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GAREN BUILD GUIDE: The Big Sword Theory by Tandrael

by Tandrael (last updated over a year ago)

28,987 Views 9 Comments
9
Greater Mark of Attack Damage(+8.55 attack damage)
9
Greater Seal of Armor( +12.69 armor)
9
Greater Glyph of Magic Resist( +12.06 magic resist)
3
Greater Quintessence of Attack Damage( +6.75 attack damage)
View Rune Details
Summoner Spells
View Summoner Details
9
21
0
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
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9 Offense
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mastery 2 mastery 2 3/3
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21 Defense
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0 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Perseverance
QDecisive Strike
WCourage
EJudgment
RDemacian Justice
View Skill Order Details

Runes

Masteries

mastery 1 mastery 1 0/1
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mastery 3 mastery 3 4/4
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mastery 2 mastery 2 0/1
9 Offense
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mastery 1 mastery 1 3/3
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mastery 4 mastery 4 0/1
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mastery 3 mastery 3 1/1
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mastery 1 mastery 1 0/1
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mastery 1 mastery 1 0/1
mastery 2 mastery 2 3/3
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mastery 2 mastery 2 1/1
21 Defense
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mastery 3 mastery 3 0/3
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mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
0 Utility

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Perseverance
QDecisive Strike
WCourage
EJudgment
RDemacian Justice

Champion Matchups

Introduction

Greetings, Summoners!

Garen is a very famous and known champion since he is one of the veterans of League of Legends. He is cheap to buy, easy to learn and fun to play.

Pros:
- fast
- no Mana or Energy
- Execute
- amazing waveclear and pushing abilities
- everybody likes big swords
- strong earlygame

Cons:
- can be kited
- doesn't like hard-CC (seriously, who does?)
- melee
- no "real sustain"
- falls off late lategame

Masteries

[http://imageshack.us/a/img850/2326/solomidgarenguidemaster.png]

*RECOMMENDED*


Offensive Tree:
- Sorcery: Is better then any other options, i personally do not like Summoners Wrath and CDR is much more worth then AS, because Garen has no Mana or Energy, so the Cooldowns are the only limit using his abilities.
- Deadliness: Pretty straight forward AD per Level.
- Weapon Expertise: This is the reason to put points in the offensive Tree. 8% Armorpen is just awesome.

Defensive Tree:
- Perseverance: I do not see this very often but I consider this as a Must-Have on Garen. Since you have no real sustain other then your passive this HP-Regeneration really helps you out sustaining back.
- Durability: Pretty straight forward HP per Level.
- Hardiness: Armor helps you avoiding the typical damage of a lot of Toplaners.
- Relentless: I take two points in here to decrease the risk of getting kited. In combination with your Tenacity, your Q and the Boots of Swiftness you will almost ignore any slow what is really important for a melee champion.
- Veterans Scars: Pretty straight forward flat HP.
- Tenacious: One of the best thing ever happened to the defensive Tree. This skill, combined with some Tenacity and your abilities makes you nearly immune to CC.
- Legendary Armor: Works great with your Q. So much resistances, so much tankiness.
- Reinforced Armor: Helps against ADCs and critstacking champions like Gankplank or Tryndamere.



[http://imageshack.us/a/img89/2326/solomidgarenguidemaster.png]

*AGAINST EASY MATCHUPS*


Offensive Tree:
- Sorcery: Is better then any other options, i personally do not like Summoners Wrath and CDR is much more worth then AS, because Garen has no Mana or Energy, so the Cooldowns are the only limit using his abilities.
- Deadliness: Pretty straight forward AD per Level.
- Weapon Expertise: This is the reason to put points in the offensive Tree. 8% Armorpen is just awesome.
- Havoc: More damage.
- Brute Force: Pretty straight forward flat AD.
- Lethality: Pretty straight forward critical chance.
- Sunder: Pretty straight forward flat Armorpen.
- Frenzy: Increases your AS after a crit.
- Executioner: The only thing that makes the offensive tree viable on Garen. This works so well with your Ingite-Ulti-Combo and increases your killing potential significantly. However, I recommend taking more points in the defensive tree because the skills there are much likely to decrease Garens weaknesses.

Defensive Tree:
- Perseverance: I do not see this very often but I consider this as a Must-Have on Garen. Since you have no real sustain other then your passive this HP-Regeneration really helps you out sustaining back.
- Durability: Pretty straight forward HP per Level.
- Hardiness: Armor helps you avoiding the typical damage of a lot of Toplaners.
- Veterans Scars: Pretty straight forward flat HP.

Runes

Marks: flat AD or Armorpen
Seals: flat Armor
Glyphs: flat MagicResist (or a mix of flat and per level)
Quintessences: Movementspeed or flat AD or Armorpen

You need Armor-Seals for trading.

MagicResist is the best choice on blue since there is no Mana or AP Garen needs. It helps against AP-Toplaners and in the lategame against AP-Carries, too.

Normally I would consider Armorpen the best choice, but you have armorpen in the masteries and on your items, that is why I play flat AD.

The Quintesseces are viable, I play flat AD. Lategame you're pretty fast and you can get rid of slow, and you have got Armorpen too. Starting with much AD helps lasthitting and your early harassment will be very strong.

Summoner Spells

*RECOMMENDED*





Ignite is a must-have for Garens -Combo. It does truedamage and reduces healing and regeneration so your target has no other way other than getting stomped by a giant sword.





Flash gives you even more mobility, helps you escaping, towerdiving and positioning. A -Combo can catch enemies offguard and win a teamfight by silencing the AP-Carry. Your flash is also useful when you activate Q and get slowed afterwards, Flash creates often the distance you need until Q is off cooldown again.





With all your items plus your Q you should be easily reach 600 Movementspeed, and your E makes you walk through minions, that is why I don't use Ghost.





When facing Shen or Pantheon teleport is an option, but still not necessary. It helps pressuring other lanes and roaming.





You've got Trinity slow and you have a good chance to trigger the effect because of your fast movement- and attackspeed. Not really necessary.





Sometimes a nice heal saves you from a towerdive or junglegank and can cause kills for you. Anyways, Ignite will help you more.





Another summoner to think about. I personally do not think it is necessary, you get tenacity from the masteries, from your abilities and from many items. If you are still in trouble, buying a QSS will help you out, why I consider Cleanse as not essential.

Skills

Passive: Perseverance

Explanation:
Not the best passive but pretty useful though. Combined with Health-Pots and your natural and Mastery-HP-Regeneration you'll heal like a Mundo. Because you do not use Mana you can stay in lane forever, especially against manahungry champs like Pantheon or Yorick. If you survive their harass they will be wax in your hand. Remember, the passive gets canacelled after neutral creep-, tower and championdamage. Damage over time will delay your passive even more.

[http://img542.imageshack.us/img542/3374/tnobodygottimeforthat.jpg]


When you pushed your opponent out of the lane and have some Health Pots left, you will be full HP when he comes back. So stay in lane, push his tower and get an easy farm advantage. But remember, you do not want to be killed, because you have no items and 4000 gold on the bank. With around 2000 gold you should really go back, otherwise you will loose your Lanedominance.



Q: Decisive Strike

Explanation:
Your main source of damage. This skill is a brutal harass and should be used on the opponent everytime it is up. One of the best skills for melees in the whole game, so useful in so many situations.

- Damage: With Trinity you will be able to cut the enemies carries in slices. 90 + 300% (without crit) of your normaldamage enables you to burst carries with one combo.

- Movementspeed: The Movementspeedbuff nearly allows you to a -Combo without getting hit. Also it makes escape with Flash obviously easy and on top of that you can chase carries all the time.

- Slowcancel: A little bit tricky, engaging with Decisive Strike allows the enemy to hit you with his slow, but without it you are not able to catch up to the enemy. So when you play against a slowing opponent, try to bait his slow before activating your Q.

- Silence: An silenced AP-Carry is useless in Teamfights, and it hurts AD-Casters, too. Sometimes you can save your own teammembers by silencing a enemy chasing them.

Note: The Decisive Strike resets your AA so be sure if it goes off cooldown to use it right after an Autoattack to increase your Damageoutput. Also make sure you actually hit your target with your Q, a accident hit on a minion or a tower can cost your life.



W: Courage

Explanation:
This skill makes you tanky without building in this direction. The active is kind of useless, it helps a little bit while trading, but it doesn't block or reduce truedamage. Again you got some Tenacity-like on this skill, so try to activate it before a stun hit's you. If you get focussed in a teamfight and have this skill activated, you have high chances to survive and your team will win the trade easily. So do not use at the beginning of the fight, but when you get focussed.
Remember the Trinity-Buff and autohit once after activation to use the increased damage.



E: Judgment

Explanation:
The legendary Spin-to-Win. Helps waveclear and as follow-up for your Q. Lategame it does actually nice AoE-damage with some crits. Also, when you got Black Cleaver, you can shred Armor in teamfights like there is nor tomorrow. Remember, one good E in the enemy team and your ADC almost deals truedamage, if he has enough Armorpen.
Remember that walking through minions reduces your movementspeed. Also you stay spinning even when you get stunned, so when you lane against a opponent with a stun try to hit E before they stun you.
I personally do not like to max it, if you would like to do so, do not buy Trinity, but IE instead. I feel maxing Decisive Strike is more viable.
Remember the Trinity-Buff and autohit once after activation to use the increased damage.



R: Demacian Justice

Explanation:
Sorry for it, but DEMACIA! crushs everything in your path, guaranteed kill and gigantic burst with Ignite (Ignite first, then ult). Once it got set up you cannot dodge it, and the lower the target is, the more damage it does. You can use it to cut carries in a half or you kill tanks like nothing, when there is no carry to shred. With CDR you have it like every minute lategame, so you don't have to worry about the cooldown.
I do not feel like this is a difficult or tricky execute, in my opinion Garens Ultimate is easy to use granting great killing potential. You can even execute a Darius who is about to execute, what proves that Garen is better then Darius, and you can kill easily HP-stacking targets with 700 damage into their face. Noone builds magic resist against Garen.

Why Trinity and Maxing Q first?

First of all, I got to admit that my way of playing Garen is not better. It happens very often that you can play champions very different and succeed with it. So when you want to build Tank-Garen or IE-Garen and when you win games, you should probably countinue with that. However, sometimes you just want to try something new, and this has not to be another champion. In my opinion a player is a pro when he knows all aspects of a champion making him viable in almost every single situation.

Here is the thing, playing something new has to be a solid fundament, so I will tell you why I think my guide is atleast worth a try:
Maxing Q goes always with Trinity. Lets look at the Trinity-Stats:
- costs 3903 gold
- 30 AD
- 30 AP
- 30 % AS
- 10 % Crit
- 8 % Movementspeed
- 250 HP
- 200 Mana
- 25% chance to slow for 30%
- After using an ablility the next AA deals 150% of your AD as physical bonus damage
Mana and AP are wasted stats, no doubt about that. But all the other stats improve Garen. The Icy- and the Spellblade-Passive should be obviously pretty fitting. The slow is not the best one, but combined with your improved AS it will trigger when you chase an enemy. AD, Crit, Movementspeed, HP: You need all of that stuff. Of course, you do not get a ton of AD or a big chunk of HP, but Trinity helps to improve Garen overall.

Item Builds

Start
*RECOMMENDED*
Best start on Garen, since he is melee, you need speed to get to your opponent or away from him. The Pots help you to sustain in combination with your passive. You are fast enough, so if you do not invade, take 4 Pots.


Not the best start, but if you are facing a ranged harasser like Nidalee or Gankplank it can help you to survive the first levels. However, you are slow and do not have a possibility to heal with Pots. The buffed HP-Regeneration grants you with your Masteries and your passive an really nice amount of sustain.


helps you trading and gives you a little bit of extra sustain and survivability. In a matchup you are dominating like Akali or Shen you can run Dorans Blade for extra lane dominance.


Early
*RECOMMENDED*
I prefer starting with the Brutalizer, because it provides you with AD, Armorpen and CD. After Trinity you can upgrade it to the Black Cleaver. Also you should build a Avarice Blade, when you want to build Yomuuns or when you are ahead and lanedominant. Avarice Blade really boosts your income when you can lasthit safe.


Opening with Hexdrinker allows you to survive against AP like Teemo, Akali, Cho'Gath and Vladimir and outtrade them with your damage.


Which Boots?
*RECOMMENDED*
is my standard. Just gives more movementspeed and keeps away these anoying slows from you. Speed is always good providing more offensive and defensive potential to increase your lanedomination, but they are not this good when you are about to loose your lane.


I would recommend against really hard CC or a team stacked with AP. Sometimes it is better to do without QSS and buy Mercs instead.


is an good option against AD-Harass or AA-heavy champions like Gankplank, Jayce, Nidalee, Pantheon, Tryndamere or Yorick.


I feel like this is the best Enchantment for your boots. You do not need a reduced Flashcooldown and you do not need Speed after an Attack, because you want to engage with full movementspeed.


Lategame
STANDARD (BUILD THIS EVERY GAME):
OR OR ()


I consider Trinity as the best item for Garen. Sure, it is expensive and Mana plus AP are wasted stats. In exchange for that you get Movementspeed, Crit, AD, AS, HP, a slow and a really fitting passive. Your Q will easily reach 500 damage only because of Trinity stats plus the buff. I usually start build it with Phage, after that I prefer Sheen over Zeal.


Always build this after Trinity! During its change the Black Cleaver got more viable especially on top bruisers. Since it applies also on your E, BC is even after the nerv OP on Garen and should be in every lategamebuild. The stats are very strong and you can make your presence felt easily in every teamfights because you just have to hit your E on everyone, what is pretty simple, and the enemy team has no longer any armor. If you build Avarice Blade before Black Cleaver just keep the Avarice Blade for the gold and sell it when you need a free slot.


If Garen is not anoying enough, with this item he gets. Even if he does not get healed so much, your burst after reviving will win the teamfight even if you die irrevocabile. Helps you keeping Oracle's longer.

DEFENSIVE OPTIONS:

When you bought a Hexdrinker you should upgrade it to this item. The shield combined with Guardian Angel makes you incrdible hard to kill.


A must in every team. Get it when noone in your teams wants to build it.


Get this item when they have a ton of CC and Mercs are not enough to deal with it. Helps also against blind and bleeding. Incredible to use after the first wave of CC to cancel all of them and run into the enemy team.


makes you a pain to focus and wins almost alone 1vs1 against anybody.


gives actually nice def and even more AoE. It draws towerattention however.


provides a lot of useful stats if you need more def. Remember to use the active abusing the slow for killing potential or escaping.


Normally you should not build this item, because it does not help you at all, even before the nerv it was just bad to buy it. Due to his W Garen really benefits from resistances, and just flat HP makes you seem tanky, but lategame ADCs will shred through your life in a second and they will thank you for the easy lifesteal. However, against truedamage (like Olaf or Darius) Warmogs is still pretty useful, so when you lane against them, consider buying something like Black Cleaver into Warmogs, that will make you ignore their truedamage.

OFFENSIVE OPTIONS:

A Item which could be created excluxively for Garen. It is cheap and provides really useful stats improving your ability to trade and also improving your whole team with the aura. I see this item rarely so you can buy it really often. Do not buy it when the jungler or the support builds it, but ask if you can buy it.


If you got Trinity this item really helps Garen out with chasing and trading. It works perfectly against HP-stacking targets and it helps you a little bit with sustaining.


This is a absolut lategame choice if the enemies are stacking armor. I would go for it earlier if they have Malphite, Rammus or Taric, but after the huge buff on Black Cleaver it is not this essential anymore.


This item was pretty long a coreitem on Garen, but the Black Cleaver just outclasses it. You can still build it, the passive is still nice and the stats are also okay.


after buying this item and stacking it your trading potential will grow extremely. The lifesteal helps you surviving teamfights. I would recommend it only if your fed.


this item makes Garen an AD-Carry. Your E will do awesome damage due to the fact it can crit and does then 250% of your high AD.

MISINVESTMENTS (NEVER BUY THESE):

THe worst item ever on Garen. It gives barely offensive stats and Garen does not need HP, he needs resistances. The slow is the only thing Garen could make use of, but you will have enough movementspeed to catch up to any target.


On Garen you should never buy HP, so this item is useless on Garen. Avoid it.


No.


No.


No.

DO NOT FORGET:





Summary

Basically you always want to build the standart and this will take at least the whole early- and midgame. After you finished Boots, Trinity, Black Cleaver and GA, you want to add some more defence to your build, but sometimes more offensive potential can help to end games earlier. Here are some Examples of builds against different teamcompositions.

Defensive build against balanced team.

Defensive build against AP-heavy team.

( OR ) Defensive build against AD-heavy team.

Offensive build against balanced team with much Armor.

Offensive build when stomping everything.

Item-Changes

Patch 3.02
- Avarice blade gives more passive gold
- Blade of the Ruined King provides a little bit more damage and AD

Patch 3.01
- Trinity now cheaper
- Black Cleaver got nerved a little bit
- Warmogs now more expensive
- Bloodthirster now more expensive
- Dorans Shield got buffed

Matchups

Not yet completed.



AKALI
| Difficulty: Easy

Garen is a known hardcounter for Akli. Your silence hurts her damageoutput and she cannot trade with you. Do not get cocky, be aware of ganks since she has a massive burst with Level 6. Go for an Hexdrinker early and you will have a good time. Your harass is strong against her, Q her everytime she tries to attack you and if she uses her W use your E in the middle of her bubble. You will hear the sound when you are hitting something.

FIORA
| Difficulty: Medium-Hard

I always underestimated her. Her counter is strong against Garen, you can't harass her until you baited her counter, which has an lower cooldown then your Decisive Strike. In this matchup I would recommend maxing E since she can only counter it once and you will be waveclearing without getting too much harassed. If she engages you, silence her between two autoattacks, she will never be able to counter this Q.

GANKPLANK
| Difficulty: Medium

His ranged harass is not this strong, when he got no items and you go for early Ninja Tabi. When you got him with your -Combo, he should have a hard time. Since you do just have silence his CC-cancel is almost useless. However, GP will be more useful lategame then you are, so either you stomp him in lane or your team has to try to end the game early.

JAYCE
| Difficulty: Hard

A rough matchup. His ranged stuff deals pretty hard damage after a few levels and his Hammercombo got nerved but is still strong. If you want to harass him he could easily knock you away. Dodge his ranged attacks as good as possible and ask for ganks, otherwise you will not win the lane.

MUNDO
| Difficulty: Easy-Medium

He can be a little bit uncomfortable since his Cleavers damn hurt. But if you dodge them and just harass him before level 6, you'll be able to get an amazing kill on him. Even when he has his ulti, your -Combo counters it a little bit. You will dominate the lane since Mundo has besides his Q nothing to hurt you.

PANTHEON
| Difficulty: Hard

His Aegis blocks Garens Q so you have to go to him, AA him and use then our Q, while he throws spears and stuff at you. He has all the tools to beat Garen, Hard-CC, AoE-Waveclear, ranged harass, global ult. Really anyoing matchup. Max E and waveclear with it, always be aware of his ulti.

RYZE
| Difficulty: Medium-Hard

A Toplane-Ryze has great potential to beat Garen. He has an easy root, lots of ranged damage and he will outfarm you easily. The only thing you can do is waiting for an opportunity, like you do when you play against Teemo, and strike whenever possible. Wait until he is going manalow and execute him with your combo. I would recommend a Hexdrinker followed by a Black Cleaver, then you will get some damage through his Frozen Heart. Ryze gets very strong lategame, so do not pick Garen against him.

SHEN
| Difficulty: Easy

Shen has not the offensive tools to match with Garen, his ranged harass is to weak to stop you, so you can get almost free harass with your -combo on him. He will buy armor, so think of an early Last Whisper or Black Cleaver.

TEEMO
| Diffculty: Teemo

This is what you fear when you pick Garen: blind blocking your Q, even faster movement then you, early hurting poison and shrooms. However, you will be more usefull for teamfights then he can ever be. Get bushcontrol, harass him, make use of his nonexisting sustain and ask for a few ganks, CC-junglers like Maokai, Alistair, Nautilus or Sejuani should be able to serve that anoying rat on a silver tablet. For this you will have to clear all mushrooms by running into them and Q out to cancel the slow, and try to get him when he sets those mushrooms. Try to avoid running through his traps when he is near. You can use your E to hear at the sound if you are hitting an cloaked Teemo or not. Around Level 10 you will be able to kill him with one combo if he is unprepared.

TRYNDAMERE
| Difficulty: Medium

Tryndamere is able to do two things. Crit and Ult. Go for Ninja Tabi to almost ignore his AAs, and silence him right before you ult him. If you did not got the silence on him ignite him and Q him as last as possible. So he will not be able to heal and die from ignite. Do not ever towerdive him or stay low HP in lane, he will kill you without risking his life. If he towerdives you, always make sure to silence him at the last possible moment to deny an ult.

VLADIMIR
| Difficulty: Medium

Vlad is ranged, what you do not like, and he does have a pretty good sustain. His Q is an very anoying ranged harass and gets him on top of every trade, he can pool ganks and deny them completely, his ult does not hurt this much early but makes him an lategame-teamfight-monster. The best thing you can do is harassing with Q and backing off before he does something. If he tries to pool you Qs, bait them over and over again, every pool costs 20% actual life so he will drop low fast, but his sustain with Hextech Revolver is pretty hard, so be carefull and do not trade with him, his Q has almost no cooldown. With a gank or when he is low you will be easily able to kill him, but never towerdive him.

YORICK
| Difficulty: Medium

I admit it, this guy is anoying, but if you abuse the bushes and wait until he get's low on mana, he can't really trade with you. Your silence hurts him more then it seems on the first sight.

Early Game

Garen is clearly a solo top champion and focusses on early- and migame. Your goal should be getting your earlygame stuff and then Trinity. To reach this as early as possible, try to get rid of the enemy toplaner by killing him or pushing him out of the lane by constantly harassing.
You can try and go for a early first blood with the midlaner or/and with the jungler. If you get the kill, it will be easy to dominate the lane, but even without your one step ahead and will get your Level 6 before the opponent.
Don't forget .

Trading/Harassing

To do this gain bushcontrol and wait until the enemy is close to you. Remember, the movementspeedbuff of your Q is really short at level 1, but increases upon leveling up. After hitting your Q follow up with E. Sometimes it is better to not use your E, it depends on how good the enemy is trading and how much minions stand on both sides.
If your foe decides to trade, be careful. Garen does the most damage with his abilities, his AAs are pretty weak. You can activate his W and wait until Q refreshes, but be aware of the adverse cooldowns.

Pushing

Try to hit not too much minions with your Jugement when chasing the enemy, because you do not want your lane to push since you want to abuse the bushes to your advantage and be save from the opposing jungler. If you get ganked, run away and try to wait for them using their slows and cancel them using your Decisive Strike. You can even counter the summonerspell Exhaust with this. Also you should try to activate W and E shortly before CC hits you increasing your Tenacity, reducing damage and still dishing out punishment.
If you are dominating your lane and the oponent ports back or is dead, push hard with your E to get your minions to the adverse tower. This will your enemy loose exp and gold, while you can roam/help with objecitves/destroy tower. It is also possible to just farm, your passive makes sure you will be on full health if the opponent comes back.

Killing

After constant harass with your -combo, the opponent will go back or stay low in lane. If he does first, enjoy free lasthits while pushing the minions into his tower. If he does the last, do not mind upon getting Level 6 to () to a secure kill. Be careful with towerdiving, Garen will have no sustain while fighting and after using his Q he can easily be kited.

Mid Game

If you did not got your adverse tower destroyed, do it, but only, if there is time and you do not miss teamfights. With Boots and your Decisive Strike you can roam pretty well helping killing dragon or invade with your jungler; ganking mid is also an option. YOu need to pressure the other lanes so you can make use of you dominant Early- and Midgame.
If possible give your AP- or AD-Carry the kills, you do not need much kills to be a danger since your farming due to Judgement should be exellent. Be aware of your tower and try to hold it as long as your can.
If your team delivered pretty good until this point, you can easily splitpush top. Ward before you push towers. Garen is a master of escaping safely, but you should always be aware of the position of the enemy team. If it looks like a teamfight is about to raise, get to your team as fast as you can. Garen is so fast sometimes the enemy team does not expect your punctual arrival and you can backstab them from behind.
can help you clearing wards, but only buy this if you are fed. Oracles got nerved so hard, I only consider buying it when the lategame arrived and you got atleast two full items plus boots. If you have still some sparetime left you can get some monstercamps, but only if your jungler or other teammembers does not need them at this point. Due to your lack of lifesteal you can not sustain with these creeps, but the extra amount of gold is always useful.

Team Fights

Your main target is the AP-Carry of the opposing team. If you get a full combo he should be dead, allowing your team to win the fight. Focus the AD-Carry instead if he does more damage then the AP-Carry does.
Garen can initiate pretty good and punish bad positioning of the carries. If the enemy team tries to take you down, your team will win the fight because Garen can withstand a lot of damage with his Courage for a short time, and almost every CC is wasted on you. Due to various itemchoices, masteries and your W you are almost immune to CC. Pay attention to those CCs that work full even when you are tenacious, for example Vaynes Condemn. With GA you will be a serious threat for adverse Carries, your burst from Q is incredible and done in a second.
If the opponents do not focus you they will have a hard time surviving your attacks. After silencing the APC focus on hitting your E on as much enemies as possible. Your E does huge AoE-Damage lategame and shreds Armor of all targets by 25%, if your E hits them atleast 4 times. Your ADC should abuse this to deal almost truedamage when he has an Last Whisper. Your ult should be used on Carries or on escaping targets. If you have some Hard-CC like Alistair, Nautilus, Amumu, Blitzcrank, Malphite, Sejuani, Fiddle, Zyra or Morgana wait for their engage and burst your targets.

Late Game

The late lategame is not the best time of Garen, but compared to other toplaners he is not this weak anymore. The new Black CLeaver and the decreased CD of your Ultimate really help you to be a lategame-danger, too. However, you want to win the game before the lategame arrives, because the enemy AD-Carry and Lategame-Toplaners like Jax and Irelia will outtrade you 1vs1 easily.
If you are fed or your Carries are fed, you did a good job and should proceed with splitpushing or burst people. Do not forget baron- and dragoncontrol and try to end as early as possible. You can try to abuse your mapvision to catch someone offguard, which can win a game. Garen is excellent at chasing and hunting people, but always be aware of the other enemies. Also Garen is tanky enough to bait someone so your team can easily grab the kill.
If you have the chance to kill the enemy carries in exchange for your own life, always do it. An ADC who is dead for more then 1 Minute is a really huge advantage, but do not commit fighting 1vs2 or more. Garen is definately not a champ who likes engaging out of a disadvantage. Ideally you have a CC-Tank who engages for you while you and your team can engage safely and killing your main targets.

Final Comments

So, that's it. Hope you had fun reading my guide. I would appreciate constructive comments and feedback helping me improve my guide.

Comments

February 18, 2013 - 07:54 AM #1

Well, I compared your build from your Guide with my defensive build against a balanced team (I switched my Sunfirecape with Randuins, because I do not build SFC anymore, but recently I build Randuins very often). In my opinion my build looks very good.

You talk about EHP, but you got about 250 HP more, but I some more resistances, so I would say your build is not really much tankier then mine. In fact, due to Maw of Malmortius i gain some extra shield wich actually grants more EHP then your build.

The second thing you have, what I do not want to decline, more crits, better crits and more AD in general, mostly because of IE. My build has the Trinity-Spellblade for some good damage and really good catch-up-stuff. AD is almost senseless for a melee if you can not get to the enemy and hit him. Garen seems to have some tools for this, but as you know, Garen can be kited hard.

That is why I consider the Movementspeed and Slow from Trinity and the Slow from Randuins really important. You can run in, while you get attacked or you use the active of Randuins, your build will allow you to follow up with Trinity-Slow, the AS makes it easier to land. I do not think Garen does need this much more damage, his combo kills every ADC in the lategame. But what matters is when they run away from you and you have to get them. That is why I consider the utility of my build as really important. Stats do matter, obviously, but not this much you can ignore the Passives of the items.

You say Garen cannot make the best out of the Sheenproc? Well, I disagree strongly. The Q has a 7 seconds CD (because of the not this big CDR within this build), so this means you are hitting this 800 damage (without crit, the chances are pretty low, but sometimes it happens ^_^ ) every 7 seconds. The thing is, you can also use the Sheenproc after your W and after your E.

My personal opinion is, that Garen is one of the champions in League of Legends that benefits most of the Trinity-Spellblade. With that he gets a burst like an AD-Assassin. But many players seem to have problems with the Mana and AP on Trinity so they do not build it. Of course does your Q also crit, but it can even without IE. You loose some damage on your crits and you loose a huge amount of critical strike chance, but the sheenproc is always there. If you really want to increase your damage, you should build IE and Trinity, but then you would have to turn an other item down, and I would say the damage is a little bit over the top.

Garens E is another thing, of course does IE help Judgement better than Trinity. I personally use Judgement for the BC-Passive and some extra-damage, but my maindamage comes from Q. Garen is no carry, and his lategame is medium compared to other Toplaners. The best thing you can do is decreasing armor and let your ADC finish the job. That is my playstyle, and it works out for me.

February 17, 2013 - 09:18 PM #2

Ofcourse you adapt your build depending on what team you're up against, but I decided to use your example builds and one of my example builds for comparison. Needless to say - losing out on basically all stats due to the build makes the build less viable, or worse if you'd like to call it that.

First things first, I was not talking about HP, I was talking about effective HP. EHP is how much damage you can take, taking armor and MR in account.

Still 300 EHP isn't a lot, but when also losing out on more or less every other stat the champion needs... It makes a difference.

And with the other example builds you listed you lost about 2.5k effective health (not counting the "stomping everything" one) and that, my friend, is A LOT.

Please Tandrael, I didn't start playing this game yesterday and I'm not one of the noobs only caring about how a build looks on paper.

The thing is, Garen cannot make the best of the sheenproc from Trinity Force, if that's the other variable of damage output you were talking about, which makes the other things such as attack damage and critical strike chance more worth investing in.

Note that Decisive Strike will still deal an insane ammount of damage, as it also affected by critical strike chance. Garens abilities scale pretty high, so I like taking advantage of this.

No shit armorpen is good?



Back to what I first was saying, losing out on all stats and building unneccesary ones (lifesteal and AS) makes a build less good.

I will no longer waste your and my time arguing, because clearly we cannot conclude anything and you are not willing to try my suggestions out. Have a good one, and keep working on this guide!

Cheers!

February 17, 2013 - 07:41 PM #3

You are almost right. Of course you can beat me with math, but math does not always win. If you would study some mathheavy topics like I do, you would agree with me. Just kidding :>

Frist of all, I gotta say that these lategamebuilds are just examples. I do not always analyse an enemy team during the loadingtime and say "Hey, thats my lategamebuild." It is more like you have to react in every situation. I play an special build every game.

Secondly HP and damage is not everything. In fact, 300 HP are nothing in the lategame. What every player and Garen in particular (because of his passive) needs are resistances. Otherwise APCs will deal almost 60% of your HP with one combo and ADCs will shred through your life thanking you for the HP they steal back. In my opinion Warmogs may make you look like a fucking tank but 1000 HP are 2 Shots for an ADC.

Also you talk like the damageoutput of a champion is only limited by damage and maybe critchance but that seems very wrong to me. CDR can be a very useful, especcially on champs without mana. And without armorpen you will have a bad time damaging everyone. Of course is BC a strong option on Garen, but when you are really fighting against much armor some % Armorpen is very useful.

February 17, 2013 - 03:49 PM #4

After doing some calculations, comparing my offensive build with your defensive build vs a balanced team. Not only do you miss out on about 50 AD and 30% critical strike chance, but thats okey since its your defensive build. But you also lose 300 effective health!! You shouldnt LOSE effective health to an offensive build...

Now, comparing my offensive build to your offensive build vs a team with armor.

Again you lose 50 damage and 30% crit chance, though this time you lose 2.3k effective health. The only thing you have more is CDR, lifesteal and armor pen (and the lifesteal is wasted anyway)

Consider trying out my build after reading my guide, see how it goes and tell me how it went :)

Maths dont lie, and have a nice day!

February 15, 2013 - 11:34 PM #5

I play Garen basically as an AD-Burster, and I generally see him more like an AD-Caster. The thing you wanna do with Garen ist Q, eventually followed by E, and then backing off. So I just build the item that helps my Q to get much, much stronger. That is why I build Trinity.

Garens sustain is very passive. An normal laneopponent will harass the shit out of you when you stay low in lane, so your passive is wasted in this case. Garens passive is really nice for healing after killing an opponent or when you roam. Also your sustain is completely useless in direct trades, it does not save you from ignite or a towerdive. That is why I consider Garens sustain as weak. You cant sustainbattle someone without missing so much CS that you could have ported back in that time.

I got the feeling you did not read my guide until the end, but I wrote down more then one time that Garen is not that bad in the lategame anymore, mostly because of Black Cleaver. My build does not rely on AAing thic, the most important thing is the damage from your Q followed by the armorshredding E. However, Compared to Wukong or Jax, Garens lategame still sucks.

February 15, 2013 - 10:49 PM #6

Very offensive build, and the tri-force? Really? It gives you burstpoke with Q but nothing more! I like the thought process behind the items, but not the items themselves.

You are saying how garen has no sustain? Bloody hell hes got one of the highest sustains in the game if played wisely, so i disagree. Why he scales off late game is because you rely on autoattacking, which you shouldnt, garen is actually strong late game.

have a nice day!

February 13, 2013 - 04:18 AM #7

When doing an unconventional build and skill order like you are doing, you have to justify those choices thoroughly to explain to skeptics why you are right. Make a skill order chapter and expand your item build section to compare builds and explain the benefits of your build. Expand on your phases of the game section as well.

February 4, 2013 - 07:33 PM #8

Just work on you description for masteries, and your mid and late game chapters, then get back to me for another look. much better then before though. :D

December 3, 2012 - 12:10 AM #9

You are way to short on information through out the guide. You also overuse the tool images. Either write out the name of the skill, or Q/W/E/R. For items, You shouldn't be using the images that often outside of item chapter. A few isn't bad, but you really over use them in such short a guide.



Also, why is your Final comments chapter not the final chapter? just curious on why you placed it where you did.

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