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GAREN BUILD GUIDE: The Man of Spin by Rendrako

by Rendrako (last updated 8 months ago)

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1
Greater Quintessence of Armor Penetration(+2.56 armor penetration)
2
Greater Quintessence of Movement Speed(+3% movement speed)
9
Greater Seal of Armor(+12.69 armor)
9
Greater Mark of Armor Penetration(+11.52 armor penetration)
9
Greater Glyph of Magic Resist(+12.06 magic resist)
View Rune Details
Summoner Spells
View Summoner Details

Starting

Full Item Build

View Item Details
9
18
3
mastery 1 1/1
mastery 2 0/4
mastery 3 4/4
mastery 4 0/1
mastery 1 0/1
mastery 2 3/3
mastery 3 0/3
mastery 3 0/1
mastery 1 0/1
mastery 2 1/1
mastery 3 0/1
mastery 3 0/3
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/3
mastery 3 0/1
mastery 2 0/1
9 Offense
mastery 1 2/2
mastery 2 0/2
mastery 3 2/2
mastery 4 0/2
mastery 1 1/1
mastery 2 3/3
mastery 4 0/1
mastery 1 0/1
mastery 2 1/1
mastery 3 3/3
mastery 4 0/3
mastery 1 3/3
mastery 2 0/1
mastery 3 1/1
mastery 4 0/1
mastery 1 1/1
mastery 2 1/4
mastery 3 0/1
mastery 2 0/1
18 Defense
mastery 1 0/1
mastery 2 3/3
mastery 3 0/3
mastery 4 0/1
mastery 2 0/3
mastery 3 0/1
mastery 4 0/1
mastery 1 0/3
mastery 2 0/1
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
3 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

Introduction

Greetings everyone,
I made this guide because I play Garen as a tanky melee assassin with succession. While he has a simple set of skills he is versatile, challenging and a lot of fun to play. He is lacking crowd control and reliable initiation to be a potent tank, and also lacking as a bruiser but he has means for assassination. He can advance into the enemy lines and has the potential to pick someone out. What he needs for that is offense mixed with defense, so the goal is to be resistant to unfocused damage and the ability to destroy squishy targets in no time. This way he can still play the role of an off tank and an assassin at the same time, he cannot be ignored nor bursted down.

Pros:
  • Strong early and mid game.
  • Abilities have no cost.
  • Sturdy by nature.
  • Q removes slows.
  • Difficult to gank without strong cc.
  • Fast wave clear.
  • Execute ability.

Cons:
  • No real gap closer.
  • Kiteable, pokeable.
  • Doesn't have a slow or stun.
  • Useless passive in team fights and intense lane.
  • Ultimate can be countered.

Conclusion:
Due to his ability kit Garen relies on ambushes and reliable crowd control to be effective. If your team has no strong crowd control or initiation or the enemy team has strong peeling and mobile champions, I suggest to pick an other hero ( do not if you are up for a challenge).

Runes

Marks:
I always go with armor penetration, the other option is flat attack damage. The difference is in the early game basic attack damage and the late game ability damage. Attack damage is a better pick up if you brawl a lot since basic attack are the main source of your damage. For an assassin like play style where you land your skill and retreat or advance armor penetration is a better choice.

Seals:
Flat armor is the standard choice, it offers the best sustain in most matchups. Other options are the scaling armor and health seals which comes to play when your opponent is something like rumbe who rarely does any physical damage to you.

Glyphs:
Flat magic resist is the common pick up here for the reason most champions deal mixed damage and it offers you good resistance against that. If your lane match up won't do any magic damage you can go for flat armor for early game defense or scaling health, magic resist to get late game defense. If you don't need any of that cooldown reduction is also good choice unless you will get to CDR cap with items.

Quintessences:
Movement speed is essential for Garen, he needs to be annoying and threatening and he won't be any of that if he is slow. Attack damage is a better choice for quints than for marks but I still prefer armor penetration because of the late game effectiveness.

Conclusion:
Pick you rune set according to your lane match up and the enemy lineup. Flat runes will grant you a solid early game but fall off later compared to scaling ones. Attack damage might be more efficient for brawling than armor penetration but my build is not supporting that kind of play style.

Sample Pages:
  • Early game & Mobility:
[http://imageshack.us/a/img689/3223/atp9.png]

  • Early game & Damage:
[http://imageshack.us/a/img89/4530/32yf.png]

  • Damage & Magic Resist & Health:
[http://imageshack.us/a/img812/5554/mbfz.png]

  • Damage & Armor & Health:
[http://imageshack.us/a/img443/4245/nd01.png]

  • Damage & Health:
[http://imageshack.us/a/img849/9829/kaoo.png]

Masteries

mastery 1 1/1
mastery 2 0/4
mastery 3 4/4
mastery 4 0/1
mastery 1 0/1
mastery 2 3/3
mastery 3 0/3
mastery 3 0/1
mastery 1 0/1
mastery 2 1/1
mastery 3 0/1
mastery 3 0/3
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/3
mastery 3 0/1
mastery 2 0/1
9 Offense
mastery 1 2/2
mastery 2 0/2
mastery 3 2/2
mastery 4 0/2
mastery 1 1/1
mastery 2 3/3
mastery 4 0/1
mastery 1 0/1
mastery 2 1/1
mastery 3 3/3
mastery 4 0/3
mastery 1 3/3
mastery 2 0/1
mastery 3 1/1
mastery 4 0/1
mastery 1 1/1
mastery 2 1/4
mastery 3 0/1
mastery 2 0/1
18 Defense
mastery 1 0/1
mastery 2 3/3
mastery 3 0/3
mastery 4 0/1
mastery 2 0/3
mastery 3 0/1
mastery 4 0/1
mastery 1 0/3
mastery 2 0/1
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
3 Utility
Defense: Tier 1 points are quite obvious, Recovery is a good point for early sustain but it is not scaling so becomes useless quite fast. Tier 3, you don't have consistent cc so oppression is a no, Juggernaut is a must, Armor and Magic resist are optional, pick accordingly to your matchup. Tier 4 points are optinal with the exception of Perseverance that is a must. Tier 5 and Tier 6 points are all optional in my opinion, Second Wind is a good 1 pointer, Tenacity is kind of useless paired with Mercury Threads and W active but might work well with other boots and a pile of cc in the enemy team.
Offense: Unfortunately not much you can get for 9 or so points, still better then points in utility tree. The attack damage is great for early game and that's it.
Utility: Movement speed is useful, if you can spare points from defense tree use it here.

Summoner Sets

Primary Set
Flash is kind of a necessity, you need to cross walls and gap close instantly. It can save your hide in many situations or get you easy kills.
Ignite gives you a strong lane presence and enhances you overall kill potential. The heal reduction is welcome in many top lane matchups especially in those that uses defensive masteries.
Ghost & Exhaust
Ghost makes you very hard to kite, it beats flash in teamfights. Has it's weak and strong points but a considerable choice.
Exhaust is very effective against assassins, so it is more of a defensive pickup.

Item Builds

Starting Build(s)
Default Starting Build
Doran's Shield is a very solid start, it works against every matchup because it gives you health and health regeneration. It allows you stay in lane for a very long time.
Final Build(s)
Standard Final Items
So the build is pretty much the same as before with the exception of Maw of Malmortius has been replaced with Spirit Visage.
The reason for that lies within the pre-season 4 mastery changes.
Mercury Threads is good against magic damage dealers and cc, if there is not many of those Ninja Tabi is a better pick up.
Randuins is the best counter for attack speed reliant physical damage dealers also supporting assassin-ish playstyle with the active slow. Spirit Visage is a very very strong item right now, gives good defense and super strong sustain.

Other builds:

Extreme Armor
Extreme Magic Resist
Meatshield
Build Order
As a general rule, define what you are, and going to be up against later and itemize accordingly. Garen scales well with: Attack Damage, Critical Strike Chance, Cooldown Reduction, Health, Armor and Magic Resist. Health and Attack damage are the most effective stats for your early game, always get those first. Critical Strike chance is more expensive but gets a lot stronger than Attack Damage around mid and late game. Buy Armor and Magic Resist once you acquired Health. Garen is more of a caster and not so auto attack reliant, thus Attack Speed and Life Steal aren't useless, but not so attractive stats for him.
Sometimes you cannot afford to get Avaric Blade early, build defense according to the strongest damage source: Randuins vs physical attacks and Spirit Visage against magic damage.

Situational Items

Atma's Impaler
There aren't many items with offensive and defensive attributes especially not with critical chance. I usually buy an Avaric Blade early and sit on it until mid or late game then build it into Atma's when I have 2500-3000~ish HP.
Avarice Blade
Critical strike is a great stat on Garen and gold per 10 is good for any champion also there are several good items you can build from this. It is gold efficient after 7-10 minutes and pays for itself after 20-23 minutes with good farm. Try to get it as soon as possible and keep it as long as possible.
Executioner's Calling
It's an OK pickup against super sustain, spellvamp and lifesteal champions like Aatrox, Tryndamere, Mundo, Vlad etc. Relatively cheap, has offensive stats you need and builds from the Avaric Blade.
Frozen Mallet
Good amount of Health and Attack Damage plus a consistent slow if you can keep auto attacking. This is more of a defensive item than offensive, it's best use is probably peeling for your carries.
Guardian Angel
Sometimes you just die straight up in a team fight because of the many heavy damage dealers.
Last Whisper
It can come handy when you don't need so much defense and you are using armor penetration runes, or a bunch of your enemies run around with 200~ish Armor.
Maw of Malmortius
Has good Resist and Attack Damage. It's passive protects you from burst magic damage abilities.
Mercurial Scimitar
Lot of AD and MR the active can remove almost any kind of harmful debuffs plus increases your movement speed for 1 second.
Ninja Tabi
The best boots against auto attack reliant champions. Its cheap and efficient, a good buy for laning.
Ravenous Hydra
Pays for itself even if you consider life steal as a garbage stat (it isn't) on Garen. The active and passive paired with your E results in ridiculously fast wave clear and strong trade potential.
Sunfire Cape
Probably the best bruiser item, it makes you resilient and very hard to trade with due to the magic damage aura. It does a lot of damage early but falls off later, the Armor and HP it provides isn't that much, Randuin's is a better pick for defensive purposes. You can fit this into your build for the cost of losing a damage item.
Thornmail
Has good armor and does magic damage to basic attackers. Think of it as negating 30% life steal on AD carry that is attacking you.
Warmog's Armor
Good combo with the Perseverance mastery plus Spirit Visage plus Second Wind and your Passive but again this is for a cost of a damage item. It can actually fit in a build if there most of the enemy damage is coming from 1 source.
Youmuu's Ghostblade
Relatively cheap and has all the offensive stats you will ever need. The utility on the active makes your job easier: faster tower pushing, easier escapes, more difficult to kite.

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
Level 1: Simple as that.
Level 2: This is where it gets tricky. Pick Courage for safety and Judgement for aggression. Consider what your opponent and the enemy jungler can do at level 2 and level according to that.

  • Level R whenever possible, each rank drastically increases it's damage.
  • Max Judgement first, for increased damage and decreased cooldown, resulting better trades and faster wave clear.
  • Max Q second for increased Silence and bonus Movemet Speed duration.

Skills

Perseverance
This passive is useful if you are damaged and haven't taken damage for 9 seconds so basically useless in fights. It gives you sustain in lane and extended fights but no more.

Notes:
  • Any champion ability stops the effect even if it doesn't do any damage such as Mocking Shout etc.
Decisive Strike
This is Garen's main tool, it does quite a lot of things. It's cooldown is the same at all ranks, one more reason for Cooldown reduction to be attractive for you. This ability has quite a strategic use, you can use it to close in, escape or prevent spell casts buying enough time to execute them with your ultimate for example.

Notes:
  • Decisive Strike can critically strike, but only 100% of your bonus AD ( not the 140% of total AD nor the base damage of decisive strike) factors in to the critical strike calculations.
  • Decisive Strike can be used on turrets and other structures, applying bonus damage.
Courage
Wondrous about this ability how sturdy it makes you. Funny thing about it's active how it opposes the the passive part. What I mean is that the passive part invites you to build defensive items but the active is the most effective if you are have no resistances at all due to the multiplicative damage reduction stacking. What it really means is that under the effect of the active, bonus health grants you a lot more effective health than resistances unless you have 0. The active also has a 30% tenacity bonus which can be useful to block incoming cc chains. This skill might need some practice to master, it's use may be different in many situations.

Notes:
  • Courage will not reduce true damage.
  • Courage's passive bonuses are calculated after armor and magic resistance are reduced so abilities that reduces bonus resistance are quite effective against Garen as he loses bonus resistances gained by Courage.
Judgment
This is the other ability you do things with. You clear minion waves with this and deal so much damage to your enemies they might call you a noob. It allows you to farm from a safe distance and deal damage outside melee range. Clears waves pretty fast above rank 2 allowing you to recall and get back before the next wave coming or to look for a nearby objective. Max this first for lower cooldown and increased damage resulting faster wave clearing and better trades.

Notes:
  • Judgment's damage can critically strike, in which case, only the bonus damage will be multiplied.
  • Judgment has a -50% critical strike damage penalty.
  • While Judgment is active Garen cannot auto attack, but may still move and use his other champion abilities, summoner spells and item actives.
  • Judgment cannot be interrupted by crowd control, stuns and snares will immobilize Garen, but he will continue to deal damage around him.
Demacian Justice
Iconic ability that causes Garen-teed death, if you know what I mean. This is an execute ability, it won't do burst. The lower your target's health is the more damage it does, using it on a health target let's say above 50% health it nearly does no damage. Use this ability to destroy low health targets. Each rank drastically increases the damage, Rank 2 and 3 can destroy low magic resist targets starting below 40% health.

Notes:
  • Demacian Justice has a brief channel time of 0.5 second upon cast before activation.
  • Demacian Justice will hit its target even if it Flashes out of range, provided that the target was in range when it started its casting animation and provided that the target is within range when it finishes.
  • Demacian Justice pops and will damage Spell Shields, so Hexdrinker is a pretty good counter. However, you can somewhat counter the counter with Sunfire Cape or in case of an AD carry a Thornmail.

Champion Matchups IN PROGRESS

Statistics

So what statistics are good for Garen and why?

Penetration: What it does is percentage damage increase. But why is it so good for Garen? His abilities scale with Total AD, have good base damages and you will have a lot of AD late game. Flat reduction is very effective against low resist targets while percentage penetration is effective against high resistance targets only. You can think of resistance penetration like going backwards on the damage reduction plot below resulting an exponential damage growth.

Attack Damage: is a linear damage increase, good because Garen has good ratios.

Critical Strike Chance: Unlike most other caster's your abilities, Q and E can critically strike. It makes your damage spiky but a linear damage increase overall.

Critical Strike Damage: Thenceforth you can critically strike this is a linear damage increase.

Cooldown Reduction: As the name indicates, it reduces the cooldown of your abilities. Somewhat similar to penetration, it won't increase your burst damage exponentially but your sustained damage. But why is it so good for Garen? He is very ability oriented, he gains a lot of bonuses using relatively long cooldowns, his performance skyrockets by accessing these bonuses more often. Graph:
[http://imageshack.us/a/img268/8144/e4rv.png]

Resistance(Armor and Magic Resist): Garen is beefy and he needs to be because he is melee champion with melee abilities. The fact that you gain percentage bonus resistances due to (mastery and) passive makes it even more attractive. Stacking resistances have it's strong and weak points however. Resistances give you damage reduction logarithmically so the more you have the less effective 1 point of bonus resistance is, but your only defense against percent damage dealers. Graph:
[http://imageshack.us/a/img547/4016/bokv.png]

Effective Health: Effective health is the scaling of Health and Damage reduction. Stacking Health is usually a lot more effective way of increasing effective health than stacking damage reduction, the only exception is when your opponent's damage is based on Health. Damage can come from 3 sources: physical, magic and true. While Armor and Magic resist will increase your effective health against certain damage sources bonus health will increase your overall effective health. The following function shows how much maximum health you need to make 1 point of bonus armor or magic resist equivalent to 1 point of bonus health. The curve might not be accurate due to the resistance reductions your enemies do.
[http://imageshack.us/a/img545/8653/eoah.png]

Early Game

Preparation:
It is expedient to make a plan of your game phases. Take a look at you lane matchup and the jungler. With these you can decide what items to start with, is it worth to buy a ward, can you play aggressive etc. The goal is to farm up and deny your opponents farm.

Execution:
Buy your starting items then protect and help the jungler. Afterwards, you can go to lane and start farming, you have multiple ways to deny the most farm from your opponent. You can push the lane, so he will lose minions under his turret or you can zone him out, keeping him away from the minions, and lastly, you can freeze the lane. While you can only afford the last two options if your opponent is afraid of you, you can always push the lane, except when your opponent can zone you out.

You need to play passively when you know you are not yet strong enough to trade or you are afraid of being ganked. Garen has his week points and is week against several champions early game. In this case I recommend you buying Health, Armor or MR, run into the minion wave, hit W and E, clear the wave. Pushing the lane with E is a way of passive play since your enemy cant focus on you, otherwise he will lose minions, if he decides to fight you, he will take a lot of damage from your minions which can prove fatal early game. Same goes for you, if you go too deep the enemy minions can deal a lot of damage resulting unexpected damage income that may cause your precocious demise.

When you are sure that you can harass your opponent or win the trades, you can choose to be aggressive. In this case you can freeze the lane and zone your opponent out, or push the wave under the turret and still try to harass with your Q when he tries to last-hit. Obviously, you can only afford the latter when you have vision. When winning the lane this way, I recommend you pushing your advantage even further with an early Avaric Blade paired with AD or Health.

How to harass:
Your Q is a very good harassing tool since it silences the target so it cannot retaliate in any way. When you see your opponent trying to last-hit, run towards the minion, try landing an auto-attack followed by Q and run back into the bush or fall back in your lane. If you hit your opponent with Q and still tries to follow you, using E is a good way to deal damage while retreating.

How to win trades:
With the proper use of W active and E it is easy to win trades. If you know the skills of your opponent, you know when is the brunt of the damage coming, then activate W beforehand. If your opponent has CC hit W and E before it, so you break free sooner, take less and deal damage, since CC won't stop your E.

Your usual combo is W, Q, E then retreat.


Notes:
  • If you feel confident use Q on the enemy jungler and spin away with E from gank attempts.
  • Do not flee through minions with E, it will slow you.
  • The bush is your best friend, wait inside to ambush your opponent(s) or just to regenerate.

Mid Game

Preparation:
There are two ways to prepare depending on your early game, whether it was ok or not. Either way you need to do what is the best for the team, only the execution differs. Furthermore you have to decide what items to go for from this point on, depending on your's and the enemy team's lineup. I think Garen's strength is his toughness, split pushing and assassination potential. How you utilize these strengths is up to you but you need to represent some sort of a threat.

Execution:
It isn't too late to farm up if you had a poor early game. Itemize for defense and some offense and try farm as much as possible (Attack Damage and Health items are your best options). If your team is doing well, tell them that you need to farm up, grab a few wards and go split pushing. However if they are defending, you need to join up with your team.
If you did well early then this is where you prevail, probably there is no one who could fight you 1v1 meaning you can split push very effectively or get easy kills in team fights with good initiation.
I usually choose split pushing for several reasons. Garen falls off as the game goes on and I think split pushing is a good and aggressive attempt to close it off. You can continue farming up and also provoking the enemy team to do something about your tower demolishing activity.
1. They send up 1 man to stop you but as I said before 1v1 probably not gonna work.
2. They send up more men to deal with you, just run away meanwhile your team is getting an objective for free.
3. They are forcing a team fight, this is why it is important to tell your team what you are doing so they can prepare for this event then nothing unexpected will happen.
Itemize according to these scenarios mixing defense with offense.

Roaming and Split pushing:
Patient men win the day, not a rare occasion that a carry will come to farm the lane you just pushed. If you have been lurking in the fog of war waiting for this moment then you can score an easy kill or make your target burn big cooldowns like Flash, allowing your team to get a free objective if you succeeded.
Vision is very important not to get collapsed upon or baited so have 2-3 wards with you at all times.
Your team needs to be aware of your absence therefore always communicate with them.

Preparing for fights:
You need vision and aura items such as Locket or Randuins to help your team.
Waiting in the fog of war can really pay off if you can pick someone out resulting free objectives for your team. Your first utility item should be Randuins because it can be used defensively and offensively as well. Pushing a lane right before your team goes for an objective can give you a number advantage or free damage on the turret you pushed.


Notes:
  • Purchase wards to keep everyone safe.
  • Clear waves fast with E and look for gank opportunities or take something from the jungle.

Late Game

Preparation:
You have to finish the game, this can happen step by step or with one big turning point. Both ways you need to win objectives, these are: turrets, inhibitors, dragon, baron and the nexus of course. You need to be aware of what and when to do, being a step ahead of your enemies can give you free objectives. The longer the game goes on, the worse it is for you because your damage will fall off once your enemies get defensive items.

Execution:
Communicate with your team and keep an eye on your enemy. Normally you are not the carry of the game, but the disruptive force that splits the enemies and makes them scatter. That is the reason you need mainly offensive and some defensive items. You don't want the game to drag on so you need to try creating opportunities by assassinating enemies or splitting them up. Charging at someone with Ghost or Ghostblade active can cause confusion to unorganized teams splitting them up and giving your team the upper hand.
Purchasing a Randuin's Omen enables you to tank turrets with ease and take less damage from your greatest enemy the AD carry.

Split pushing:
It's different from Mid-game, you need to know where exactly the enemy team is, you will end up dead otherwise. You have this opportunity when the enemy team is moving around an objective like Baron or a 5 man push towards a turret or inhibitor. If your team can stall them 4v5 without casualties it a perfect scenario, you can destroy a turret or inhibitor in no time with your Q.

Notes:
  • Buy wards and try to deny enemy vision.
  • Do your best for the team.

Team Fights

Team fights can happen at any stage of the game, even at level 1. The goal is always the same, getting advantage - how to get it is a different story.

At level 1 you either invade or defend, so don't take your skill point yet. To focus one target out Q is the best skill to start with, for a stacked up fight however E is the most effective dealing AoE damage even when you are stunned. You can defend a teammate with Q denying spell casting from an enemy.
When you are the subject of the early ambush or invade Q is a great tool to escape removing existing slows, otherwise pick and activate W if you think it's needed for survival.

In a team fight your goal is to destroy priority targets, which depends on the opposing team's lineup and position. Garen is not the best initiator, therefore you have to wait for someone else to do it or ambush your enemies. You can try to initiate using Ghost with W active. Always try to hit your priority target or multiple enemies at once with E. Use W active to stop focused damage and crowd control coming at you. Silencing the right target with Q is very important, to prevent your target escaping or to stop its damage for the time. Your ultimate has the biggest impact used against a carry or a tank since they are hard to finish off. The best time to use Ghost is when your enemies are scattered or you have to catch up no matter what. Your inherent sturdiness means you can act as a meat shield eating up damage and skill shots coming at your team.

Things to keep in mind:
  • Try to save your Q when there is an enemy champion that needs to be interrupted.
  • Peeling is not Garen's strength but he can shut down enemy assassins with your Q followed by R.
  • Try to ambush your opponents.
  • Garen can regenerate a lot with his passive and items, making him able to rejoin fights after a short break.

Synergies

Garen can deal a horrible amount of AoE damage, silence and execute a target but to do so he needs reliable cc to lock down targets. Buffs like bonus Armor, AD or movement increase can improve his preformnace a lot while shields and heals will make him indestructible. Its great to have any of the following champions in your team:

He is a good initiator, you can easily follow his Q and hit multiple enemies he wrapped with his R.

She can trap, slow and stun enemies allowing you to catch up and do your job.

His Q and W allows you to catch up, hit your target with Q and keep it silenced for 5 seconds. Your ultimates followed by each other can do insane damages.

He can slow and pull enemies back right into your E. Same as with Cho'Gath, the united damage of your ultimates is no joke.

He can fear, silence and do insane AoE damage allowing you to finish off the scattered and weakened targets.

Beyblade Arena!

His W can cripple multiple enemies allowing you to catch up and his E paired with your E will melt any foe.

She can slow and root multiple enemies in an instant allowing your to catch up, deal AoE damage or focus the target shes frozen.

Her brutal Q AoE slow, E movement speed boost and R knock up + Health + slow is all great to assist you and your team.

You can follow his ultimate and deal good AoE damage while your targets are slowed or stunned.

She can bind a target allowing you to catch up and her Black Shield can stop all sorts of cc coming at you so you can engage or disengage without any problems. Her R can slow and stun multiple enemies at once allowing you to hit them freely with your E.

She has strong CC, Heal, Buffs and initiation, its all great for you.

He can cripple a target with W and reduce Armor within an area with his E.

Her shield and movement speed boost allows you to engage or disengage and her R is deadly paired with your E.

Your living baron buff with AoE stun.

He can root and slow allowing you to catch up and deal AoE damage.

Each one of his skill is a CC except for his W, he can lock up and slow multiple enemies. His W can save you from otherwise deadly situations.

His E and R can slow or trap multiple enemies allowing your to spin through all of them.

She can lock down and knock up the whole enemy team allowing you to go on a rampage with your E.

Updates

04/02/2013 - Release.
04/05/2013 - Made some corrections.
04/12/2013 - Added to matchups and made some corrections.
04/14/2013 - Modified game phases, made some corrections.
04/15/2013 - Added Trinity Force to the items list.
04/23/2013 - Adjusted the Summoner Spells to favor the audience.
05/04/2013 - Added Trundle to the matchups.
05/11/2013 - Working on matchups.
05/26/2013 - Finished editing matchups.
07/01/2013 - Maintenance: Items, Matchups.
07/02/2013 - Added Aatrox, Mordekaiser to matchups.
07/03/2013 - Maintenance, improvements.
07/03/2013 - Added Gragas, Hecarim, Karthus, Katarina, Lissandra, Lulu, Nocturne, Nunu, Poppy, Quinn, Ryze to matchups.
07/08/2013 - Corrected errors/mistakes in the text, added Synergies chapter.
07/09/2013 - Added champions to matchups.
07/24/2013 - Reworked armpen-flat ad description in runes chapter, preemptively removed bulwark, polished matchups.
07/31/2013 - 3.10 is out. My heart is broken, no Spellbreaker.
08/02/2013 - Minor changes, Added statistics chapter.
11/22/2013 - Adapting to site and pre-season changes.
11/22/2013 - Rewrote a few things.

Final Comments

This is my first guide and a work in progress, I'll try to keep it up to date and do improvements. I'll work on S4 matchups when I have mood and the time.
I hope reading this guide was helpful, feel free to ask questions and leave constructive feedback or comments.
Demacia!

Comments

January 20, 2014 - 09:36 PM #1

http://sh.st/cM6P

July 12, 2013 - 07:49 AM #2

Thanks!

Video is on the way just having some trouble with replaying the files.

July 11, 2013 - 09:10 PM #3

GJ

July 3, 2013 - 05:18 AM #4

AD Garen OP

June 28, 2013 - 03:23 PM #5

SPIN TO WIN!1!!1!!!!1!11!!!!!

May 28, 2013 - 12:01 PM #6

Sure, Cloth Armor + Ward + pots or that is a good choice. I also recommend leveling your W at level 2 if the enemy jungler or your lane opponent has stun or knockup. Also consider your lane matchup, if its someone who can harass you down, you are going to need those pots, you just have to play safe so camping you would be a waste of time.

May 26, 2013 - 06:15 PM #7

What about starting rejuv+4pots+2wards/5pots+ward?Maybe against some hardcore early game gankers such as Jarvan or Zac(CC reduction does not apply to knock ups)

May 11, 2013 - 12:33 PM #8

Thanks! The builds are not set in stone, my goal is to present you my mindset and play style with Garen so you can work out your own.

May 10, 2013 - 02:45 AM #9

Great job with the guide! The build for this is awesome. Although i had a few switches, it was an overall good game. I carried my team with a final score of 19/7/20!

May 4, 2013 - 07:40 PM #10

BTW I was just looking to practice Garen against some bots for practice and was looking for challenging matchups. It would be nice to have each matchup listed as easy / medium / hard or something.



A video guide would be great! I realize a lot of what is described here is probably obvious to experienced players, but seeing you denying farm to Nasus or dealing with Malphite would be great. Also how to harass effectively. Hope LoLReplay is back soon...



Thx again!

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