Talk:Garen/@comment-16477585-20140105232445

Garen will likely see a resurgence (including @ high Diamond 1) next patch when it's likely that Shyvana and Dr. Mundo will see the nerfbat. He's a front line, top lane champion that is incredibly difficult to push out of lane and can clear a minion wave using one ability that costs next to nothing. Oh yea, he destroys towers too. With the latest change he can now also clear monsters quicker so he's able to counterjungle fairly effectively once he clears his lane. He's fairly binary in function but is still pretty fun to play especially since the model rework. He's great versus teams with strong slow(s) and versus single target assassins while also dealing fairly decent damage and having a strong finisher late game (forgot to mention a strong silence and speed boost).

Atma's Impaler is basically an item designed for Garen. His Q and E can crit, he builds heavy HP, and he can get away with buying an early Avarice Blade while still  farming well. Extremely  cost efficient and allows him to deal damage while still building pure tank (LW if rich).

E>Q>E/W>W/E>Q/E>R, rank 3 into E early to clear ranged minions in one spin. Split the rest between Q/E (2/4) but still put more points into W before maxing either depending on the matchup.

9/21/0 with points into Hardiness, Resistance, and 4 into Legendary Guardian; scales amazingly with his W's passive and is better than going for Second Wind (his passive does the job fine and it offers no use below 25% HP)

my runes are specialized (http://www.lolking.net/summoner/na/20138144#runes). I like to take one hybrid pen mark for the luls (ult deals magic) and a crit in addition to the ArPen/AD. It's important to take at least two HP/lvl seals to synergize with his passive and the Atma's (as well as masteries). For glyphs, take a few CDR and try to focus more on MR/lvl than flat. I then take a +4.26 Armor Quint and 2 AD. Solid.

A lame, but completely viable, strategy is to run to behind the 2nd tier tower top lane in the FoW until 1:30 and then catch the wave with your Judgment before running to lane. Since junglers almost always start on the bottom side of the map you're only at risk to their top and a hyper aware mid laner. If you do it right, by the time you get back to the center of top lane your minions will already be at their tower and the enemy's will be at low enough health to clear with another spin. Unfortunately he will have to choose between last hitting under tower or stopping you from farming (HUEHUEPROXY). At this point you can likely stop their team at the 2nd buff or base in time and miss next to nothing.

inb4