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Garen Statistics for Sageace

Author's performance with Garen compared to the ranked average.

Value
Average
Games Played
272
7
Win %
55
45
Kills
7.6
6.4
Assists
5.3
5.3
Deaths
4.0
5.8
KA:D Ratio
3.2
2.0
Gold Earned
12.5K
11.8K
Creep Score
177.2
171.2
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

Core Summoner Spells

4.png 6.png Either Flash or Ghost as an option for Garen's first Summoner Spell.
4.png can help you either secure quick kills or secure quick escapes since Garen is considered an immobile champion (An immobile champion means he does not have a dash). 
6.png is not as quick as Flash, but it can still help secure kills and escapes. Plus it lasts longer, so you have a longer opportunity to do what you need to.

14.png 12.png Either Ignite or Teleport as an option for Garen's second Summoner Spell.
14.png can help you secure a kill (especially early game), secure a multi-kill, earn an assist by revealing an enemy champion for another allied champion to kill as you focus on another objective, or to stall an enemy champion that has massive regeneration from gaining health. 
12.pngcan apply global pressure to the enemy so that you can protect your towers and allied champions from enemies, potentially securing kills with a gank or force the enemy to retreat because they see you trying to TP (teleport) into a fight.


Optional Summoner Spells


21.png Barrier combined with garenw.png can help you survive some of those champions with executions. 


1.png Cleanse against a heavy CC (Crowd Control) Enemy Team comp. Use this to bait out enemy CC on you and Cleanse out of it to make them regret it. (This will not reduce or remove DISPLACEMENT CC (Knock-up, Knock-down, Knock-back, etc.)). You can use this to get rid of Exhaust or Ignite as well (Still testing this Summoner Spell...)

3.png Exhaust is similar to 14.png, earn an assist by weakening an enemy champion so that you can focus on another objective, or to secure an escape, or to secure a kill. However, you mainly use this on Enemy Carries such as Assassins, Mages, and Marksman. Make sure to coordinate with your support so that you both don't waste an exhaust on one champion, try focusing on one target and your support focuses another. Please note that Exhaust does not reduce the power of true damage (Still testing this Summoner Spell...)


7.png Heal is an option to help you secure a kill, secure an allied gank, secure an assist by healing the ally that is focusing one enemy champion and you are focusing on another objective, or save an ally as well as yourself from an enemy gank or death. If you have this spell, stick with your team more often. (Used this Summoner Spell often in the past. Not sure about current situation.)


11.png Smite for when you go jungling. Although Garen is not that bad a jungler, you benefit with better options for items as a laner than as a jungler.


Last Edited Patch 7.3

New Runes Back to Top

Masteries Back to Top

Core Mastery Build

Your mastery pages should prioritize the core of building Garen: Health, Armor, Magic Resist, Attack Damage, Cooldown Reduction, and Movement Speed. 

Standard Mastery Page

These Masteries are debatable, which masteries are better for Garen? Frankly, it depends on your playstyle, just like choosing your Summoner Spells or your Runes. 

Ferocity

  1. Sorcery over Fury. You use your abilities more often than you auto-attack.
  2. Fresh Blood vs. Expose Weakness over Feast. Fresh Blood allows you good trades early game. Expose Weakness allows you to make your enemies more vulnerable to damage from your Allies, on top of your Armor Shred, which is useful for mid-late game. Feast, while it gives you good sustain early game, its on a long Cooldown. 
  3. Vampirism over Natural Talent. Because compared between the two, you only make use of half of Natural Talent, while you make full use of Vamparism. Yes, your ult will heal you for 2% of the damage it does. 
  4. Bounty Hunter vs. Battle Trance over Double Edge Sword. Debatable. Bounty Hunter gives you 7.5% extra damage! However, you gotta earn it by killing each enemy champion one time. Battle Trance gives you up to 5% extra damage if you are in combat for at least 5 seconds. Garen's full combo usually takes 4 seconds anyways unless you are fighting tanky champions. Bounty Hunter gains full power and is stronger than Battle Trance once you hit mid-late game with a lot of kills, whereas Battle Trance is useful all game, it takes time to build up. Double Edge Sword, while you always have 5% extra damage, you always take 2.5% extra damage. 
  5. Battering Blows over Piercing Thoughts. You deal mostly physical damage. 
  6. Ferocity Keystone - Deathfire Touch





Preferred Tree Choice: Resolve

Preferred for the Durability you need in order to dish out the damage you have. His damage already scales well as the game progresses.

Keystone Choice: Undying Grasp

  • Undying Grasp is preferred for the extra sustain damage equal to a percentage of your maximum health. You can chunk an enemy champion's health and get a chunk equal a percentage of your health for yourself, hurting squishier enemy champions even more.
  • Strength of Ages is the Second Best and much more preferred if you Jungle Garen. You slowly build your health and eventually, every siege minion or monster you slay will restore a portion of your health. The problem with this is... that you are already persevering during this time. It becomes unnecessary except for those lifesaving smites. 
  • Bond of Stone WILL mess up your passive. As long as you are close to an ally, if they get hit, their goes your passive. 

Tier 1: Recovery vs. Unyielding

  • Recovery improves your early game regeneration. It becomes pointless as the game progresses. 
  • Unyielding is more preferable of the two because the extra Armor and Magic Resist you build adds up with your passive and the items you buy, improving your mid and late game. 

Tier 2: Explorer vs.Tough Skin

  • Either of them are fine options, so pick one that suits your personal preference. 
  • Explorer increases mobility ONLY while you are on the river or in brushes. The extra Movement speed is nice early game, but it falls off late.
  • Tough Skin reduces AA damage from Enemy Champions and Monsters only. The extra durability is nice early game, but it falls off late game. 

Tier 3: Runic Armor vs. Veteran's Scars

  • Runic Armor is more preferable of the two because the increased sustain. Your passive is improved, potions are improved, natural base regeneration is improved, and lifesteal is improved (especially from your keystone).
  • Veteran's Scars Health amount given does allow you to take 1~2 extra auto-attacks early game but becomes pointless as the game progresses. Runic Armor is just more useful... all game long.

Tier 4: Insight vs. Perseverance

  • Either of them are fine options, so pick one that suits your personal preference. 
  • Insight allows you to Flash more often, Ignite more often, and Teleport more often. You do realize what this means, right?
  • Perseverance can save your life and turn the tides of a fight, especially early game combined with Undying Grasp. This mastery can easily secure your survival early game since that phase of the game is where Garen is weakest. It's power falls off late game, but you should have already used it to secure your late game anyways. Unless you have Warmog's...

Tier 5: Swiftness vs. Legendary Guardian

  • Swiftness is more preferable of the two because Tenacity and Slow Resistance. You need those in order to take down enemy carries. 
  • Legendary Guardian gets stronger for each enemy champion near you. It can help you during team fights by making you more durable though. But early game, you spend most of your time against 1 Champion. 

Alternative Tree Choice: Ferocity

While your damage does scale well as the game progresses, there is nothing wrong with increasing it further. But at what cost?

Keystone Choice: ???


Tier 1: Fury vs. Sorcery

  • Fury increases your attack speed. Do you need it?
  • Sorcery increases your spell damage. You need it. 

Tier 2: Double Edged Sword vs. Feast vs. Expose Weakness

  • Either of the options are fine. It's a matter of personal preference. 
  • Double Edged Sword increases your damage output! But it also increases the damage you receive... Well, at least you hurt! Just be careful. (However, if you are against a Ranged Champion during Laning Phase, I would advise Feast instead)
  • Feast can help your early game sustain, but it becomes pointless as the game progresses.
  • Expose Weakness can hurt the enemy hard. After you have Black Cleaver, you spin on top of a group of enemies, and they have Expose Weakness AS WELL AS shredded Armor. I think you just did your job. 

Tier 3: Vampirism vs. Natural Talent

  • Vampirism is your extra sustain and is quite mediocre at all levels of the game. 2% of your damage heals you back up. Your Judgment (E) is sadly only 33.3% effective, but hitting more than 3 minions at once is gonna get you some health.  
  • Natural gives you an extra 10 AD and 15 AP at max level. Shame you are only making use of HALF the mastery...

Tier 4: Bounty Hunter vs. Oppressor

  • Bounty Hunter takes a while to earn, but once you do, you get permanently increased damage output! 
  • Oppressor requires an enemy to receive movement impaired CC in order to increase your damage output. Do you have that? (You don't).

Tier 5: Battering Blows vs. Piercing Thoughts

  • Battering Blows allows you to bypass a percentage of Armor? That's your main source of damage!
  • Piercing Thoughts allows you to bypass a percentage of Magic Resist? Well, at least your Ult will hurt more unless they are the villain. 

Alternative Tree Choice: Cunning

Some extra damage AND utility. Both make a good combination to accomplish your goals. 

Keystone Choice: ???


Tier 1: Wanderer vs. Savagery

  • Wanderer increases your movement speed while out of combat, allowing you to return to lane or gank much quicker. 
  • Savagery increasses your auto-attack damage against minions and monsters. Well, you have to do a lot of that early game, but doesn't your spin accomplish more damage output then just AA?

Tier 2: Runic Affinity vs. Secret Stash vs. Assassin

  • Runic Affinity increases the duration of the jungle buffs! Nice if you're a jungler...
  • Secret Stash turned your potions into bread! It gives you extra health and mana! You're making use of most of the mastery.
  • Assassin increases your damage dealt to enemy champions only if you are alone. Should you be alone? Well, you are a Vanguard, and you do spend most of your time alone during Laning Phase.

Tier 3: Merciless vs. Meditation

  • Merciless increases your damage output as long as the enemy champion is below a certain threshold. Super nice time to cast your ult then. 
  • Meditation increases your mana regen. It could help since you are always out of mana (You have no mana).

Tier 4: Bandit vs. Dangerous Game

  • Either of the options are fine. It's a matter of personal preference.
  • Bandit increases your gold income. This can help you reach your mid and late game potential sooner! Especially against some champions that counter your laning phase, this can help compensate. 
  • Dangerous Game can be a lifesaver, especially if you are suffering an ignite (or a Darius bleed or Teemo poison). Getting a kill or an assist just to heal you just enough to keep you alive and going!

Tier 5: Precision vs. Intelligence

  • Either of the options are fine. It's a matter of personal preference.
  • Precision increases your damage penetration as the game progresses, so you will always hurt more!
  • Intelligence increases your cooldown reduction AND the cooldown reduction maximum capacity! You can cast your abilities more often! I would love to ult every 44 seconds instead of 48! 

Choosing your Alternative Tree Choice

You just have to compare them both and see what fits your playstyle and accomplishes more at the same time. 

Ferocity Comparison

  • Tier 1: 2% increased spell damage at all times (Meaning you farm faster, hurt more often, and destroy structures faster)
  • Tier 2: Either 3% increased damage output (At the cost of taking 1.5% more damage) or sustain every half a minute or deal no increased damage BUT you give your allies increased damage to targets you have dealt damage for the next few seconds.
  • Tier 3: Increased sustain, especially helpful early game
  • Tier 4: Up to 5% permanently increased damage (requires you to earn it)

Cunning Comparison

  • Tier 1: 3% more Roaming Speed, slightly quicker ganks early game. 
  • Tier 2: 2% more damage to only enemy champions as long as you are alone.
  • Tier 3: 5% more damage to enemy champions that requires them to be below 40% health.
  • Tier 4: Either extra gold income OR secure your survival for each enemy champion you kill, possibly getting up to 25% of your health back during a teamfight. 

Conclusion (As far as I have interpreted...)

???


Last Edited Patch 6.8

Abilities Back to Top

Q
E
W
E
E
R
E
Q
E
Q
R
Q
Q
W
W
R
W
W
Passive
Q
1
8
10
12
13
W
3
14
15
17
18
E
2
4
5
7
9
R
6
11
16
Your Standard Skill Priority. 

(R) garenjustice.png > (E) garenbladestorm.png > (Q) garenslash3.png > (W) garencommand.png

This means you must always max these up in order first, no matter what. However, level 1 you must unlock Q first. I will soon explain why.

Garen's Abilities

Perseverance (Innate) garenpassive.png

Garen regenerates 0.4%/0.8%/2.0% maximum health each second if he has not taken damage in the last 9/6/4 seconds at levels 1 / 11 / 16. Minions do not stop Perseverance. At level 11 and higher, non-epic monsters do not stop Perseverance. 

  • Avoid Damage in order to use your passive. (Hide in bushes or near turret if you must)
  • Early game it's not that strong, but very reliable. You usually do not have to back as often as your opponent. Stock up on potions to stay in lane longer. 
  • Mid game it's stronger, you can walk from one lane to another and by then you should have recovered a good portion of your health. 
  • Late game it's at the peak of its power. You can go into a teamfight, escape with a quick break, then charge back in again with some of your health back. 
Decisive Strike (Q) garenslash3.png

Garen breaks out of all slowing effects and gains 30% movement speed for 1.5/2/2.5/3/3.5 seconds. Within 4.5 seconds, his next auto-attack will deal 30/55/80/105/130 (+ 140% AD) additional physical damage and will silence his target for 1.5 seconds. [8 second cooldown]

  • Garen's Q does 5 things at once, making it the best level 1 ability.
  1. Garen cleanses out of all slowing effects the moment you activate Q. (Use this part wisely.)
  2. Garen gains 30% movement speed. (Use to cover great distances such as returning to lane, ganking, or "gap-close" onto an enemy.)
  3. Garen enhances his next auto-attack to deal more damage. (Use this to "poke" enemy champions or to secure farm. Also works on structures.)
  4. Garen's next auto-attack silences his target. (Prioritize an Enemy Champion Spell-Caster in order to disrupt combos or an Enemy Carry just to lock them down.)
  5. Garen's auto-attack timer resets the moment you activate Q. (Use this part efficiently.)
  • Timing is key to make the most out of this ability since it is your only ability that gives you mobility. Use to engage onto a priority target, bait out spells so that your team can jump in, or disengage after you manage to "bait" an enemy slowing ability. 
  • Do not always use to farm unless you have to. It's better to keep it available at all times. 

Courage (W) garencommand.png

Passive: Garen gains .25 Armor and Magic Resist for each enemy unit he has killed, up to a maximum of 30 points.

Active: Garen reduces all incoming physical and magical damage by 30% for the next 2/3/4/5/6 seconds.  [24/23/22/21/20 second cooldown]

  • Timing is key to make the most out of this ability since it is your only ability that gives you durability. Use to trade with enemy champions in your lane, but only if you expect them to use full combos on you as well. Use to survive ganks or teamfights. Time this before you are hit by certain CC if you must.
  • It requires 120 CS in order to max the Passive on Courage. It requires one CS less for each enemy champion you have killed. 
  • Courage will not reduce true damage.

Judgment (E) garenbladestorm.png

Garen spins his sword around him for 3 seconds, hitting all enemies 5/6/7/8/9/10 times at levels 1 / 4 / 7 / 10 / 13 / 16, dealing 14/18/22/26/30 (+ 34% / 35% / 36% / 37% / 38% AD) physical damage per spin. Judgment deals 33% more damage if he is hitting only one target. [300 range][9 second cooldown]

  • Make the most out of this ability since it is your main source of damage. That is why this basic ability is maxed first. (Use to trade with your opponents if you are capable of hitting them with the full duration and if they are alone.)
  • Use to wave clear minions and shove lane faster (However, it will leave you more vulnerable to ganks and you are not always successful at killing every minion this way.)
  • Casting Judgment again a second later after activating the ability will deactivate Judgment. (And it will have a reduced cooldown.)
  • You cannot AA while Judgment is active. However, you can still activate your other abilities. (Activating R will deactivate Judgment.)
  • CC will not stop Judgment. (You will still spin no matter what. You will not be able to deactivate Judgment if you are under certain CC.)
  • While Judgment is active, you ignore unit collision. (You can move through any units and not get stuck.)
  • You own the title "Spin 2 Win".

Demacian Justice (R) garenjustice.png

Passive: The enemy with the most recent kills in the last 5 minutes is your Villain. It cannot be reassigned while Garen is in combat. If multiple champions have the same bounty, whoever receives it first is the Villain. Garen's basic attacks and each spin from his Judgment against the Villain will deal 1% of the Target's maximum Health as true damage. 

Active: Garen summons a heavenly sword to execute his target, dealing 175/350/525 (+ 28.6% / 33.3% / 40% of target's missing health) magic damage. Villains will take true damage instead. [400 range] [120/100/80 second cooldown]

  • For those that don't read clearly, Garen's ultimate is an execution, meaning it does more damage the less health his target has. (So make sure they have a certain amount of low health before blowing them up.)
  • The villain is the one with an sword icon above their head. (When hear a sound of a clashing sword, it means that the villain is nearby and that they are low enough health for you to use your ultimate on for a successful kill.)
  • You do not always have to ult the villain. (Always use your ult on an enemy carry or to save an allied champion from an enemy champion that is trying to kill them.)
  • Your ult will go off no matter what happens to your target. If they flash, teleport, become stealthed, or blink away, it will go off. (Your ultimate can only be canceled if the champion dies before it goes off or you die before it goes off.)
  • Be wary of champions that build magic resist because it will reduce your ultimate damage. (Unless they are the villain, then **** them.) 
  • Be wary if your target has a 3155.png or the upgraded 3156.png as they will negate a huge portion of your ultimate. (Unless they are the villain, then **** them.) (Be even more wary if they have a 3053.png as you must wait until the shield drains down before you can successfully kill them.)


Last Edited Patch 6.8

Items Back to Top

Starting Items

    Start vs. Melee Champions (Good against some AD melee, most AP melee, and some AP ranged)
    Start vs. Skillshot champions (makes it easier to dodge their spells)
    Start vs. Auto-Attack reliant champions (The regeneration is really strong).
    Start vs. AD (Helps you rush Armor Items)
    Start vs. Tanky Enemy Champions. (Hurts them harder so that you can rush Phage OR Executioner's Calling).

Core Items

    You should have this built almost every match.
    The best Armor Items. Build according to the enemy team comp. (Sunfire cape for mostly melee, Deadman's for mostly mobile, Randuin's for mostly auto-attack reliant)
    The best magic resist item.
    The best boots. Build according to enemy team comp. (Swiftness is almost every game. Ninja Tabis if the enemy team is mostly auto-reliant. Mercury Treads if the enemy team is mostly CC heavy.) Alacrity Enchantment always.
    Build to counter assassins, burst champions, and execution champions. Can replace your offensive items.
    The best offensive items. Build according to your performance. (Infinity if you are carrying hard. Maw if you need to survive burst mages. Mercurial if you want to bait out enemy CC or remove powerful debuffs. Ghostblade if you need the extra damage and CDR.)
    Elixir of Iron always. Wrath only if you have over 4000 HP and your team has a lot of tanks.

Situational Items

    Build to deal with an enemy team comp that has a lot of sustain. You can sell the executioner's later once you become strong enough.
    If they are building lifesteal and you want to look delicious.
    If you REALLY want to be a jerk and never let them go.
    If you really need more magic resist.
    But you are the only tank on the team and the enemy team has a lot of Magic.
    It would be better if you had more attack speed.
    To be a split-pushing pain in the ***.
    To be a regenerating pain in the ***.
    To be an unkillable pain in the ***.
    If done correctly with DPS Garen, you can double execute the same target.

Core Inventory Build

Your item build should prioritize the core of building Garen: Health, Armor, Magic Resist, Attack Damage, Cooldown Reduction, and Movement Speed. 

As Garen, it is YOUR job to counterbuild against the enemy team comp. So you first prioritize building against your enemy laner while prioritizing your build against the Enemy Team Comp, then you build against the Enemy Carry.


General Build Paths for Rushing Items

A Rush item is buying the item as soon as possible depending on the enemy laner, then the enemy carry, and eventually the enemy team comp. 

3123.png Underrated item. VERY useful against those champions that out-sustain you in lane, making it a good rush item. You should be able to sell this later because you are strong enough to handle most enemies late game UNLESS you really need to keep their healing down hard, then you can fully build 3033.png (Never rush full build).
3071.png Rush 3044.png over 3133.png for the Health, Damage, and Movement Speed. This Item has insane synergy with your Judgment (E). Timing when to rush this item depends on your team comp, so the more AD your team has, the sooner you should rush it. However, if you are the only AD, you may have to let it go for a different optimal item. This item can be rushed if you are fed, otherwise try to get tanky instead. 
3742.png Rush 1011.png over 1031.pngfor the Health. You need health more than armor because of your Perseverance. You should already have a good amount of armor from your Courage passive. This item has good synergy with your Decisive Strike (Q). Build this against Enemy Team Comp that tend to have so much mobility (meaning they have one too many dashes, blinks, and flashes). Very good rush item since it helps you roam.
3143.png Rush 3082.png if it's early game against some of those AA reliant Champions. Otherwise, rush 1011.png first instead. Be sure to use the active ONLY if you or an ally are about to secure a kill or an assist (Or you just need a good escape). A decent rush item, but their are better options. Build against an Enemy Team Comp that has a lot of AA reliance. 
3075.png Gimicky, but decent rush item. Usually prefer Randuin's Omens, but there are some champions that just... need to suffer what you feel. 
3068.png Rush 3751.png over 1031.png for the magic damage so that you can have better trades and waveclear. This item has insane with your Judgment (E). Very good against an Enemy Team Comp that has a lot of melee champions and can be rushed.
3065.png Rush 3211.png over 3067.png for the magic resist and sustain. This item has synergy with your Perseverance (Innate). This is the best magic resist item for Garen. 
3142.png Rush 3133.png over 3134.png for the damage and cooldown reduction. Buy only if you are lacking cooldown reduction due to alternative circumstances that prevent you from being efficient with your core build. (I usually get this if I am against an AD Enemy Team Comp and it forces me to avoid building Spirit Visage).
3139.png Rush 3140.png, but DO NOT fully built this item because it's very expensive. There are better items to rush. You should fully build this item last. 
3156.png Rush 3155.png over 3134.png for the damage, magic resist, and a magic shield. Sterak's might usually be a better choice, but this item has more damage and sustain. 
1306.png Build almost every match. The mobility AND slow resistance is so damn useful. Can be a good second or third item.
1321.png Only if the Enemy Team has A LOT OF CC. Like maybe 3 or more champions with Hard CC. Again, can be a good second or third item. 
1316.png Only if the Enemy Team is MOSTLY AA-RELIANT and deal mostly physical damage. Like maybe 3 or more champions that deal physical AA damage. Again, can be a good second or third item. 
3053.png Not an optimal rush item but it's a very good item late game.


Last updated Patch 6.8

Matchups Back to Top

Click on a champion below to see the author's notes on that particular matchup.

  • Aatrox
    Medium
  • Ahri
    Medium
  • Akali
    Medium
  • Alistar
    Medium
  • Amumu
    Medium
  • Anivia
    Medium
  • Annie
    Medium
  • Ashe
    Medium
  • Aurelion Sol
    Medium
  • Azir
    Medium
  • Bard
    Medium
  • Blitzcrank
    Medium
  • Brand
    Medium
  • Braum
    Medium
  • Caitlyn
    Medium
  • Cassiopeia
    Medium
  • Cho'Gath
    Medium
  • Corki
    Medium
  • Darius
    Hard
  • Diana
    Medium
  • Dr. Mundo
    Medium
  • Draven
    Medium
  • Ekko
    Medium
  • Elise
    Medium
  • Evelynn
    Medium
  • Ezreal
    Medium
  • Fiddlesticks
    Medium
  • Fiora
    Medium
  • Fizz
    Medium
  • Galio
    Medium
  • Gangplank
    Medium
  • Garen
    Medium
  • Gnar
    Medium
  • Gragas
    Medium
  • Graves
    Medium
  • Hecarim
    Medium
  • Heimerdinger
    Medium
  • Illaoi
    Medium
  • Irelia
    Medium
  • Janna
    Hard
  • Jarvan IV
    Medium
  • Jax
    Medium
  • Jayce
    Medium
  • Jhin
    Medium
  • Jinx
    Medium
  • Kalista
    Medium
  • Karma
    Medium
  • Karthus
    Medium
  • Kassadin
    Medium
  • Katarina
    Medium
  • Kayle
    Medium
  • Kennen
    Medium
  • Kha'Zix
    Medium
  • Kindred
    Medium
  • Kog'Maw
    Medium
  • LeBlanc
    Medium
  • Lee Sin
    Medium
  • Leona
    Medium
  • Lissandra
    Medium
  • Lucian
    Medium
  • Lulu
    Medium
  • Lux
    Medium
  • Malzahar
    Medium
  • Maokai
    Medium
  • Master Yi
    Medium
  • Miss Fortune
    Medium
  • Mordekaiser
    Medium
  • Morgana
    Medium
  • Nami
    Medium
  • Nasus
    Medium
  • Nautilus
    Medium
  • Nidalee
    Medium
  • Nocturne
    Medium
  • Nunu
    Medium
  • Olaf
    Medium
  • Orianna
    Medium
  • Pantheon
    Medium
  • Poppy
    Medium
  • Quinn
    Medium
  • Rammus
    Medium
  • Rek'Sai
    Medium
  • Renekton
    Medium
  • Rengar
    Medium
  • Riven
    Medium
  • Rumble
    Medium
  • Ryze
    Medium
  • Sejuani
    Medium
  • Shaco
    Medium
  • Shen
    Medium
  • Shyvana
    Medium
  • Singed
    Medium
  • Sion
    Medium
  • Sivir
    Medium
  • Skarner
    Medium
  • Sona
    Medium
  • Soraka
    Medium
  • Swain
    Medium
  • Syndra
    Medium
  • Tahm Kench
    Medium
  • Talon
    Medium
  • Taric
    Medium
  • Teemo
    Medium
  • Thresh
    Medium
  • Tristana
    Medium
  • Trundle
    Medium
  • Tryndamere
    Medium
  • Twisted Fate
    Medium
  • Twitch
    Medium
  • Udyr
    Medium
  • Urgot
    Medium
  • Varus
    Medium
  • Vayne
    Medium
  • Veigar
    Medium
  • Vel'Koz
    Medium
  • Vi
    Medium
  • Viktor
    Medium
  • Vladimir
    Medium
  • Volibear
    Medium
  • Warwick
    Medium
  • Wukong
    Medium
  • Xerath
    Medium
  • Xin Zhao
    Medium
  • Yasuo
    Medium
  • Yorick
    Hard
  • Zac
    Medium
  • Zed
    Medium
  • Ziggs
    Medium
  • Zilean
    Medium
  • Zyra
    Medium

VS

Aatrox

Medium

Meta: Jungler

Melee Fighter/Tank. Requires AD, Attack Speed, Lifesteal, Health Regeneration, and some CDR, durability and mobility. 

Abilities

aatroxpassive.png Bloodwell

His passive fills up the more health he uses from his abilities, gaining increasing attack speed as it fills. Upon taking fatal damage, he enters stasis for 3 seconds, gaining life equal to the amount in his bloodwell plus 35% maximum capacity. [Cooldown: 225/200/175/150 seconds at levels 1/6/11/16]
  • Always keep track of whether his passive is up or not. You can tell that his passive is up based on the bar below his health bar. If it's red, he has his passive ready. If it's white, his passive is down and he is a free kill. 
  • Always keep track of how full his passive is. The more he has, the more he regenerates upon proccing his passive. Otherwise, the more he has, the faster he attacks. 
  • His Bloodwell will naturally decay if he is out of combat for too long.

aatroxQ.png Dark Flight

Jumps into the air and lands at his target area. Enemies in the center of impact will be Knocked-up. This is an Initiation Ability. Deals physical damage. [Cooldown: 16~12 seconds]

aatroxW.png Blood Thirst/Price

Toggled Off: Thirst - Heals himself every 3 auto-attacks. 
  • Healing is tripled if he is below 50% health
  • His blade glows red if it is toggled off. 
Toggled On: Price - Auto-attacks deal bonus physical damage.
  • The damage is quadruple his health cost.
  • His blade glows purple if it is toggled on.

aatroxE.png Blades of Torment

Summons 2 blades that move down a Perpendicular path that converge at the end. Initiation Ability. Slows Enemies. Deals Magic Damage. [Cooldown: 12~8 seconds]

aatroxR.png Massacre

Deals magic damage to nearby enemies upon activation. Fills 20% of his bloodwell for each enemy champion hit. Gains bonus Attack Speed and Attack Range for 12 seconds. [Cooldown: 100~70]
  • His wings will be open he he will appear to fly for the duration of his ult. 

Counterplay

Rush 3123.png to keep his sustain down. 
Rush 3241.png to dodge his skillshots. 
Rush an Armor item that best deals with the enemy team comp. Rush 3211.png if you have to. 

VS

Ahri

Medium

Meta: Mid-Lane

Ranged Mage Assassin. Requires AP, Cooldown Reduction, Mobility, and some durability and mana regeneration.

Abilities

ahripassive.png Essence Theft

Her sustain. She charges it up as she hits enemy units with an ability, up to 9 charges. Upon reaching full stacks, her next spell will heal her for each enemy hit.
  • The Orb in her hand is always blue until her Passive has full stacks, then it will glow green. Her next spell will heal her for each enemy unit hit. She can only get a maximum of 3 charges per ability, so Ahri usually procs her passive every 4 spells. 
  • The healing is negligible since you have your own form of sustain as well. 

ahriorbofdeception.png Orb of Deception

Her main source of Damage and Poke. Good Range. Deals Magic Damage as the Orb travels away from her, deals True Damage as the orb travels back to her. Increases her mobility as the orb is travelling.  [Cooldown: 7 seconds] 
  • She can initiate with this ability as well because of the amount of mobility she receives. 

ahrifoxfire.png Fox-Fire

Deals damage to nearby enemies. Short Range. Deals Magic Damage.[Cooldown: 9~5 seconds]
  • Deals damage to the closest enemies, so keep your distance until it wears off.
  • Deals increasingly less damage each time you are hit by one.

ahriseduce.png Charm

Her main source of Initiation. Charms First Enemy Struck. Deals Magic Damage. [Cooldown: 12 seconds]
  • If she starts walking towards you, DO NOT walk to her unless you have an advantage.

ahritumble.png Spirit Rush

Allows Ahri to dash 2 more times after her first dash for the next 10 seconds, firing up to 3 bolts for each nearby enemy unit, dealing Magic Damage. [Cooldown: 110~80 seconds]
  • You usually hear Ahri give a small laugh when she first casts this ability. 

Start 1001.png2003.png.
Rush 3211.png.

VS

Akali

Medium

Start 1028.png2003.png OR 1054.png2003.png.

Rush 3123.png to keep her sustain down.

VS

Alistar

Medium

Start ???

Rush ???

VS

Amumu

Medium

Start ???

Rush ???

VS

Anivia

Medium

Start ???

Rush ???

VS

Annie

Medium

Start ???

Rush ???

VS

Ashe

Medium

Start ???

Rush ???

VS

Aurelion Sol

Medium

Awaiting his arrival. Tests pending...

VS

Azir

Medium

Start ???

Rush ???

VS

Bard

Medium

Start ???

Rush ???

VS

Blitzcrank

Medium

Start ???

Rush ???

VS

Brand

Medium

Start ???

Rush ???

VS

Braum

Medium

Start ???

Rush ???

VS

Caitlyn

Medium

Start ???

Rush ???

VS

Cassiopeia

Medium

Start ???

Rush ???

VS

Cho'Gath

Medium

Start ???

Rush ???

VS

Corki

Medium

Start ???

Rush ???

VS

Darius

Hard

Start ???

Rush ???

VS

Diana

Medium

Start ???

Rush ???

VS

Dr. Mundo

Medium

Start ???

Rush ???

VS

Draven

Medium

Start ???

Rush ???

VS

Ekko

Medium

Start ???

Rush ???

VS

Elise

Medium

Start ???

Rush ???

VS

Evelynn

Medium

Start ???

Rush ???

VS

Ezreal

Medium

Start ???

Rush ???

VS

Fiddlesticks

Medium

???

VS

Fiora

Medium

???

VS

Fizz

Medium

???

VS

Galio

Medium

???

VS

Gangplank

Medium

???

VS

Garen

Medium

???

VS

Gnar

Medium

???

VS

Gragas

Medium

???

VS

Graves

Medium

???

VS

Hecarim

Medium

???

VS

Heimerdinger

Medium

???

VS

Illaoi

Medium

???

VS

Irelia

Medium

???

VS

Janna

Hard

???

VS

Jarvan IV

Medium

???

VS

Jax

Medium

???

VS

Jayce

Medium

???

VS

Jhin

Medium

???

VS

Jinx

Medium

???

VS

Kalista

Medium

???

VS

Karma

Medium

???

VS

Karthus

Medium

???

VS

Kassadin

Medium

???

VS

Katarina

Medium

???

VS

Kayle

Medium

???

VS

Kennen

Medium

???

VS

Kha'Zix

Medium

???

VS

Kindred

Medium

???

VS

Kog'Maw

Medium

???

VS

LeBlanc

Medium

???

VS

Lee Sin

Medium

???

VS

Leona

Medium

???

VS

Lissandra

Medium

???

VS

Lucian

Medium

???

VS

Lulu

Medium

???

VS

Lux

Medium

???

VS

Malzahar

Medium

???

VS

Maokai

Medium

???

VS

Master Yi

Medium

???

VS

Miss Fortune

Medium

???

VS

Mordekaiser

Medium

???

VS

Morgana

Medium

???

VS

Nami

Medium

???

VS

Nasus

Medium

???

VS

Nautilus

Medium

???

VS

Nidalee

Medium

???

VS

Nocturne

Medium

???

VS

Nunu

Medium

???

VS

Olaf

Medium

???

VS

Orianna

Medium

???

VS

Pantheon

Medium

???

VS

Poppy

Medium

???

VS

Quinn

Medium

???

VS

Rammus

Medium

???

VS

Rek'Sai

Medium

???

VS

Renekton

Medium

???

VS

Rengar

Medium

???

VS

Riven

Medium

???

VS

Rumble

Medium

???

VS

Ryze

Medium

???

VS

Sejuani

Medium

???

VS

Shaco

Medium

???

VS

Shen

Medium

???

VS

Shyvana

Medium

???

VS

Singed

Medium

???

VS

Sion

Medium

???

VS

Sivir

Medium

???

VS

Skarner

Medium

???

VS

Sona

Medium

???

VS

Soraka

Medium

???

VS

Swain

Medium

???

VS

Syndra

Medium

???

VS

Tahm Kench

Medium

???

VS

Talon

Medium

???

VS

Taric

Medium

???

VS

Teemo

Medium

???

VS

Thresh

Medium

???

VS

Tristana

Medium

???

VS

Trundle

Medium

???

VS

Tryndamere

Medium

???

VS

Twisted Fate

Medium

???

VS

Twitch

Medium

???

VS

Udyr

Medium

???

VS

Urgot

Medium

???

VS

Varus

Medium

???

VS

Vayne

Medium

???

VS

Veigar

Medium

???

VS

Vel'Koz

Medium

???

VS

Vi

Medium

???

VS

Viktor

Medium

???

VS

Vladimir

Medium

???

VS

Volibear

Medium

???

VS

Warwick

Medium

???

VS

Wukong

Medium

???

VS

Xerath

Medium

???

VS

Xin Zhao

Medium

???

VS

Yasuo

Medium

???

VS

Yorick

Hard

???

VS

Zac

Medium

???

VS

Zed

Medium

???

VS

Ziggs

Medium

???

VS

Zilean

Medium

???

VS

Zyra

Medium

???

Why Play Garen? Back to Top

Meta: Top Lane

Melee Fighter/Tank. Requires Health, Armor, Magic Resist, Attack Damage, CDR, and Mobility. A Juggernaut (A Fighter Carry) Hypercarry (A Late Game Carry) with a simple kit and a decent difficulty of mastery. A Physical Damage Dealer with a Magical Execution Ability that can potentially deal True Damage.


Pros +

  • Good sustain paired with good durability.
  • Good damage. Can usually kill squishy carries in one full combo! 
  • Execution ability: anti-tank, anti-carry, pretty much kills your target if they are low enough health. The Villain mechanic just makes it easier.
  • Good mobility.
  • Silence!
  • No resource. Only limited by his Cooldowns.

Cons- -

  • Easy to kite (meaning if the enemy team has enough CC, they can escape Garen)
  • Lacks Crowd Control (He only has a Silence)
  • Immobile champion forces Flash as our Core Summoner Spell. (Again, Immobile means lacking a dash)
  • Manaless champion makes some efficient items to be inefficient on Garen.

Team Synergy Back to Top

Team Synergy with Garen

You want a team that can compensate for Garen's weaknesses while Garen compensates for your team's weaknesses. 

  • You usually want an Ally with good CC lockdown (preferably from Junglers for the early game ganks) and gap-closers. Examples are 122.png 43.png 117.png99.png 111.png
  • You usually want an Ally that can speed you for your chase/escape/initiation/tower dives. Examples are 43.png 117.png 15.png 26.png
  • You usually want an Ally that can keep you durable during skirmishes, teamfights, and tower dives. Examples are 40.png 43.png 117.png 99.png 26.png
  • You usually want another Ally that is durable so that you can be able to dive for their carry and rely on your team to protect their own. Examples are ???.
  • What's cool is that you have more damage.These allies can help you accomplish just that. Examples are 122.png 82.png

Phases of the Game Back to Top

The Phases of the Game

Early Game - Laning Phase

Mid Game - Roaming Phase

Late Game

Garen is weakest during Laning Phase, but as he gains levels, he gains more power. Buying Tanky Items will help secure his durability while his damage output usually comes from leveling up to his next powerspike. 

Early Game - Laning Phase

Use this time to test your opponent by trading with him. You are capable of bullying in lane, so if you find yourself winning trades, go for it but carefully. Otherwise, play passive until you hit your next powerspike level (If you don't know your powerspike levels, they are Levels 1,2,3,4,6,7,10,11,13,16).

Farming

  • Depending on the Enemy Champion, you may sometimes have to farm under your tower. 
  • Melee minions take 3 Tower hits to die. Try to kill them after the second hit.
  • Ranged minions take 2 Tower hits to die. Try to AA them before they take a tower hit and land another AA after they take the hit. 
  • Use your Q to secure farm if you must.
  • Spamming E for minions is not as optimal as you think, you will sometimes miss out on the farm. BUT this strategy is good for shoving lane as fast as possible if you must.
  • Try using your E for trading with your Opponent more often than farming. 

Trading

  • You can start a trade with your Q, but your opponents will usually see it coming and will anticipate it. Sometimes, it's better to start a trade with an AA instead of Q.
  • Try to hit your Opponent with the full duration of your E. Try to make sure he is alone to increase the damage output even more. 

Warding

  • ???

Mid Game - Roaming Phase

Mid Garen Back to Top

???

Jungle Garen Back to Top

???

About Me Back to Top

My Name is Sageace and I am a Garen main


My codename is Sageace, or FFSageace2010. I am part of the DMD Gamers Youtube Channel. I also participate every now and then with JetBear on Twitch.tv. We are a small channel, a small group of guys from a small town just having fun with video games. 


Leave any comments below for any questions and information. Please note I will be going away on May 16 for Basic Military Training and will not return until around the end of Summer. 

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