This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
We recommend you take a look at this author's other builds.
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page






Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Recommended Items
Spells:
Teleport
Ignite
Items
Ability Order
Perseverance (PASSIVE)
Garen Passive Ability
Introduction



This guide remains a top lane AD focus fighter build for


Commonly



In my opinion



What follows my recommended runes, masteries, items, skill sequence, and spells are some facts I have found to support this build. Please take a look at the chapter below, "How This Works" to find out.
Read what others have to say...
Latest update from Riot:
Garen Specific
Discussion of 5.16 new items:
New Items - Sterak's Gage and Titanic Hydra
This is an excellent must read for every

I have a dream...
There is also an awesome discussion any

Finally, I would like to give credit to the other


and a new

As



Don't forget runes are most effective early game prior to level 6 after which they can be easily countered with items.


Trade with your lane opponent using the combo: auto-attack -
















In most cases you should make your first back no later than reaching level 6 with at least 1200gp. By the way, buying 2 x





Boots are very situational, but the most likely choice will be

Before going on take time to consider the Juggernaut items:
Sterak's Gage gives you health and %Base AD, but having it just encourages the opposing team to avoid engaging with you. Also +25% base attack damage is less than +40 AD from
Black Cleaver even at level 18. If an enemy team focuses you to trigger the active, definitely punish them by using the active! They will not make that mistake again. I'd rather have another item to provide more AD upfront however.
Dead Man's Plate gives you health, armor, and high movement speed as long as you do not auto attack. Add mobility boots to this and you will have insane closure/escape speed. Still I think mobility quints and mobility boots are enough movement speed enhancements on
Garen to free up this slot for something else like
Randuin's Omen or
Spirit Visage
- the wave clear from
Titanic Hydra on
Garen is really helpful. I use this quite often to help cs and gain stacks on
Courage. Don't forget to Q then fire the active for very high burst on the target!
With that out of the way, consider the following:
- Against a speedy auto-attack champion like Gnar or Teemo, get
Warden's Mail early. Then if you are still losing, get
Randuin's Omen and use the active, otherwise if you are gaining, get
Youmuu's Ghostblade and use the active all the time.
- Against an AD champion, add
Sunfire Aegis if you are losing.
- Against an AP champion, add
Banshee's Veil if you are losing.
Aegis of the Legion is well suited to
Garen and adds a valuable aura in team fights. Think about building this when no one else has.
Vision Ward put this at the red or blue jungle camp closest to top lane to maintain vision of the jungle!
If everything is going to well, here are some ideas for what to purchase
- At 800 gold you can make your first back and buy
Avarice Blade. Then your auto-attacks,
Demacian Justice, and
Judgment will all critical strike 10% of the time.
- With 1325 gold you can make your way back for
Phage adding health and more attack damage. The movement speed boost replaces early boots for
Garen in this build.
- Always get
Black Cleaver adding more health and attack damage.
- Get
Randuin's Omen to use the active as much as possible
- Get
Spirit Visage to create
Warmog's Armor like healing after level 16
- Get
Boots of Swiftness to help stay close to highly mobile enemies

Three LOL tactics you should perfect as

Trades
Trades are attacks between you and your opponent. Good opponents will focus on farming and not trading early game. Ranged opponents will have more success than you with trades. This guide helps you survive, if not win early trades. The most important idea with trades is timing. Use this sequence in trades: auto-attack -








Farming
Farming is gaining experience from opposing minion deaths. You have to be close enough to them to get this experience. It goes without saying that if you are not in your lane, you will not get experience from the top lane waves of minions, so your goal should be to remain in lane with your opponent. Likewise you can gain more experience than your opponent if you are able to be in lane when your opponent leaves. Bullying your lane is when you can push your opponent far enough away they lose CS.




Last Hitting
Last hitting is when your attack results in the death of a minion, monster, tower, or champion. This takes the most practice and patience. If your farming advances your lane toward the enemy, called pushing, and you are not last hitting, you will actually be losing out and setting yourself up for a gank. Last hits increase your CS giving you gold with the experience, and gold is the only way you can buy the items you need to be effective as

Early Game Target - Level Up!
In my opinion,


Mid Game Target - Split Push!
With the first tower down, you will be open to ganks and you present more of a threat. So ward and be ready for a gank at all times. You should take advantage of killing monsters in the jungle to control the location of minion battles where you will be safest. If your team abandons bottom lane for mid lane then move to bottom lane, but only if your top lane opponent leaves. Bottom lane is the best lane to push and should be the first inhibitor destroyed because it makes baron easier. If you switch lanes, remember to watch top lane and go back when your opponent returns.
Late Game Target - Team Fights!
If you have pushed top and bottom lanes you should help in team fights. Stay with your team mindful of safe lines of retreat. When the opposing team arrives, look for the ADC, find a sneaky way to get close and land your full trade combo. Then get out! You need to get in and get out quick to survive. Don't start unless you know you can make it. Let your passive start up again before you even think about getting back in. Always have a single target on every run. Do not just stand in the middle of the fight!
Be prepared to have to play defensive early
There are way too many top lane opponents that you will face that can and will right away push you back to your tower and bully you away from last hitting. If you don't play defensive, most of these opponents can kill you 1v1. Even an early gank against you before you reach level 4 can be deadly. Be prepared to give up last hits to just survive. If you find yourself hiding under your tower before level 6, don't be afraid to ask your jungler for a gank. I would always try to kill your lane opponent with a strong gank prior to you reaching level 6 if possible. Certainly by the time you reach level 8 without dying you should now have parity with your lane opponent. At that point you can be more aggressive.


I also find early game enemy ganks on

Bruisers are half Tank and half ADC by definition.


Before you disagree, thinking you can still dominate with

Runes
It is widely accepted that runes have the biggest impact early game. Keep this in mind when selecting which runes to use. In the top lane you will normally face high armor and high attack damage opponents. You will need armor to reduce opponents damage to you. You will also need to inflict damage. Armor penetration runes improve your effectiveness against opponents with armor. Also remember


Magic resistance works just like armor but only reduces magical damage. Normally at the start of a match, you will not see high magic damage summoners in the top lane. So, you can delay adding magic resistance items until you reach level 6.
Most flat runes reach parity with scaling runes between level 5 and 9, depending on the rune. For the flat runes in this build, you need to start adding items to increase attack damage as you reach level 6, and definitely before you get past level 10.
A note about scaling runes: remember they will weaken you early game when they have the most impact. Late game when they are most effective, all it takes normally will be a single item purchase by your opponent to negate that extra advantage. Always remember runes are most effective early game, so after that you need to itemize!
Think of armor as extra health
Each point of armor will increase the health of a summoner by 1% against physical damage, including

So, level 1 as

Learn to manage your health
I look at this like management of mana. Try to wait for


With one of the highest base health/regeneration statistics in the game, increasing health and health regeneration is just as important for


Don't forget to buy armor and appropriately time the of use

Lastly, stay out of the middle of team fights. It is much better for


Know your advantage
Use this guide: Base Champion Statistics
Know how much gold is out there
Your starting gold, added to gold gained over time, added to gold last hitting, could reach as high as 6933 gold in 19 minutes 30 seconds if you farm perfectly. Subtract your less than perfect farming like mine, add the gold from the first lane tower, gold from the occasional jungle monster, and perhaps a kill or two, and you should know how much gold you can gain when you reach the 20th minute of the match. I have been averaging 340 gold per minute with this build and my ability. After 30 munitues of a typical match you should be able to gather between 9k and 12k in gold. My average is at 10.2k with this build and my ability.

Remember this is still ultimately a tower defense game, so take down the first lane tower to help your jungler gank top lane. You will be good at that. Be very conservative in early team fights, and otherwise remain in lane to farm minions for the first 20 minutes. Be prepared for complaints from the rest of your team if they are losing!
Lastly, if you see a way to improve this guide let me know your ideas right away by adding a comment.
[6.13.2016] reported a bug with


[2.26.2016] added life steal and

[9.13.2015] added information on Juggernaut items. Basically stacking health on






[9.7.2015] update for 5.17. Riot thinks


[8.28.2015] update for 5.16. Introducing the Juggernaut!
[7.4.2015] update for 5.12. Now recommending a balanced offense and defense masteries tree (currently 13-17-0). Yesterday won 4 of 5 team builder matches with it. Itemize to counter with either AD or armor/health and you should hold your lane now with

[6.20.2015] update for 5.9, 5.10, and 5.11. Growing disparity between

[5.4.2015] update for 5.8 added new ability sequence to match changes to masteries, and an explanation of why


[4.16.2015] update for 5.5, 5.6, and 5.7. I would love to be able to talk about awesome changes for

[3.2.2015] update for 5.4. No significant changes
[2.23.2015] described recent match results due to the rarity of players willing to play jungle and support in the current unranked non-cooperative matches
[2.20.2015] added info about the importance of warding the jungle for vision
[2.13.2015] recent match results updates and more points from what I have read on recent forum posts about

[2.11.2015] update for 5.3. Think

[1.29.2015] update for 5.2. No more AP mage

[1.26.2015] update for 5.1. Is

[12.12.2014] update for 4.21. More gold for towers and lane minions. Lane minions are easier to farm. All this to encourage staying in lane longer and discourage early team fights!
[12.6.2014] update based on recent game history.
[11.24.2014] update for 4.20.

[11.13.2014] update for 4.17 thru 4.19 release. The 4.17 buff to

[9.12.2014] update for 4.16 release.
[9.6.2014] added white space to help readability.
[9.4.2014] added information about top lane.
[9.2.2014] added link to another

[8.30.2014] update for 4.15 release.
[8.14.2014] update for 4.14 release.
[8.9.2014] added clarification to implement a 50% offense and 50% defense build on

[8.7.2014] added definition to the role of

[8.4.2014] added attack sequence of spells and skills to execute opponents.
[7.31.2014] update for 4.13 release.
[6.4.2014] added some descriptions for the ideas presented here.
[4.4.2014] added the how this works chapter.
[4.2.2014] update 4.5 released making the nerf to seals of armor official. Changed runes section to reflect this. Changed item section to build


[3.31.2014] Publish page for the first time. I know it is simple, so let me know what you think.
You must be logged in to comment. Please login or register.