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Choose Champion Build:
Spells:
Flash
Exhaust
Ability Order
Perseverance (PASSIVE)
Garen Passive Ability
Version History
Version 2 (24/11/2011): Some formatting and hotlinking. Expect more soon!
Version 3 (2/12/2011): More formatting. The body of the guide should be more readable. Incorporated some of the features mobafire provides.
Version 4 ((17/3/2012): Updated the guide a smidge based on recent patches. Revamped the skills and items sections.
Version 5 (24/8/2012): Garen rework! This build is stronger than ever now that Q and E scale better with AD and crit.
Coming Soon:
I will try to outline what to do against some common solo top matchups.
The Rationale Behind the Build
Garen's role in a teamfight is to be the bruiser: tanky enough not to die quickly in fights (usually second last) but with a strong base of damage output necessary to make squishy carry's afraid of him. Now, no melee character can afford to skimp on defense, so Garen must have some defense, that's true. But with just one initiate (and a weak one, a silence), he makes a weak pure tank. Pure tank Garen can get by in teamfights as a "Kill-Securer" using his ult, but that's usually not enough to make him threatening enough to tank any damage. The following is a typical "Tank" Garen: plenty of beef but there's no reason to focus him since he does so little damage.
Typical Tank Garen Build
SPAAAAAAAAAAAACE |
PROS
+Strong Early Game+Good Solo Lane +Decent Pushing Potential +Plenty of Tankiness |
SPAAAAAAAAAAAACE |
CONS
-Poor Scaling-Weak Carry Potential -Little Threat newline |
SPAAAAAAAAAAAACE |
The ideal Garen, in my mind, is built as an tanky DPS, with 2 damage items, 3 tanky items, and boots. He has two skills with very high scaling, x1.4 to AD for


Problem is, Garen has innately low attack speed, and investing in it doesn't make his two primary damage spells,


So I build Garen with a focus on AD and crit for damage. This is my Garen build: it trades early game capability for late game viability.
This Garen Build
SPAAAAAAAAAAAACE |
PROS
+Good Solo Lane+Viable as a Carry +Decent Pushing Potential +Plenty of Tankiness |
SPAAAAAAAAAAAACE |
CONS
-Weaker Mid Gamenewline newline newline |
SPAAAAAAAAAAAACE |
Goals of the Build
Moderate AD: You need a good amount of AD as Garen, but glass canon just makes little sense as he's got some pretty high scaling. I take




High Crit Chance: Both of Garens physical damage abilities can crit, and that means not only do they scale well with AD, they also skill just as well with crit strike chance.
Great Tankiness: A dedicated Armor/MR item (say,






Some Cooldown Reduction: I would try to take more cooldown reduction on him, but that would probably mean sacrificing Mercury Treads for


Notes For High Elo Players
This isn't designed for hi ELO players, since I can't claim to know enough about the game to instruct them. I make zero promises that this build will win you the game. That being said, I went from +3 W/L to +13 W/L in 11 games as solo top Garen. This is primarily intended for those stuck in "elo hell", where nobody on their team knows how to last hit and they can have the highest cs on the team with just 100 cs in 30 minutes.
If this works for you in high elo, let me know. I'm not counting on it per se, but that would be a pleasant surprise. I have tried my best to include some considerations for the more advanced players. That said, I'm primarily posting it for those to critique it.
Note that the three builds at the top represent 3 different item picks and 3 different skill orders, and the item picks aren't related to the skill order. The item picks depend on who looks strong on the enemy team and also somewhat on who you're laning against, and the skill orders depend only on who you're laning against. Each will be explained in their relevant sections below.
For now, enjoy this hilarious Garen song:
Summary
Runes




Marks
9 Greater Mark of Desolation = +14.66 Armor Penetration
Glyphs
9

9

Seals
9

Quints
3 Greater Quintessence of Desolation = +9.99 Armor Penetration
Rationale
I'm open to suggestions for those of you with plenty of IP and RP to burn, but I'll keep it simple for a low elo guide.
I went with ArPen marks and quints because 31 armor pen is enough to negate pretty much anyone's level 1-6 armor. That's a big boost to damage for a lot of the laning phase; if your opponent has 50 armor for a 33% damage reduction, you can cut that amount to a 15% damage reduction due to the sheer amount of Armor Penetration you bring to the table. Unlike AD runes, Arpen doesn't drop off nearly as much, and since I'm adding even more flat penetration with Youmuu's Ghostblade instead of going with something like

Flat armor seals is pretty standard against AD top lanes and helps you early on when it makes the most difference. Health per level may be more suitable than flat armor against magic damage top champions like Vladimir and Kennen.
I've recently decided to recommend buying MR/level glyphs; if you see you're laned against an magic damage user try flat MR, but if not go with MR/level.
Summary
Rationale

















Optionally, take one point out of







Summary of Skills

If Garen has not taken damage from neutral monsters, enemy champions or turrets in the last 9 seconds, he will regenerate 0.5% of his maximum health per second..
Recently changed so that Minions no longer end his regenerative state.
This is going to give you an decent amount of sustain in lane, assuming you're not up against a champion with good poke attacks or who has a better burst than you on a low enough cooldown that he or she can trade hits with you and come out ahead.

Garen breaks free from all slows affecting him and gains 35% movement speed for 1.5 / 2.25 / 3 / 3.75 / 4.5 seconds. Additionally, his next basic attack within 6 seconds will deal 30 / 45 / 60 / 75 / 90 (+1.4 per AD) damage and silence his target for 1.5 / 1.75 / 2 / 2.25 / 2.5 seconds.
First, the utility: it boosts your movement speed a considerable amount, meaning its a good way to initiate a small fight; plus, it's on a low enough cooldown that you can use it as a chasing tool. The silence can stop a lot of burst damage, or at least delay it; it is also immensely valuable enemy champs with escapes, like




It's also been buffed to break any slows currently applied to Garen.
But lastly and most importantly, it does a lot of damage, just look at how well it scales off of Attack Damage. Plus, it can crit since it's a basic attack modifier. This is a great skill, since it does more damage than a lot of other damage-based abilities and is packed with a ton of utility. Don't underrate it.

(Passive): Garen's armor and magic resistance are increased by 20%.
(Active): Garen gains a defensive shield for 2 / 3 / 4 / 5 / 6 seconds, reducing incoming damage by 30% and granting 30% crowd control reduction.
First, take note of the passive: It's not incredibly powerful, but by end game it means at least +20 Armor and MR if you make even a minimal investment in defenses.
Second, take note of the active: it's pretty good. It's the rough equivalent of boosting your level 3 armor from 42 up to about 129 for three seconds, while simultaneously equipping Mercury Treads. It is, however, criminally short, and every second of it you waste is a big decrease in your survivability, given that it's on a ~30 second cooldown. Given all that, the defense increase as you level is small enough not to warrant maxing this until later.
This ability is the primary reason why you can skimp a little on defense on Garen; it's a really good defensive steroid.

Garen rapidly spins his sword around his body for 3 seconds, dealing 20 / 45 / 70 / 95 / 120 (+0.7 / 0.8 / 0.9 / 1.0 / 1.1 per AD) physical damage to nearby enemies every second. Garen ignores unit collision while spinning, but moves 20% slower when traveling directly through minions.
Garen can deactivate Judgment early by activating the ability again after 0.5 seconds. Judgment can critically strike dealing bonus damage. Judgment deals 25% less damage to minions and monsters.
This will be your major damage dealer in teamfights; once it starts find the biggest pile of bodies and dive into it, popping Judgment and watch their HP drop. It's also a good farming tool now that it does only 25% less damage to minions instead of 50% less.

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.
First and foremost: it does more damage the more health the enemy is missing (28.6% of missing health at rank 1, 33% of missing health at rank 2, and 40% of missing health at rank 3), so it works almost like an execution spell: use it to take out fleeing enemies. Also note that it does magic damage; it's the reason why we take the


It's hard to judge whether this skill will kill an enemy or leave them with a tiny little bit of health left given that magic resistance reduces the damage: against squishier types it will probably kill them when cast at a quarter of their health, but against tankier types (who you generally don't want to be targeting anyways) who have a good deal of magic resistance they're going to need to be at about 1/6th health.
Skill Sequence and Explanations
Strong Lane: Q, E, W, E, E, R, E, E, Q, Q, R, Q, Q, W, W, R, W, W
Weak Lane: Q, E, W, Q, Q, R, Q, Q, E, E, R, E, E, W, W, R, W, W
Mixed Thoughts: Q, E, W, Q, E, R, Q, E, Q, E, R, Q, E, W, W, R, W, W
Take



I mix





Recommended Summoner Spells


Optional Summoner Spells



Poor Summoner Spells







All other unmentioned spells are useless to you and it should be fairly obvious why you won't take them.
Starting Items:





Early Items:



Core Items:



Defensive Items:
[





Hybrid Items:



Ending Items as a Carry:
- Mercury Treads
Youmuu's Ghostblade
Frozen Mallet
Atma's Impaler
Infinity Edge
Maw of Malmortius
If you need to carry (and have won your lane), this is the set to go with. A decent amount of armor, health, and mr and enough damage to tear through a team.
Ending Items as a Bruiser:
- Mercury Treads
Youmuu's Ghostblade
Frozen Mallet
Atma's Impaler or
Randuin's Omen
Infinity Edge
Guardian Angel or
Force of Nature
Ending Items as an Off-tank:
- Mercury Treads
Youmuu's Ghostblade
Warmog's Armor
Randuin's Omen
Infinity Edge
Force of Nature
Garen, Y U NO USE <insert item here>
Sunfire Cape:
Sunfire Cape is an item tanks get to give them free damage, particularly if they don't scale well off of AD or AP. Does this sound like Garen? No. Garen is not a tank, don't get items like Sunfire cape when you could get better items like Atma's Impaler. Even items like Warmog's Armor are simply more efficient as a tank item that adds a little damage than Sunfire cape due to the HP to AD ratio of Atma's Impaler.
<Insert shoes here>
Why do I go tenacity boots? I figured that's self explanatory. I don't really need tier 3 boots with my Q, this isn't by any stretch an attack speed build (as it primarily relies on skills and a bit of CDR), magic pen is okay but not essential for my ult, CDR is cool and a viable alternative but certainly not mandatory, and finally

Basically, I need to feel safe initiating if we don't have any good initiation, and my tankiness and merc treads make that happen. Plus merc treads are a boost to magic resistance, where this build is lacking a bit.
Go CDR boots if you've got a dedicated tank with a good initiate, since you don't do enough damage while auto-attacking to justify much else.
Crit Garen tends to be pretty bursty, and that burst comes from the following combo: Basic Attack ->
Decisive Strike ->
Judgment ->
Demacian Justice. That's usually a truck ton of damage in about 4 seconds; it ain't as bursty as an AP caster but it's still pretty good.
The AA -> Q is scary enough (2.4xAD +30/45/60/75/90 in around 1 second), that most people start fleeing. The E works perfectly as a chasing tool, dealing another big chunk (50/90/130/170/210 + 1.4*bonus AD per second, or 375 damage over the 3 seconds). Then you ult, and there's your kill.
If they don't start running after your initial Q combo, you might be in trouble with this build. The silence combined with the big damage output is usually very intimidating, but if they stick it out and wait for the silence to go away, then there's a chance they'll simply have more sustain then you do (or more burst). It may or may not be good for high elo play, but the intimidation factor works amazing in low elo if you combine it with superior farm. You outlevel, outfarm, and outkill them, AND you're building for late game. It is the cheapest way to get out of elo hell that I've ever found.
If, after your combo, they don't run, you should probably kite them around until your CDs come back. Now, I'm not saying that
Garen in general is bursty, just that this one ends up pretty bursty in early and late game.
In teamfights, he excels when he follows just behind the initiator: he'll intimidate their carries with crits on
Decisive Strike, and pile into the opposing team with
Judgment. Whenever he feels pressure, he'll pop
Courage to reduce the damage he takes.
Demacian Justice should be used early and often to secure kills before they think to flee (always KS with Garen; he is the king of "Kill Securing"!); a fleeing target with less than 10% hp can tempt your team into doing things they shouldn't, so a quick ult can get your team focused on winning the fight rather than chasing a lost opportunity.



The AA -> Q is scary enough (2.4xAD +30/45/60/75/90 in around 1 second), that most people start fleeing. The E works perfectly as a chasing tool, dealing another big chunk (50/90/130/170/210 + 1.4*bonus AD per second, or 375 damage over the 3 seconds). Then you ult, and there's your kill.
If they don't start running after your initial Q combo, you might be in trouble with this build. The silence combined with the big damage output is usually very intimidating, but if they stick it out and wait for the silence to go away, then there's a chance they'll simply have more sustain then you do (or more burst). It may or may not be good for high elo play, but the intimidation factor works amazing in low elo if you combine it with superior farm. You outlevel, outfarm, and outkill them, AND you're building for late game. It is the cheapest way to get out of elo hell that I've ever found.
If, after your combo, they don't run, you should probably kite them around until your CDs come back. Now, I'm not saying that

In teamfights, he excels when he follows just behind the initiator: he'll intimidate their carries with crits on




Laning as a Solo Top
Solo top if you have a good matchup, or duo bot if you don't and your team can afford to have you duo bot (with a support, of course, don't hog a carries gold or xp). Many solo-top champions you fight should be an easy win for you, since you generally out burst them and out sustain them, although you'll lose against most of the really strong solo tops if you don't outplay your opponent. In this case, if they can't push for beans and getting pushed to a tower prevents them from getting any last hits (it depends on the champion; anything with bursty AoE generally can still get last hits when pushed to the tower, anything that doesn't, can't), just be aggressive and zone them out of XP and last hits (or just outright kill them), and as you get close to their tower judgement their creep wave then hide in the brush or recall. If they're able to farm when you push them into tower range then you need to focus 100% on outfarming them until you are able to kill them or force them to recall with just one combo.
Beware of ranged stuns (don't charge at them with q or you give them free hits) and ranged skillshot pokes, since they stop you from recovering between fights and shut down your sustain. Never lane against ranged pokes that home in on you (like


Dealing with other Solo Top Champs
As a solo top, just remember the solo top trinity:
Strong poking beats high burst champs.
High burst beats heavy sustain champs.
Heavy sustain beats champs with strong pokes.
While I'm sure that there are plenty of exceptions (the exact source of Garen's sustain makes him inherently vulnerable to pokes, for example), that's the general trend with solo top matchups. With high burst you tend to be able to zone the enemy out of last hits and kills, and even the highest sustain generally can't afford to regularly trade hits with heavy burst champs. Those with good pokes, on the other hand, can deal just fine with bursty champs who try to zone them, as they don't have to get in range to fight them to get last hits or to deal damage. Champs with high sustain can deal with even very strong pokes because said pokes hurt a lot less and are quickly recovered via either health regeneration or lifesteal; the poking champ will find themselves quickly out of mana if they try to outsustain a sustain-based champ.
Garen has below-average pokes, above-average burst and above-average sustain, making him weaker against champs with high burst. His sustain can also be countered with low costing or manaless pokes with a short cooldown, or very hard-hitting pokes; in these cases it's advisable to start with a





Tip 1: Learn to farm.
Don't

Only if they've pushed you so far that their caster creeps are on your side of the river that runs along the middle of the map should you ever start making an active effort to kill creeps (since getting pushed into your tower range prevents you from getting gold by last hitting as well). Your goal is to get as many minion kills as possible: 200 by the 25 minute mark is a good goal to shoot for, although less is acceptable if you find you can zone your enemy out of XP and gold by killing them or forcing them back (just remember that a champion kill is worth about 15 minion kills).
Try your best to stop them from pushing to your tower so you can last hit; spam


Q resets your attack timer, so if two minions are at low health, hit one with a regular attack and tap Q and right click on the second one to immediately kill it too.
Tip 2: Learn to trade.
Use the following combo when it's safe to play aggressive: pop







During a superior solo top matchup, pop

Initiate fights whenever your



Tip 3: Learn to initiate.
Flash into



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