The information below will help you get familiar with the game on the Solo Baron Line GAREN. We have prepared a items builds, runes, summoner spells and ability order for a comfortable game. Situational options for replacing items and runes are also available to you.
Long Sword. Next, you should pay attention to whether your mobility champion is enough, our further actions will depend on this. If it is hard for you to dodge the enemy's skills or you want to roam on neighboring lines, then it is better to buy
Boots of Speed at an early stage.
Long Sword
+12 Attack Damage
500
Black Cleaver
Physical Damage reduces Armor
+400 Max Health
+40 Attack Damage
+20 Ability Haste
Sunder: Dealing physical damage to a champion reduces their Armor by 6% for 6 seconds, stacking 4 times for 24% reduction.
Rage: Gain 20 Movement Speed when you deal physical damage, and gain 40 Move Speed when moving toward enemy champions with 4 Sunder stacks. Ranged champions gain halved values.
3000
Black Cleaver TIPS: This item is perfect for champions who deal physical damage and need to fight tanky opponents. The "Sunder" effect reduces the enemy’s armor when dealing physical damage, making it effective at shredding through tanks with high resistance. The movement speed bonus, activated when dealing physical damage, helps maintain mobility on the battlefield. It's a great choice for fighters and junglers who can quickly apply multiple stacks of the item’s passive, reducing the enemy's armor and increasing the overall damage dealt.
Plated Steelcaps
Reduces Physical Damage
+150 Max Health
+100% Health Regen
+35 Armor
+45 Move Speed.
Block: Reduces physical damage taken from champions by 3-10% (
).
1350
Plated Steelcaps TIPS: These boots provide solid protection against physical damage, boosting your durability and movement speed. The “Block” passive further reduces incoming basic attacks and physical damage from enemy champions. — The perfect pick for tanks, bruisers, and supports who need to soak up auto‑attacks while staying mobile in fights.
Divine Sunderer
Anti-Health attacks
+425 Max Health
+25 Attack Damage
+25 Ability Haste
Spellblade: After using an ability, your next basic attack within 10 seconds deals (10% melee / 7% ranged) of target’s maximum health as bonus physical damage on-hit, with a minimum damage equal to 125% base AD and a maximum damage against monsters equal to 225% base AD.
If the target is a champion, heal for (6% melee / 2.5% ranged) of the target's maximum health and a minimum heal equal to (90% melee / 50% ranged) base AD (1.5 second cooldown, begins after using the empowered attack).
Limitations: Limited to 1 sheen item.
3400
Divine Sunderer TIPS: This item is perfect for champions who actively use their abilities and auto-attacks to deal damage, such as fighters. It provides bonuses to maximum health, attack damage, and ability haste, helping to improve survivability and increase damage. The "Spellblade" effect allows you to deal bonus physical damage based on the target’s maximum health after using an ability, and also heal when attacking enemy champions. This item helps you deal damage and sustain in fights, making it especially useful for extended engagements.
Plated Steelcaps
Reduces Physical Damage
+150 Max Health
+100% Health Regen
+35 Armor
+45 Move Speed.
Block: Reduces physical damage taken from champions by 3-10% (
).
1350
Plated Steelcaps TIPS: These boots provide solid protection against physical damage, boosting your durability and movement speed. The “Block” passive further reduces incoming basic attacks and physical damage from enemy champions. — The perfect pick for tanks, bruisers, and supports who need to soak up auto‑attacks while staying mobile in fights.
Mercury's Treads
Reduces Magic Damage
+200 Max Health
+100% Health Regen
+35 Magic Resistance
+45 Move Speed.
Dissolve: Reduces magic damage taken from champions by 3-12% (
).
1350
Mercury's Treads TIPS: These boots provide solid magic damage reduction, enhanced regeneration, and movement speed, with a passive that further lessens incoming magic damage. — The perfect pick for tanks, bruisers, and supports who need to withstand heavy AP threats while maintaining mobility.
Goredrinker
Deal damage in an area
Thirsting Slash (Active): Deal 280% base
as physical damage to nearby enemies. Restore Health equal to 20%
plus 12% missing
for each enemy champion hit. (15s cooldown)
500
Goredrinker TIPS: This enchant turns your boots into a deadly blade: on activation, you deal burst AOE damage to all nearby enemies and instantly heal yourself based on your missing health. Perfect for bruisers and tanks who need to dive in, deal area damage, and stay in the fight thanks to the immediate sustain.
Stridebreaker
Slows enemies nearby after a short dash
Breaking Shockwave (Active): Activate to dash a short distance, dealing 150% Attack Damage as Physical Damage to nearby enemies and slowing them by 30% for 3s (35s cooldown)
500
Stridebreaker TIPS: This enchant grants a dash that deals AOE physical damage and applies a 30% slow for 3 seconds, perfect for engaging or chasing down targets.
Black Cleaver (Physical Damage reduces Armor) as your first item, followed by
Plated Steelcaps (Reduces Physical Damage) or
Mercury's Treads (Reduces Magic Damage) depending on the situation. (sometimes it will still be better to build a boot as the first item, which significantly increases the mobility of your champion) the third key element in our build is
Divine Sunderer (Anti-Health attacks).
Goredrinker (Deal damage in an area). You may want to replace it with
Stridebreaker (Slows enemies nearby after a short dash), it all depends on your playstyle and the situation on the battlefield.
Black Cleaver
Physical Damage reduces Armor
+400 Max Health
+40 Attack Damage
+20 Ability Haste
Sunder: Dealing physical damage to a champion reduces their Armor by 6% for 6 seconds, stacking 4 times for 24% reduction.
Rage: Gain 20 Movement Speed when you deal physical damage, and gain 40 Move Speed when moving toward enemy champions with 4 Sunder stacks. Ranged champions gain halved values.
3000
Black Cleaver TIPS: This item is perfect for champions who deal physical damage and need to fight tanky opponents. The "Sunder" effect reduces the enemy’s armor when dealing physical damage, making it effective at shredding through tanks with high resistance. The movement speed bonus, activated when dealing physical damage, helps maintain mobility on the battlefield. It's a great choice for fighters and junglers who can quickly apply multiple stacks of the item’s passive, reducing the enemy's armor and increasing the overall damage dealt.
Plated Steelcaps
Reduces Physical Damage
+150 Max Health
+100% Health Regen
+35 Armor
+45 Move Speed.
Block: Reduces physical damage taken from champions by 3-10% (
).
1350
Plated Steelcaps TIPS: These boots provide solid protection against physical damage, boosting your durability and movement speed. The “Block” passive further reduces incoming basic attacks and physical damage from enemy champions. — The perfect pick for tanks, bruisers, and supports who need to soak up auto‑attacks while staying mobile in fights.
Divine Sunderer
Anti-Health attacks
+425 Max Health
+25 Attack Damage
+25 Ability Haste
Spellblade: After using an ability, your next basic attack within 10 seconds deals (10% melee / 7% ranged) of target’s maximum health as bonus physical damage on-hit, with a minimum damage equal to 125% base AD and a maximum damage against monsters equal to 225% base AD.
If the target is a champion, heal for (6% melee / 2.5% ranged) of the target's maximum health and a minimum heal equal to (90% melee / 50% ranged) base AD (1.5 second cooldown, begins after using the empowered attack).
Limitations: Limited to 1 sheen item.
3400
Divine Sunderer TIPS: This item is perfect for champions who actively use their abilities and auto-attacks to deal damage, such as fighters. It provides bonuses to maximum health, attack damage, and ability haste, helping to improve survivability and increase damage. The "Spellblade" effect allows you to deal bonus physical damage based on the target’s maximum health after using an ability, and also heal when attacking enemy champions. This item helps you deal damage and sustain in fights, making it especially useful for extended engagements.
Sterak's Gage
Taking damage triggers a shield
+400 Max Health
Heavy Handed: +50% base Attack Damage as bonus Attack Damage.
Lifeline: Damage that puts you under 35%
Health grants a shield that equal to 75% of your bonus health
that decays over 3 seconds (90s Cooldown).
Sterak's Fury: Triggering Lifeline increases size, empowers you, removes all crowd control effects on you (except Airborne), and grants 30% Tenacity for 4 seconds.
3200
Sterak's Gage TIPS: This item is perfect for champions who need survivability in team fights, especially for tanks and fighters who take frontline positions. It provides bonuses to maximum health, attack damage, and helps increase your survivability. The "Lifeline" effect activates when your health drops below 35%, granting a shield that absorbs damage, helping you survive heavy hits. "Sterak's Fury" empowers you, increases your size, removes crowd control effects (except airborne), and grants 30% tenacity for 4 seconds, allowing you to survive and continue fighting through heavy crowd control and burst damage from enemies. This item is especially useful against champions with burst damage, such as Zed and Talon, and against champions with heavy CC, like Lissandra and Nautilus.
Titanic Hydra
Attacks deal bonus damage in a area
+450 Max Health
Colossus: Gain AD
equal to 15 + 2.5% bonus
.
Cleave: Every 1.75 second(s), your next attack deals bonus physical damage equal to 25 + 3% bonus
(also applies to turrets), creating a shockwave that deals physical damage equal to 80 + 10% bonus
to enemies behind the target. Ranged champions deal 75% of the damage.
3000
Titanic Hydra TIPS: This item is perfect for champions who are involved in frequent skirmishes and rely on physical damage and survivability. It provides bonuses to maximum health and attack damage, increasing your damage based on your health. The "Cleave" effect allows you to deal bonus physical damage with each attack, creating a shockwave that deals damage to enemies behind the target, making it effective for both dueling and turret damage. This item is especially useful for champions who engage in frequent skirmishes and can take advantage of the bonus damage to hit multiple targets.
Amaranth's Twinguard
In-combat durability
+60 Armor
+60 Magic Resistance
Endurance: Gain 1 stacks of Endurance every 1 seconds while in combat with enemy champions (max 5 stacks). At maximum stacks, gain 20% size, 20% Tenacity, and increase Armor
by 30% and Magic Resistance
by 30% until out of combat with champion.
3100
Amaranth's Twinguard TIPS: This item is perfect for champions who spend a lot of time in the thick of fights and need extra durability and crowd control resistance. It provides bonuses to armor and magic resistance. The “Endurance” passive stacks up to five times during combat, and at full stacks you increase in size, gain enhanced tenacity, and receive bonus armor and magic resistance until you exit combat. This allows you to stay in the frontline longer and withstand enemy attacks more effectively. Due to its versatile utility, this item is one of the most popular defensive choices in the game and is used by the majority of tanks, fighters, and other classes.
Titanic Hydra
Attacks deal bonus damage in a area
+450 Max Health
Colossus: Gain AD
equal to 15 + 2.5% bonus
.
Cleave: Every 1.75 second(s), your next attack deals bonus physical damage equal to 25 + 3% bonus
(also applies to turrets), creating a shockwave that deals physical damage equal to 80 + 10% bonus
to enemies behind the target. Ranged champions deal 75% of the damage.
3000
Titanic Hydra TIPS: This item is perfect for champions who are involved in frequent skirmishes and rely on physical damage and survivability. It provides bonuses to maximum health and attack damage, increasing your damage based on your health. The "Cleave" effect allows you to deal bonus physical damage with each attack, creating a shockwave that deals damage to enemies behind the target, making it effective for both dueling and turret damage. This item is especially useful for champions who engage in frequent skirmishes and can take advantage of the bonus damage to hit multiple targets.
Randuin's Omen
Counters Critical Strike Damage
+400 Max Health
+75 Armor
Resilience: Critically Struck deal 20% less damage to you.
Countercurrent: Gain 1 stacks of Countercurrent when Critically Struck by physical damage. Each stuck grants 5% Movement Speed and 5% slow resist. Max 4 stacks.
2800
Randuin's Omen TIPS: This item is built to counter crit-heavy builds. It provides a large health pool and armor while reducing damage from critical strikes, making you much tougher in head-on engagements. When you are critically struck, you gain stacks that boost your movement and slow resistance, helping you hold position and control fight spacing. — Perfect for tanks and bruisers who need to stand up to high-crit auto-attackers and survive extended teamfights.
Randuin's Omen — This item is built to counter crit-heavy builds. It provides a large health pool and armor while reducing damage from critical strikes, making you much tougher in head-on engagements. When you are critically struck, you gain stacks that boost your movement and slow resistance, helping you hold position and control fight spacing. — Perfect for tanks and bruisers who need to stand up to high-crit auto-attackers and survive extended teamfights.
Titanic Hydra
Attacks deal bonus damage in a area
+450 Max Health
Colossus: Gain AD
equal to 15 + 2.5% bonus
.
Cleave: Every 1.75 second(s), your next attack deals bonus physical damage equal to 25 + 3% bonus
(also applies to turrets), creating a shockwave that deals physical damage equal to 80 + 10% bonus
to enemies behind the target. Ranged champions deal 75% of the damage.
3000
Titanic Hydra TIPS: This item is perfect for champions who are involved in frequent skirmishes and rely on physical damage and survivability. It provides bonuses to maximum health and attack damage, increasing your damage based on your health. The "Cleave" effect allows you to deal bonus physical damage with each attack, creating a shockwave that deals damage to enemies behind the target, making it effective for both dueling and turret damage. This item is especially useful for champions who engage in frequent skirmishes and can take advantage of the bonus damage to hit multiple targets.
Chempunk Chainsword
Reduces enemy healing
+250 Max Health
+45 Attack Damage
+15 Ability Haste
Punishment: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2800
Chempunk Chainsword TIPS: This item is perfect for champions who face enemies with high sustain, such as Dr. Mundo, Soraka, and Yuumi, who have significant healing abilities. The "Punishment" effect applies Grievous Wounds, reducing the effectiveness of healing and regeneration by 50%, making this item effective against champions who rely on healing. It’s also useful against champions who rely on lifesteal, such as Aatrox, Darius, and Fiora, as it helps reduce the effectiveness of their healing.
Chempunk Chainsword — This item is perfect for champions who face enemies with high sustain, such as Dr. Mundo, Soraka, and Yuumi, who have significant healing abilities. The "Punishment" effect applies Grievous Wounds, reducing the effectiveness of healing and regeneration by 50%, making this item effective against champions who rely on healing. It’s also useful against champions who rely on lifesteal, such as Aatrox, Darius, and Fiora, as it helps reduce the effectiveness of their healing.
Titanic Hydra
Attacks deal bonus damage in a area
+450 Max Health
Colossus: Gain AD
equal to 15 + 2.5% bonus
.
Cleave: Every 1.75 second(s), your next attack deals bonus physical damage equal to 25 + 3% bonus
(also applies to turrets), creating a shockwave that deals physical damage equal to 80 + 10% bonus
to enemies behind the target. Ranged champions deal 75% of the damage.
3000
Titanic Hydra TIPS: This item is perfect for champions who are involved in frequent skirmishes and rely on physical damage and survivability. It provides bonuses to maximum health and attack damage, increasing your damage based on your health. The "Cleave" effect allows you to deal bonus physical damage with each attack, creating a shockwave that deals damage to enemies behind the target, making it effective for both dueling and turret damage. This item is especially useful for champions who engage in frequent skirmishes and can take advantage of the bonus damage to hit multiple targets.
Force of Nature
Stacking Magic Resist and Move Speed
+350 Max Health
+60 Magic Resistance
Storm:
+5% Move Speed.
Absorb: Taking ability damage from enemy champions grants 1 stack(s) of Steadfast for 7 seconds, max 4 stacks. Receiving damage from an enemy Champion will refresh the duration of the stacks. At maximum stacks, gain 10% Movement Speed and reduce all incoming magic damage by 25%.
2750
Force of Nature TIPS: This item provides a substantial boost to health and magic resistance, and its “Absorb” passive stacks up when you take ability damage from enemy champions, reducing all incoming magic damage and granting bonus movement speed at max stacks. It’s perfect for tanks who need to withstand teams heavy in magic damage and maintain mobility to be in the right position during fights. Pick this up when the enemy team builds magic damage (e.g., Syndra, Brand) and you need extra movement speed to initiate effectively or escape dangerous situations.
Force of Nature — This item provides a substantial boost to health and magic resistance, and its “Absorb” passive stacks up when you take ability damage from enemy champions, reducing all incoming magic damage and granting bonus movement speed at max stacks. It’s perfect for tanks who need to withstand teams heavy in magic damage and maintain mobility to be in the right position during fights. Pick this up when the enemy team builds magic damage (e.g., Syndra, Brand) and you need extra movement speed to initiate effectively or escape dangerous situations.
Divine Sunderer
Anti-Health attacks
+425 Max Health
+25 Attack Damage
+25 Ability Haste
Spellblade: After using an ability, your next basic attack within 10 seconds deals (10% melee / 7% ranged) of target’s maximum health as bonus physical damage on-hit, with a minimum damage equal to 125% base AD and a maximum damage against monsters equal to 225% base AD.
If the target is a champion, heal for (6% melee / 2.5% ranged) of the target's maximum health and a minimum heal equal to (90% melee / 50% ranged) base AD (1.5 second cooldown, begins after using the empowered attack).
Limitations: Limited to 1 sheen item.
3400
Divine Sunderer TIPS: This item is perfect for champions who actively use their abilities and auto-attacks to deal damage, such as fighters. It provides bonuses to maximum health, attack damage, and ability haste, helping to improve survivability and increase damage. The "Spellblade" effect allows you to deal bonus physical damage based on the target’s maximum health after using an ability, and also heal when attacking enemy champions. This item helps you deal damage and sustain in fights, making it especially useful for extended engagements.
Trinity Force
Well-Rounded
+250 Max Health
+30 Attack Damage
+30% Attack Speed
+25 Ability Haste
Fervor:
+5% Move Speed.
Spellblade: Using an ability causes the next attack used within 10 seconds to deal bonus physical damage equal to 200% base AD
(1.5s Cooldown). Damage is reduced vs structures.
Valor: Attacks grant 20 Move Speed and kills grant 60 Move Speed for 2 seconds. Bonuses do not stack. Ranged champions gain halved values.
3333
Trinity Force TIPS: This item is perfect for champions who frequently use both abilities and auto-attacks in combat. It provides bonuses to health, attack damage, attack speed, and ability haste, making it a versatile choice for fighters who are in the thick of the action. The "Spellblade" effect allows you to deal bonus physical damage after using an ability, enhancing your auto-attacks. The "Valor" effect grants bonus movement speed after attacks, making you more mobile in fights. This item is especially useful for champions who frequently use their abilities but also rely on auto-attacks to deal damage.
Trinity Force — This item is perfect for champions who frequently use both abilities and auto-attacks in combat. It provides bonuses to health, attack damage, attack speed, and ability haste, making it a versatile choice for fighters who are in the thick of the action. The "Spellblade" effect allows you to deal bonus physical damage after using an ability, enhancing your auto-attacks. The "Valor" effect grants bonus movement speed after attacks, making you more mobile in fights. This item is especially useful for champions who frequently use their abilities but also rely on auto-attacks to deal damage.
Flash (Teleport a short distance) and
Ignite (Ignites target enemy champion, dealing true damageand applying Grievous Wounds for the duration. Grievous Wound reduces the effectiveness of Healing) as your Summoner Spells.
Flash
Teleport a short distance forward or towards the aimed direction.
Cooldown: 150s
Ignite
Ignites target enemy champion, dealing 72 true damage (72–380
) over 5 and applying 60% Grievous Wounds for the duration.
Grievous Wound reduces the effectiveness of Healing and Regeneration effects.
Cooldown: 100s
Grasp of Undying (When in combat, your next attack on a champion will occasionally deal bonus magic damage, heal you, and permanently increase your health.) as your keystone, followed by
Unshakeable (Gain Armor and Magic Resist. When fully stacked, gain Slow Resist.),
Second Wind (Heals you after taking damage.) and
Overgrowth (Gains bonus scalable max Health.) in the primary tree, as well as
Demolish (Automatically charges up when you are near turrets. Once fully charged, your next attack deals massive amounts of damage to turrets.) in the secondary tree. Below you can see possible options for replacing runes.
Grasp of Undying
Tank, Heal
Every 3s in combat, your next attack on a champion will be enhanced.
Bonus magic damage: 2%![]()
Heal: 2.5%![]()
Permanently health increase: 10
On Ranged champions, the effects are reduced by 60%.
Unshakeable
Bonus AR/MR, Slow Resist
Gain 5% Armor and Magic Resistance. For every 1 enemy champion(s) nearby, gain an additional 4% Armor and Magic Resistance. If the max number of enemy champions are nearby (max: 3), you also gain 20% Slow Resist.
Second Wind
Heal after taking damage
Gain 5 Health
every 5 seconds.
After taking damage from an enemy champion, regenerate 6 + (2% of your missing health)
over the next 5 seconds. This effect is doubled for melee champions.
Overgrowth
Bonus HP
When 2 minions or 1 monsters are killed nearby, permanently gains 3 max Health. Max Health can be increased indefinitely. Gains a bonus 3% max Health upon reaching 30 stacks.
Demolish
Destroy Turrets
When within 5.5 range of the enemy turret, gain a charge every 0.5 seconds, up to 6 times. When fully charged, your next basic attack against the turret deals an additional (200 + 30% max
) Physical Damage.
Cooldown: 30s
Unshakeable
Bonus AR/MR, Slow Resist
Gain 5% Armor and Magic Resistance. For every 1 enemy champion(s) nearby, gain an additional 4% Armor and Magic Resistance. If the max number of enemy champions are nearby (max: 3), you also gain 20% Slow Resist.
Nullifying Orb
Shield when low health
If you would take damage from a champion that causes you to fall below 35% of your maximum health, grants a shield that absorbs up to 60-190 (
) damage for 4s.
Cooldown: 60s
Nullifying Orb — The rune activates when you would take damage from a champion that causes you to fall below 35% of your maximum health, granting a shield that absorbs damage for a few seconds. This makes the rune perfect for champions who often find themselves in dangerous situations and could be attacked in critical moments. It is ideal for tanks or fighters who need to survive in tough fights, providing protection from sudden damage when at low health.
Overgrowth
Bonus HP
When 2 minions or 1 monsters are killed nearby, permanently gains 3 max Health. Max Health can be increased indefinitely. Gains a bonus 3% max Health upon reaching 30 stacks.
Perseverance
Armor and Magic Resistance, Tenacity
Gain 10% Tenacity. When immobilized, gain 16-30 Armor and Magic Resistance (
) for 1.5 seconds. Refresh duration time when immobilized multiple times.
Perseverance — The rune increases your tenacity by 10%. When immobilized, it grants you bonus armor and magic resistance for a short period. The effect refreshes if you are immobilized multiple times, making the rune especially useful for champions who often find themselves under crowd control. It is ideal for tanks and fighters, enhancing their survivability in fights when they are subjected to multiple crowd control effects.
(Q) DECISIVE STRIKE
9/8.5/8/7.5s
Breaks free from all slows, Briefly becoming immune to them for 0.5 seconds and gaining 35% of Movement Speed for 3 seconds.
The next attack within 2/2.5/3/3.5 seconds is empowered to deal 66 physical damage (40/80/120/160 + 40%
) and silence the target for 1.5 seconds.
(W) COURAGE
18/16/14/12s
Passive: Gains 10% bonus
Magic Resist and
Armor.
Active: Reduces incoming damage by 30% for 4 seconds. On cast, Garen gains 60% Tenacity for 1 second(s) and a shield that absorbs 65 damage (65/95/125/155 + 20% bonus
) for 2.5 seconds. The shield starts decaying after 1 second(s).
(E) JUDGMENT
9s
First cast: Rapidly spins his sword for 3 second(s), dealing 38 physical damage (15/19/23/27 + 35/40/45/50%
) 8 time(s) over the duration. Every 4 levels, the number of spins increases by 1, up to 11 strikes. Judgment can be recast by tapping the ability button 1 second(s) after the first cast.
Armor Shred: When a champion is hit by 6 strike(s), their Armor is shredded by 25% for 4.5 second(s). Every hit refreshes the effect duration. The target nearest to Garen takes 20% increased damage.
Re-cast: Ends Judgment early and reduces its cooldown by the duration remaining.
(R) DEMACIAN JUSTICE
70/65/60s
Calls forth the might of Demacia to execute an enemy champion, dealing true damage equal to 150/250/350 plus 15% (15/20/25% + 0.12% bonus
) of the target's missing health. Nearby enemies take true damage equal to 75/125/175 plus 7.5% (7.5/10/12.5% + 0.06% bonus
) of their missing health.
Deals a max 600 damage to epic monsters.
We have prepared lists of champions that can really annoy you during a match with the game on the Solo Baron GAREN. We have also prepared a list of champions with whom you will be comfortable being on the same team. These lists are relative and depend greatly on your level of play, the skills of your allies and opponents. Do not forget that each situation is individual!
We have prepared a list of items and spells that will help counter Solo Baron GAREN in a given situation. Buy items wisely, only if it is really necessary for a specific situation!
Plated Steelcaps
Reduces Physical Damage
+150 Max Health
+100% Health Regen
+35 Armor
+45 Move Speed.
Block: Reduces physical damage taken from champions by 3-10% (
).
1350
Plated Steelcaps TIPS: These boots provide solid protection against physical damage, boosting your durability and movement speed. The “Block” passive further reduces incoming basic attacks and physical damage from enemy champions. — The perfect pick for tanks, bruisers, and supports who need to soak up auto‑attacks while staying mobile in fights.
Guardian Angel
Revives at death
+40 Attack Damage
+40 Armor
Resurrect: Upon taking lethal damage, restores 50% Health and 30% Mana after 4 seconds of stasis. (210s Cooldown)
3400
Guardian Angel TIPS: This item is perfect for champions who need a second chance in teamfights. It is especially effective against champions with high burst damage, such as Zed, Syndra, or Zoe, as well as against strong diving champions like Camille, Kha'Zix, or Lee Sin. The Resurrection effect allows you to return to the fight after taking lethal damage, restoring health and mana, giving you a chance to continue fighting and assist your team even in critical moments.
Randuin's Omen
Counters Critical Strike Damage
+400 Max Health
+75 Armor
Resilience: Critically Struck deal 20% less damage to you.
Countercurrent: Gain 1 stacks of Countercurrent when Critically Struck by physical damage. Each stuck grants 5% Movement Speed and 5% slow resist. Max 4 stacks.
2800
Randuin's Omen TIPS: This item is built to counter crit-heavy builds. It provides a large health pool and armor while reducing damage from critical strikes, making you much tougher in head-on engagements. When you are critically struck, you gain stacks that boost your movement and slow resistance, helping you hold position and control fight spacing. — Perfect for tanks and bruisers who need to stand up to high-crit auto-attackers and survive extended teamfights.
Thornmail
Reflects damage and reduces enemy healing
+200 Max Health
+75 Armor
Thorns: When struck by an enemy champion's attack, deal 20 + 6% bonus Armor
+ 2% bonus Health
magic damage to the attacker and inflict 50% Grievous Wounds for 3 second(s).
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2700
Thornmail TIPS: This item provides a large boost to health and armor, and its “Thorns” passive reflects magic damage when hit by basic attacks, applying Grievous Wounds to reduce enemy healing. It’s ideal against multiple auto-attack or strong heal champions, and helps you soak damage for your team. Pick this up when the enemy team has many auto-attack reliant champions (e.g., Yasuo, Tryndamere, Jinx) or heavy healing (e.g., Soraka, Vladimir, Samira), and you need to absorb incoming damage.
Iceborn Gauntlet
Attacks create a slowing field
+250 Max Health
+50 Armor
+250 Max Mana
+30 Ability Haste
Spellblade: Using an ability causes your next attack within 10 seconds to deal bonus physical damage equal to (100% base AD
+ 25% Bonus Armor
) in an area. It also creates an icy field for 2 seconds that slows enemies inside by 30%. Armor increases the size of the icy field. (1.5s Cooldown)
Damage is reduced vs structures.
3100
Iceborn Gauntlet TIPS: This item greatly boosts your health, armor, mana, and ability haste, making you much tankier. After casting an ability, your next attack in an area deals bonus physical damage and creates an icy field that slows enemies inside by 30%. The field’s size scales with your armor. This makes the item a great choice for champions who want to combine high survivability with crowd control and extra AOE damage.
Dead Man's Plate
Increases Movement Speed
+350 Max Health
+70 Armor
Relentless:
+5% Move Speed.
Momentum: Moving builds Momentum, granting up to 40 Move Speed at 100 stacks. Attacking removes all Momentum. Stacks decay when movement is impaired.
Crushing Blow: Attacks deal up to 100 bonus magic damage based on Momentum removed. Melee attacks with max Momentum slows by 75% for 1 second.
2800
Dead Man's Plate TIPS: This item provides a substantial boost to health and armor, and its “Momentum” passive builds movement speed as you move—up to a cap—until you land an attack, which then triggers “Crushing Blow”, dealing bonus magic damage based on the momentum removed and slowing enemies at full stacks. This makes it an excellent choice for tanks and bruisers who need extra mobility to engage quickly and sustain through fights. Tips: ideal for champions who need to close distance and absorb damage; pairs extremely well with Spellblade items (e.g., Divine Sunderer) for additional burst damage on engage.
Divine Sunderer
Anti-Health attacks
+425 Max Health
+25 Attack Damage
+25 Ability Haste
Spellblade: After using an ability, your next basic attack within 10 seconds deals (10% melee / 7% ranged) of target’s maximum health as bonus physical damage on-hit, with a minimum damage equal to 125% base AD and a maximum damage against monsters equal to 225% base AD.
If the target is a champion, heal for (6% melee / 2.5% ranged) of the target's maximum health and a minimum heal equal to (90% melee / 50% ranged) base AD (1.5 second cooldown, begins after using the empowered attack).
Limitations: Limited to 1 sheen item.
3400
Divine Sunderer TIPS: This item is perfect for champions who actively use their abilities and auto-attacks to deal damage, such as fighters. It provides bonuses to maximum health, attack damage, and ability haste, helping to improve survivability and increase damage. The "Spellblade" effect allows you to deal bonus physical damage based on the target’s maximum health after using an ability, and also heal when attacking enemy champions. This item helps you deal damage and sustain in fights, making it especially useful for extended engagements.
Yorlde Liandry's Torment
Abilities deal bonus damage
+250 Max Health
+75 Ability Power
+7% Magic Penetration
Torment: Damaging abilities or empowered attacks deal 0.3-2.75% (
) of the target's max Health as bonus magic damage over 3 seconds.
Infernal Agony: Every 4 seconds, Torment detonates, dealing true damage equal to 20 plus 4%
to the target.
3000
Yorlde Liandry's Torment TIPS: This item enhances your abilities with a damage-over-time effect that scales off the target’s health, allowing you to wear down tanky opponents over an extended skirmish. Periodically, the torment detonates for a burst of true damage to finish off weakened foes. — Perfect for mages who want to drag out engagements, shred through frontline tanks, and execute them with true damage.
Blade of the Ruined King
Attacks deal bonus damage
+25 Attack Damage
+35% Attack Speed
Thirst:
+10% Physical Vamp.
Ruined Strikes: Attacks deal bonus physical damage equal to 7%
of the enemy's current Health
on-hit. (Melee attacks deal 10%). Minion damage: 15. Max damage vs monsters: 60.
Drain: Hitting a champion with 3 attacks or abilities deals 30-100 bonus magic damage and steals 25% of their Move Speed
for 2 seconds. (60s Cooldown)
3000
Blade of the Ruined King TIPS: This item is a great source of sustain with its lifesteal, but it is mostly picked for its ability to cut through tanks or champions who heavily stack health, like Dr. Mundo. "Ruined Strikes" deals bonus physical damage based on the enemy's current health, which helps break through high health pools. The "Drain" effect reduces the enemy's movement speed, deals bonus magic damage, and steals part of their speed, making it useful for maneuvering in fights and reducing the mobility of enemies.
Exhaust
Exhausts target enemy champion, reducing their Movement Speed by 35% and their damage dealt by 40% for 2.5 seconds.
Cooldown: 100s
Yordle Serylda’s Grudge
Armor Penetration (%) and apply slows
+40 Attack Damage
+15 Ability Haste
Last Whisper: Gain
+33% Armor Penetration.
Icy: Damaging active abilities and empowered attacks slow enemies by 30% for 1 second.
Frostbite: Apply Frostbite to enemies slowed by Icy for 6s. At 3 Frostbite stacks, all stacks are consumed to apply bleed, dealing (10 + 2-30 (
) + 40% bonus
) physical damage over 2s. Also applies 50% Grievous Wounds for 3s. (5s cooldown per target)
3300
Yordle Serylda’s Grudge TIPS: This item blends heavy armor penetration with crowd control: your active abilities and empowered hits slow targets, and repeated slows trigger a bleed that also applies grievous wounds. Perfect for champions who need to kite, execute priority targets, and curb their healing.
Rylai's Crystal Scepter
Abilities apply slows
+300 Max Health
+65 Ability Power
+7% Magic Penetration
Icy: Damaging active abilities and empowered attacks slow enemies by 30% for 1 second.
2700
Rylai's Crystal Scepter TIPS: This item is perfect for mages who deal damage with area-of-effect abilities and want to slow down enemies. It provides bonuses to health, ability power, and magic penetration, enhancing your abilities and increasing survivability. The "Icy" effect slows enemies by 30% for 1 second when dealing damage with active abilities or empowered attacks. This makes the item an excellent choice for champions with area-of-effect damage who can control the battlefield and slow enemies, such as Lissandra or Amumu.
Iceborn Gauntlet
Attacks create a slowing field
+250 Max Health
+50 Armor
+250 Max Mana
+30 Ability Haste
Spellblade: Using an ability causes your next attack within 10 seconds to deal bonus physical damage equal to (100% base AD
+ 25% Bonus Armor
) in an area. It also creates an icy field for 2 seconds that slows enemies inside by 30%. Armor increases the size of the icy field. (1.5s Cooldown)
Damage is reduced vs structures.
3100
Iceborn Gauntlet TIPS: This item greatly boosts your health, armor, mana, and ability haste, making you much tankier. After casting an ability, your next attack in an area deals bonus physical damage and creates an icy field that slows enemies inside by 30%. The field’s size scales with your armor. This makes the item a great choice for champions who want to combine high survivability with crowd control and extra AOE damage.
Sterak's Gage
Taking damage triggers a shield
+400 Max Health
Heavy Handed: +50% base Attack Damage as bonus Attack Damage.
Lifeline: Damage that puts you under 35%
Health grants a shield that equal to 75% of your bonus health
that decays over 3 seconds (90s Cooldown).
Sterak's Fury: Triggering Lifeline increases size, empowers you, removes all crowd control effects on you (except Airborne), and grants 30% Tenacity for 4 seconds.
3200
Sterak's Gage TIPS: This item is perfect for champions who need survivability in team fights, especially for tanks and fighters who take frontline positions. It provides bonuses to maximum health, attack damage, and helps increase your survivability. The "Lifeline" effect activates when your health drops below 35%, granting a shield that absorbs damage, helping you survive heavy hits. "Sterak's Fury" empowers you, increases your size, removes crowd control effects (except airborne), and grants 30% tenacity for 4 seconds, allowing you to survive and continue fighting through heavy crowd control and burst damage from enemies. This item is especially useful against champions with burst damage, such as Zed and Talon, and against champions with heavy CC, like Lissandra and Nautilus.
Maw of Malmortius
Converts damage from attacks into a magic shield
+55 Attack Damage
+45 Magic Resistance
+10 Ability Haste
Demonbane: 20% of the damage that your attack deals, or 15% of the physical damage that your abilities deal is converted into a magic shield that absorbs up to 60-400 magic damage
. The shield decays by 5% per second.
3000
Maw of Malmortius TIPS: This item is a great choice against burst mages like Vex, Syndra, and Annie, who can quickly take you down. It provides bonuses to attack damage, magic resistance, and ability haste, helping you resist magic damage. The "Demonbane" effect converts a portion of the physical damage you deal into a magic shield that absorbs magic damage, making it especially effective against both burst and sustained damage mages like Vladimir and Swain who rely on consistent damage over time.
Immortal Shieldbow
Gain a Shield and Physical Vamp when health is low
+40 Attack Damage
+25% Critical Rate
+15% Attack Speed
+5% Physical Vamp
Lifeline: Damage that puts you under 35%
Health preemptively grants a shield that absorbs 250-550 damage (
) for 5 seconds. (90s Cooldown).
Buttle Furor: Triggering Lifeline grants
+8% Physical Vamp for 8 seconds.
3000
Immortal Shieldbow TIPS: This item is perfect for champions who need a lot of sustain in fights. It provides bonuses to attack damage, critical strike chance, attack speed, and physical vamp, helping you sustain and deal damage. The "Lifeline" effect activates when your health drops below 35%, granting a shield that absorbs damage for 5 seconds, giving you a chance to survive dangerous moments in a fight. "Buttle Furor" adds physical vamp when the shield is triggered, enhancing your sustain. This item is especially useful for champions who rely on high AD, such as Draven and Jhin, and when facing champions who deal a lot of physical damage, such as Master Yi, and Tryndamere.
Locket Enchant
Area of effect magic shield
Locket (Active): Grants a shield to yourself and nearby allied champions that each absorbs 60-330 damage for 2.5 seconds. (60s cooldown)
This effect is reduced by 50% if the target has been affected by another Locket in the last 20 seconds.
500
Locket Enchant TIPS: This enchant grants a magic shield to you and nearby allies, absorbing damage for a brief duration. The shield is ideal in large teamfights, providing extra protection and opportunities for counterplay. Perfect for tanks who frequently stand in the thick of battle and want to safeguard their team during critical moments.
Stoneplate Enchant
Shield
Stoneplate (Active): Gain a base shield that absorbs damage equal to 20% of max Health. Every 1 bonus Armor
or Magic Resistance
you have increases the shield by 0.1%, up to 35%. The shield decays over 4s. (60s Cooldown) For every enemy nearby, gain an additional shield that absorbs damage equal to 5% of max Health, capped at 3 enemies. Every 1 bonus Armor
or Magic Resistance
you have increases the shield by 0.1%, up to 12%. Damage dealt is reduced by 40% for 4s.
500
Stoneplate Enchant TIPS: This enchant grants a strong shield based on your max health, further boosted by your armor and magic resist. The shield grows stronger per nearby enemy and decays over time, reducing incoming damage. — Perfect for tank initiators who need reliable mitigation to withstand initial bursts and control teamfights.
PERSEVERANCE
DECISIVE STRIKE
COURAGE
JUDGMENT
DEMACIAN JUSTICE

9/8.5/8/7.5s
Breaks free from all slows, Briefly becoming immune to them for 0.5 seconds and gaining 35% of Movement Speed for 3 seconds.
The next attack within 2/2.5/3/3.5 seconds is empowered to deal 66 physical damage (40/80/120/160 + 40%
) and silence the target for 1.5 seconds.

18/16/14/12s
Passive: Gains 10% bonus
Magic Resist and
Armor.
Active: Reduces incoming damage by 30% for 4 seconds. On cast, Garen gains 60% Tenacity for 1 second(s) and a shield that absorbs 65 damage (65/95/125/155 + 20% bonus
) for 2.5 seconds. The shield starts decaying after 1 second(s).

9s
First cast: Rapidly spins his sword for 3 second(s), dealing 38 physical damage (15/19/23/27 + 35/40/45/50%
) 8 time(s) over the duration. Every 4 levels, the number of spins increases by 1, up to 11 strikes. Judgment can be recast by tapping the ability button 1 second(s) after the first cast.
Armor Shred: When a champion is hit by 6 strike(s), their Armor is shredded by 25% for 4.5 second(s). Every hit refreshes the effect duration. The target nearest to Garen takes 20% increased damage.
Re-cast: Ends Judgment early and reduces its cooldown by the duration remaining.

70/65/60s
Calls forth the might of Demacia to execute an enemy champion, dealing true damage equal to 150/250/350 plus 15% (15/20/25% + 0.12% bonus
) of the target's missing health. Nearby enemies take true damage equal to 75/125/175 plus 7.5% (7.5/10/12.5% + 0.06% bonus
) of their missing health.
Deals a max 600 damage to epic monsters.
Use this combo to assassinate a priority target and disengage safely.
Use (Q) DECISIVE STRIKE to boost your
Movement Speed while approaching the enemy, ideally from a brush. Follow up with AA and (E) JUDGMENT once in range. Use (R) DEMACIAN JUSTICE to execute the target when they are low enough. FLASH away during (R) to shorten cast time and disengage.