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Galio Build Guide by RikudouDovahkiin


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League of Legends Build Guide Author RikudouDovahkiin

REWORKED Galio (7.6) Build: Petricite Sentinel

RikudouDovahkiin Last updated on April 5, 2017
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Ability Sequence

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Ability Key Q
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Ability Key W
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Ability Key E
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16
Ability Key R

Masteries

12 Ferocity

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12 Cunning

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18 Resolve

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Threats to Galio with this build

Threat
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Threat Champion Notes
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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.
2
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.
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Diana Lorem ipsum dolor sit amet, enim pellentesque, donec integer phasellus eget eget donec, quisque erat. Scelerisque suspendisse amet.
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Gragas Lorem ipsum dolor sit amet, enim pellentesque, donec integer phasellus eget eget donec, quisque erat. Scelerisque suspendisse amet.
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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.
2
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.
Guide Top

Introduction

WELCOME



Hi, 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

My build seems not working best, lack of damage is sometimes may be a problem, help me with your comments, thoughts on the guide and lets make it a better one!


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POWER OF REWORK

BEFORE REWORK:


AFTER REWORK:


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Music

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

Pros
+ AoE taunt and CC
+ Anti-mage eldritch battery
+ 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 jungler or even as support. Almost all tanky stats are benefitable for his skills which make him to 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.
Cons
- Very immobile without his ulti
- Easy to dodge his skills
- Ad dps 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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Runes and Masteries and Ability Sequence

Hi again, in this section I'll try to explain my opinions that even I doesn't surely about its rightness if picking damage is better for his role, but for my game style this piece of build is pretty precious for our early def and allow us to build more versatile things.

I'm not yet exact minded about some things about masteries and runes for Galio your own selections for masteries and runes or tweak mine instead. But armour combination is really strong for him, allowing you to leave jungle with almost 80 armour at LVL 6 and let you be tanky even without resistance items at early, picking Skirmisher's Sabre - Cinderhulk will boost your hp for extra tankyness and cheap Sunfire Cape ofc, then you can rush [hextech protobelt-01]] without hesitating since your resistances are pretty high for early and already scaling for late game, your sacrifice of resistances at early won't be much of risk due to your selections about runes and masteries.

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RUNES


You may take your own runes for Galio but there are plenty of possibilities to chose from, I'll try to recommend some things that I have already tested.

MARKS

  • Greater Mark of Magic Penetration: That pack of mark selections are viable for most tanky junglers and let you hurt enemies easier through your skills by a good amount, this is the best choice if not for Greater Mark of Armor, and is the best choice for mark slots.
  • Greater Mark of Attack Damage: Yet another good choice for marks, this extra ad from runes allow you to deal more damage through your passive, and auto attacks with these your jungle clear speed may speed up slightly since 100% ad as transferred to your passive 'magic'' damage.
  • Greater Mark of Armor: Armour is noays, armour is life, armour is love for any tank even tanks with such high magic resistance is still in need of that little bit of extra armour. They are allowing you to dive easier and take less damage from per auto attack, as a tank taking less damage is noays since cooldowns also become usable while tanking things.
  • Greater Mark of Mana Regeneration: Da hell? Yes. Da hell. Yet these runes still can be picked up for a nice amount of mana regen for all phases of the game to sustain and manage your mana more easily if you know what are you doing with Galio.

    SEALS

  • Greater Seal of Armor: For early armour bonus we pick marks as armour runes but taking magic penetration for marks and armour for the seals are acceptable for your jungle safety because of armour. But taking both marks and seals as flat armour seems meaningless and you can pick other possibilities instead of taking flat boring armour, but in an aggressive build up, armour seals may be essential and viable.
  • Greater Seal of Mana Regeneration: These seals practically ensuring your source management at early game and awesome for mid laners and mana drinking supports such as Sona, Janna and Braum (since Braum's mana and source regen is pretty mediocre taking regen seals are superb especially for him and Sona).
  • Greater Seal of Scaling Health: These runes are pretty decent nowadays for almost every mid and can be used as well as for junglers too, Galio already has a big hp scale through levels unlike many other champions, getting 100 hp every level is already huge, but making it 112hp every level won't hurt you probably you can give it a try.
  • Greater Seal of Scaling Armor: These lovely scaling runes are my bet for seals, allow you to stack resistances easier at early game because you already have a dependable resistances through runes in the another hand, bonus armour from masteries making you really bully.

    GLYPHS

  • Greater Glyph of Magic Resist: It's somehow like building ability power for Galio, taking magic resistance will make you tanky while increasing your damage output noticeable, so you will get two stats with magic resist pick instead of just one. Almost every champion has a strong side, and some champions benefit more from a mere stat, and this stat of Galio is magic resistance, something similar to Vladimir's building hp and it becomes more ap for him.
  • Greater Glyph of Scaling Ability Power: As a jungler building 28 ap for late game is almost meaningless, you are not even an overused ap-carry to deal damage, and 28 ap at 18lvl is too late for a jungler most times, taking scaling health runes etc, even may work better since jungler mainly focusing on def and tanking as it will increase your win rate at game, since one-shotting almost becomes impossible for you at late game, but tanking the adc with Thornmail and even killing him/her is still possible.

    QUINTS

  • Greater Quintessence of Ability Power: As a mage jungler, flat ap is always viable for your rune choice, taking these instead of armour quints are also recommended too, but I'm usually taking armour quints because of awesome early tankyness. It allows us to build things like hp cdr in first priority.
  • Greater Quintessence of Movement Speed: Movement speed quints are interestingly helpful on Galio, as it gives 15 movement speed boost, early ganks will be easier, when you build tier 2 Ninja Tabi you will still have the speed of Boots of Swiftness because of these juicy runes, but that's not the only scenario where it comes handy, it is working well where you are basically running, movement speed a precious stat that cannot be obtained by every item. Taking them will be usually practical.
  • Greater Quintessence of Magic Resist :D I haven't tried this on reworked Galio yet, but it seems nice something similar to ability power quints, plus it gives you more magic resistance! But however, I don't recommend much that quints as we will be usually building pretty tough magic resistance items, unlike armour.

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MASTERIES


Ferocity: Ferocity tree is viable for any jungler and gives really nice boosts to our damage! I'll try to explain ferocity masteries here:
  • Sorcery vs Fury : Both are viable for a jungler, you may want more attack speed as it allows you to do more DPS and you have an auto attack skill too, not your all skills are damaging abilities, but still both are good a choice pattern.
  • Fresh Blood vs Feast vs Expose Weakness : All of them is acceptable but taking feast mastery seems less effective compared to other two, we already have sustain item at jungle, dealing more damage through aa seems more precious to Galio, expose weakness just doesn't fit Galio's style much but can be taken over fresh blood as it enhances team fight potential of your team.
  • Vampirism vs Natural Talent : Vampirism was pretty popular in old seasons but nowadays people more intended to take natural talent as it allows to deal more damage through both spells and normal attacks, since vampirism directly proportional to your damage output, but still nice to heal 20-30 hp through our Q, pretty sweet.
  • Bounty Hunter vs Double Edged Sword vs Battle Trance : All three masteries are strong when it meets its own moment, champion but for Galio killing all five enemies is not something easy to achieve always, but can be taken, battle trance is good for champions like Shen but Galio has some burst style, and double edged swords edges his this side 'very well''.

Cunning: This mastery tree is viable for every role right now. It gives really useful stats, powers and even investing 12 points is pretty DOPE for any role and offered stats are attractive for every role outta here:
[*] Wanderer vs Savagery: Both are viable choices but probably I would pick savagery for 5 more damage through our normal attacks to access a faster clear speed but our all damaging skills are AoE like and they won't probably do +5 more damage, so 10 movement speed out of combat can be taken too.
[*] Runic Affinity vs Secret Stash vs Assassin : Assassin has been automatically eliminated because of our role, a ''tank'' jungler won't benefit much from this, taking runic affinity is viable too but I just don't prefer because with new jungle, gromp and other buffs has gone and having 15% more baron powerup won't make much difference, but extra healing from secret stash is solid.
[*] Merciless vs Meditation : Both of them are nerfed, merciless nerfed more heavily while meditation is still pretty strong for high mana pool champions. For example, when you have 800 missing mana it will almost regen 10mana per 5 secs and you will usually have mana issues in usual matches, taking 3% more damage is not a must for you.
[*] Greenfather's Gift vs Dangerous Game : Greenfather is noays for junglers like, Kha Lee etc. you may take too of course, but dangerous game is awesome game-changing as it allows you to heal through assisting or getting kills from champions, as a tank you will be usually building max hp things, max hp healing is awesome, in team fights you may feel like you have Soraka in your team sometimes because of awesome heal from kills.
[*] Precision vs Intelligence : Both masteries are solid, but for Galio he has already very low cooldowned spells, taking 5%, even more, seems unnecessary and taking precision may be more valuable to be able to deal more damage since building magic resistance increases your 'magic damage'' and it will help you to deal more damage through Thornmail and Sunfire Cape as a tank.
[*] Thunderlord's Decree : This is the best possible mastery choice for most assassins, yet its awesome for you too even for a Janna or Caitlyn! It's still effective and helps hugely to burst someone down if you are not going to take Colossus please pick this and let your Q one shot low hp targets as it easily procs thunderlord! Other cunning tree keystones are not fitting Galio and don't even look back and take your thunderlord if you are investing 18 points in cunning tree!

Resolve: Great for getting around. This tree almost guarantees your leech style surviving and helps you a lot! Let's explain how it does all these things, I really appreciate and love this tree even your gank fails or things happen that shouldn't you are still surviving things! It's nice to have a serious game even with fails but staying alive without giving kill scores is even funnier and edges some sides of yours like a sharp blade:
[*] Recovery vs Unyielding : Recovery comes with a nice sustain for laning and early game, but it's often selected by laners but not junglers since jungler logic is a little bit different also we have enormous amounts of armor at early game, and stacking defs will usually end p something like +20 bonuses from unyielding at late game which is awesome!
[*] Explorer vs Tough Skin vs Siegemaster : Firstly let's dissect explorer a bit, it gives 15 movement speed when you are walking in river or some brushy brushy and pretty solid as a jungler your gang rotations are mostly containing river, in the other hand tough skin gives an awesome early def in both jungle and lanes while siegemaster has not much to do for us, its up to you.
[*] Insight vs Perseverance vs Fearless : I was actually a little hidebound about insight and was always pickin it for the most time, but nowadays I may rethink about fearless as it gives really noays def especially for Galio, but perseverance seems useless since we are not a regenerative tanky monster, but always more flashes and smites is welcomed and 45 lower flashes are critical most of the time!
[*] Swiftness vs Legendary Guardian : I'm nowadays seeing swiftness more precious to flat defs since it's really a rare stat to get throughout the whole game, mind, a Morgana Q that hit you in the all chaos, getting rid from it 0,45 seconds fasters seems AWESOME! And it will make less punishing to build Ninja Tabi, my vote is to swiftness.
[*] Grasp of the Undying vs Courage of the Colossus vs stonebond pact: All three of them are viable for Galio, but for jungle Galio courage seems the best as we are tanking, building shields and barriers are more important than doing supports healing job or healing ourselves is which is something for Shen with grasp of thing-thing, but Colossus is really a must have keystone if it's not for thunderlord, in 5v5 team fights you access a great tanking potential through your CCs and thingy...
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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
MELEE 150 MOVE. SPEED 335
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Passive

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.


Q

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.
invisibrus invisibrus
Spoiler: Click to view

「 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


W

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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Spoiler: Click to view

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.


E

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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Spoiler: Click to view
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.


R

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.
invisibrus invisibrus
Spoiler: Click to view

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.


Guide Top

Items

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.
fillerfiller
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.


Guide Top

Sorry guys, I was firstly trying to understand if 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.

Updates
- 30 March 2017 core build has changed again



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