Guide Garen League of Legends S6

Perseverance

(Innate): If Garen has not taken damage from neutral monsters, enemy champions or turrets in the last 9 seconds, he will regenerate 0.5% of his maximum health per second.

Tips :


Garen uses his passive to heal himself, a green light shows the effect of the heal.

Some HP regeneration outside of combat

   A passive that requires you to stay out of fights
In the lane phase your opponent will try to attack you to deactivate your passive. The regeneration is activated if Garen does not take any damage for 9 seconds, which is very long!

Damage from minions does not cause problems for Garen's passive!

0.4% per second is still very interesting, with 4000 HP this represents 80 HP every 5 seconds.

Out of combat = Garen's regeneration is deactivated when he takes damage from a champion, a tower or a neutral monster.

Regeneration is affected by the item Spirit Visage.


Decisive Strike (Q)

(Active): Garen breaks free from all slows affecting him and gains 35% movement speed for the duration. Additionally, his next basic attack deals additional physical damage and silences his target.

Decisive Strike can critically strike dealing bonus damage.

  • No cost
  • Cooldown: 8 seconds
Tips :


Garen strikes his opponent with his sword.

Garen's silence spell

   The spell to stop your opponents' escape.
It is recommended that you use an attack before doing this spell because it resets the attack timer, meaning that you can use this spell after a base attack and so attack very quickly another two times to max your damage.

During a silence your opponent cannot flash or use his spells, but he can use ghost, exhaust, heal, ignite...

If your opponent has a slow then try to use this spell to cancel its effects and surprise him.

In the lane phase you should keep your Q to use it after your opponent's slow so that you can counter it.

Striking the target will not lose you the movement speed bonus!

The bonus damage works on the tower.


    Total Physical Damage: 30 / 55 / 80 / 105 / 130 (+1.4 per attack damage)

    Movement Speed Duration: 1.5 / 2.25 / 3 / 3.75 / 4.5 seconds

    Silence Duration: 1.5 / 1.75 / 2 / 2.25 / 2.5 seconds

Courage (W)

(Passive): Garen's armour and magic resistance are increased by 20%

(Active): Garen gains a defensive shield for a duration, reducing incoming damage by 30% and granting 30% crowd control reduction.

  • No cost

.

Tips :


A shield around Garen shows that the spell is active.

Reduce the damage!

   Increase Garen's resistance
This makes Garen more tanky, also if you anticipate the enemy team's burst, your shield will let you take more damage.

This spell can also reduce controls so you don't have to worry about teams who have a lot of them.

The active of the spell reduces controls and damage by 30% for 2 to 6 seconds!

This spell can only be used on Garen, it does not have an incantation time.

The spell does not reduce pure damage, and while the active is in cooldown it will not reduce Garen's resistance from the passive by 20%.


    Cooldown: 24 / 23 / 22 / 21 / 20 seconds

    Duration: 2 / 3 / 4 / 5 / 6 seconds

Judgment (E)

(Active): Garen rapidly spins his sword around his body for 3 seconds, dealing physical damage to nearby enemies every second. Garen ignores unit collision while spinning, but moves 20% slower when traveling directly through minions.

Garen can deactivate Judgment early by activating the ability again after 0.5 seconds. Judgment can critically strike dealing bonus damage. Judgment deals 25% less damage to minions and monsters.

  • No cost
  • Diameter of AoE: 330
Tips :


Garen spins around to inflcit damage on his opponent.

"Spin to win"

   Garen's main damage spell.
This is Garen's mains spell, so you should try to be close neough to the target to deal him your maximum damage.

If your opponent has a dash it is interesting to use the Q before Judgment to stop him from using flash/dash! The Q gives movement speed and should always be used before the E.

It is not possible to attack when Garen is spinning.

The spell deals immediate damage every 0.5 seconds for 3 seconds, from then on the last 0,4999 seconds of the spell do not deal damage! the best move would be to cancel it after the 6th tic at 2,5000001 seconds...

In teamfight you should try to touch as many opponents as possible with this zone spell.

Agains champions like Cassiopeia, for whom the ultimate is dependent on positioning, what counts is the direction the spell is cast in (usually).

This ability is not a channeled spell so it cannot be cancelled by a control, but you will obviously not be able to run when using it.

If Garen casts the ultimate during Judgment, the spell will only begin at the end of the first spell. It is possible to stop it to use your ultimate, for example, before the end of the silence (which would give your opponents the chance to flash).

A silence will stop Garen from cancelling Judgment.

This spell can be critical, but only the bonus damage will be affected by this. This spell has an increase of 50% critical. So with an Infinity Edge, the critical hits will only deal 100% bonus damage instead of 150%.


    Cooldown: 13 / 12 / 11 / 10 / 9 seconds

    Physical Damage per Second: 20 / 45 / 70 / 95 / 120 (+0.7 / 0.8 / 0.9 / 1.0 / 1.1 per attack damage)

    Total Physical Damage: 60 / 135 / 210 / 285 / 360 (+2.1 / 2.4 / 2.7 / 3.0 / 3.3 per attack damage)

    Physical Damage per Second to Minions: 15 / 33.75 / 52.5 / 70.5 / 90 (+0.525 / 0.6 / 0.675 / 0.75 / 0.825 per attack damage)

    Total Physical Damage to Minions: 75 / 101.25 / 157.5 / 210.5 / 270 (+1.575 / 1.8 / 2.025 / 2.25 / 2.475 per attack damage)

Demacian Justice (R)

(Active): Garen calls upon the might of Demacia to attempt to execute an enemy champion, dealing magic damage plus additional damage based on how much health his opponent is missing.

  • No cost
  • Range: 400
Tips :


Garen summons an incredible sword that finishes his opponent.

Pure damage to finish your opponent

   Garen's finishing spell.
This ultimate lets you finish off your opponent when he is low on life points.

It is a very powerful ultimate which can be used with Ignite to surprise your opponent.

This ultimate can also bug and hit your opponent after he flashes, if you use it at the moment he flashes and if Garen has started the spell's animation. So he will be dead and will also have lost his flash.

Does not apply effects on impact and cannot be used on the monsters.

The spell has a short incantation time of 0.5 seconds, which will make you lose some distance if he flees. You must therefore make sure that you estimate your damage correctly!


    Cooldown: 160 / 120 / 80 seconds

    Magic Damage: 175 / 350 / 525

    Additional 1 Damage per: 3.5 / 3 / 2.5 health missing (29 / 33 / 40% of target's missing health)

Pros

- A silence + important burst on a target

- His A lets you cross the map quickly

- His ultimate lets you finish off his enemies fast

- Quite tanky

- Quite efficient against slows in the lane thanks to his A.

Cons

- Lack of controls

- Too susceptible to harass in early

- Isn't totally efficient in the late game

- Difficult to reach the carry if they are protected or careful.

- Difficult against a long range champion who is able to run fast.