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All Guides Garen Guides A Guide to Solo Top Garen
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Garen Statistics for MarineRevenge

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

Value
Average
Games Played
524
7
Win %
53
45
Kills
8.4
6.4
Assists
4.2
5.3
Deaths
5.2
5.8
KA:D Ratio
2.4
2.0
Gold Earned
12.7K
11.8K
Creep Score
180.9
171.1
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

4.png

Flash is the obvious first choice, it's a mobility spell that can allow you to flash onto targets and silence them with your Q which sets you up to perform your combo on them. Some champs are impossible to close the gap on 1 v 1 without it, so its great in those situations or taking advantage of an out of position enemy.

14.png

Ignite is a great summoner in general on Garen. If you are in a lane you think you can win or hold your own in early on, you won't miss the teleport and ignite will open up opportunities for you. It's a bit riskier but the payoff is that your kill potential is higher, and it's especially powerful combined with your ult for finishing opponents. Your team might be upset that you didn't take teleport, and they may not understand why you have the ignite. But ignore them, they will understand when you deliver the justice.


12.png

Teleport is useful in lanes that you expect to struggle in, where winning it straight up is difficult. Teleport will allow you to back earlier and return to lane or look for opportunities on the map.

6.png

Ghost is a potential substitute for flash. It's cooldown is significantly shorter than flash and the movespeed synergizes very well with garen's kit. It makes you nearly impossible to kite for 10 seconds and is a great option overall at the cost of not being able to flash-assassinate someone.

New Runes Back to Top

Masteries Back to Top

12/18/0 or 0/18/12 are the ideal mastery setups for Garen in my opinion. I will cover what is best about all three tree's below. Take cunning, then decide which 12 points is more valuable to you between ferocity and resolve.

Ferocity

In the ferocity tree I like to grab the big damage bonuses from Sorcery and Double-Edge Sword. I also think the natural talent mastery outweighs the trivial spellvamp/lifesteal in vampirism for garen who can't proc either particularly well. In the second row, I opt for Fresh Blood in matchups where I can trade with the opponent (easy/medium matchups) but take feast in matchups that are more difficult (hard matchups).

Together these give you a lot of extra damage, and the % bonus are especially noticeable on your ultimate.


Cunning


The 5 flat damage to minions will help allow you to farm early game to secure your W stacks, and makes up for the loss in early flat damage from using ArPen runes in order to farm effectively. Secret Stash gives you more lane sustain that you need and Merciless is basically just a situational damage boost that make you more adept at isolating and killing a single target. Bandit is good for farming extra gold early game, or for harder matchups where your weak early game can leave you zoned off some creeps. Bandit is the better overall mastery, but In matchups where you don't need bandit, the "greenfather's gift" mastery that was recently added seems like its quite good for abusing brush on Garen! The flat pen works well for your entire kit (the magic pen is especially awesome for your ult! or items like sunfire/thornmail).


Stormradier's Surge is by far the best overall keystone for Garen. Compared to the alternatives (grasp, thunderlord) it has the lowest overall cooldown, offers a flat bonus that has the same strength all game, and is useful in both lane phase as well as team fight phase - which is something the other two keystones lack. Thunderlord is easily wasted on the wrong target due to spin being AoE and Grasp is difficult to proc outside of lane phase because Garen cannot auto attack during Spin and often doesn't have it available in time for your Q which comes at the start of your damage combo.

Resolve

In the resolve tree the best overall masteries to take are Unyielding - for the 5% bonus Armor/MR which scales off Garen W giving you an innate boost with 100% uptime compared to other champions who would use the same mastery. Siegemaster OR Tough Skin, taking siege if you expect to be pushed to tower in lane phase, or tough skin if you expect to brawl a lot against a laner who will auto attack you a lot early on.

Next up is veteran's scars, the 50 flat hp is good early game and stacks well on top of the other flat damage reduction masteries you are taking here. I see some garen players take the regen mastery in this area for 8% increased healing, but since our regen is only out of combat I think the 50 HP is more impactful overall.

The final mastery in this tree you want is "Fearless". Fearless was added in the new season and it grants a flat boost to your resistances based on level (2 per level, so 2-36 armor/MR based on level). It activates automatically upon taking damage from enemy champion and lasts 2 seconds. It also grants 10% additional bonus resists, meaning you get 15% additional total from this tree for 2 seconds, that also scale off each other, and garen W passive. This means you get HUGE amounts of resistances for 2 seconds with this mastery active. With its cooldown only being 9 seconds, this boosts your durability in every early trade (judgement cooldown is 9 seconds too) and it lasts the same duration as rank 1 W. meaning level 1-13 you have an effectively stronger W if you pop both at the same time. It's really a top tier mastery and the reason i use 0/18/12 right now.

Abilities Back to Top

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

Here's the deal with Garen's abilties. garenbladestorm.png E Scales with points in it just like other skills, but it also scales with levels at 3-level intervals.

Compared to the boost you get for a single point in spin, garenslash3.png Q gains movespeed duration and similar amounts of base damage onto a target who isn't isolated. The movespeed duration helps significantly with kiting issues early on and more front-loaded damage means you don't have to always commit to a full length fight, Garen's early game is somewhat weak so he is most effective when disengaging before the silence has worn off entirely which means more upfront damage on garenslash3.png Q can be more impactful than over-time damage with garenbladestorm.png E in early trades.

Therefore it is best to max garen's Q first and take E in levels 2 and then rank it up again only at 8, 10, 12, and 13.

garencommand.png W at level 3, garenjustice.png R at levels 6/11/16 as is standard affair.

Items Back to Top

Starting Items

    Start vs physical damage laners
    Start vs Ranged opponents if you want mobility
    Useful against opponents who do nearly 100% magic damage, such as Ryze, Heimerdinger, etc.
    Start vs lanes you feel confident in, or if you want early game boost to damage and not durability. Good with 0/18/12 mastery setup.

Core Items

    Standard Core
    Core vs Magic Damage
    Core vs Tanky
    Multi-penetrator Core

Situational Items

    VS AD 6 item Example
    VS Magic 6 Item Example
    Vs Tanky 6 Item Example
    Multi-Penetrator 6 Item example
    Crit Garen Example
    Tank Garen Example
3047.png Great boot choice vs Heavy AD teams or teams with lots of auto attackers.

3111.png Useful for its magic resist and tenacity. Usually this is all the magic resists you need when combined with your W and scaling runes.

3009.png Useful against teams with high mobility or lots of slows. Combined with stormraiders you are 100% immune for a short time.

3158.png Useful when you want to be able to flash or teleport or ghost more often.

3071.png Great all around damage item, but don't rush it right away every match. It's most effective when the enemies have armor for you to shred, otherwise ghostblade is a better damage option. Make this vs tankier teams as your core damage item. You can usually complete this as your second item too, and it's quite strong as a 2nd damage item.

3142.png Black Cleaver's direct competitor. It's flat pen and higher damage make it more useful at killing squishy targets like mid laners and ADCs. Make this if you want to rush a full damage item before enemies have armor, it will be more effective than cleaver. Pair this with cleaver later in the game if you want more damage and the enemies have built some armor. Pair this with Edge of Night or Duskblade for maximum flat pen.

3156.png Useful when you want damage and magic resist, or against opponents like Karthus and magic damage executes like Nidalee and Veigar. Its also got 10% CDR, which makes it a suitable first item in place of ghostblade or cleaver if you really need the magic resist

3031.png For big crit masters. This will boost your damage more than any other single item can. Both Q and E can crit for significantly high values. Pair this with Phantom Dancer and an arpen item like Cleaver or Ghostblade for maximum wreckage.

3046.png As stated above pair with Infinity Edge, it also reduces incoming damage by 12% to targets you hit so it has good defensive properties on top of the damage it gives making it a hybrid defense-damage item similar to things like Maw, Cleaver and Sunfire - therefore its very effective on Garen.

3068.png Typical Rush item against AD laners. Its defensive stats + aura make you a monster around 15-20 mins. Its better to make an item like this before your damage because of how weak your early damage scaling is. WIth sunfire alone you can start to win trades/fights around level 7-10. Follow this up with damage that you can afford with all the gold enemies hand to you when they die to your burn aura.

3143.png Useful against critical strike or auto-attackers. I make this over sunfire against games with multiple crit heros or against tough crit opponents like Tryndamere.

3742.png Another good armor item, less damage and defense than the other two but the movespeed it gives helps with anti-kite. In high damage builds where the damage of sunfire is less impacftul I tend to prefer this item for its mobility. Deadman also provides damage which scales with your ArPen, so deadman is nearly always better than sunfire unless you rushed sunfire.

3065.png Strong all around magic resist item, makes your passive a bit stronger and gives CDR. Not much to be said here.

3102.png Useful if the magic resist is more important than the health (like vs 4-5 magic damage team).

3083.png Since the addition of CDR I can see this item replacing other secondary defensive items when you feel your resistance quota is met. Paired with your passive you can heal to full health in absolutely no time.

3053.png Sort of situational in my opinion, there are better defensive items and better damage items. I guess this fits the bill when you want a mix of both but after its HP nerf I just think this item is weaker than other damage/defense hybrid items in its class (see maw,pd,etc).


Situational Items

3074.png3077.png Hydra, or more specifically Tiamat is really useful because it adds a nice chunk of active burst that can be used during your spin. Its damage output is similar to that of an extra tick of damage on E, meaning you can sort of have 1 extra burst of damage on top of however many ticks of spin you have. It can be quite useful to burst someone down.


3087.png Another crit item, more burst than PD for example but outclassed in other ways. take this if you really want a little extra burst damage upfront over the speed/damage reduction on PD.


3094.png Similar to PD and Shiv but its a gap closer also. Makes your Q feel like its range is absurdly big, I don't often build this however and still prefer PD overall.


3147.png An extra execute, movespeed and arpen. Useful item but hard to fit into a build. I'd throw it in with an arpen build if I wanted maximum single target wreckage.


3812.png Somewhat useful as a similar choice to Phantom Dancer, damage/defense hybrid. Overall I think Infinity Edge is the better choice for a similar slot/gold/ad value though.


 3026.png When you want armor AND magic resist AND another life.

Matchups Back to Top

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

  • Aatrox
    Medium
  • Akali
    Medium
  • Camille
    Hard
  • Cho'Gath
    Medium
  • Darius
    Hard
  • Dr. Mundo
    Easy
  • Ekko
    Easy
  • Fiora
    Hard
  • Gangplank
    Medium
  • Gnar
    Hard
  • Graves
    Hard
  • Hecarim
    Easy
  • Heimerdinger
    Hard
  • Illaoi
    Medium
  • Irelia
    Hard
  • Jarvan IV
    Medium
  • Jax
    Medium
  • Jayce
    Hard
  • Karma
    Hard
  • Kayle
    Hard
  • Kennen
    Hard
  • Kled
    Medium
  • Malphite
    Medium
  • Maokai
    Medium
  • Nasus
    Easy
  • Olaf
    Hard
  • Pantheon
    Hard
  • Poppy
    Medium
  • Quinn
    Hard
  • Renekton
    Hard
  • Riven
    Medium
  • Rumble
    Hard
  • Ryze
    Hard
  • Shen
    Medium
  • Singed
    Medium
  • Sion
    Medium
  • Swain
    Hard
  • Tahm Kench
    Medium
  • Teemo
    Hard
  • Tryndamere
    Hard
  • Vladimir
    Medium
  • Yasuo
    Easy

VS

Aatrox

Medium

Aatrox can outsustain your damage early, so just focus on farming. You win all 1v1's with some items under your belt. Take ignite.

VS

Akali

Medium

Akali's Q poke can be quite annoying early game, try to use bushes to block vision when you aren't CS'ing.

You won't kill akali early game, but max Q and go for short trades. When you are level 6 consider bringing a pink ward for your all in, you cant use ult if you cant target her.

VS

Camille

Hard

This is a skill matchup mostly, where you have to let camille be the aggressor. If she gets close to you, she is similar to riven in that you win trades while she is silenced and she has a shield you have to play around.

My best suggestion is if her physical damage shield pops up, get the hell out of there. When it's down fight. Her cooldowns are also longer than yours, so if you two trade, you can go back in right when your next Q and E is ready and she will be weaker than before.

This matchup is about getting her to blow her cooldowns then fighting her when she is weaker.

VS

Cho'Gath

Medium

Cho is sort of a mixed fight. Against bad cho's you will stomp, against good cho's you will struggle. If struggling get magic resist, but skip the hexdrinker cause his ult is true damage. Go for MR + HP item in this matchup like spectre's cowl. 3211.png

For damage consider hp/ad items like Cleaver, Mallet, etc. Ghostblade is great too.

VS

Darius

Hard

Darius is a really hard matchup, you want to use your Q to dodge his Q and go in on him if you plan to trade. Never trade if he lands Q on you first. If you are playing defensive, open trades with your E+W (spin/defense) and use Q at the end of the trade and escape with the movespeed + silence. Max Q.

When both 6, make short trades. Your ult is better than his if he has no bleed stacks on you.

VS

Dr. Mundo

Easy

Mundo is a easy matchup, just dodge cleavers early game by standing near minions. Fight him whenever you can. If you get hit with cleaver break the slow with Q to engage or retreat. When 6, if he ults he reduces his health a big chunk. If the mundo ults at low HP you can probably kill him by ulting him right after. If he ults at high health just back off and wait its duration out, then try again to wear him down. Bring ignite.

VS

Ekko

Easy

Be careful of his Q hitbox early, other than that you can pretty much win this matchup with good use of your own Q. Dont overstay in trades, you win the war of attrition. Don't ult him unless he is silenced if his ult is up, he can ult during your R animation quite easy.

VS

Fiora

Hard

Fiora is hard to deal with, if she parries your Q you lose trades super hard. The trick to fighting her is Q to run at her, then if you expect her to use parry, press your E instead of landing Q. She will instead parry a couple ticks of E, then let your E run out and use Q at the end of the trade. E lasts 3 seconds, Q lasts 4.5, so you can safely open Q then use spin and Q after spin. Use the silence to disengage at the end. Pop W if you expect her to go in on you or if she spams her damage.

Early game, try to use AA-Q combo to harass her when she goes for CS.

VS

Gangplank

Medium

GP can poke you a lot early, but you can farm it up. If you ever get on top of him you win, but try to dodge his barrels. You can also contest his barrels with AA-Q combo to stop him from setting up. If he uses parrley on a minion you are safe for the next 5 seconds, so use that window to setup for a fight, remove barrels, or get CS safely.

Don't ult him until he is super low unless you see him use orange already. If he orange during your ult, you will not execute him unless he is like 10% before orange.

VS

Gnar

Hard

This matchup is about Medium difficult early on, but becomes harder as the game goes on especially if Gnar builds a frozen mallet.

In this matchup it's especially important to save Q to remove the slow from his boomerang if you get hit by it to safely disengage or to remove the slow and go in on him if he over extends on you.

Gnar is pretty easy to kill in his mini form. Try engaging on him for a trade or two, then flash + ignite + Q/E/R when he is around 50-60% for a surprise kill. If he can go mega or is very close (80+ rage) consider playing more passive. You will lose any fight if you go in on him in mini and he turns mega before you can kill him.

VS

Graves

Hard

Sometimes you see graves toplane, he pushes you in super hard and wrecks you. Try to get jungler to help if he shoves super hard, dont try fighting him.. he does more damage to you in melee range than you do to him. You need ignite + ult to even try.

VS

Hecarim

Easy

Sometimes you see Hec go top lane. Hec is easy to deal with, don't go in when his Q stacks are up, when his Q stacks wear off you can engage and your silence prevents him from stacking quickly. Dont stay much past silence, but engage frequently if you have a good opportunity. Most hecarim will go OOM if you manage trades correctly and don't let him stack Q on you for free.

VS

Heimerdinger

Hard

Heim pushes you in hard and wrecks you. Try to just farm, you can also kills his turrets for gold + w stacks with AA-Q combo. Get some magic resist.

VS

Illaoi

Medium

Managable if you use AA-Q combo to keep her from setting up too many tentacles. You lose trades if she has more than 1 tentacle up at a time. Try to avoid letting her land E on you. if she does either run away immediately or trade immediately. When she has ult, try to use ignite to keep her from healing up during it. You win straight up fights if you limit her tentacles to 1. Use Q speed to dodge her Q.

VS

Irelia

Hard

Irelia is hard to fight because of her sustain and he maximum damage output with triforce. You can pressure her in early game, but once she has sheen you must be careful. Key items in this matchup are ninja tabi, wardens mail if behind, and some big damage to crush her in fights. You can also go straight tank early like sunfire if you feel she is too much to handle.

VS

Jarvan IV

Medium

Jarvan is pretty good right now top lane. He is a low/no sustain top, but has great trades and lots of burst damage.

Against Jarvan its very important to avoid his Q spam early levels. At level 1 his passive hurts, but if you AA-Q-AA you will win a trade vs his Q-AA-AA.

Jarvan will outtrade you level 3-5, so consider waiting for ult if you don't get a lot of pressure on him level 1-2. Start cloth armor and try not to let him take your passive off for free by poking around with Q or E.

VS

Jax

Medium

Jax can be really easy if you dont Q into his dodge. If you mess up and land Q into his dodge a lot you will have a hard time. Around level 11 Jax becomes scary so use caution and consider getting wardens mail for the attack speed slow. If his ult is active you need to do a little more damage than you expect to kill him with ult because of the magic resist.

VS

Jayce

Hard

Jayce can poke you can keep you at a distance, try not to get poked out by his empowered Q too much. If you ever get on top of him you win straight up fights, don't let him bait you close to his tower tho, you can get flash-knockback into his tower and die very easily. Try to get jungler help, if you get up a kill on him you can stay ahead easily. Get ninja tabi early.

VS

Karma

Hard

Karma will fuck your day up by poking and kiting and healing when you think you can ult her. Try to get jungler help, and build magic resist like hexdrinker + merc treads.

VS

Kayle

Hard

wow this butthole champ. play conservative early game, and try to farm when her E is down. You can break her slow with your Q to escape/engage. Try not to use Q until she uses her slow. Ult her early or very late after her R is out.

VS

Kennen

Hard

the electric rat. ban/dodge/afk under tower. idk get your jungler to help. this guy is tough to fight.

VS

Kled

Medium

i havent laned vs this guy even 1 time yet, so no idea.

VS

Malphite

Medium

You can't really kill malph after he buys once or twice, but you have kill pressure on him early game. Use Q to break slow from his Q. If he builds no magic resist your ult wrecks him. Rush cleaver or sunfire or both honestly.

VS

Maokai

Medium

Maokai is safe vs garen's aggression, but you can run him OOM and deny him CS. Don't be overly aggressive but keep a threat level and force him to farm with his sapplings/Q.

VS

Nasus

Easy

Nasus struggles early game vs garen's damage. Get a thornmail when nasus stacks up a bit, the stacks count towards reflected damage from thornmail so its a good counter to his sustain/damage. Try not to stand in his E when fighting and if he has ult up then only use your R if he is silenced, or if he is super super low (like 10%~)

VS

Olaf

Hard

Olaf will try to land axes level 1, if he does you are dead. Avoid him level 1. Around level 6 you can start to fight him some. Ninja tabi is a good rush in this lane. Play short trades, and if your Q is down escape or you will get slowed by his axes and get pummeled. You can win fights 11+

VS

Pantheon

Hard

Panth is a hard counter to garen. His passive blocks your Q damage and he can poke you endlessly. Play passive and run him oom, don't try to trade. You win fights by 10+. Consider E max in this lane.

VS

Poppy

Medium

Shes just really tanky early, its hard to solo kill her unless she messes up big time. Avoid standing too close to a wall for her stun. You win if you can make it to 11 without getting behind.

VS

Quinn

Hard

Quinn is a super wreck you champ. You gotta play really safe, rush ninja tabi and max Q. Ask for jungle help. You can beat her midgame if you can get there without getting really behind, which is not easy to do.

VS

Renekton

Hard

Renekton wins trades early but you outscale if you don't get really behind. Try starting trades with E+W active if you expect to get stunned, then cancel and to land your Q and disengage before he dashes out. Play safe if you can and be farm oriented.

VS

Riven

Medium

Riven's level 6 just got a nice buff to her ult making her all-in a bit more scary.

At low elo's riven is an easy matchup to win, just land your combo and faceroll. In higher elo's or against better riven players it's a skill matchup. You have to try and be unpredictable in your execution, be hard to read. Use regular auto attacks and switch between E-Q and Q-E for your combo order.

If you waste your Q into her shield just run away, you cant win the trade anymore.

VS

Rumble

Hard

Rumble can poke you for free pretty easily and can keep you at a distance. rush magic resist items like hexdrinker + mercs and wait for level 6 to try and fight him. Jungler helps a lot too.

VS

Ryze

Hard

Ryze can kite you pretty easily and do tons of damage to you. Ask for jungler help and rush magic resist.

VS

Shen

Medium

Shen is a big beefy wall, you need to mind his sword positioning so that it doesn't fly through you and slow you putting you in a bad spot for a trade. Try to use E if you expect to get taunted as most shens will activate the ability that ignores auto attacks and your E will go through that during the taunt. Use Q to break his slow or for burst damage, try not to waste it into his shield.

Worst case scenario you can rush sunfire into cleaver with mercs in this matchup and be safe.

VS

Singed

Medium

Singe early game is pretty weak but he can kite you a lot. Try to be mindful and not chase too much, max Q for more upfront damage and get hexdrinker/swiftness boots for MR and to keep up with him.

VS

Sion

Medium

You win trades vs sion as long as you don't let him land E/Q for free. Try to interrupt his Q with your silence. Beware his passive when he dies if your Q is on cooldown.

VS

Swain

Hard

Ranged poker and can CC you/keep you away from him. Very hard. Get magic resist and ask for jungler help.

VS

Tahm Kench

Medium

Haven't seen tahm up top in awhile but the big key is try to not get poked by his Q for free and use your slow removal to safely get away or engage. Avoid wasting your ult into his shield, let him use the shield first or wait for your silence to be on him to ult.

VS

Teemo

Hard

Teemo is very hard to handle pre-6. Post 6 you can try flash ignite all-in. Ask for jungler help and build armor or magic resist based on if its AD or AP teemo. Max Q.

VS

Tryndamere

Hard

Tryndamere can reduce your damage significantly with his W. You want to avoid trading with trynd too much early, he has a much better early game than you. Get ninja tabis and damage, or tabi into full tank if you get really behind.

VS

Vladimir

Medium

Start boots against vlad and pressure him early. max Q. Get hexdrinker. if you let him scale uncontested he will become very hard to deal with.

VS

Yasuo

Easy

Yasuo is a easy matchup for garen, you can pop his shield with your spin and then decative it and back off, then go in for a fresh trade before his shield is back up. Your raw stats let you beat him 1v1 if you trade whenever his shield is down. Try not to waste your Q or Ult into his shield. Dodge his tornadoes. if you can't dodge, then silence him and he wont be able to ult you during the knockup.

Future Updates Back to Top

Future updates will expand on the guide and include more advanced tips and information, experimental item builds, video/gameplay demonstrations and more.. Expect regular updates over the course of the next year+.

Update #1 - 11/13/2016
 - Today's update was a minor touch up to reflect the changes to masteries, and arpen (lethality) runes. Jarvan 4 and Gnar matchups have both been added as well.

Update #2 - 12/22/2016
- Today I updated runes, masteries, items and matchups to reflect new changes in season 7 and the addition of Camille to the roster.

Last Word Back to Top

Thanks for reading my Garen guide!

If you want to see live gameplay you can subscribe to my youtube channel here : https://www.youtube.com/user/MarineRevenge or my twitch stream here : https://www.twitch.tv/marinerevenge and stay connected via my twitter here : https://twitter.com/MoonMarooned



On The Garen Buff Back to Top

Garen got a buff in patch 6.24. He shreds 25% of enemys total armor after hitting the same enemy with 4 spins.

Early game, this buff is almost inconsequential. In midgame, you can help your team focus down specific tankier targets a bit more reliably. In late game, you can disengage off a failed dive on a target and shred armor on the way out of the fight sometimes.

This buff opened up  few possible new avenues for Garen to impact a game. It's not as immediately noticable as it could have been, but its a somewhat situational buff that changes a few really hard matchups and theres a few less scenarios now where garen is totally useless.

His popularity and winrate have gone up a little, and I suspect he will be considered "average" to "good", niche/situational high elo play.

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