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Gameplay
- Champion Spotlight
in the Champion Spotlight for Garen, the Might of Demacia.
's a melee fighter who excels at bringing justice to his opponents in the form of tough, physical DPS. With a , a and an to help secure kills, Garen's toolkit is ideal for trading hits in one-on-one skirmishes while still remaining tanky. And of course there's , his signature ability, a furious, uninterruptable damaging spin. Garen's zero-cost spells and sturdy foundation of and make for an aggressive, bullying playstyle that justifies his reputation as the most respected warrior in Demacia's fighting elite.
- Recommended Items
Tips
- Playing As
- Garen's greatly increases if he can avoid receiving damage for several seconds.
- deals maximum damage when only hitting a single target. For effective trading, try to position such that only the enemy champion is hit.
- Garen is only constrained by cooldowns, making items such as very effective for him.
- Playing Against
- Stack armor items to lower the large amount of physical damage that Garen deals out.
- Try to run away from Garen as your health gets lower, as he can execute you quickly with .
- Be careful about attacking Garen in brush. It often will lead to taking full damage from .
- deals maximum damage when only hitting a single target. If getting out of its radius isn't possible, move through allied minions to reduce damage taken.
Tricks
- Ability Usage
- strength as a bruiser comes from his passive, and to keep himself healthy along with his decent early damage and utility from and , with providing a reliable and powerful execute.
- health regeneration is greatly increased due to his passive, . This only activates if he can avoid receiving champion or monster damage for 9 seconds, granting him exceptional sustainability in lane as minions do not stop this effect.
- This makes very strong against most caster-type champions due to its silence; disrupting combos can save teammates by preventing casters (both AP and AD) from comfortably using all their skills before they endanger themselves, especially since himself is naturally tanky enough to rush in with little casualties, be it 1v1 or in a large teamfight.
makes him a powerful chaser, easily closing the gap and silencing enemies before they can cast a slow or any debuff. It can also be used to make a swift escape since it removes slows.
- turrets and inhibitors). can be used effectively to push lanes, as this ability also affects structures (
- Using to catch up with, silence, and deal damage to a fleeing champion is the perfect precursor to a killing blow with .
- can be used to return to/move between lanes quickly, as it has no mana costs and a fairly low cooldown, along with a duration that increases the higher its rank.
- resets auto-attack timer, effectively allowing him to deal good damage in a short period of time. However, will have to come to melee range without a speed boost if he uses the skill to double-attack.
- While using , ignores unit collision; this combined with makes for effective harass and initiation during the laning phase.
- can be lethal in early game fights, especially after getting . 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.
- best starting skill is , as it can be used to last-hit, silence, speed himself up, remove slows, reset autoattacks and has very high burst damage at early levels.
- and mix well for a powerful chasing and escape combo. The speed boost from allows you to get in or out of range, while the damage reduction of allows you to mitigate any retaliation from enemies.
- Because of his strong early game damage from stun such as , though he is most often played as a solo top laner. , lanes well with a partner with an early game
- Unlike other abilities, remains active when is stunned because it is not a channeled spell.
- With some points into , can easily farm and push minions with it.
- Take note that the damage is significantly higher if used on a single target, making it much stronger in dueling situations.
is main source of damage, but has a noticeable cooldown and long duration to maximize its damage. Make sure you activate properly or you will be left being fairly ineffectual in combat while it is on cooldown.
- Beware that can be blocked by and its damage depends on the enemy champion's magic resistance and missing health.
- can be activated during on an enemy at low health. This will cause to immediately end his spin and cast if the target is in range.
- While any champion benefits from brush control, excels at this due to the threat of his gap closing and damage capabilities; use this to your advantage, especially against ranged opponents.
- With his unique Villain mechanic, scales well into the late game due to the extra true damage he does to said Villain.
- Keep this in mind when you have available, as the base damage alone will still do significant damage to the Villain due to its irreducible nature.
- Mastery Usage
- Item Usage
- is a melee champion, who excels in quickly killing priority targets and being able to soak up tons of damage.
- Another option would be movement speed and attack speed. This makes it a great late game item as can use the extra attack speed to help destroy turrets. ; it gives similar AD and Armor penetration, but it also gives a short boost to
- They can also be built together for an easy source of 30% CDR to combine with .
is a good early item for him and can later be built into , which is very effective on as can quickly apply stacks on multiple enemies.
- is an excellent item due to its combination of damage and health, along with its passive to boot.
- and its upgrades is a good counter to teams stacking mass amounts of armor but gives no defensive stats, which are important if you are to survive the enemy's damage long enough to deal yours.
- As both critical strike, items such as increases the ability's damage output as well as his basic attacks. and benefit from
- magic damage. is a good anti-mage item. An early can help against high burst
- While the AoE on-hit passive component of and is somewhat redundant on Garen thanks to how easily he can farm with , the active ability can be activated while spinning for extra burst.
- Error: Parameter '3' is not accepted.% of his maximum health each second. synergizes well with , easily allowing him to regenerate
- Building and synergize even better with , giving the ability to regenerate nearly all of his health in a matter of seconds out of combat.
can be a good choice as well; the item's passive along with allows to recover health quickly after teamfights without going back to base. The extra health along with makes him very hard to kill in a teamfight.
- attack damage and a powerful slow to help stick to his target. is a decent health item for , as it provides some
- In combination with
- On a similar route, grants higher stats with some added mobility to make you much more difficult to catch.
, an early helps with wave clearing capabilities, as well as providing mixed damage and constant threat.
- can help greatly against being kited and reduces the enemy ranged carry's DPS. An early is good against auto-attack reliant champions such as , , , etc.
- Countering
- damage output is very high early game; avoid early confrontations and play passively if needed.
- Harass
- Ranged champions can easily stop with an auto-attack (unless goes farther back, which forces him to miss last-hits) and farm in lane at a safe distance from him - they generally also have abilities to keep their distance. Ranged carries will scale stronger than him in this situation.
in lane every few seconds, if possible, to minimize the effect of .
- Avoid going into a brush that does not have a ward in it if current whereabouts are unknown. players have a tendency to hide in bushes, due to the synergy between his silence from and damage from .
- is a cooldown based champion. However, all of his ability cooldowns are high. Try to attack him when they are on cooldown.
- is very good at stopping combos due to its silence; if you happen to be playing a caster champion who relies a lot on their abilities to deal most of their damage, be wary of this ability as can save a teammate or even himself from your burst, as well as leaving you without the use of your defensive abilities or summoners such as .
- Be very cautious when low on health and you know is off cooldown.
- It is often worth the investment to purchase armor to counter high physical damage.
- Think carefully before using your crowd control abilities on . His will remove slows and hard CC will not stop , only his movement. Keep some distance from him, especially if playing squishier champions as it deals very high damage over a short duration.
- Like most melee champions,
- However, because of his high damage and better durability, he can force ranged champions away or even kill them if he gets all of his damage off.
is quite vulnerable to ranged harassment.
- Buying a may help as it can block a fair amount of damage from early on. Do not forget that his main form of damage is still physical, however.
- Because usually builds a lot of health, getting champions or items that deal % health damage can cause him to melt quickly, such as active and passive, , , and . Being able to outsustain his damage will also help.
- is considered to be one of the best known counters to . He can effectively poke and escape from him, if played correctly. can be used to both deal damage and prevent him from dealing damage and silencing you with . allows you to harass and prevent his from activating, and allows you to slow and zone him. Use it while you are escaping from him, then retaliate when he attempts to escape. Keep in mind, however, that his combo is strong enough to kill you at early levels and he can utilize the brush to prevent you from harassing him.
- kit lacks any practical gap closer other than blowing a , and is thus very vulnerable to kiting of any sort.
References
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