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Garen Build Guide by coldstone769

Garen Spin to win!

Garen Spin to win!

Updated on October 5, 2011
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League of Legends Build Guide Author coldstone769 Build Guide By coldstone769 0 6 4,560 Views 6 Comments
0 6 4,560 Views 6 Comments League of Legends Build Guide Author coldstone769 Garen Build Guide By coldstone769 Updated on October 5, 2011
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Intro

Hi,
Im coldstone769/LeTz QuickScoPeZ


When i play games i like fast or strong character I HATE SLOW BLUNT CHAR

Today i am makeing a build for garen when i play him my moto is spin to win I've played garen probably like 5 times online like 15in practice I like to try new builds with him in practice this is my favorite build for online


Oh and btw can some 1 tell me how to link idem on my build that would be Great
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Legend of garen

Throughout Valoran, the resolve of Demacia's military is alternately celebrated or despised, but always respected. Their "zero tolerance" moral code is strictly upheld by civilians and soldiers alike. In combat, this means Demacian troops may not make excuses, flee, or surrender by example. Garen, the valiant warrior who bears the title "the Might of Demacia", is the paradigm to which these leaders are compared. Thousands of great heroes have risen and fallen on the bloody battlefields between Demacia and its preeminent rival, Noxus. It was beneath their mighty banners of war that Garen first met steel with Katarina, the Sinister Blade. The infantrymen who beheld this event (and survived) commented that it seemed as though the two were locked in a mortal waltz set against a symphony of clashing blades.

Garen, the pride of the Demacian military and the leader of the Dauntless Vanguard, returned from this battle breathless for the first time in his career, though some speculate this was due to reasons other than exhaustion. The plausibility of these rumors was bolstered when, in every instance thereafter, Garen seized the opportunity to encounter the Sinister Blade again. A paragon of Demacian ethic, Garen never entertained such allegations, for he knew others couldn't understand. Even simply the pursuit of a worthy opponent on the battlefield is, to a true warrior, the reason to rise each morning. The promise of one, particularly one so beautifully and diametrically opposed, is the validation of his existence.

"The most effective way to kill an opponent is to slice through the man next to him." - Garen, on front line strategy.
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Pro/Con

Pros

+ Great Tank
+ A great mix of health, Armor, and MR
+ Hard to catch
+ No mana
+good ultimate


Cons

- Not as much damage as a DPS build
- Not so great at initiating
- None of your abilities are that good at protecting people(No taunt, Snare etc.)
- Cooldowns are annoying
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Summoner ability

The Good


Exhaust: Keeps them from escaping, provides you with the CC you need to tank, and keeps people in your judgement. Highly recommended.

Ghost: Helps you escape, and helps you get to a fight to do your job. Recommended, but replaceable.

Flash: Great for initiating, chasing, tower diving, and much more. A good choice overall.

Heal: Helps on every tank, because you can stay in the fight longer to take the hits. Not recommended by me, but it is just preference.

Fortify: Keeps your turrets safe, prevents tower dives, and helps you last hit when it's off CD. I only recommend this on supports, but it's still good on tanks.

Cleanse: Kind of unnecessary because judgement is kind of a built in cleanse, but if they have so much CC that you need it, then take it. Not recommended, but plausible.

Teleport: Gets you to lanes faster when you recall so you don't lose as much gold or EXP, and good to get to a fight quickly. Not recommended, but plausible.
The Bad


Revive: I've seen tanks use this so if they die they go right back into battle, but the cooldown kills it's usefulness, and you're hard to kill anyway. Plus, you should know when to retreat.

Ignite: Good on burst assassins like Katarina, but since you are tanking, damage is the least of your concerns.

Clarity: No mana = No Clarity.

Clairvoyance: As much as I love it, it's more of a support spell in my eyes.

Rally: I made a thread on the forums about this. Turns out, there is almost no way to make this a viable spell because of the cooldown and the little benefits it offers.

Smite: Last time I checked, you weren't jungling.
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Picking yer lanes who/who not to lane with

You Want To Lane With: People With Disables
Sion Ryze irelia morgana



They keep people in your Judgment and even, in some cases, in your tower.

Sturdy Damage Dealers
sion oalf renkton xinzhao



These great people can take about as much damage as you, while still dealing a massive amount of damage. Just a great lane. (All of the people above also have good CC, lane with them whenever you can)

You Want To Avoid Laning With because of A Weak Early Game

Ashe, Twist fate, Tristana

Now, these champions aren't useless early game, they just aren't as effective as other people you could be laning with.

Other Tanks

Shen, Rammus, Alistar, nasus


Sure, these lanes can be effective, and even prosper, but for the most part, you two are just a big meat shield that the enemy can't punch through. You may be able to take a lot of damage, but you usually can't deal enough back. Only lane with these if you have no other choice, or are a premade.

Who You Want To Lane Against
Same people you dont wunna lane against and other squishy like
Pantheon, Teemo, Veigar

Though you don't want them with you, you want them against you. Their early game is weak enough so that they aren't that much of a threat. Watch out for them late game though, as they can be very devastating. Just try your best to shut down their early game, and you should be fine.




Thank you shadow regin757 for the help on this build and leting me copy
some of yer things
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Items

For the idem i normal start with long sword
then i build into a lanter

GO for the level 1 boots next then some armor towards sun fire cape

Next get yer boots complete


Then go for sun fire cape u build about 450hp and 45armor and you deal 35damage per secand it can make a big change when in a 2v1 or larger or when enemy is in nexus and you are fighting a super minion it does damage to the other minions around!


Start building for a warsong armor because after you have that when the extra hp and hp regain caps you have like 50hp per 5 sec and 1350 hp

Here i sell my lantern and go for a tiamat why a tiamat? 50attack damage and 15hp regain per 5sec that stacks with other idem.... Plus splash damage also helps in team fights and when farming

Go and get a frozen heart for armor and the as reduction


Finish build should look like

1x boots of swift
1x sun fire cape
x1warsong armor
x1 tiamat
x1 frozen heart
x1 infidelity edge



Some other idems you can switch with
______________________
Guardian angle
Blood luster
infinity edge
Frozen mallet
the black clever
__________________
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Skills

Perseverance is your passive. It lets you have lane durability and outlast your enemies. If you and your enemy both deal heavy damage to each other, you've come out ahead due to your passive. If you drink a health potion and let your passive tick for a little while, you're going to be at full health much earlier than they.

Decisive Strike is your gap-closer and your bread-and-butter damage ability. In lane, use it to catch your opponents off guard with the speed boost and larger than expected burst of damage. In teamfights, use it to motor up to the other team's juiciest target and mash them to bits.

Courage is your "oh ****" ability. Pop it when you're taking a little too much damage, or when you're about to be caught in a stun and you have no way out. I tend to leave this at a low level, or even with Decisive Strike, depending on what level of aggression I can afford to maintain throughout the match.

Judgment is what you use to chase, or to deter other from chasing. When you Judgment, you move through minions as well, so you can take advantage of any sort of creep advantage you might have accumulated through preventing your enemies from farming.

Demacian Justice is what you use to catch runners, and what makes you so dangerous. You'll have to get a gut feeling of when to use it on each enemy. Nothing's more frustrating than using your beautiful giant glowing sword to no effect. Don't be selfish with it- if you're going to die, throw out an ult. If somebody's getting away but you're not sure you'll be able to finish them off, throw it out
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How to use bushes

Garen should almost NEVER take mid lane for the simple reason that it is too difficult to use the bushes properly. Bushes multiply Garen's lane presence because of a few factors. Garen's chasing power, q + e combo, and ultimate as well as the element of surprise are the basis of what separates excellent and mediocre Garens.

WARDS WARDS WARDS (not Garen-specific)




There are a few guides on this site and others such as this one that explain the best places to put them. THESE THINGS WIN GAMES, and they are mostly put in bushes. I need to make clear,

WARDS ARE NOT DIFFICULT TO BUY OR PLACE.


Every time you go back to buy an item with a little extra gold, buy a ward. Try to never leave base with extra cash, as its just going to be wasted with you carrying it in your pocket. Don't hesitate to sell the Doran's Blade to make room for them either. The added map awareness provided for your team greatly outweighs the health and damage provided only to you.

Place wards in the River, next to Dragon, Baron, enemy Blue, enemy Red, and a few other places. Those who have been warding for awhile eventually figure out where is best for their team to place them. Make sure that if you are laning against a stealth character, you pick up vision wards early.

Also, use these to protect yourself. If you have pushed the lane early and want to continue fighting there, you need to position wards in the bushes NEXT TO the bushes by enemy red, as well as in the bushes (toward Dragon, Baron, Urf, and whatever is at the last one) by the 1st tower. This more or less ensures you will be able to see enemies at your flank.


Initial contact with the enemy


If your team isn't grouped up fighting for blue/red and you've made it to the bushes in lane with your laning partner, wait for the enemy to venture near the bush. It really helps grabbing First Blood if your laning partner has exhaust or some other form of CC. Smack whomever enters the bushes first, but if both attack at the same time, pick the squishier target.

Do not try to jump people out of the bushes at level 1 because without the movement speed and damage of q, it is ineffective and you are better off last hitting minions for the gold.


In-Lane Ganking


The best time to set this up is after you have cleared all of the enemy minions from the line of sight. Pick either the river bush or the enemy's side bush and hide and wait. Patience is KEY, as picking the wrong time to strike means you just lost a kill or you have died yourself. Wait until the enemy is in an -unknown to them- dangerous position, hit q, attack the enemy, flash to them if necessary followed by spin-to-win and the ult.

Another good idea is to have your laning partner CC one of them, and as they do that you punch them in the face.

If the enemy comes into the bush you're standing in, well, sad day for them. In that bush they just face-checked they will find a nasty surprise of a silence and damage burst, along with your spin-to-win.


Healing


If you get hurt in lane, use the bushes to hide from the enemy and use Garen's passive to regen your health. Do not stand in the bushes at the loss of minions, but don't be stupid with dangerous farming either.
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SPIN TO WIN

ALWAYS REMEMBER TO SPIN 2 WIN

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