Build Guide by Om Frequency
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Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
Stop calling me a Tank!
Before I begin describing this build, I'd like to discuss some preconceived notions regarding Galio's role as a 'Tank' on a team. The concept of tanking originated long ago with the advent of multi-user dungeons or 'muds', and became more widespread with the rise in popularity of mmrpgs.
Now, for those few who don't already know this, tanking was the act of initiating combat and therefore being the primary focus of whatever npc, mob, monster, call it what you will, allowing the rest of the team to operate without being killed quickly due to their otherwise squishy nature. This being said, these ideas of old still hold true with LoL to some degree, (initiating, tanking neutral monsters) but obviously not in all cases, as LoL is primarily PvP in nature, and as a result, the players attack whoever they please regardless of your classification.
Additionally, the very nature of rune/mastery/item builds allows for a wide variety of options. Because of this, one persons Galio could look significantly different than the next. Just because he's made of stone, doesn't mean that 'tanking' is his only way of contributing as a Champion. Galio has amazing harassing and kiting abilities, in addition to a Passive skill that essentially gives him x1.5 the goods for his gold spent on items when planned for intelligently.
In my opinion, if you are playing Galio by stacking HP and Armor alone, you are not getting as much out of him as you could be. I play him a bit differently than what many people seem to expect, and as a result, it really isn't in my best interest to be initiating combat or tanking baron, only to tack a death on. As far as I'm concerned you could stack Armor and HP on Teemo and call him a 'Tank' and it would hold as much weight. A true Tank's skills are what defines them as such, and if you really understood Galio's..you would probably agree that he fits more into the Mage/Support category, with a good health base as a bonus.
Ultimately what I am trying to communicate is this: Take a moment to examine your teammates in any group situation and understand the build that they are playing before assuming that they will fill a specific role on your team. If you see Galio decked out with AP and Mag Res gear, understand that they probably don't have the staying power to be initiating combat in a group situation vs. non-squishy physical damage dealers (Jax, Trynd), so don't expect them to. These points should save you the trouble of screaming "Tank you &@#$ noob! You suck!" since you now understand that:
1. Excluding the use of taunt (which Galio has, but also needs to use intelligently) a champion can not tank other champions when they choose to focus on you instead.
2. Being that all of Galio's skills are ranged excluding his ultimate, it's quite possible that he's doing a great deal that you don't realize if you are expecting him to be up front pummeling people with his stone fists.
Note: Keep in mind that since Galio is listed as a 'Tank' in his character information sheet, many people are going to assume that you are going to build him as one. It's your responsibility to let your team know during character selection that you will not be playing him as a tank, so that someone else can fill that role.
Runic Skin: (Passive) - Galio converts 50% of his total Magic Resistance into Ability Power.
This is an amazing passive, since both MR and AP are incredibly useful. When properly utilized, you are getting much more for your gold than anyone else which puts you in a position to dominate early.
Note: This includes masteries and runes which means that with this build you begin with about 10 extra AP before buying equipment. ( Greater Glyph of Magic Resist x9 + Resistance)
Resolute Smite: Galio fires a concussive blast from his eyes, dealing 60 / 115 / 170 / 225 / 280 (+60% 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
While doing fair AoE damage, this spell is also your slow. In combination with Righteous Gust, it can be an amazing tool for enabling your team to chase down the enemy as well as helping you to escape otherwise fatal situations. Skilled players will quickly be able to notice your behavioral pattern, so if you want to be successful landing these while laning for extra damage:
- Always be on the move, both towards and away so that it becomes less obvious when you are moving forward to cast.
- As with all AoE spells, because of the animation lag, a smart opponent will react before the spell lands. To compensate for this, observe their typical method of dodging (left, right, back) and plan for it accordingly when you cast.
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 20 / 32 / 44 / 56 / 68 (+30% of ability power) (-20% healing for each consecutive hit).
Cost 60 mana | Range 800
This is a decent skill, but one that I prioritize last. It can be especially good if you need to back away from a team fight due to low health. One or two of these on your teammates who are being focused not only gives them some added resistance, but heals you up enough to get back into the fray with your melee hits as well.
- Remember that it also increases magic resistance (which you then convert into AP), so it's always a good idea to have it on yourself right before you use your ultimate or if you need -just- that little bit of extra damage to finish someone off with a tower dive.
Righteous Gust: Galio unleashes a gust of concussive wind that deals 70 / 115 / 160 / 205 / 250 (+80% 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 / 24 / 28 / 32 / 36%.
Cost 70 / 75 / 80 / 85 / 90 mana | Range 1000
I can't stress how useful this ability is. It does good damage, it helps you catch fleeing enemies, it helps you escape (use it in a line ahead of you when on the run). At lower levels it can be a bit mana intensive, so I recommend trying to hit as many minions as you can at the same time as harassing your opponent(s) with it.
- With some practice in manipulating the field you should be able to frequently hit two champions with one casting, as well as the minions along the way and therefore getting the most out of your mana.
Idol of Durand: (Ultimate) - Galio channels for 2.5 seconds, taunting nearby foes and blocking 30% of incoming damage.
After channeling, Galio deals 220 / 330 / 440 (+85% of ability power) magic damage to surrounding enemies, plus an additional 10% damage for each attack he suffered while channeling. Max 80% bonus damage.
Cost 100 / 145 / 190 mana | Range 520 (Interruptible!)
While incredibly powerful, this ultimate can be difficult to learn how to use appropriately. When used at the right time it can break the enemy team into full flight or wipe them entirely. When used incorrectly it can severely limit your usefulness for that battle.
- Because the ultimate is so powerful, your team is probably relying on you to have it up for supporting the team fights that start popping up mid game. Consider holding off on popping it against solo champions for 1 kill, when you could use it in mid 2 minutes later for 3-4 assists as you mop up the enemy team after it resolves.
Note: I will often ignore the above advise when in defense of a failing tower as this ultimately helps the team more. Also, use your best judgment as not using your ultimate can hamper your ability to get kills at all and since he is a support champion, Galio can be sorely tested for gold in some matches.
- Always use Bulwark before initiating your ultimate. Even though you block 30% of incoming attacks, you still take quite a bit of damage, especially when taunting multiple champions. The additional magic resistance, armor, and bonus AP will all lend a significant hand towards your ultimate being successful vs. 2.5 wasted seconds.
- Have a good sense of the enemy team's item build. Mercury's Treads will usually allow someone to flee the AoE of your blast since their taunt wears out sooner. Because of this, when taunting champions with these boots or Cleanse be aware that you may need to trigger the ultimate again, unloading early but getting what damage in that you can vs. none at all.
Note: If you have already used it, always activate Idol of Durand again if you are going to die before the 2.5 second charge is complete. This way, at least you can contribute additional damage before going down, and possibly get yourself a few assists if your team is able to clean up the survivors.
- Often times, while severely damaging your enemies, this won't necessarily complete the kill. I like to make sure that when I use Idol of Durand, I have both Resolute Smite and Righteous Gust fully cooled so that I can immediately hamper fleeing enemies with slow and additional damage.
- For every attack that you take, the damage for Idol of Durand goes up by 10%. This maxxes out after 8 attacks. If possible, include a few minions in the radius to be sure that you will do the maximum amount of damage!
- Sync up with your team! Amumu, Nunu, Vladamir, Karthus, Pantheon, and many others all have amazing effect when your abilities are combined. Make sure your team understands what their role should be when you are taunting. Unless someone is running and you are using your ultimate to taunt and save them, your team should probably focus fire on anyone in your circle of doom.
- Above all else, make sure you have the Health to survive the beating that ensues when you taunt your enemies. There is nothing more embarrassing than using your ultimate only to force someone to beat you to death because you were not monitoring your health well enough.
Summoner spells are probably the most flexible part of any build and you should always modify a build you resonate with if necessary, in order to suit your own personal play style.
However, I would strongly urge that you consider including Teleport for Galio, as I have with this build. There are a few reasons for this. Because I bypass the usual Chalice of Harmony that most Galio builds include, we don't start with a Meki Pendant.
Therefore, for the early game phase it is important that you are conservative with your mana, launching spells only when you are certain that it will have the biggest impact. We can be much more free with our destructive power when we know that we have the ability to recall, fully heal, purchase an item, and teleport back to our position without losing much (if any) experience, every couple of minutes. This will keep you dominant in your lane via levels, items, health and mana.
Teleport vs Clarity - While Clarity can be helpful for a quick mana fix early game, this loses effectiveness around mid game and becomes much less desirable. This is due to your champion having more base mana in combination with the fact that recalling for position becomes more common at this point. Teleport on the other hand begins to gain effectiveness mid to late game, as you are now able to gate to groups of friendly minions near enemy towers to push, or quickly defend your own towers. Once the team fighting begins...a teleport back to the group from base after a death or to a tower to defend while your team continues pushing can make a real difference.
This slot is more for personal preference. Some prefer Flash for a movement buff. I like Ghost myself, mostly because in addition to it's usefulness for chasing and evasion (especially in combination with Righteous Gust and Resolute Smite), it also works in nicely with my masteries build.
Another combination to consider in the place of Ghost is Fortify. Fortify combines amazingly well with Idol of Durand. Since your taunt instigates physical attacks on Galio, it obviously works in your favor if this is happening inside your tower range whenever possible. With Fortify the tower's attack rate is doubled making it even more likely that the fool that chose to step into your house pays dearly for it. In combination with Teleport this can be a brutal 1-2-3 punch if the enemy is foolish enough not to run when they see someone teleporting in.
Note: If you are following this build but you decide to change your Summoner Skills, be sure to make the necessary changes to your masteries as well as putting a point into Ghost will not benefit you at all if you have replaced it with Fortify or another spell. While this may seem obvious, I've seen several builds that have points spent on Summoner Spells that they do not include with the build.
Its my belief that even going some combination of 21/*/*, Galio would still lack the firepower to really be much of a killing machine. His real strength lies in his incredible ability to support his team, and so I chose to accentuate that strength by focusing on the Utility skill tree. The cooldown reduction, movement speed, and regeneration rate increases all ultimately contribute to Galio being a more capable and well rounded support in my opinion.
I also find that my final 9 points are best spread across the board for the most beneficial effect. This results in 6 extra armor, 6 magic resistance (+3 Bonus AP), and .6 AP per Champion level for a total of 10.8 at level 18.
Greater Quintessence of Health x 3
Greater Mark of Magic Penetration x 9
Greater Seal of Scaling Mana Regeneration x 9
Greater Glyph of Magic Resist x 9
There are two schools of thought regarding Rune builds. Those that feel that they want the most of one possible thing that they can get, and in turn purchase Runes, Glyphs and Seals that boost the same statistic across the board. And those who want to get the most out of each category of Rune and choose the most appropriate boost from each to maximize their overall stat increase.
Obviously I am from the latter school myself, and my intentions behind this rune build are fairly obvious.
1. More HP = More survivability and less gold for the enemy
2. Do more damage with my spells.
3. Have more mana to cast them with.
4. Take less damage from other champion's spells while boosting my AP.
As far as Quintessence's go, I personally prefer the extra health early game, but change the Greater Quintessence of Health's out with whatever suits your play style. Greater Quintessence of Cooldown Reduction, Greater Quintessence of Magic Resist and Greater Quintessence of Movement Speed are all very viable options as well.
Core Item Build
For a relatively small amount of gold we've gained some impressive survivability as well as a healthy boost to AP. Consider the following:
~ Item ~Banshee's Veil
~ Cost ~
~ Magic Res ~
~ Ability Power ~
~ Bonus AP ~
~ Effect ~Blocks Negative Spell 1x/30 seconds
Reduces Stun/Snare/Slow/Taunt duration by 35%
Reduces Enemy Champion Mag Res by 20
After these core items, Galio's passive ability has generated 70 extra AP. At this point in the game, it's a good idea to take look at the enemy team's equipment before deciding on the best way to proceed. Here are some things to consider:
Your Magic Resistance is now quite impressive at above 180. If you don't see many Void Staff's then you are probably safe to begin focusing on something else.
Now that you have a solid foundation of MR and AP, you should decide whether or not you are going to proceed by taking the path of the dedicated Magus and continue to stack AP, or give yourself a little more staying power by picking up some HP or Armor.
For continuing to stack AP, I recommend the following items:
The Deathfire Grasp comes recommended mostly due to it's help with cooldowns. At this point in the game, your skills cooldown timer can begin to be bothersome. It is also quite useful vs. enemy tanks, but don't forget to activate it whenever it's cooldown is up!
On the other hand, Rylai's Crystal Scepter is great for extra survivability, spell damage, and the additional slow effect which stacks to some degree (According to Guinsoo - Scroll Down) with Resolute Smite.
If you decide that its more beneficial to gain some durability, I recommend:
Again, Randuin's Omen's cooldown effect is very helpful at this point in the game and will provide a noticeable difference in how much you are able to contribute. This in addition to its Armor, Health, Passive and Activated abilities, make it an excellent weapon for Galio's arsenal.
Aegis of the Legion is great for team fights. Someone should usually get one, and contributes to Galio's AP via the Magic Resistance as well. Galio is a good choice for bearing the Aegis.
Guardian Angel speaks for itself. If you are up against competitive opponents and your death ratio is becoming aggravating, this armor always helps to alleviate the building rage. It also combos nicely with Idol of Durand since you can be less concerned with snatching too many champions in one taunt and getting beaten to death.
Another thing to consider depending on your skill level, is:
If you are either in a battle where your opponents are outmatched and stacking deaths, or your cautious play style keeps you alive more often than not, than definitely take a look at Mejai's Soulstealer. Galio gets enough assists mid-late game that this can start stacking pretty quickly.
- Galio is weak against physical DPS, so stealth champions (i.e. Twitch, Evelyn, Teemo) can be a real danger since they get right up in his face before he can use his skills to be evasive. Don't forget to pick up an Oracle's Elixir when you can afford it, to shut down their stealth mechanism.
- Often times, players will underestimate the amount of damage that Galio can inflict in the early game stage. Once an opponent is tower hugging at low health, move just out of range while a wave of minions presses the tower. Bulwark yourself for an AP boost, then move in and cast Resolute Smite and Righteous Gust in quick succession (fast enough that they practically land at the same time). This will often take enemy champions by complete surprise and can often earn you an early kill.
- Don't underestimate what a difference a couple of levels can make. Make sure that you are in your lane as often as possible getting experience until you leave to start supporting your team. Use Teleport to ensure that if you need to heal, you can return immediately. Never recall just to purchase items, continue saving gold and getting experience until you your teleport cooldown returns, or until you are forced to heal.
- Map awareness. You are most effective when you are supporting other people by hampering the enemies movement and enhancing your own team's. Make sure you pay attention to the map so that you can be somewhere where you are helping when it matters most. Once team fighting begins, use Teleport to ensure that you are at the right place at the right time as often as possible.
Good luck, have fun! See you on the battlefield!
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