Welcome to the tienkiem.com.vn Garen build guide.
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We”ve used our extensive database of League of Legends stats along with proprietary algorithms to calculate the most optimal 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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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.
8 Attack Damage
80 Health
Warmonger: Gain 2.5% Omnivamp .
Omnivamp is only 33% effective when dealing area of effect damage or damage through pets.
Active – Consume: Drink the potion to restore 150 Health over 15 seconds.
You may carry up to 5 Health Potions.
Active – Trinket: Place a Stealth Ward on the ground that lasts between 90 – 120 seconds, is Invisible to enemies but grants your team vision of the surrounding area. Stores up to 2 Stealth Wards, generating a new Ward every 240 – 120 seconds.
80 Health
Focus: Attacks deal an additional 5 physical damage to minions.Recovery: Restores 6 Health every 5 seconds.Endure: Restores up to 40 Health over 8 seconds after taking damage from a champion, large jungle monster, or epic jungle monster. Restoration increases when you are low Health.
80 Health
Focus: Attacks deal an additional 5 physical damage to minions.Recovery: Restores 6 Health every 5 seconds.Endure: Restores up to 40 Health over 8 seconds after taking damage from a champion, large jungle monster, or epic jungle monster. Restoration increases when you are low Health.
Focus: Attacks deal an additional 5 physical damage to minions.Recovery: Restores 6 Health every 5 seconds.Endure: Restores up to 40 Health over 8 seconds after taking damage from a champion, large jungle monster, or epic jungle monster. Restoration increases when you are low Health.
Endure 66% effective when owned by Ranged champions or when taking damage from area of effect or periodic damage sources.
Active – Consume: Drink the potion to restore 150 Health over 15 seconds.
You may carry up to 5 Health Potions.
Active – Trinket: Place a Stealth Ward on the ground that lasts between 90 – 120 seconds, is Invisible to enemies but grants your team vision of the surrounding area. Stores up to 2 Stealth Wards, generating a new Ward every 240 – 120 seconds.
45 Attack Damage
20% Attack Speed
300 Health
20 Ability Haste
Active – Halting Slash: Lunge a short distance and deal (75% Attack Damage) physical damage to nearby enemies, Slowing them by 40%, decaying over 2 seconds (20s cooldown, reduced by Ability Haste).
Heroic Gait: Dealing physical damage grants 30 Move Speed for 2 seconds.
Mythic Passive: Grants all other Legendary items 3% Move Speed.
Halting Slash”s dash cannot pass through terrain.
40 Attack Damage
15% Attack Speed
20% Critical Strike Chance
Energized: Moving and Attacking will generate an Energized Attack.Paralyze: Your Energized Attack gains 120 bonus magic damage . In addition, Energized Attacks slow enemies by 75% for 0.5 seconds.
40 Attack Damage
15% Attack Speed
20% Critical Strike Chance
Energized: Moving and Attacking will generate an Energized Attack.Paralyze: Your Energized Attack gains 120 bonus magic damage . In addition, Energized Attacks slow enemies by 75% for 0.5 seconds.
400 Health
40 Armor
5% Move Speed
Shipwrecker: While moving, build up to 60 bonus Move Speed . Your next Attack discharges built up Move Speed to deal up to 100 magic damage . If dealt by a Melee champion at top speed, the Attack also Slows the target by 50% for 1 second.
400 Health
40 Armor
5% Move Speed
Shipwrecker: While moving, build up to 60 bonus Move Speed . Your next Attack discharges built up Move Speed to deal up to 100 magic damage . If dealt by a Melee champion at top speed, the Attack also Slows the target by 50% for 1 second.
“”There”s only one way you”ll get this armor from me…”” – forgotten namesake
50 Attack Damage
400 Health
Bloodlust: Dealing damage to or taking damage from a champion grants a stack, restoring (2% max Health | 1.2% max Health for Ranged champions) over 6 seconds. Lifeline: Upon taking damage that would reduce your Health below 30%, gain a 100 Shield (increased by (8% max Health | 4.8% max Health for Ranged champions) per stack of Bloodlust ) for 4 seconds (60s cooldown).
50 Attack Damage
400 Health
Bloodlust: Dealing damage to or taking damage from a champion grants a stack, restoring (2% max Health | 1.2% max Health for Ranged champions) over 6 seconds. Lifeline: Upon taking damage that would reduce your Health below 30%, gain a 100 Shield (increased by (8% max Health | 4.8% max Health for Ranged champions) per stack of Bloodlust ) for 4 seconds (60s cooldown).
Bloodlust stacks up to 5 times; 1 per champion. Healing and bonus shielding reduced to 60% for Ranged users.
350 Health
60 Armor
Thorns: When struck by an Attack, deal (10 + 10% bonus Armor) magic damage to the attacker and apply 40% Grievous Wounds for 3 seconds if they are a champion. Immobilizing enemy champions also applies 60% Grievous Wounds for 3 seconds.
350 Health
60 Armor
Thorns: When struck by an Attack, deal (10 + 10% bonus Armor) magic damage to the attacker and apply 40% Grievous Wounds for 3 seconds if they are a champion. Immobilizing enemy champions also applies 60% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
Active – Trinket: Place a Stealth Ward on the ground that lasts between 90 – 120 seconds, is Invisible to enemies but grants your team vision of the surrounding area. Stores up to 2 Stealth Wards, generating a new Ward every 240 – 120 seconds.
If Garen has not recently been struck by damage or enemy abilities, he regenerates a percentage of his total health each second.
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.
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.
Basic attacks or spells that deal damage to an enemy champion grant 2 stacks of Conqueror for 6s, gaining 2-5 Adaptive Force per stack. Stacks up to 12 times. Ranged champions gain only 1 stack per basic attack.
Active – Trinket: Place a Stealth Ward on the ground that lasts between 90 – 120 seconds, is Invisible to enemies but grants your team vision of the surrounding area. Stores up to 2 Stealth Wards, generating a new Ward every 240 – 120 seconds.
If Garen has not recently been struck by damage or enemy abilities, he regenerates a percentage of his total health each second.
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.
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.
Basic attacks or spells that deal damage to an enemy champion grant 2 stacks of Conqueror for 6s, gaining 2-5 Adaptive Force per stack. Stacks up to 12 times. Ranged champions gain only 1 stack per basic attack.
If Garen has not recently been struck by damage or enemy abilities, he regenerates a percentage of his total health each second.
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.
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.
Basic attacks or spells that deal damage to an enemy champion grant 2 stacks of Conqueror for 6s, gaining 2-5 Adaptive Force per stack. Stacks up to 12 times. Ranged champions gain only 1 stack per basic attack.
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.
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.
Basic attacks or spells that deal damage to an enemy champion grant 2 stacks of Conqueror for 6s, gaining 2-5 Adaptive Force per stack. Stacks up to 12 times. Ranged champions gain only 1 stack per basic attack.
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.
Basic attacks or spells that deal damage to an enemy champion grant 2 stacks of Conqueror for 6s, gaining 2-5 Adaptive Force per stack. Stacks up to 12 times. Ranged champions gain only 1 stack per basic attack.
Basic attacks or spells that deal damage to an enemy champion grant 2 stacks of Conqueror for 6s, gaining 2-5 Adaptive Force per stack. Stacks up to 12 times. Ranged champions gain only 1 stack per basic attack.
When fully stacked, heal for 9% of the damage you deal to champions (6% for ranged champions).
Takedowns restore 12% of your missing health and grant an additional 20 gold.
“The most dangerous game brings the greatest glory.”
âNoxian Reckoner
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.
Deal 5% – 11% increased damage to champions while you are below 60% health. Max damage gained at 30% health.
After taking damage from an enemy champion, the next 3 spells or attacks you receive from them deal 30-60 less damage.
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
Absorb life essence from monsters or enemy minions that die near you, permanently gaining 3 maximum health for every 8.
When you”ve absorbed 120 monsters or enemy minions, gain an additional 3.5% maximum health.
8 Attack Damage
80 Health
Warmonger: Gain 2.5% Omnivamp .
Omnivamp is only 33% effective when dealing area of effect damage or damage through pets.
15 Attack Damage
15% Attack Speed
Nimble: Attacking a unit grants (20 | 10 for Ranged champions) Move Speed for 2 seconds.
30 Attack Damage
Active – Crescent: Deal (75% Attack Damage) physical damage to nearby enemies. (15s cooldown, reduced by Ability Haste).
45 Attack Damage
20% Attack Speed
300 Health
20 Ability Haste
Active – Halting Slash: Lunge a short distance and deal (75% Attack Damage) physical damage to nearby enemies, Slowing them by 40%, decaying over 2 seconds (20s cooldown, reduced by Ability Haste).
Heroic Gait: Dealing physical damage grants 30 Move Speed for 2 seconds.
Mythic Passive: Grants all other Legendary items 3% Move Speed.
Halting Slash”s dash cannot pass through terrain.
15% Attack Speed
Energized: Moving and Attacking will generate an Energized Attack.Jolt: Energized Attacks gain an additional 80 magic damage .
Energized: Moving and Attacking will generate an Energized Attack.Jolt: Energized Attacks gain an additional 80 magic damage .
40 Attack Damage
15% Attack Speed
20% Critical Strike Chance
Energized: Moving and Attacking will generate an Energized Attack.Paralyze: Your Energized Attack gains 120 bonus magic damage . In addition, Energized Attacks slow enemies by 75% for 0.5 seconds.
8 Attack Damage
80 Health
Warmonger: Gain 2.5% Omnivamp .
Omnivamp is only 33% effective when dealing area of effect damage or damage through pets.
400 Health
40 Armor
5% Move Speed
Shipwrecker: While moving, build up to 60 bonus Move Speed . Your next Attack discharges built up Move Speed to deal up to 100 magic damage . If dealt by a Melee champion at top speed, the Attack also Slows the target by 50% for 1 second.
400 Health
40 Armor
5% Move Speed
Shipwrecker: While moving, build up to 60 bonus Move Speed . Your next Attack discharges built up Move Speed to deal up to 100 magic damage . If dealt by a Melee champion at top speed, the Attack also Slows the target by 50% for 1 second.
“”There”s only one way you”ll get this armor from me…”” – forgotten namesake
15 Attack Damage
200 Health
Sturdy: After you deal physical damage to a champion, restore 2% max Health over 6 seconds.
Restoration reduced to 50% for Ranged users.
50 Attack Damage
400 Health
Bloodlust: Dealing damage to or taking damage from a champion grants a stack, restoring (2% max Health | 1.2% max Health for Ranged champions) over 6 seconds. Lifeline: Upon taking damage that would reduce your Health below 30%, gain a 100 Shield (increased by (8% max Health | 4.8% max Health for Ranged champions) per stack of Bloodlust ) for 4 seconds (60s cooldown).
400 Health
Bloodlust: Dealing damage to or taking damage from a champion grants a stack, restoring (2% max Health | 1.2% max Health for Ranged champions) over 6 seconds. Lifeline: Upon taking damage that would reduce your Health below 30%, gain a 100 Shield (increased by (8% max Health | 4.8% max Health for Ranged champions) per stack of Bloodlust ) for 4 seconds (60s cooldown).
Bloodlust stacks up to 5 times; 1 per champion. Healing and bonus shielding reduced to 60% for Ranged users.
35 Armor
Thorns: When struck by an Attack, deal (3 + 10% bonus Armor) magic damage to the attacker and apply 40% Grievous Wounds for 3 seconds if they are a champion.
Thorns: When struck by an Attack, deal (3 + 10% bonus Armor) magic damage to the attacker and apply 40% Grievous Wounds for 3 seconds if they are a champion.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
350 Health
60 Armor
Thorns: When struck by an Attack, deal (10 + 10% bonus Armor) magic damage to the attacker and apply 40% Grievous Wounds for 3 seconds if they are a champion. Immobilizing enemy champions also applies 60% Grievous Wounds for 3 seconds.
60 Armor
Thorns: When struck by an Attack, deal (10 + 10% bonus Armor) magic damage to the attacker and apply 40% Grievous Wounds for 3 seconds if they are a champion. Immobilizing enemy champions also applies 60% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
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.
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For 10 seconds, your champion can move through units and gains 24 – 48% Movement Speed (depending on champion level). Ghost extends its duration on takedown.
Restores 90-345 Health (depending on champion level) and grants 30% Movement Speed for 1 second to you and target allied champion. This healing is halved for units recently affected by Summoner Heal.
Active – Trinket: Place a Stealth Ward on the ground that lasts between 90 – 120 seconds, is Invisible to enemies but grants your team vision of the surrounding area. Stores up to 2 Stealth Wards, generating a new Ward every 240 – 120 seconds.
Active – Trinket: Scans around you, warning against hidden enemy units, revealing invisible traps and revealing (and temporarily disabling) enemy Stealth Wards for 10 seconds (90 – 60s cooldown) .
Active – Trinket: Reveals an area and places a visible, fragile Ward up to 4000 units away. Allies cannot target this Ward with Summoner Spells or Abilities (198 – 99s cooldown) .
45 Attack Damage
20% Attack Speed
300 Health
20 Ability Haste
For 10 seconds, your champion can move through units and gains 24 – 48% Movement Speed (depending on champion level). Ghost extends its duration on takedown.
Restores 90-345 Health (depending on champion level) and grants 30% Movement Speed for 1 second to you and target allied champion. This healing is halved for units recently affected by Summoner Heal.
Active – Trinket: Place a Stealth Ward on the ground that lasts between 90 – 120 seconds, is Invisible to enemies but grants your team vision of the surrounding area. Stores up to 2 Stealth Wards, generating a new Ward every 240 – 120 seconds.
Active – Trinket: Scans around you, warning against hidden enemy units, revealing invisible traps and revealing (and temporarily disabling) enemy Stealth Wards for 10 seconds (90 – 60s cooldown) .
Active – Trinket: Reveals an area and places a visible, fragile Ward up to 4000 units away. Allies cannot target this Ward with Summoner Spells or Abilities (198 – 99s cooldown) .
45 Attack Damage
20% Attack Speed
300 Health
20 Ability Haste
Restores 90-345 Health (depending on champion level) and grants 30% Movement Speed for 1 second to you and target allied champion. This healing is halved for units recently affected by Summoner Heal.
Active – Trinket: Place a Stealth Ward on the ground that lasts between 90 – 120 seconds, is Invisible to enemies but grants your team vision of the surrounding area. Stores up to 2 Stealth Wards, generating a new Ward every 240 – 120 seconds.
Active – Trinket: Scans around you, warning against hidden enemy units, revealing invisible traps and revealing (and temporarily disabling) enemy Stealth Wards for 10 seconds (90 – 60s cooldown) .
Active – Trinket: Reveals an area and places a visible, fragile Ward up to 4000 units away. Allies cannot target this Ward with Summoner Spells or Abilities (198 – 99s cooldown) .
45 Attack Damage
20% Attack Speed
300 Health
20 Ability Haste
Active – Trinket: Place a Stealth Ward on the ground that lasts between 90 – 120 seconds, is Invisible to enemies but grants your team vision of the surrounding area. Stores up to 2 Stealth Wards, generating a new Ward every 240 – 120 seconds.
Active – Trinket: Scans around you, warning against hidden enemy units, revealing invisible traps and revealing (and temporarily disabling) enemy Stealth Wards for 10 seconds (90 – 60s cooldown) .
Active – Trinket: Reveals an area and places a visible, fragile Ward up to 4000 units away. Allies cannot target this Ward with Summoner Spells or Abilities (198 – 99s cooldown) .
45 Attack Damage
20% Attack Speed
300 Health
20 Ability Haste
Active – Trinket: Scans around you, warning against hidden enemy units, revealing invisible traps and revealing (and temporarily disabling) enemy Stealth Wards for 10 seconds (90 – 60s cooldown) .
Active – Trinket: Reveals an area and places a visible, fragile Ward up to 4000 units away. Allies cannot target this Ward with Summoner Spells or Abilities (198 – 99s cooldown) .
45 Attack Damage
20% Attack Speed
300 Health
20 Ability Haste
Active – Trinket: Reveals an area and places a visible, fragile Ward up to 4000 units away. Allies cannot target this Ward with Summoner Spells or Abilities (198 – 99s cooldown) .
45 Attack Damage
20% Attack Speed
300 Health
20 Ability Haste
45 Attack Damage
20% Attack Speed
300 Health
20 Ability Haste
Active – Halting Slash: Lunge a short distance and deal (75% Attack Damage) physical damage to nearby enemies, Slowing them by 40%, decaying over 2 seconds (20s cooldown, reduced by Ability Haste).
Heroic Gait: Dealing physical damage grants 30 Move Speed for 2 seconds.
Mythic Passive: Grants all other Legendary items 3% Move Speed.
Halting Slash”s dash cannot pass through terrain.
25 Attack Damage
35% Attack Speed
200 Health
20 Ability Haste
Threefold Strike: Attacks grant 25 Move Speed for 3 seconds. If the target is a champion, increase your base Attack Damage by 6% for 3 seconds, stacking up to 5 times (Max increase 30% AD ).Spellblade: After using an Ability, your next Attack is enhanced with an additional (200% base Attack Damage) physical damage On-Hit (1.5s cooldown).
Mythic Passive: Grants all other Legendary items 10 Attack Speed.
60 Attack Damage
20% Attack Speed
20% Critical Strike Chance
Active – Cloudburst: Dash in target direction, firing three missiles at the lowest Health enemy near your destination (prioritizing champions). Deals a total of (180 – 220 (based on level) + 45% bonus Attack Damage) magic damage , increased against low Health targets by up to 50% (90s cooldown).
Mythic Passive: Grants all other Legendary items 3% Move Speed.
Maximum missile damage dealt when enemy Health is below 30%.
Cloudburst”s dash cannot pass through terrain.
60 Attack Damage
18 Lethality
20 Ability Haste
Nightstalker: Attacking a champion deals an additional (65 + 25% bonus Attack Damage) physical damage (15s cooldown). If dealt by a Melee champion, this Attack also Slows the target by 99% for 0.25 seconds. When a champion that you have damaged within the last 3 seconds dies, this cooldown is refreshed and you become Invisible for 1.5 seconds.
Mythic Passive: Grants all other Legendary items 5 Ability Haste.
350 Health
30 Armor
30 Magic Resist
15 Ability Haste
Immolate: Taking or dealing damage causes you to begin dealing (20 – 40 (based on level) + 1% bonus Health) magic damage per second to nearby enemies (increased by 25% against minions and 100% against monsters) for 3 seconds. Damaging Champions or Epic Monsters with this effect adds a stack, increasing subsequent Immolate damage by 10% for 5 seconds (max stacks 6).Flametouch: At maximum Immolate stacks, your Attacks burn nearby enemies for your Immolate damage per second for 3 seconds.
Mythic Passive: Grants all other Legendary items 5% Tenacity and Slow Resist.
40 Attack Damage
400 Health
20 Ability HasteSpellblade: After using an Ability, your next Attack is enhanced with an additional 10% target max Health physical damage On-Hit (1.5s cooldown). If the target is a champion, restore 50% of the enhanced damage (30% for Ranged owners).
Mythic Passive: Grants all other Legendary items 5% Armor Penetration and 5% Magic Penetration.
Spellblade will deal a minimum of (150% base Attack Damage) damage to units, but no more than (250% base Attack Damage) damage to Monsters.
25 Magic Resist
45 Move Speed
30% Tenacity
Tenacity reduces the duration of Stun , Slow , Taunt , Fear , Silence , Blind , Polymorph and Immobilizing effects. It has no effect on Airborne or Suppression .
20 Ability Haste
45 Move Speed
Gain 12 Summoner Spell Haste.
“”This item is dedicated in honor of Ionia”s victory over Noxus in the Rematch for the Southern Provinces on 10 December, 20 CLE.”
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