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Galio Build Guide by RikudouDovahkiin

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League of Legends Build Guide Author RikudouDovahkiin

REWORKED Galio [7.23] Build: Petricite Sentinel

RikudouDovahkiin Last updated on December 4, 2017
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Cheat Sheet

Juggernaut Leechstyle Gargoyle

Galio Build

LoL Path: Resolve
LoL Rune: Aftershock
LoL Rune: Font of Life
Font of Life
LoL Rune: Conditioning
LoL Rune: Second Wind
Second Wind

LoL Path: Sorcery
LoL Rune: Celerity
LoL Rune: Waterwalking

+15-135 Health (at levels 1-18) and +10 ability power or +6 attack damage, adaptive

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Middle Lane
Ranked #53 in
Middle Lane
Win 50%
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Threats to Galio with this build

Show all
Threat Champion Notes
Annie Annie as an old style burst mid, his tools are pretty limited and usually cannot hurt you much due to being a magic bastion yourself, her burst almost can be predicted and you may use your W to reduce an important part of her burst. Her lack of high mobility weaken her against ganks, and as Galio blocking her burst with ulti or CC'in her is easy.
Tahm Kench Tahm Kench is a dangerous jungler, solo but his sup skills are not as good as Janna's abilities against Galio, building magic resistance works perfect to reduce his damage, in team fights he will not be much of a problem to your team in a proper match, it's hard for him to stop your sovereignty.
Diana Lorem ipsum dolor sit amet, enim pellentesque, donec integer phasellus eget eget donec, quisque erat. Scelerisque suspendisse amet.
Gragas Lorem ipsum dolor sit amet, enim pellentesque, donec integer phasellus eget eget donec, quisque erat. Scelerisque suspendisse amet.
Udyr Udyr's continuous high damage at mid game can be underestimated mistakenly, and he can punish you for that the very late game, his lack of ''things'' nowadays is making him generally a weak pick, don't make big mistakes and you are OK.
Tryndamere If your solo is confidential, without kill Tryndamere cannot do much to other lanes unlike other solos, he should get feed from jungler and solo if not he will drastically fall behind throughout the game. He is an auto attack based solo and as a tank, it shouldn't be much problem due to his lack of true damage and heavy form of cc, you can easily block a feed Tryndamere with thornmail, but be careful when he becomes ''overfeed'', in this situation you should defend the towers and pacify game, trying to stop an overfeed Tryndamere wouldn't be the most clever solution and it can cause almost an instant defeat.
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Hi, welcome, I'm SirEagleEye from Tr server, I'm playing since season 3 (I suppose?) when Lucian released prob, sorry for my poor engrishu :D I have searched for a good Galio build for the reworked one but no, I couldn't even able to find not even only one explanatory build about him. Soo, I'm a support main player and here I'm to give some theoric builds and tips about Galio to you ladies and gentlemen. Feel free to ask or give advice about Galio at comment section :D I'm still updating guide thou, I'm really appreciating Riot's well-done rework on Galio and that is another reason why I wanted to write a guide about him, as I mentioned before feel free to give advice about guide dear Galio mains.

“Make no mistake, little human. You are under my protection now, and I protect what is mine.” ― Danielle Monsch, Stone Guardian

Help me with your comments if you wish, with thoughts on the guide and let us make it a better build with your support.

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Hi again, in this section I'll try to share some pieces that I liked to suit your tastes while reading my guide since my coding or whatever skills in MOBA fire is weak and writings may be boring due to lack of legibility:


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Pros / Cons

+ AoE CC
+ Anti-mage
+ Big hitboxes, easy skill block
+ Great eng/disen. with ulti
+ High base damages
Galio is a great pick when it comes to solo-duoQ, his almost global presence and high natural stats make him a strong pick in solo or even in the jungle. Almost all tanky stats are benefitable for his skills which make him scale more easily through late game. His AoE knock-up and HP percentage damage is almost always acceptable in every team composition and can be used easy unlike other junglers such as Lee Sin, your role is basic deal high damages while tanking the all enemy.
- Very immobile without his ulti
- Easy to dodge his skills
- Many are strong against him
- His ganks are not irrepressible
- Doesn't have a reliable sustain
Galio is weak against AD lords unlike Rammus, while most known form of damage is physical in this game, building magic resistance may be only good against a team of full witchs and mages, his doings and ganks are very predictable and his presence can be easily avoided by long ranged team fights which can be deadly for his team, he is not able to build generic tank damage items like other tanks, building the only hp and supporty items will weak him somehow, and only about to build principal items for damage yet still one of best bets for jungle.

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Hi again, in this section I'll try to explain my opinions that even if I'm myself doesn't sure about its rightness if picking damage is better for his role with those new runes, but even so this keystone what we'll mention is way too useful and is the perhaps only viable and performance friendly choice generally, but for my game style this piece of build is pretty precious for our early def and allow us to build more versatile things.

Old Runes

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Champion Abilities

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Galio the Colossus

In this part of build, I will try to explain Galio's abilities and possible proper combos for engaging and disengaging and maybe a few lifesaver tips for jungle gameplay of Galio. Galio is a melee mage, his primal role is tank and has some serious cc potential like usual CC battery champions of league, but Galio is a little different from other CC champions because of his mechanics...

HEALTH 550 - 2250 ATTACK DAMAGE 59 - 11918
HEALTH REGEN 8 - 21.6 ATTACK SPEED 0.625 (+ 25.5%)
MANA 400 - 1080 ARMOR 27 - 86.5
MANA REGEN 7 - 18.9 MAGIC RESIST 32.1 - 53.4
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Colossal Smash

NNATE: Galio's next basic attack is periodically modified to deal 15 - 100 (based on level) (+ 100% AD) (+ 40% AP) (+ 40% bonus magic resistance) total magic damage to its target and all enemies around it.

Colossal Smash's cooldown is reduced by 4 seconds every time Galio hits a new enemy champion with an ability.

It's your auto-attack buff and triggers on hit with a low cooldown and can be used twice with a combine of other skill because of cdr reduction from landing skills. While clearing jungle it will help you to deal AoE damage easily without a mana cost which is juicy and essential for a jungler.


Winds of War

RANGE: 825 COST: 70 / 75 / 80 / 85 / 90 MANA COOLDOWN: 10 / 9 / 8 / 7 / 6
「 GUST MAGIC DAMAGE: 60 / 95 / 130 / 165 / 200 (+ 60% AP)

Galio sends two gust of winds to targeted location by clapping his winds that pass through enemies, winds dealing magic damage and forming a tornado at the end of the range that lasting only for 1.5 secs, its dealing every 0.5 sec tick damage capped at 100 damage for every tick against monsters.
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「 TORNADO MAGIC DAMAGE PER HALF-SECOND: 15 / 20 / 25 / 30 / 35 (+ 13.3% AP) (+ 3% of target's maximum health)

It is his main long ranged damage spell and can be used in his signature combo and forms a tornado that dealing damage for 1.5 secs like Shyvana's Flame Breath you should lock enemy on the Winds of War to deal all potential damage, its hp percentage damage lets him hurt enemies even without building all the ap through items, so as you build tanky you will become more leechlike thing since skill cooldowns are pretty short :D


Shield of Durand

RANGE: X-X COST: 50 MANA COOLDOWN: 16 / 15 / 14 / 13 / 12
PASSIVE: Galio gains a shield that absorbs up to 8 - 23 (based on level)% maximum health magic damage, refreshing after not taking damage for 12 seconds.
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DAMAGE REDUCTION: 20 / 25 / 30 / 35 / 40% (+ 8% per 100 bonus magic resistance)

FIRST CAST: Galio starts to charge while still being able to move but slowed 30% over the duration similar to Vladimir's Tides of Blood but as he charges the Shield of Durand taunt radius and can be used like Shen's Flash + taunt combo.

SECONDS CAST: Galio taunts all nearby enemies (prob it doesn't work on monsters and minions) for 0.5-1.5 secs. (based on charge time) and refreshes its damage reduction buff for 2 seconds.

This, is now your new taunt skill, unlike old Statue of Durand you can still use flash while channeling and in some situations it becomes your best bet to defend someone or taunt a Master Yi to under tower, or stop opponent bot lane from killing your feeder bot premade xD Make sure it will hit the enemy but don't wait too long because it may give an opportunity to enemy for an escape chance, or you can just store it for more critical times.
When a Lux or Jinx ults you, you can instantly press W and gain almost 50% damage reduction, make sure you use it at the right moment, I saw a Galio that dived under the tower for a kill but he forgets the power of the W and tower really hurt him, you, make sure you used your W at the right moment and become a venerable jungle for your team.


Justice Punch

RANGE: X COST: 50 MANA COOLDOWN: 14 / 13 / 12 / 11 / 10
ACTIVE: Galio briefly step backward before charging forward, stopping upon hitting terrain or an enemy champion, dealing magic damage to all hit enemies and knocking them up for 0.75 seconds.
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MAGIC DAMAGE: 100 / 140 / 180 / 220 / 260 (+ 70% AP)

Justice Punch is Galio's main mobility ability xD It's something like Graves's End of the Line stops when contacting a terrain, it has a strong knock-up effect like with a good range and can be used to lock enemies on Q or dodge skill shots like in the video (i'm trying to add that video just wait a lil bit xD), make sure it hits the targeted enemy since its your best bet for engaging for a strong cc at ganks otherwise the victim will probably escape by walking, an easy way to land it is wait a li'l and hit your passive while Orianna is trying to escape and when she reaches low hp he will ofc should use his flash, you may keep your Justice Punch for enemy flash instead of using your own Flash that may be risky but using your Justice Punch from fog of war can be easily dodged by Flash if someone has good reflexes and you will have left nothing for a reliable cc at the moment so kill will probably escape.


Hero's Entrance

RANGE: 4000 / 4750 / 5500 COST: 100 MANA COOLDOWN: 160 / 140 / 120
ALLIED DAMAGE REDUCTION: 20 / 30 / 40% (+ 8% per 100 bonus magic resistance)
ACTIVE: Galio designates the target allied champion's location at the time of cast as his landing spot, channels for 1 second, and then dashes to them, reducing the damage they take until he lands, while he is in the air he becomes untargetable which is a big bonus for him.

Upon impact, Galio deals magic damage to all nearby enemies while knocking them up for 0.75 seconds like E, it is similar to Malphite's Unstoppable Force but with larger effect area, knock up duration is increased to 1.25 in the center of the impact zone.
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MAGIC DAMAGE: 150 / 250 / 350 (+ 70% AP)

This is your ultimate skill, has a long cooldown like Shen's Stand United because of its power, you can leap to a targeted alive ally in a certain range, it can be used both as an engage or disengage skill since it has a juicy knock-up effect, trying to land center of the zone is meaningless since it's about your ally's position and enemy's choices. Try to ult when the right 'moment'' comes, waiting last health points may end bloody for your allies, as it can be used as damage reduction buff for your allies, for example when their mid laner zed ults your ADC at the bot lane, stop your instincts pressure about taking gromp instead of helping bot lane and just ult when ADC going to tank a Zed's ultimate or signature combo of death, your ultimate's damage reduction buff is huge and scaling with your armour and magic resistance you shouldn't underestimate your own power and make sure you did used your ultimate at the right moment to save someone.

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Hellou, In this section of guide, I'll try to explain items on Galio that working best or why we pick ''x'' item over ''z'' item , items are really an important part of gameplay and it allows us to fulfil our tasks easier, building right may win games like building (composition) of your team wins the game at selection screen sometimes, Galio's passive should be also remembered while playing him, magic resistance also scaling Galio's damage even phy def too, magic resistance is Galio's ''my precious'' scenario, building it in possible match-ups shouldn't be skipped.

One of the reasons we're picking skirmisher is the true damage and 'exhaust'' like the effect that provides for the smitten enemy champion as it can be combined with your Shield of Durand to achieve higher damage reduction bonus, combining it with our Winds of War is pretty easy and effective to deal fast damag eto someone with its reliable high true damage alike Ignite.

The common jungler blade for most junglers, even itchy totemic Lee-Lee players may sometimes pick that (probably players that doesn't know Lee) since it provides a nice little cc that can guarantee kills and letting your carry score the point becomes easier, sometimes you can execute escaping enemies in instant with that like in the most videos on youtube. An useful alternative to Skirmisher's Sabre

Galio can benefit from this item almost like Lissandra and other RoA users. Stats are filling his lack of maximum mana pool in some matches and extra damage alongside with hp is nice to have with a unique passive that regens your health for every spell cast with mana and healing directly related to mana cost of the spells, can be built at early to close insufficiency that comes with lacking of a finished jungle item, as it gives nice damage, be wary building it at very early game is a must.
Main magic battery item for almost any anti-mage-mage champion in league, building it as the first item can be beneficial in various situation as it gives flat 10% basically more magical damage is just awesome as it adding nearly 100 damage like some pure magic damage item, but we're not finished yet, it gives also chuck of magic resistance that needs to stack up to fear mages, it is really a good choice for def while increasing your amounts of damage in a scary values as a tank
A must have against critical strike based champions like Jinx, Yasuo. Its unique passive lets you handle them easier as it reduces 10% of flat critical damage. Nice tanky item to have in our build, armour filling our tank role while health points pump our tanky capabilities up against any sort of damage dealer. Can be built as third-fifth items in most of the matches because of awesome hp stat that it provides, also a useful active that radiates a slowing shockwave around the user, it's useful to peel your adc or chase someone.
Another a must have against full ad teams with many aa based champions such as Lucian, Riven, you deal counter magic damage for every normal attack you have tanked with thornmail, point of this item allows you to tank more easily without worrying about healing high life steal adcs as it will highly effective against life steal enemies because of auto counter damage, it will most times negate an important part of life stolen. Can be bought as third-fifth item most times against an ad composited team, its our Rabadon's Deathcap as a anti-ad tank.
Our main cooldown reduction item, you will be building it in most of the matches against ad based teams with like 1-2 mages 3 ads, its synergises with our Colossal Smash very very well because of extra damage and slow, provides us our needed cooldown reduction, since we can't build morellonomicon as a tank it is our mana and cdr source, while boosting our armors up, most of the times you will want this item in your arsenal, it will add a strong punch to our build.
rylai's crystal sceptre Most of times, this item is not needed 'critically'' like you needed in mid-laners such as Malzahar its of course useful on Galio, but when you could get your slowing stat from other tanky items like Randuin's Omen, Iceborn Gauntlet, this item becomes an item slot invader in most cases and shouldn't be built in 'serious'' matches if you are not your team's ability power carry, however if you were ap this items becomes pretty DOPE due to nice stats and Winds of War becomes hard to escape.

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Jungle Route

Galio is a caster, a tank and he usually prefers his spells to deal with jungle, and indeed a route is needed, we need blue to go on in the jungle, and red for extra damage in ganks. A route setup for Red-ganks is essential for Galio since he does not have some sort of knockback to secure kills, extra slow is good for securing kills.
Sorry, I couldn't stop the damage done on the picture when I try to change 1-2, firstly take Blue then take Gromp because Gromp is needed for early EXP in start route.

You will usually want to start from Crest of Insight since Blue Sentinel is ''especially weak'' against magic damage, your Q percentage damage shall melt/kill him much easier, combined with your passive magic damage, mana regen and level provided by this camp will make our later camps less be '' problem on mana, you will be able to clear camps with spell slinging nature as intended, then you may head to enemy Red if you know that enemy is somewhere you can utilise this chance, you can head for wolves or 5 monsters camp since your all skills are AoE, and shall be easier to bring-down several targets with lesser HP instead of high HP single target. After getting to level 3 with Wolves and Spectres and perhaps Red you may head to mid or solo-.

This was a possibility thou when the enemy has an aggressive lane at bottom lane and you have a CC support such as Morgana with Dark Binding, after getting level 2 at Blue, an unexpected gank can change things at bot-lane, enemies can easily burn their spells with such operation, or probably a first blood with Ignite, if your bot lane knows what's doi'n this is a second way to go through in jungle in red side :3

You will usually want to defend your teammates, and counter-ganks are really can be useful/helpful when playing Galio, 2-3 CC's at early-game can easily turn a fight into your favor, especially when the enemy jungler make it obvious that camping mid or a similar idea. Whenever this chance appears- don't let your teammates die, miss a possible kill-score since Galio/junglers depends and plays around the team, you shouldn't insta-lose a lane which can be an ache in the later game, and will be something like starting 0-1, with such CC champions you can easily outdo most of the enemy easy junglers with this counter gank feature, and is really effective when we reconsider normal ganks, since all-ins and utility of Galio is really strong at early game, can easily make enemy burn their important-useful spells, which opens a further camp chance for you.

If nothing happens seriously; you can possibly go to Golems after getting Red buff, Golem camp gives a noticeable amount of gold, so you can return and take a Boots of Speed then gank bot possibly or another lane that is in need of help.

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Sorry guys, I was firstly trying to understand if the build was good enough to present while advancing my other guide, after learning that runes and builds are pretty solid and acceptable for most matches while bringing a natural extra tankyness to hero, I'll probably try to add advanced techniques gameplay and role things for Galio and ofc builds and ''things'' but it may take a little time as I have almost one of worst column bbcoding skill in the mobafire, sorry for the delay but updates will be probably layered not in a just one big patch, but I hope in that way the guide will become more consistent.

- 30 March 2017 core build has changed again
- 5 December 2017 update, rune changes

Future Plans:
- New gameplay videos as well as explanatory mechanics about Galio
- More detailed explanations for items
- Synergy compositions and counters
- Better builds, tip'sn tricks for Galio