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Spells:
Flash
Ignite
Ability Order
Perseverance (PASSIVE)
Garen Passive Ability
Why you should play Garen
- He is extremely fun to Play
- He is the best Spinning-Swordfalling-DEMACIAA!-Crying-Tank-Knight
- He is very durable with good damage
- He is the only champ who has to go to toilet
- He doesn't have mana so you can spam out youre abilities
I would appreciate you to read the full guide before you start playing and before you downrate or write trolling commentaries and BTW I'm not english so please do not complain about my spelling or word usage.
Patch History (for the Guide and Garen)
In Patch v1.0.0.136 (Lulu Patch):
"Fixed a bug where Demacian Justice would not finish casting if Garen lost vision of the target during the cast"
In Patch v1.0.0.125 (Riven Patch):
"Decisive Strike attack damage ratio decreased to 1.4 from 1.5
Judgment
Damage per second reduced to 50/90/130/170/210 from 60/100/140/180/220
Bonus attack damage ratio increased to 1.4 from 1.2"
Latest Update:
2011/10/8 Reworked the masteries after the patch and added some things mentioned in the comments
2012/17/4 -Added Patch History
-Tweaked some things in the item section
Passive

Perseverance
Garen regenerates 0.5% of his maximum health per second after not receiving or dealing damage for 7 seconds. This ability makes you stay in lane so much longer and gives you much more farm.
Decisive Strike
Garen gains 15/20/25/30/35% movement speed for 4 seconds. His next melee attack within 6 seconds will deal 30/45/60/75/90(+1.5 per attack damage) physical damage and silence his target for 2.5 seconds. This is youre early game Harras ability because you get movement speed a does deal quite a bit of damage. Later it will be interesting because of the silence, you can just silence the enemies AP carry so he can't fire any spells. Another cool thing is that you can use the bonus movement speed for getting out of the base faster and for escaping.
Courage
(Passive): Garen's armor and magic resistance are permanently increased by 0.5 every time he kills an enemy unit (maximum 25) additional armor and magic resist). (Active): Garen places a defensive shield on himself, decreasing all damage taken by 20/24/28/32/36% for 3 seconds. This is your primary defensive ability. It will give you some pretty good armor and MR as well as let you absorb up to 36% of the damage at rank 5 wich is really good for tanking turrets.
Judgment
Garen rapidly spins his sword around his body for 3 seconds, removing all existing slows and reducing the duration of new slows by 50%, and dealing 30/50/70/90/110 (+1.2 per bonus Attack Damage) physical damage to nearby enemies every 0.5 seconds. Damage to minions is reduced by 50%. The bonus damage is further increased by Garen's critical strike chance. This is your main source of damage. It's an AOE spell and due to the fact you often will iniate in the mid of the enemy team you can just cast the spell and anybody will get damage. Another cool thing is that you can remove all slows so if someone casted

Demacian Justice
: Garen brings down Demacian Justice on his opponent, dealing 175/350/525 magic damage plus 1 additional damage per 3.5/3/2.5 health his opponent is missing. This is your execution ability and it deals ridiculous amounts of damage. The only problem is it's short range so you sometimes will have to flash after or use the movement buff of youre
First I take a Point in
Decisive Strike taking 2 Points in
Judgment after that. At level 4 you take one point in
Courage and stack it up so you get 25 Armor and MR. 5th you take another Point in
Decisive Strike for better Movement Speed Buff and more damage. Now just level-up youre abilities in this order:
Demacian Justice>
Judgment>
Courage>
Decisive Strike








For Garen i normally take standard tank runes, which gives him early and late game resistances and will grant you much more farm. But there are some other viable Options wich I will explain below
Precision
Fleet Footwork
Phase Rush
Greater Mark of Desolation: I take these because most parts of Garen's damage are physical and especially Late Game ArmorPen becomes a huge threat. Also many solo top players actually have armor runes wich can be countered by getting ArmorPen.
Greater Seal of Armor: These are great for early survive ability so you can stay in lane much longer and get more farm
Greater Glyph of Scaling Magic Resist: They give some great mid to late game Magic Resist so you don't have to build so much more
Greater Quintessence of Health: what can i say more, it gives you great early game power and durability
You could take
Greater Mark of Scaling Attack Damage,
Greater Mark of Attack Damage for some damage but i don't think it really benefits so much or even a
Greater Seal of Critical Chance wich will make your
Judgment much stronger.
Since Dogde is taken out there are these options for Seals Greater Seal of Defense for a greater amount of armor but I think the early game bonus from
Greater Seal of Armor is better
For Glyphs the best Option would be some Cooldown Reduction with
Greater Glyph of Cooldown Reduction or
Greater Glyph of Scaling Cooldown Reduction because due to the fact Garen has no Mana CDR is a really huge benefit
For Quints there are some good Options e.g. Greater Quintessence of Desolation for more Armor Penetration,
Greater Quintessence of Attack Damage wich gives more damage. As suggested in a comment: here are
Greater Quintessence of Critical Chance for increased damage on your E.But even unusual runes like 1 Gold/10 sec for support Garen, movement speed, CDR, armor or magic resist are viable for builds like Support Garen.
Runes




Greater Mark of Desolation: I take these because most parts of Garen's damage are physical and especially Late Game ArmorPen becomes a huge threat. Also many solo top players actually have armor runes wich can be countered by getting ArmorPen.



Other Options
Marks
You could take




Seals
Since Dogde is taken out there are these options for Seals Greater Seal of Defense for a greater amount of armor but I think the early game bonus from

Glyphs
For Glyphs the best Option would be some Cooldown Reduction with


Quintessences
For Quints there are some good Options e.g. Greater Quintessence of Desolation for more Armor Penetration,


Defense Tree
I take











Offense
Here just take 3 points in





Utility
In Utility just take the point in

Starting Items
There are many viable starting Items:








Boots










Magic Resistance







Armor









Offense Items








Situational Items






Supportive Items
I want to get this section on when I'll start working on this guide again because I'm thinking of doing a support Garen Guide in addition. Therefor here are some Options I didn't include above but are still more or less viable (without comment):



My Normal Build
Item Sequence






Force of Nature
2800

Randuin's Omen
2700

Warmog's Armor
3100

Atma's Impaler
2300

Boots
300
but one thing you should know is, that you shouldn't just always buy these items. You should always base youre build on the enemy team.
Spells to take








Spells not to take



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