Garen, the Might of Demacia
Garen is an attack damage bruiser who plays in the top lane. He has great lane sustain and can shut down certain champions in lane and dominate during this early and mid game phase.
Ranged harass in lane will annoy Garen in lane especially if the champion also has some sort of escape or slow. Stuns or other hard crowd control make it easier to kill him and stop him from escaping a gank from the jungler.
- His has amazing sustain because his abilities have no cost and his passive Perseverance allows him to regenerate health quickly
- He is naturally tanky because of Courage
- Hard to gank because he is fast and can remove slows
- He has a very strong early game
- His damage falls off late game
- He can be countered by a lot of champions in laning phase.
Perseverance
If Garen has not been struck by damage or enemy abilities for the last 10 seconds, Garen regenerates 0.5% of his maximum Health each second. Minion damage does not stop Perserverance.
Decisive Strike
Garen breaks free from all slows affecting him and gains 35% Movement Speed for 1.5/2.25/3/3.75/4.5 seconds. His next basic attack deals 30/55/80/105/130 (+1.4) physical damage and silences his target for 1.5/1.75/2/2.25/2.5 seconds.
Cost - No Cost
Courage
Passive: Garen's Armor and Magic Resist are increased by 20%.
Active: Garen gains a defensive shield for 2/3/4/5/6 seconds, reducing incoming damage by 30% and granting 30% Crowd Control Reduction.
Cost - No Cost
Judgment
Garen rapidly spins his sword around his body for 3 seconds, dealing 20/45/70/95/120 plus 70/80/90/100/110% of his attack (+0.7/0.8/0.9/1.0/1.1) as physical damage to nearby enemies every second. Garen can move through units while spinning but moves 20% slower when travelling directly through units.
Judgment can critically strike dealing bonus damage. Judgment deals 25% less damage to minions and monsters.
Cost - No Cost
Range - 325
Demacian Justice
Garen calls upon the might of Demacia to attempt to execute an enemy champion, dealing 175/350/525 magic damage plus 1 damage for every 3.5/3/2.5 Health the target is missing.
Cost - No Cost
Range - 400
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