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Choose Champion Build:
Spells:
Flash
Teleport
Ability Order
Perseverance (PASSIVE)
Garen Passive Ability
Coming soon
You will be blamed for killstealing if you use your ult well in team fights (just remember, it's really killsecuring). You will not be indestructible. Sometimes it is necessary for Garen to die in a battle, just because those last couple hundred points of health can make the difference between a crushing defeat and acing the enemy team. Even if you are playing against a team that is overly heavy in one area of damage, and you are, say, stacking thornmails, the amount of health you have without Warmog's is very limited, and as such, so are your extended tanking capabilities.
The item builds that I have are very loose, as tanking different teams requires different item orders/builds, but I was able to sum up the basic builds for three scenarios of tanking:
Tanking against an ad-heavy team, tanking against an ap-heavy team, and tanking against a decently balanced team. When I say ad or ap-heavy, I dont mean 3 out of the 5 opposing players are ap or ad, I mean around 4, and then maybe with a Tryndamere or a heavy ap nuker. In short, don't rush to the alternative guides just because the opposing team is slightly unbalanced; simply keep to the base build, and if any of their carries gets overly fed, consider building a little extra resistance to their damage type.
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Decently high dps early game if played correctly
Courage is a natural fit for a tank, providing a decent item's worth of armor/magic resist, as well as a handy shield.
Presents enough of a threat that gaining aggro isn't too much of a problem
Easy initiation with Decisive Strike, gaining the upper hand over the enemy with the lack of their spells
Naturally quite tanky
Easy to punish melee dps
Cons:
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Can be hard to draw fire from an experienced enemy team
Lacking in crowd control
Can be very tempting to leave a fight in order to pursue a low health enemy due to the move speed bonus from Decisive Strike.
Greater Mark of Desolation for the Armor Pen, because Garen does most of his damage as physical, except for his ultimate,

Seals:

Glyphs:





Quintessences:



A great starting item for Garen, as it gives a fairly good starting armor bonus, a good health bonus, making your passive heal you for more, and as if that wasn't enough, more health regen. This is the item that allows you to make using



A great item, one that I find very useful in many situations, as it gives nearly identical magic resist and armor bonuses, a handy damage and health bonus, as well as putting the damage and some of the armor and magic resist into a handy aura!

A good item for a Garen going against a balanced or caster-heavy team as Garen's, giving some much-needed early magic resist as well as tenacity. I only use this item against balanced or caster heavy teams because without the extra magic resist, Garen's armor bonus tends to stay a good deal ahead of his magic resist, allowing him to be easily nuked down early game.

Used instead of


A great item, can be exchanged with Randiun's Omen if need be, but lacks the spread out bonuses of Randiun's. With an awesome armor bonus and damage reflection, however, paired with a cheap price, it can be used in conjunction with


Simply put, and absolutely amazing item for Garen, giving him everything that he needs to survive: movespeed, health regen, and magic resist. The magic resist equivalent of thornmail, in that it goes extremely well with


This is your ultimate item. No tank Garen should-nay could go without it. The massive health bonus allows you to take in massive amounts of damage, and coupled with your innate magic resist and armor from Courage, keeps you alive for what seems like hours in team fights. Works extremely well with Garen's passive,




A great item for Garen, giving passive slow chance, health, health regen, and armor in one sturdy package. I recommend building Warden's Mail first, then grabbing a magic resist item that builds into either FoN or Spirit Visage before completing it.

One of the only two items that gives both magic resist and armor bonuses, gives you a handy armor bonus as well as a decent magic resist, and a spare life to throw around if need be.

A low-cost item with decent magic resist, and a passive that works extremely well with



Obviously a little-used spell, but one that I feel can greatly add to the way Garen is played, more so than



A bit more common than






The other issue that may be taken by others at my choice of skill sequence is the decision of giving Decisive Strike leveling priority over Judgement. When it comes down to it, Judgement is undeniably great for pushing minion waves, however that is not something you will be focusing on very much in your early game. Additionally, Judgement relies entirely upon luck to get the last hit and thereby increase your Courage buff. Decisive Strike, on the other hand, if absolutely perfect for last hitting, as it can (and should) be used in the following manner on minions: after your first normal hit, quickly cast Decisive Strike on the minion, and after doing so, right click it again to start the auto attack pattern. The beauty of this is that you not only get 3 attacks in in the space of 2, but is that Decisive Strike will likely kill the minion before you land that third hit. Additionally, most of what prevents Garen from dominating the last hitting game is his attack speed, for as a tank you will not be getting very many (if any) items that boost it, and as a result of such, last hitting can be an unsavory affair. This is partially negated by being able to artificially boost your attack speed and damage by using Decisive Strike, allowing you to get an easy last hit. Another use of Decisive Strike is harassing, and while this may sound silly, it is actually a fairly viable tactic. Early game, when you and your enemies have low max health, you will find that Decisive Strike will take down a sizable chunk of said health. Some clarification must be made about harassing with Decisive Strike, however: it works best on melee dps champions, and slightly less well on ap nukers, and not very well at all on ranged dps. The reason for it is this: What you will do is simply attack an enemy with Decisive Strike's handy move speed bonus, dealing damage and silencing them. Depending on what type of champion you just harassed, you have a few options:
1. If it is a melee dps champion, you can either continue to attack and further injure the enemy, or if you feel content at harassing, pop Judgement and spin out, deterring retaliation.
2. If it is an ap nuker champion, you can either continue to attack (for less time than with a melee dps champion, the reason for which will be explained shortly) for a short period of time, (short as in 1-2 auto attacks) or retreat. If you choose to continue attacking, the best course of action is to pop off a couple of auto attacks, then retreat before the silence wears off and the enemy champion gets you back for harassing them.
3. If it is a ranged dps champion... WHY ARE YOU HERE, I TOLD YOU NOT TO DO THIS! The thing about trying to harass ranged dps champions as a melee champion is that although you may be able to do some damage, if they are halfway decent at playing a ranged dps, they will punish you long and hard for it, making you pay (with interest) for the damage you inflicted on them. Furthermore, you can't simply deter them by popping Judgement and spinning out, because they won't care: they can attack you from outside Judgement's range. All-in-all, harassing a ranged dps with Decisive Strike is something that should not be done, unless you are absolutely sure you can get away with minimal damage inflicted.
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