yes, I just said kazoo)! If your Amumu doesn't jungle for some reason, he should actually have a successful early game. Once his ult is ready, you can use yours, and after it's done he can swing up there on his little rope of doom and use his. Use your E, and once the stun is gone, land your Q to slow him. If you don't finish the opponent, they should at least teleport back to base, giving you time to push. Yes, you just used two ultimates to kill one person in this scenario. But hey, it works just as well (better even, with your ultimate's increasing damage effect) against 5 people.


Annie - Moderate

While Annie has great nuking potential, that's just about all she has to offer. Against some lanes, her AoE will absolutely massacre, but against others she will have to sit back and farm until lategame. Also, why isn't she mid?


Ashe - Bad

Another champion that should be mid, Ashe just doesn't really shine when in a duo lane, especially with Galio. She simply doesn't do great damage early on, and all she has to offer is her permaslow. Her ultimate could be useful in lane, but tends not to be.


Blitzcrank - Good

Like Amumu, can keep an enemy near you, allowing you to do some good damage before they get away. The fact that he has a stun, (technically his grab is a stun) a knockup (better than a stun) and a silence allows for a complete anti-mage lane.


Brand - Moderate

In my opinion, a simply better version of Annie. His AoE damage is amazing, but again, not incredible for much other than damage. Should go middle.


Caitlyn - Good

Another champion that should go mid, but works well with Galio. Her Ace in the Hole and Piltover Peacemaker work well for picking off enemies who almost get away, and she does very nice early game damage. Her traps are great to prevent ganks and prevent escapes.


Cassiopeia - ???

A Cassiopeia in your lane could either help a lot or not at all. However, I don't play or know her enough to know exactly how well she would usually help. Her damage is very nice though, and could potentially get a good amount of early kills.


Cho'Gath - Good

Well, while it is my opinion that a Cho'Gath should always jungle, they don't always jungle. Luckily, this works out rather well for Galio. Cho can Rupture and Feral Scream opponents, making them very easy targets for Galio. However, it is usually best if he does not use Rupture until 0.5-1 seconds before you are done channeling Idol of Durand, to maximize damage output.


Corki - Bad

Corki doesn't bring a whole lot to the table when you are playing Galio. His damage is good, but in my opinion, he just serves as an anti-akali.


Fiddlesticks - Awesome

At level 6, you can have your Fiddlesticks waiting in the bushes. When he starts channeling for his ultimate, use yours on the targeted champion. You'll keep them in place, Fiddles will rape face, and once yours is over, Fiddles still has his Terrify spell to use and abuse.


Jarvan IV Below Average

Lots of Jarvan IV players lately, and many of them aren't too good. His ultimate is just about the only thing that will synergize well, as you can use your own to allow Jarvan IV to catch up to a champion, and he can then take them down. He's better off in a top solo lane.


Lux Awesome

Lux' snare and burst (best in the game counting her passive at level 6) will work wonders here. Around level 3 to 4, you two should start being able to get kills on most opponents. Her snare/slow (And amazing damage) coupled with your slow and good burst damage can scare away almost any team. You will mostly get near-kills where the enemy gets away with 100 hp, but at level 6, that should change with Lux' ultimate.


Nunu Great

Your slows stack, for one thing, but don't forget how well your ultimates synergize. You use your as he uses his, and you will keep the opponents in place. They can't escape now, and any CC they were going to use is now useless. Cleanse or however, can counter this.


Soraka Moderate

No need to get Clarity if you have a Soraka who you choose to lane with. She is better off with an AD carry, but if you end up with this, accept the opportunity.


Urgot Moderate

Urgot's great early game damage will work well with yours. Not a whole lot of synergy other than that, but you should do rather well with him as a partner.


Zilean Awesome

Have fun being invincible. Zilean has incredible early game damage, and you will get several early game surprise kills with you two together.
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Spells

Runic Skin
Galio converts 50% of his total Magic Resistance into Ability Power.

Such an amazing passive. This allows you to tank mages while still doing large amounts of damage. This also benefits you when fighting dragon or baron.


Resolute Smite
Galio fires a concussive blast from his eyes, dealing 80 / 135 / 190 / 245 / 300 (+70% of ability power) magic damage to enemies near the impact location, and reducing their movement speed by 24 / 28 / 32 / 36 / 40% for 2.5 seconds.

Cost 60 / 65 / 70 / 75 / 80 mana | Range 900

This will be your main damage spell, coupled with Righteous Gust. This does more damage, but has a slow projectile which can be dodged somewhat easily.


Bulwark
Galio shields a friendly champion for 4 seconds, increasing their Armor and Magic Resistance by 30 / 45 / 60 / 75 / 90. Each time the unit suffers damage, Galio is healed for 25 / 40 / 55 / 70 / 85 (+30% of ability power) (-20% healing for each consecutive hit).

Cost 60 mana | Range 800

Your main tanking and healing spell. Also gives you a decent bit of AP (45 at spell level 5). Level this later when teamfights are happening all over the place. I do level this later than most other builds, as I feel that teamfights don't happen enough early game to warrant getting one point of this early on. Remember that it does allow you to heal off minions, or even the turret later in the game.


Righteous Gust
Galio unleashes a gust of concussive wind that deals 60 / 105 / 150 / 195 / 240 (+50% of ability power) magic damage to all enemies in its path. A directional draft remains for 5 seconds, increasing the movement speed of allies passing through it by 20 / 28 / 36 / 44 / 52%.

Cost 70 / 75 / 80 / 85 / 90 mana | Range 1000

I absolutely love this spell. Perfect for ganks, escapes, and harassing. Does some nice damage and is extremely hard to dodge, due to the very high projectile speed. Best to save this in most situations early game in order to conserve mana.


Idol of Durand
Galio channels for 2 seconds, taunting nearby foes and blocking 50% of incoming damage.
After channeling, Galio deals 220 / 330 / 440 (+60% of ability power) magic damage to surrounding enemies, plus an additional 5% damage for each attack he suffered while channeling. Max 40% bonus damage.

Cost 100 / 150 / 200 mana | Range 550

There is such an incredibly long list of uses for this spell. This spell taunts enemies, causing them to attack you. Perfect time for your teammates to start laying out the big damage. If they aren't dead by the time your teammates have used their spells, they will be by the time you stop channeling. This spell taunts AND does some really nice damage. Works great with thornmail as well when against some heavy AD.
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Spell Usage

Galio doesn't have an incredibly advanced spellset, but there are a few things to know.

- (Almost) always use before . takes much more time to travel and has a shorter cooldown, allowing for a more surprising and harder to dodge burst.

- Galio is a champion that benefits greatly from smartcast. I recommend turning it on with him if you don't have it on already.

- Mid/Late game, you can use or to hit the wraiths through the wall, getting about 100 gold if you want to go back to base but need just a bit more gold.

- Slow stacks with other people's slows. However, when two slows that total 50% or higher are combined, the weakest one is cut in half. (I feel like I'm missing something here, remind me please? :D)

- At around level 9, + will wipe out all normal minions.

- Using before casting damage spells may seem like a good idea (and sometimes is), but the defense should be your main concern. It is a good idea to cast immediately before .

- Make sure, when using , that you cast it in a place that allows allies to move on it too.

- Combine with allies that have AoE ultimates for best effect.
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Conclusion

Well, I hope you liked this guide, I'm aware that this build is strange at the very least, but it works incredibly well for me, and I hope it works for you. Please tell me anything I can do to improve this guide, be it new sections, different items, or spelling errors. Thanks for reading! (Hopefully)
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Special Thanks

I have to give a HUGE thanks to wRAthoFVuLK, he helped me out with the whole BBCode thing, including how to add pictures etc.


Also, big thanks to Ezrea1 for pointing out my mistakes and helping me update.


Thanks to Jhoijhoi as well for the epic picture at the beginning of the guide. Seriously, it's awesome. XD


Thanks for all the support!
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Items

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