





Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Choose Champion Build:
-
Garen Top
-
Garen Jg
Recommended Items
Runes: Conqueror #1 (Standard setup)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
+15-140 HP (lvls 1-18)
Spells:
Flash
Ignite
Items
Ability Order Ability Max E > Q > W > R
Perseverance (PASSIVE)
Garen Passive Ability
Threats & Synergies
Darius
Darius is very hard to lane against, doesn't matter what you do, it seems like he is always ahead. First of all, you don't win extended fights, and since Garen wants to hit his enemies with the full duration of judgement it's had to trade at all with Darius. In the early game focus on farming and don't overextended both in lane and fights, if you push the wave too much or go for farm when the wave is nearby his tower he can just drop Ghost and run you down, so be careful and stay as close as you can from your tower. And remember to save Q to disengage when he uses E or W. Post-6 you can kill darius if he missplays since your Ult execute is as (or more) powerful as his, and doesn't have the requirements Darius has.
Yuumi
Gives attack speed and movement speed while also healing and shielding. So all around is the perfect companionship for Garen. And she can even allow you to hard carry some games even if your team ultra int.
Yuumi
Gives attack speed and movement speed while also healing and shielding. So all around is the perfect companionship for Garen. And she can even allow you to hard carry some games even if your team ultra int.
Champion Build Guide
I want to say that im just another

Also, English it's not my main Language, so there can be a couple of ortography errors, if you catch some serious ones let me know in the comments, also feel free to leave any feedback to improve the guide!
Aside from that theres not much else to say from me, so let's run ahead and spin to win!
Words Explanation
Heres a quick list explaining some of the words used here for an easier read.
- regen = abbreviation for regeneration or regenerate.
- Resistances = Refers to Armor and Magic resistance together.
- HP = Health
- AD & AS = Attack Damage & Attack Speed.
- CC = Abbreviation for Crowd crontrol, an effect that generally inmobilizes or disrupts enemies.
- AR = Armor.
- MR = Magic resistance.
- MS = Movement speed / Speed.
- CDR / AH = Cooldown reduction / Ability haste, which increases your abilities uptime.
- DPS = Damage per second.
- Pushing/Shoving = it refers to "Pushing" a wave of minions by attacking the enemy ones so yours goes forward.
- Last hitting = Killing minions by using attacks or abilities when they are very low on Health to gain gold and xp.
- Freeze/Freezing = Only last-hitting minions so the wave doesn't push and stays on your side of the lane the maximum time possible.
- TF/teamfights = Fights where you group with your team and fight the enemy team in a similar situation with (generally) the same amount of people, around 3-4.
+Good early game and kill pressure. +You are very tanky thanks to ![]() +Easy to play. +Spins! +His Ult is one of the best Executions in the game. +Has very good sustain in the laning phase. +Can delete carrys and squishys without getting blow up. +Great Frontliner. +Has a silence in his kit. +Pretty good at splitpushing and pushing waves. +Very forgiving laning phase. +Can adapt to a Splitpusher, Teamfighter or Assasin. +Very Flexible on build paths and playstyles. |
-Even if you are a lane bully in the early game, ![]() like ![]() -Scales worse than most Bruisers and Fighters. -Bad teamfighter with nothing to give to his team. -Get's hard kited. -Has no hard CC in his kit. -Can't duel most toplaners or deal with Frontliners if not very ahead. -Reliant on abilities and summoner spells Cooldowns. -Gives No utility. - ![]() -Hard to deal with tanks stacking Armor and HP. |
![]() His simple kit let's you focus more on macro than micro, which also backfires you the higher you climb with him, as he has no utility to provide to his team aside of Frontlining and Splitpushing. He is also an odd mix of a Bruiser and an Assasin that wants to execute the backline before getting blow up, while sometimes being a Frontliner. Even though he has no utility or CC (ignoring ![]() ![]() He is also very flexible in his builds and runes options (although his Core items are mostly the same). |
|
![]() ![]() ![]() ![]() |

|
![]() ![]() His next attack within 4.5 seconds will deal 30 - 150 (+50% attack damage) bonus physical damage and silences his target for 1.5 seconds. |

|
![]() Passive: ![]() After reaching the maximum quantity of stacks, ![]() ![]() Active: ![]() ![]() |

|
![]() ![]() This damage is increased by 25% against ![]() The total damage is increased by 50% against non-epic monsters. Additionally, Enemy champions hit 6 times have their armor reduced by 25% for 6 seconds (any hits after the 6th refresh the duration of the effect). ![]() ![]() ![]() |

|
![]() ![]() 0.5 second delay, dealing true damage to them equal to 150 / 300 / 450 plus 25/30/35% of the target's missing health. |

Flash - ![]() The possibilities it gives and the mobility is very good on any champ, either to engage, all-in, escape or using it during a combo. On ![]() ![]() ![]() ![]() ![]() Flashing in someones face gives them no reaction time to Garen's combo, making it a very really realiable and useful tool, also ![]() ![]() You can also use ![]() ![]() ![]() | ||
Ignite - Is a really good summ for ![]() Additionally it allows you to get "calculated" kills when you can't chase anymore, so even if they ![]() With how many escapes and mobility the game has ![]() ![]() ![]() You can also use ![]() | ||
Teleport - TP is a good summ that's not used regularly on ![]() Even though i said it's matchup dependant (mostly) it actually is not used even in situations where it is favorable simply because the kill pressure of ![]() ![]() And because ![]() The other reason is that ![]() ![]() | ||
Ghost - ![]() ![]() It helps to close the gap beetwen his enemies more easily and stick on them, which is why this summ is most of the time better than ![]() ![]() Also the duration extends when getting a takedown, so if you kill an enemy you were chasing or if you assasinate someone in a Teamfight you can flee away easily from danger and reposition yourself or you can keep fighting and go for another target with the bonus speed from ![]() Another ways you can make use of ![]() ![]() | ||
Exhaust - ![]() ![]() The slow is useful to gapclose and stay on top of an enemy (especially ranged) and the damage reduction makes it very hard for the enemy to fight back, and if you use it right as they burn every ability during a combo you will negate around 70% of their whole damage and leave them very vulnerable, turning a trade or fight in your favor. I mainly use it against ranged champs who you can't realiably engage or catch up until you get your items( ![]() ![]() ![]() ![]() ![]() It also works well against champions with huge burst like ![]() ![]() |
Garen Itemization![]() Attack speed, MS and Ability haste are also very good on ![]() Since ![]() ![]() ![]() Once you have enough damage you should start to look for tank or situational items like: ![]() ![]() ![]() Since ![]() Against a meele or fighter comp you want to get bruiser items and maximize your durability and damage with stuff like ![]() ![]() ![]() |


It gives

Overall The item's active and the stats combine very well with





It gives you the most DPS out of all


The main downside of Trinity is that most of it's power budget it's on the Three fold strike passive, and


Another downside of Trinity is the





The Max health damage and armor pen helps in fights or if you have to deal with the enemy frontline in teamfights.
You should only build DS against a mostly meele or tank enemy comp, or if you want to splitpush and want/have to duel a beffy enemy, generally it being the enemy top.
If the enemy team has only 1 or 2 tanky champs you are better off building




It gives

But i only recommend it if you need mobility and damage to kill the squishy champs, or if you know you are gonna get hard kited, or if the enemy is full squishy and ranged, where damage and mobility is all you need to win, otherwise you should build more tanquier and get other mythic.
If you want to build









Nedless to say, agains't squishy or ranged champions this item is useless.
If you do buy GD don't forget to get atk speed Asap from some item or your E will deal no damage.




But atk speed by itself it's also useful for additional damage with autos, since





If the enemy team is Full AD or of tabis counter your lane opponent early on, then you should get this boots.






Since Deadman's 'charge' not only slows, but also deals bonus physical damage you don't sacrifice too much offensivenes when getting this item, and also helps to push lanes and damage towers, because the damage works on them.
The only problem with the item is that compared with other Armor items it's the one that makes you the less tanquier, if you need to frontline something like



You get AD, Attack speed and crit, for more DPS on your E, as well as
%movement speed, being faster is always very good. Additionally it's a very cheap item.
If you are thinking "why go for




Quick tip: you can prock almost inmediately the 60% healing reduction with a (AA + Q reset + AA) combo.



The Stats and passive are good for more durability and damage.
BC is a good option against tanks or very tanky bruisers which are stacking armor, the armor shred also helps in 1v1's.
A deatil about the armor shred it's that during a teamfight you can amplify your team's physical damage against a certain target or frontliner, for example the damage from your ADC or AD jungler.


Sterak's is a good 3rd or 4th item buy, when you want to get it comes to your item preference, or to what you need the most in the match, but because the shield scales with Bonus HP and it gives Base AD as bonus AD, so it generally is better to delay the item's purchase until past mid-game.
Generally you want to buy it when you need to endure damage and frontline for your team, or if you know you are gonna be Teamfighting. While you frontline and the enemy tries to kill you though your



On paper this item doesn't seems that good, but there are a lot of situations where you get hard bursted and die before doing anything, but with


Although the item's potential it's quite hard to see, during fights and teamfights it's really good.
If you purchase



It is really good for catching squishy champions and murdering them.
The stats are very good, it gives AD, AH, and most importantly, 18 lethality. That bonus lethality plus the movement speed from the item gives you the upper hand on squishys and makes it easier to kill them, because of the speed and the stast youmuu's gives i consider it the best Lethality item for

The bonus speed from the active and passive are very good for going around the map
and chasing enemies or gapclosing them. Also something worth emtnioning is that lethality works on towers, which makes this item good for splitpushing since you get a lot of damage for destroying towers.

It also gives very good stats and additional resistances, which sinergyzes with

The shield can be used in a lot of ways, for example, to bait a





It gives a lot of MR and movement speed and a bunch of HP.
If the enemy it's hybrid damage but their main threath it's AP, or the enemy team is full magic damage this is a good third or fourth option That helps in teamfights giving you tankiness and mobility.



So even if someone contests your push you can duel them since you are tanquier while alone.
Because





Generally as





Another reason why






Which makes this item good for teamfighting if your team has a lot of CC.
Anathema's it's very good when you have to deal with 1 really feed enemy (who doesn't deal true damage), or if theres a certain enemy you have to always deal with, which makes this item very effective for counter-splitpushing champs like


Since it's damage reduction it doesn't reduce true damage, which most toplaners have nowdays, so keep that in mind.

![]() ![]() ![]() ![]() ![]() ![]() Early on It helps to trade since the bonus AD makes your attacks hit harder and makes you able to extend fights, since normally once ![]() ![]() ![]() ![]() ![]() ![]() ![]() Also, The healing from ![]() So you heal for all the damage your spin does |
![]() ![]() Fleet isn't a good keystone against poke and harassh due to the healing being lower on minions but better against Champions. Even with what i said about the sustain, Fleet can still be used in ranged and hard matchups to survive the laning phase, and if you get to attack something the MS boost helps to stick or chase them. Though in general i recommend to just run ![]() ![]() The downside of ![]() ![]() While the heal and speed are not useless in the mid-game, you don't get much benefit from it compared to other champions. |
![]() ![]() ![]() ![]() ![]() ![]() In the early game ![]() ![]() |
![]() ![]() ![]() ![]() ![]() Which leaves ![]() ![]() ![]() |
![]() ![]() ![]() ![]() I would only recommend it if you are going for a Oneshot or Full damage build (like crit, lethality or full attack speed, where you want to kill with or without your Ult). ![]() It's good for the Toplane where you are gonna be constantly on low health, in clutch situations the damage from ![]() It also helps during teamfights, where you are going to be tanking a lot of damage, and the lower you are the more damage you get, which is perfect for frontlining. ![]() ![]() ![]() |
![]() ![]() ![]() Grasp encourages a very specific "Harassh with Q > back off > wait for CD's > repeat" playstyle, where you chunk enemies with Q + Grasp everytime they go for cs. But without ![]() Grasp is good situationally agains't tanks or in matchups where you rely on short trades, or if you are not confident you can win against a tank ![]() In matchups where you can't fully use ![]() ![]() ![]() ![]() ![]() ![]() |
![]() ![]() ![]() Later on it comes in handy for taking down towers on a sidelane while theres a teamfight or objective somewhere else on the map. Although if you don't have the resolve tree as your priamry rune tree then you have to sacrifice ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() ![]() ![]() But compared to other options from the same row, it only helps with scaling and not with laning phase, and it doesn't kick in until 12 minutes. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() When you run ![]() This rune also works in the lategame, if you are frontlining or dealing with assasins it mitigates quite a lot of burst, and if you don't group and decide to splitpush ![]() |
![]() This bonus HP it's really good and makes you tankyer in the late game, and the more you drag the match on the more useful this rune becomes. You rarely want to swap ![]() ![]() ![]() ![]() The problem is that ![]() ![]() ![]() ![]() ![]() ![]() I don't recommend to take it because tenacity stacks multiplicatively, which means the more you have the less value you get. If you already have ![]() ![]() Otherwise it's a good source of bonus tenacity. |
![]() ![]() Additionally the Sorcery tree has some very nice scaling and helpful runes. *You can prock PR with ![]() ![]() ![]() ![]() The problem of using ![]() ![]() ![]() Once the early game is over PR movement speed comes in clutch in a lot more situations, for example when teamfighting it helps to stick to squishy enemies and makes it very hard to kite you once you catch them. ![]() ![]() Overall I would say ![]() ![]() ![]() ![]() ![]() |
![]() ![]() ![]() ![]() ![]() ![]() ![]() Additionally it allows you to use some summs like ![]() ![]() ![]() ![]() |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() on ![]() In short, it's not worth to use this rune just for some ocassional bonus AD, even if you are going an Assasin build. |
![]() ![]() In general it's bad, but ocasionally it coould be a good option. Unless you are playing Mid and you are plan on roaming/rotating a lot, ![]() ![]() ![]() ![]() ![]() ![]() But i think you get the point, ![]() |
During laning phase you want to farm a lot to stack up

Once you reach level 2, or before your opponent does, you should inmediatelly look to trade with Q + E, if the enemy doesn't run from you can also do an AA + Q + E combo which does more damage, generally try to hit enemies with E a little bit and then back off, only after you get some items and put points on E it will start to do noticeable damage. Remember that if you run

At level 6 with



After you get






You can use brushes to still get xp while the enemy can't see you and so they can't attack you to "break" your passive, this is very useful in ranged matchups, but you can also do this in any matchup to catch xp while using your passive.
When the enemy sees you back off after a trade they will generally try to interrupt your passive to not let you regenerate, what you can do is use the brush tip i mentioned before, doing so means that enemies can't target or attack you without wasting a ward, which should give you enough free time to make good use of





So there are matchups & situations where you want to save your Q.


Mid game and Splitpush
In the Mid game as

What i advice is to try to indetify your win con based on what i said before and other factors, like what's more important in that match, or what can help your team the most to win, for example, "is the enemy team full of meele or beffy champions?" if that's the case then your win con is probably staying with your team and frontlining for them, especially if


Helping your team out into those kind of overwhelming comps (who have a way to
hard-engage and also deal a lot of damage) can make a huge difference, because if you leave your team alone in these scenario to ,for example, splitpush, it's very likely that they are gonna get wiped out without your help.
if they are mostly ranged champs you can try to teamfight and look to flank and kill the backline or surprise an enemy, because in teamfights agains't ranged opponents you can't engage and you get kited really hard, so looking for opportunities or a place that's not warded it's key to deal with them, and possibly oneshot one of them.
Alternativelly if you can't teamfight or if your team is really behind and constantly dying, then Splitpushing is another very viable win con for you, since in this cases forcing yourself to teamfight is probably not gonna work, so this way you can help your team in a way.
This forces the enemy to contest your push or try to ace your team in a 5v4 while you get their towers. Though if you are very ahead or the enemy is playing for objectives, or you can't splitpush because certain enemies deny you of spliting, then you should be teamfighting and grouping with your team.
Splitting it's also a good idea when you are behind because then you can get back with the gold and xp you get while pushing waves, since in that scenario you will probably die in teamfights so it's better to get back in the game.
During the midgame aside from getting Jg camps and pushing waves, and providing vision, you have to also check the map to see if theres a possible roam or if an objective is about to spawn.
Late game
Generally




Though




Even in the late game splitpushing it's still a valid strategy, and



Here good vision control and warding is important because if one teammate get's caught up you are in a 4v5, and in the late game this can easily lead to free objetives, or even to a loss if your team can't defend.
If you are ahead you should group with your team for objetives or Teamfight to close out the game.

Also since



Warding helps during teamfights to know how to Flank the enemy by knowing their locations. For example if theres a

Knowing where enemies are is very important if you want to Flank because if the enemy ADC get's peeled, or the enemy team groups too much you can't do anything.
It can also happen that you try to surprise their ADC but then the support suddenly
heals or shields him from behind a wall and then you die, possibly also wasting resources. So when you Flank it's important to know where veryone is and go for a kill when you are sure enemies are splitted.



When splitpushing you can also put a

If you are using


Additionally, and i learned this from Fulza12, theres a useful trick you can use when going with a Blue trinket, the trick is that if enemies clear a Blue trinket you put on a brush while they are not inside of it, or if they directly go and destroy it inmeditaelly, it means the Brush has been previously warded.
After covering general warding tips and ways to use them, let's see some Warding locations that i use, and think are good.
There will be 4 types: Early wards, Mid-Late game wards, Spots for Control wards and Splitpush wards.
DISCLAIMER: The reason why the warding spots are only on 1 side of the map is because the map is mirrored, so it is the same in both sides, so to save some time i just did the warding spots on 1 side, but they can obviosuly be applied on the other side since it is the same.
In the early game you generally want to ward places that can get you information about the enemy jungler, mid laner and sometimes their toplaner.
Sometimes knowing what your opponent is doing let's you act with more knowledge in hand to take a better decision instead of blindly doing what you think it's best, for example, if you see your opponent backing in a brush or nearby their tower you act based on that information, you can either shove the wave and do the same and recall, or keep freezing, or maybe let the freeze and recall too. Or maybe you saw through a lane or burh ward that the enemy




Aside from knowing where your opponent is and what is he doing, the most important wards for the early game are those that give you info about the enemy jungler or midlaner.
Wards in the river, for example, are very good since they let you know with anticipation they are walking towards you.
To know where the enemy jungler is you want to ward their buffs or some small camp nearby toplane like




In the mid & late game you want to place wards in places where enemies are generally gonna pass sonner or later, and if for example




But don't forget to ward objectives before they spawn and before both teams group and try to contest it, since you can get surprised by the enemy while warding and you risk dying.


they help to secure a specific zone for a lot of time if they are well placed, and when used correctly they are extremelly valuable and can give very useful information, for just 75g.

Later on they are used for securing a specific Brush or zone,
and if well placed they can last for a long time before enemies see it.
While splitpushing they are good for knowing if enemies are around or coming for you (if they are in the jungle), though you need to put them with anticipation before going for a tower or before even trying to split nearby said zone of the map.

-In the Box below you can see a detailed explanation of every spot and how them use it and why.

While splitpushing you want to ward areas where an enemies are most likely to be seen or detected, where you place it depends on a couple factors.
For example; "Are members of the enemy team nearby the part of the map where i am?" If the answer is no, because everyone is on

Generally you ward specific spots in the enemy jungle where players tend to pass a lot so you can get information about where they are and what they are doing.
So if for example you see 3 people in top farming and grouping, then it's very probable they want to force a

If you ward a place nearby where you are splitting you need to have on mind what champs are gonna go for you and which ward spots are best agains't them.
For example, you won't place wards in the same place if you are agains't an






This is because


This is especially important for Assasin and Crit

This strategy or trick comes very in handy, especially in low elo, because most people dont expect you to stay on a brush or location for so long. Which is why in part 'bush camping' is actually quite of a test of your patience, and being able to know and predict your enemies, for example: Based on the enemies movement's and actions you can kind of know if the brush you are in is warded or not, or if they know you are nearby because they saw you in a ward previously.
I think it tests your prediction skills since sometimes you will stay on a brush, and without knowing the enemies exact location, you have to guess where they are most likelly gonna go, and where you can strike the by surprise!
But keep in mind that 'Bush camping' too much in a match will eventually make enemies be more careful about bushes and facechecking, especially if you give up and show yourself going out of a bush multiple times in front of them, so try to not act suspicious and wait all the time necessary, the kills will eventually come. Also in this topic, even if enemies know what you are doing it's still a win for us, since that will make them paranoid of walking into unwarded zones or bushes.
So in conclusion, even though this technique sounds quite silly and not important, it's important to abuse it as you can on

![]() |
BRUISER/JUGGERNAUT
|



That's why

Outside of his Weaknesses

Generally as a bruiser your role (or objective) is to get in to the enemy backline if possible (through flanking or taking advantage of a misspositioned enemy), or Frontlining for your team.



Even with what i said before, as either a Bruiser or an Assasin or whatever else,



![]() |
ASSASIN
|
Generally


As it's name implies, with this playstyle you want to focus on building as much damage as possible, by getting a lot AD, lethality, Crit or attack speed items.
I personally recommend to build Crit or attack speed items instead of lethality because


Which leaves only 2 of your abilities and your attacks as the only sources of phisycal damage that benefit from lethality, though lethality isn't bad on

And also, generally you can reach the same or even more quantities of damage with attack speed or AD items.
As an Assasin you want to get enemies with low guard and surprise them using Fog of war and Bushes to your advantage, so you don't have to run up to them to kill them, just wait and then surprise! they are dead before your silence even wears off, and once you get in range it's generally impossible for them to get away from you before they die.
In teamfights things get quite caotic and it's very probable that you aren't gonna be able to kill anyone if the group well, because when going Assasin you don't only get kited and CC'ed, but also killed more easily since you are trading off your Durability for more Damage and Oneshot potential, leaving you really squishy and vulnerable.
Which is why sometimes splitpushing with this playstyle can work better than teamfighting, you just go and get towers with your huge amounts of damage, since lethality works on towers and you will have so much damage that you are gonna destroy them in seconds. And if you are doing well you can afford to fight anyone that comes to stop you if you know you can kill them.
![]() |
SPLITPUSH
|
Splitpush


Because


Generally the ebst opportuniy to push and get towers it's when

Splitpushing is a good strategy that let's you apply map pressure on the enemy team and forces them to deal with you, while you get a lot resources like xp and a lot of gold, and with


But remember, you can't splitpush every game, agaisn't certain comps it's very difficult to push and not get killed while pushing waves, or agains't champions that can chase you with constant mobility or slows/CC.
And don't forget that if your team is not doing well you should try to group and help them out, because most of the time if you leave your team alone and


If the enemy is too ahead splitpushing can be a bad idea because the enemy can send one (strong) member of their team, but they will still win the 4v4 teamfights, which makes your pressure useless.
![]() |
TANK and OFF-TANK
|
Tank and Off-tank

Although


Even though this is actually called 'Off Tank' i like to simply call it Tank

Aside from Kiting, Tank

All of this plus his rework have pushed the Tank playstyle away and making him more of a Bruiser or Assasin who builds damage.
This worked before, but now with all the changes to

But the Tank playstyle can work if you are really behind or if you build 1 or 2 damage items before building full tank.
Some good AD items are:




I don't recommend playing Full 'Tank', instead going 'Off-tank' so you atleast have enough damage to be relevant in the match and be able to Frontline for your team, this playstyle or build it's pretty good if your team needs a frontliner or you are up against a lot of meeles and/or Bruisers .
The only matches where 'Full Tank'

Also i want to thank the Mobafire staff for their work and help, and i want to give a special thank you to Katasandra and jhoijhoi for their guides of BBcode and their general help for making guides.
That's all, bye and have fun in the rift. ;)
You must be logged in to comment. Please login or register.