Patch 10.20 5v5 Garen Mid Lane Build Guide

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Welcome to the METAsrc Garen Mid Lane build guide.

We've used our extensive database of League of Legends stats along with proprietary algorithms to calculate the most optimal Mid Lane build for Garen. This algorithm is able to determine the best summoner spells, item build order, skill order, runes reforged, rune stats, counters, and team mates. Reference it during all phases of the game to ensure that you always have an edge over the competition.

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Best Summoner Spells

Flash
Teleports your champion a short distance toward your cursor's location.
Flash
49%
Ignite
Ignites target enemy champion, dealing 70-410 true damage (depending on champion level) over 5 seconds, grants you vision of the target, and reduces healing effects on them for the duration.
Ignite
50%

Best Starting Items

Health Potion
Limited to 5 at one time. Limited to 1 type of Healing Potion.

Click to Consume: Restores 150 Health over 15 seconds.
Health Potion
48%
Doran's Shield
+80 Health

Passive: Restores 6 Health every 5 seconds.
Passive: Basic attacks deal an additional 5 physical damage to minions on hit.
UNIQUE Passive: Regenerate up to 40 health over 8 seconds after taking damage from an enemy champion, based on percent missing health. (66% effective for Ranged Champions or Area of Effect and Periodic damage triggers)
Doran's Shield
48%
Doran's Blade
+8 Attack Damage
+80 Health
+3% Life Steal
Doran's Blade
67%
Long Sword
+10 Attack Damage
Long Sword
100%
Warding Totem (Trinket)
Limited to 1 Trinket.

Active: Consume a charge to place an invisible Stealth Ward which reveals the surrounding area for 90 - 120 seconds.

Stores one charge every 240 - 120 seconds, up to 2 maximum charges.

Ward duration and recharge time gradually improve with level.

(Limit 3 Stealth Wards on the map per player.)
Warding Totem (Trinket)
45%

Trinkets

Oracle Lens
Limited to 1 Trinket.

Active: Scans around you, warning against hidden hostile units, and revealing invisible traps and revealing / disabling nearby wards for 10 seconds (90 to 60 second cooldown).
Oracle Lens
54%
Warding Totem (Trinket)
Limited to 1 Trinket.

Active: Consume a charge to place an invisible Stealth Ward which reveals the surrounding area for 90 - 120 seconds.

Stores one charge every 240 - 120 seconds, up to 2 maximum charges.

Ward duration and recharge time gradually improve with level.

(Limit 3 Stealth Wards on the map per player.)
Warding Totem (Trinket)
45%
Farsight Alteration
Level 9+ required to upgrade.
Limited to 1 Trinket.

Alters the Warding Totem Trinket:

+ Massively increased cast range (+650%)
+ Infinite duration and does not count towards ward limit
- 10% increased cooldown
- Ward is visible, fragile, untargetable by allies
- 45% reduced ward vision radius
- Cannot store charges
Farsight Alteration
33%

Best Item Build Order

Berserker's Greaves
Limited to 1 pair of boots.

+35% Attack Speed

UNIQUE Passive - Enhanced Movement: +45 Movement Speed
Berserker's Greaves
56%
Trinity Force
+250 Health
+250 Mana
+25 Attack Damage
+40% Attack Speed
+20% Cooldown Reduction
+5% Movement Speed


UNIQUE Passive - Rage: Basic attacks grant 20 Movement Speed for 2 seconds. Kills grant 60 Movement Speed instead. This Movement Speed bonus is halved for ranged champions.
UNIQUE Passive - Spellblade: After using an ability, the next basic attack deals bonus physical damage equal to 200% of base Attack Damage on hit (1.5 second cooldown).
Trinity Force
54%
Phantom Dancer
+30% Attack Speed
+25% Critical Strike Chance
+7% Movement Speed


UNIQUE Passive - Spectral Waltz: Basic attacking a champion grants ghosting and 7% Movement Speed for 2 seconds.
UNIQUE Passive - Lifeline: If you would take damage that would reduce your Health below 30%, gain a shield that absorbs up to 240 - 600 damage for 2 seconds. (90 second cooldown)
Phantom Dancer
56%
Statikk Shiv
+40% Attack Speed
+25% Critical Strike Chance
+7% Movement Speed


UNIQUE Passive - Energized: Moving and attacking will make an attack Energized.
UNIQUE Passive - Electroshock: Energized attacks gain 120 bonus magic damage. Energized effects chain to 7 targets.
Statikk Shiv
67%
Dead Man's Plate
+425 Health
+60 Armor


UNIQUE Passive - Dreadnought: While moving, build stacks of Momentum, increasing movement speed by up to 60 at 100 stacks. Momentum decays while under the effect of a stun, taunt, fear, polymorph, or immobilize effect.
UNIQUE Passive - Crushing Blow: Basic attacks deal 1 magic damage per stack of Momentum, discharging all stacks. At max stacks, if the attacker is melee, they also slow the target by 50% for 1 second.

''There's only one way you'll get this armor from me...'' - forgotten namesake
Dead Man's Plate
59%
Death's Dance
+50 Attack Damage
+30 Armor
+30 Magic Resist
+10% Cooldown Reduction


UNIQUE Passive: Heal for 15% of damage dealt. This is 33% as effective for Area of Effect damage.
UNIQUE Passive: [Melee Users: 30% || Ranged Users: 10%] of damage taken is dealt as a Bleed effect over 3 seconds instead.
Death's Dance
44%

Best Skill Order

Perseverance
If Garen has not recently been struck by damage or enemy abilities, he regenerates a percentage of his total health each second.
Perseverance
123456789101112131415161718
Decisive Strike
Garen gains a burst of movement speed, breaking free of all slows affecting him. His next attack strikes a vital area of his foe, dealing bonus damage and silencing them.
Decisive Strike
QQQQQ
Courage
Garen passively increases his armor and magic resist by killing enemies. He may also activate this ability to give him a shield and tenacity for a brief moment followed by a lesser amount of damage reduction for a longer duration.
Courage
WWWWW
Judgment
Garen rapidly spins his sword around his body, dealing physical damage to nearby enemies.
Judgment
EEEEE
Demacian Justice
Garen calls upon the might of Demacia to attempt to execute an enemy champion.
Demacian Justice
RRR

Best Runes Reforged

Precision
Improved attacks and sustained damage
Conqueror
Basic attacks or spells that deal damage to an enemy champion grant 2 stacks of Conqueror for 6s, gaining 1.7-4.2 Adaptive Force per stack. Stacks up to 12 times. Ranged champions gain only 1 stack per basic attack.

When fully stacked, heal for 15% of the damage you deal to champions (8% for ranged champions).
Triumph
Takedowns restore 12% of your missing health and grant an additional 20 gold.



'The most dangerous game brings the greatest glory.'
—Noxian Reckoner
Legend: Tenacity
Gain 5% tenacity plus an additional 2.5% for every Legend stack (max 10 stacks).

Earn progress toward Legend stacks for every champion takedown, epic monster takedown, large monster kill, and minion kill.
Coup de Grace
Deal 8% more damage to champions who have less than 40% health.
Resolve
Durability and crowd control
Demolish
Charge up a powerful attack against a tower over 3s, while within 600 range of it. The charged attack deals 100 (+35% of your max health) bonus physical damage.

Cooldown: 45s
Bone Plating
After taking damage from an enemy champion, the next 3 spells or attacks you receive from them deal 30-60 less damage.


Duration: 1.5s
Cooldown: 45s
Adaptive
+9 Adaptive Force
Adaptive
+9 Adaptive Force
Armor
+6 Armor