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Choose Champion Build:
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I Will Lead The Charge! (Gener
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VS. AD Oriented
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VS. AP Oriented
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VS. Armor Stackers
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VS. Health Oriented
Recommended Items
Spells:
Ignite
Flash
Items
Ability Order
Perseverance (PASSIVE)
Garen Passive Ability
Threats & Synergies
Teemo
AWAY SATAN! Teemo will be an absolute pain if you have to lane against him, and until he receives some nerfs, I don't think very many people outside of Teemo players will have any sort of respect for him. Try to stay in a bush that he HASN'T warded and keep track of his mushrooms. I would recommend asking your midlaner/toplaner for a lane change if you have to go against him. If they refuse, your options are to turret camp and play defensively, ask your jungler for ganks, or try to gain a surprise on him. If Teemo blinds you, immediately activate Judgement. The AOE will still hit him and when it ends Decisive Strike should connect as well. Aside from that though, laning against Teemo will set you back and make your team hate you.
Introduction: Why you should play Garen
Since he is available from the Tutorial, Garen is a figure akin to Street Fighter's Ryu. He teaches you the basics, and you can either choose to move on, or to improve on him. This also leads him to a shared problem: everyone knows how to counter him.
Now before you immediately exit this guide saying "Not even the guy who plays him has any faith in him, so why should I?", I'll tell you this. Garen can be countered, but countering him takes away someone from the enemy team who could counter your ADC or APC.
Besides, his Ult can hit harder than a Falcon Punch (when used properly), and who doesn't like that good guy feeling you get for playing the hero?
-Unlike most Tanks, Garen has a good early lane bully game.
-Garen counters Riven. Enough said.
-Garen trades favorably with almost everyone in the game.
-His CC:Silence can stop ability reliant enemies dead in their tracks.
-Garen's ability to break slows gives him the element of surprise.
-Courage and Demacian Justice (when combined with the sudden surprise of Flash) give Garen an insanely good Tower Dive game. Low health enemies are especially vulnerable.
-Judgement can dish out high amounts of damage to multiple enemies at once. Very useful when on a team with trapping abilities such as Thresh, Veigar, or Jarvan IV.
-Courage allows you to tank enemy abilities for your team without sustaining too much damage.
-Demacian Justice kills low health runners with ease.
-Garen has good map mobility with high CDR.
-Garen can run through enemy lines to kill carries quickly.
-Garen makes good use of bushes.
-If one or more enemies counter you, that's fewer people left to counter your Carries.
-Makes quick work of towers late game. Courage also allows him to stay a little longer, even when there are enemy champs nearby or the tower is targeting you.
-Almost entirely ability reliant: AA is only useful against people who are actually fighting you and not running. If Courage is stopped before activation then Garen can still be killed somewhat quickly by a 5 man team.
-Demacian Justice can be stopped if the enemy breaks line of sight before your sword hits the ground.
-Using Decisive Strike at the wrong time can be fatal against teams with slows.
-Garen isn't the tankiest guy on earth: He can't survive meat grinds alone, so be sure to have your team behind you.
-No good escape abilities: practically forces you to take Flash with you.
-Doesn't fare too well against other Tanks...
-Everybody has their counters... (Looking at you, Satan.)
-Because Garen's been around for five years, and that everyone has generally played him at some point, everyone will know how to counter him. The question is if they'll focus on you.
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