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Choose Champion Build:
Spells:
Teleport
Ignite
Ability Order
Perseverance (PASSIVE)
Garen Passive Ability
Introduction

Some of
Garen's stats are not correct.
They should be:
Team 1:
Attack Damage 292.41
Armor 150.29
Magic resist 115.91
Movement speed 462.15
Team 2:
Health 3703
Hp5 64.3
Attack Damage 332.21
Armor 161.9
Magic resist 162.8
Movement speed 462.15

They should be:
Team 1:
Attack Damage 292.41
Armor 150.29
Magic resist 115.91
Movement speed 462.15
Team 2:
Health 3703
Hp5 64.3
Attack Damage 332.21
Armor 161.9
Magic resist 162.8
Movement speed 462.15
PROS:
- You can kill nearly anybody(I still don't recommend chasing
Singed though).
- You are still pretty bulky (for a killing machine).
- You can even catch
Master Yi!
- The ultimate kill secure!
- 25 minute trinity force ftw!
CONS:
- You have to kill champions to get your items quickly.
- You'll be focused, even though it won't help them much.
- you aren't invincible.
- teammates might rage at you for getting
Trinity Force (at least it's not a
Hextech Gunblade.
Good question.
Garen's
Decisive Strike procs
Trinity Force's passive, which would make it deal about 700 damage. That's effectively a single target nuke on a 6 second cool down (that's including cdr). Not to mention that
Trinity Force also gives you health, attack speed, critical chance, and the all important movement speed.




I used to question using movement speed quints too, But before using them it seemed like I couldn't quite reach my target before they escaped. Having the extra movement speed makes it easier for you to:
- catch your target.
- escape after taking down a turret/inhibitor.
- makes getting around a lot faster (especially with [Decisive Strike]).
I run 22 points in the utility tree for a couple of reasons:
- The bonus experience lets you get ahead in levels quickly, so you can crush the other champion (or two) that are top.
- The extra gold at the beginning of the game helps you stay in lane for much, much longer.
- The cool down reduction increases your damage output quite a bit.
- The other trees help you most early game, but the utility tree is useful through late game.
Well,
Teleport is the best mobility tool. You can teleport to a tower to save it, or to finish it off, and it gets you more time on the field and less time running around. It also lets you help out a teammate if he's in a losing battle. And, because of his awesome amount of movement speed, you don't need
Ghost or
Flash to escape or initiate.
Ignite is great for finishing off a champion if
Demacian Justice doesn't. It's also nice against champions like
Dr. Mundo or
Tryndamere to counter their ultimates.
Exhaust is also a good thing to have against ad carries and other melees, but I still prefer
Ignite.









Below I have
Garen's skills and a blurb on each of them.
(Innate): Garen will regenerate 0.5% of his maximum health per second after not receiving damage for 7 seconds. The regenerative state will stop if Garen receives damage.
Perseverance is what allows you to stay in lane forever. If you're ever low on health just stick by your tower or jump in a bush for a bit. It's also nice whenever you are running around.
(Active): Garen gains bonus movement speed for 4 seconds, in addition his next melee attack within 6 seconds will deal physical damage and silence its target for 2.5 seconds.
No cost
Cooldown: 12 / 11 / 10 / 9 / 8 seconds
Total Physical Damage: 30 / 45 / 60 / 75 / 90 (+1.4 per attack damage)
Bonus Movement Speed: 15 / 20 / 25 / 30 / 35%
Decisive Strike is pretty much the only cc
Garen has, but it's all he needs. At level 18 one hit from this would deal 554 damage, but with
Trinity Force it deals 787. Impressive, no?
(Passive): Garen's armor and magic resistance are permanently increased by 0.5 every time he kills an enemy unit. Garen can gain a maximum of 25 armor and magic resistance.
(Active): Garen places a defensive shield on himself, decreasing all damage taken by a percentage for 3 seconds.
No cost
Cooldown: 30 / 27 / 24 / 21 / 18 seconds
Damage Reduced: 20 / 24 / 28 / 32 / 36%
Courage is the move that makes you unkillable. The Damage reduction is amazing in team fights, and it's passive makes you much tankier early game. Getting one point in this early lets you max its passive earlier, thus making you harder to kill.
(Active): Garen rapidly spins his sword around his body for 3 seconds, removing all existing slows and reducing the duration of new slows by 50%, plus dealing physical damage to nearby enemies every half second. Minions and neutral monsters only take half damage from this ability. Garen can deactivate Judgment early by activating the ability again after 0.5 seconds. Garen cannot use Decisive Strike or Demacian Justice while Judgment is in effect. Judgment's damage can critically strike, in which case, only the bonus damage will be multiplied.
No cost
Radius of AoE: 330
Cooldown: 13 / 12 / 11 / 10 / 9 seconds
Physical Damage Per Second: 50 / 90 / 130 / 170 / 210 (+1.4 per bonus attack damage)
Total Physical Damage: 150 / 270 / 390 / 510 / 630 (+4.2 per bonus attack damage)
This is
Garen's bread and butter skill, and is also his main source of damage. Maxing this first ensures that the damage you deal is always head of the others. Late game,
Judgment would deal a total of 1558 to one enemy, without critical strikes! Remember that this is an AoE ability.
(Active): Garen brings down Demacian Justice on his opponent, dealing magic damage, plus additional magic damage based on how much health his opponent is missing.
No cost
Range: 400
Cooldown: 140 / 120 / 100 seconds
Magic Damage: 175 / 350 / 525
Additional 1 Damage per: 3.5 / 3 / 2.5 target's missing health
Demacian Justice is your kill secure. It can kill any champion once they have less than 25% hp at level 3 and it is a great way to start a killing spree.


(Innate): Garen will regenerate 0.5% of his maximum health per second after not receiving damage for 7 seconds. The regenerative state will stop if Garen receives damage.


(Active): Garen gains bonus movement speed for 4 seconds, in addition his next melee attack within 6 seconds will deal physical damage and silence its target for 2.5 seconds.
No cost
Cooldown: 12 / 11 / 10 / 9 / 8 seconds
Total Physical Damage: 30 / 45 / 60 / 75 / 90 (+1.4 per attack damage)
Bonus Movement Speed: 15 / 20 / 25 / 30 / 35%




(Passive): Garen's armor and magic resistance are permanently increased by 0.5 every time he kills an enemy unit. Garen can gain a maximum of 25 armor and magic resistance.
(Active): Garen places a defensive shield on himself, decreasing all damage taken by a percentage for 3 seconds.
No cost
Cooldown: 30 / 27 / 24 / 21 / 18 seconds
Damage Reduced: 20 / 24 / 28 / 32 / 36%


(Active): Garen rapidly spins his sword around his body for 3 seconds, removing all existing slows and reducing the duration of new slows by 50%, plus dealing physical damage to nearby enemies every half second. Minions and neutral monsters only take half damage from this ability. Garen can deactivate Judgment early by activating the ability again after 0.5 seconds. Garen cannot use Decisive Strike or Demacian Justice while Judgment is in effect. Judgment's damage can critically strike, in which case, only the bonus damage will be multiplied.
No cost
Radius of AoE: 330
Cooldown: 13 / 12 / 11 / 10 / 9 seconds
Physical Damage Per Second: 50 / 90 / 130 / 170 / 210 (+1.4 per bonus attack damage)
Total Physical Damage: 150 / 270 / 390 / 510 / 630 (+4.2 per bonus attack damage)
This is



(Active): Garen brings down Demacian Justice on his opponent, dealing magic damage, plus additional magic damage based on how much health his opponent is missing.
No cost
Range: 400
Cooldown: 140 / 120 / 100 seconds
Magic Damage: 175 / 350 / 525
Additional 1 Damage per: 3.5 / 3 / 2.5 target's missing health

You just finished your build and you initiate a team fight. Here's what would if the enemy team's armor and magic resist reduced your damage by half:
You initiate with
Decisive Strike on their AP caster, silencing them and taking out half of his health. You immediately use
Courage to decrease the damage you take and then use
Judgment. You spin through the team, killing everybody. You finish off by using
Demacian Justice on one champion and
Decisive Strike on the last one. Look at that, you just got a pentakill.
Total Physical Damage: 4682
Total Magic Damage: 863
And to think that you just dealt over 5000 damage in 6 seconds. Amazing.
You initiate with





Total Physical Damage: 4682
Total Magic Damage: 863
And to think that you just dealt over 5000 damage in 6 seconds. Amazing.
I thought about making a big, long Here's How You Play
Garen, but he's the easiest champion to use. you initiate with
Decisive Strike; use
Courage; spin with
Judgment; and finish everyone off with
Demacian Justice,
Ignite, and auto attacks. And the example team fight above should help you execute this simple combo.
My final piece of advice: Use bushes to your advantage and make sure you auto attack
Pantheon once before using
Decisive Strike. I wish you luck in your endeavors and be sure to try this build out before you rate it.
All Ability stats taken from here.






My final piece of advice: Use bushes to your advantage and make sure you auto attack


All Ability stats taken from here.
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