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Skill usage
- health regeneration is greatly increased due to his passive, . This only activates if he can avoid receiving damage for 7 seconds, giving him exceptional sustainability in lane.
- turrets and inhibitors. can be used effectively to push lanes, as this ability also affects
- Using to catch up with, silence, and deal damage to a fleeing champion is the perfect precursor to a killing blow with .
- can be lethal in early game fights, especially after getting his ult. deals good continuous damage to enemies. And speed boost is good for chasing enemies. also does extra damage based on how much health the enemy has missing.
- Last hitting minions after leveling armor and magic resistance, improving tanking ability.
- Getting within the first few levels along with can help in farming minions to increase your armor and magic resist
will permanently increase your - Because of good early game damage with stun such as or . , lanes well with a partner with an early game
best starting skill is Decisive Strike, as it can be used to last-hit,silence,speed up and has a very high burst at first levels. Remember that a silenced enemy cannot use summoner spells.
- Activating just after a can give you the speed boost and the slow reduction you need to get away.
- Unlike other abilities, remains active when is stunned because it is not a channeled spell.
- Beware that can be blocked by and its damage depends on the enemy champion's magic resistance and health.
- can be activated during on an enemy at low hp. This will cause to immediately cast it after finishing his spin. As long as the enemy champion remained near you when you activated , you can kill that champion, regardless of how far away they are.
- Garen's Decisive Strike makes him a powerful chaser, easily closing the gap and silencing enemies before they can cast a slow, when that does happen he can simply activate Judgement to remove it. It can also be used to make a swift escape.
- Courage and Decisive Strike mix well for a powerful chasing, and escape combo. The speed boost from Decisive strike letting you get into, or out of range, while the damage reduction of Courage allows you to take reduced damage from nearby minions and enemies when chasing or escaping.
Build usage
- cooldown reduction items very strong.
- is a good early item for him.
has no ability costs, making - has high AD ratios, making building AD viable.
- Since armor penetration items greatly benefit him. damage is purely physical (except for his ultimate),
- His critical strike, making items such as increase by little the damage output of that ability as well as his basic attack.
- Phantom Dancer also gives movement speed, which helps keep himself in range of opponents when using .
does benefit from - ability power, rendering it completely useless on him. He can, however, choose between damage and off-tank roles, having excellent affinities for both of them. He does, however, benefit from magic penetration such as Template:Mi, due to dealing a high amount of base magic damage.
- Tank items can make an effective off-tank in combination with . Also, can work really well with and items like {{ii|Atma's Impaler) can make an off-tank Garen a serious threat.
- However, Garen's lack of hard crowd control makes it difficult for him to fulfill the main tank role, making him just an initiator/disrupter offtank.
does not get any bonuses from - A synergizes with , increasing his regeneration out of battle.
- By buying some armor pen and some flat attack damage runes makes really strong in the early game. You may also want to buy some flat armor or magic resistance per level runes to make tanky as well as being able to deal an amazing amount of damage early game.
Recommended builds
Champion spotlight
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