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The Might of Demacia
Release Date: April 27, 2010
Cost: 450 BE 260 RP
Primary Attribute: Fighter
Secondary Attribute: Tank
Resource: Resourceless
Real Name: Garen Crownguard
Health Mini Icon.png Health: 616.28 (+ 84.25)
HealthRegen Mini Icon.png Health Regen: 7.84 (+ 0.5)
MovementSpeed Mini Icon.png Movespeed: 340
AttackDamage Mini Icon.png Attack Damage: 66 (+ 4.5)
AttackSpeed Mini Icon.png Attack Speed: 0.625 (+ 2.9%)
Range Mini Icon.png Range: 175
Armor Mini Icon.png Armor: 36 (+ 3)
MagicResist Mini Icon.png Magic Resist: 32.1 (+ 1.25)
Base Skin Chroma
Noble Chroma Pack  (585 RP)
Release Date: 2015-04-30
290 RP
290 RP
290 RP
Chroma Icon.png
Sanguine Garen Released: 2010-04-27 / 520 RP
Desert Trooper GarenReleased: 2010-04-27 / 520 RP
Commando GarenReleased: 2010-09-08 / 520 RP
Dreadknight GarenReleased: 2011-01-18 / 975 RP
Rugged GarenReleased: 2011-08-15 / 750 RP
Steel Legion GarenReleased: 2013-02-01 / 1350 RP
Rogue Admiral GarenReleased: 2015-07-24 / 750 RP
Warring Kingdoms Garen
Chroma Pack  (Special Cost)
Release Date: Upcoming
Chroma Icon.png
Released: 2017-01-19 / 1350 RP


  • Biography
  • Story
  • Previous Bio
Garen is a warrior of Demacia who has devoted his life to defending his kingdom and its ideals. Armed with his magic-resistant armor and broadsword, Garen puts his life on the line for both his nation, and his fellow soldiers.

Born to the Crownguard (an honorific given to the family charged with protecting the king), Garen and his younger sister, Lux, come from a long and noble Demacian lineage. Garen’s father, Pieter, devoted his life to the defense of King Jarvan III, and in preparation of the inherited honor, Garen trained to defend the king’s son, Jarvan IV, should he be the next to rule. Knowing the important role he would play in adulthood, Garen’s family instilled in him an unshakeable pride for Demacia and everything it stood for.

Demacia was founded by the weary survivors of the Rune Wars, those looking for a life of peace after enduring the unspeakable destruction that came from the misuse of magic. Many wouldn’t speak of those dark times, but Garen’s uncle spoke of it often. He was one of Demacia’s best scouts. Vigilant in his pursuit to keep Demacia safe from magic, Garen’s uncle would brave the wilds beyond the wall to root out magical threats. He told Garen that the outside world held innumerable wonders, but it also possessed innumerable dangers. One day, something – whether it be mages, the creatures of the Void, or something unimaginable – would attack their walls because times of peace are never long for this world. Yet they are longer when they are defended.

Seven months later, Garen's uncle died in a tragic accident. It was said he was slain in battle, but Garen soon learned from the whispers throughout his family’s estate a mage's bloodletting spell had taken his uncle’s life. This confirmed Garen's worst fears about the horrors of magic and he vowed angrily to never let its presence within Demacia's walls. Only by following Demacian ideals, only by displaying Demacian strength, could the kingdom be kept safe from the corrupting influence of magic.

All of Demacia seemed to rally around Garen after the death of his uncle. Strangers on the street, including commoners with little to call their own, expressed their condolences, gave him gifts of respect, and offered adages of support. He was surrounded by compassion and saw Demacia as a kingdom of unity where people took care of one another, healing wounds of others as if wounds to themselves. He saw an ideal Demacia, where no one was ever truly alone.

Still, the impending threat of magic loomed over Garen’s mind, often making monsters of shadows. He wrestled with a gnawing suspicion that his sister, Lux, possessed magical powers, but never let himself entertain the idea for long. The thought of a Crownguard being capable of the same forbidden powers that killed their uncle was too unbearable to confront.

At twelve, he left home and joined the ranks of the Dauntless Vanguard. His days and nights were consumed with training and the study of war, foregoing close friendships and romantic relationships. He devoted every waking moment to perfecting his swordsmanship, even after his lessons had ended. Most nights, his superiors had to take away his practice sword so he wouldn’t sneak out and spar with his own shadow.

While training with the Vanguard, Garen met Jarvan IV – the boy likely to become Demacia’s next king, and thereby Garen’s future ward. Jarvan’s presence spurred Garen to fight even harder – he saw greatness within the prince even at his young age. They became fast friends, always eager to spar against one another. When their training was complete, Garen gave Jarvan a pin embossed with the sigil of Demacian eagle as a reminder that he would always look out for his newfound brother.

During the Noxian assaults on Demacia, Garen gained a reputation as a particularly fearsome fighter – one of the greatest in all Demacia, willing to risk life and limb to protect his fellow soldiers and defeat the enemy. He took a crossbow bolt to the chest to save one of his men during the search for the Freljordian ever-filling goblet. He walked armorless through the Silent Forest to ambush the fetid servants of the Rancid King.

Despite his courage and skill, Garen’s greatest failure came in the midst of a Noxian offensive, where he was unable to protect his prince. Against his counsellor’s advice, Jarvan IV and his troops pursued a retreating band of Noxians. The young Jarvan was determined to avenge the hundreds of massacred villagers, and failed to see the recklessness of his plan. The Noxian retreat was a trap, and both he and his men were captured.

Garen was furious at himself for failing to be there when Jarvan needed him most. He had known Jarvan was prone to making rash decisions in the heat of battle, and blamed himself for not anticipating the prince’s impulsiveness. Garen led a detachment of knights and rode out in search of his captive prince.

Garen and his men discovered the Noxian camp, only to find Jarvan’s armor discarded next to a bloodsoaked executioner’s post. The Demacian eagle pin glinted up at him from the sticky pool of blood. Though Garen combed the wilderness in search of the prince, he knew in his heart that Jarvan was dead.

For days, Garen was inconsolable. He couldn’t stop blaming himself for the prince’s death, even as his family and fellow soldiers tried to convince him otherwise. He remembered how the kingdom rallied around him following his uncle’s demise, and wished he could do the same for the kin of his fallen soldiers. He took up residence in the barracks with his fellow soldiers in training, and all that he earned went toward supporting the families of the fallen.

Hearing of this, King Jarvan III was impressed with Garen’s humble and pure reflection of Demacia’s ideals. The king grieved for his son, but recognized Garen’s courage, a warrior who viewed all Demacians as if they were his own family. The king honored Garen, reminding his people that Demacians never stand alone – in battle, or at home.

Though Garen's sister, Lux, had followed in her brother’s footsteps, coming to serve the crown in Demacia’s capital, their relationship remained distanced. Garen refused to acknowledge the things he’d suspected of her before he left to train with the Vanguard. Though he always loved his sister, some small part of him had a hard time getting close to her. He tried not to think about what his duty would force him to do if his suspicions were ever confirmed.

Today, Garen stands ready to defend Demacia with his life. In the rare occasions a rogue mage or Noxian spy is discovered to be within Demacia’s borders, Garen is the first to volunteer his sword. He stands resolute on Demacia's wall, defending his home from all foes. Garen is more than Demacia's most formidable and feared soldier, he is the embodiment of her core values – Strength, Courage and Unity.

This kingdom, and its people, have given me everything. What kind of man would I be if I gave any less in return?

-  Garen


The old woman pulled the rope taut around the Demacian soldier’s throat. He’d attempted to speak, which was forbidden by the rules she had laid out. One more infraction and she’d have the right to slice the head from his shoulders and use his widowpeaked helm as a chamberpot. Until then, she could only tighten her grip, hope and watch as the tendrils of memory leaked from his head into hers.

Of course, she could just decapitate him whenever she wished, but that wouldn’t be proper. Much could be said of the gray-skinned seer, but nobody could say she didn’t live by a code. By a set of rules. And without rules, where would the world be? In disarray, that’s where. Simple as that.

Until he broke those rules, she would sit here, siphoning away everything he had – his joy, his memories, his identity – until she was done with him. And then: slice. Chamberpot.

A voice screamed out in pain somewhere near the entrance of her cave. One of her sentinels, no doubt.

Then another scream.

And another.

Tonight was shaping up to be very interesting.

She could tell he was an unyielding fellow by the persistent slamming of his heavy boots onto the wet cave floor, announcing his long approach. When the echoing steps finally fell silent, a handsome, broad-shouldered man stared at her from across the cavern, the look of grim determination on his face illuminated by the den’s dim torches. Rivulets of blood dripped down his breastplate. Even from the back of the room, she could smell something sour in his armor – some sort of acidic tang that calmed the magic flowing through her veins in a way she did not like.

This would be an interesting night, indeed.

The knight, broadsword in hand, ascended the stone steps to the old woman’s makeshift rock throne.

She smiled, waiting for him to haul the blade up and bring it screaming down toward her head – he’d be in for quite the surprise once he did.

Instead, he sheathed the sword and sat on the ground.

Wordlessly, he stared into the old woman’s eyes, patiently holding her gaze. He did not break their connection even to flick his eyes in the direction of the leashed soldier at her side.

Was this a ploy to throw her off? Was he trying to wait her out, make her talk first?

Most likely.

Still, this was boring.

“Do you know who I am?” the woman asked.

“You feed off the memories of the lost and the abandoned. Children say you are as old as the cave you inhabit. You are the Lady of the Stones,” he said with confidence.

“Ha! That’s not what they call me, and you know it. Rock Hag. That’s what they say. Afraid I’d smite you if you used that name, eh? Trying to butter me up?” she coughed.

“No,” the man replied, “I just thought it was a rude name. It’s impolite to insult someone in their home.”

The old seer chuckled until she realized he wasn’t joking.

“And yours?” she asked. “What are you called?”

“Garen Crownguard of Demacia.”

“Here are the rules, Garen Crownguard of Demacia,” she said. “You have come for your lost soldier. Correct?”

The man nodded.

“Do you intend to kill me?” the woman asked.

“I cannot lie. I think it likely that either you or I will die, yes,” he replied.

The woman chuckled.

“Eager to spill my blood, are you? Maybe you’d even succeed, with that armor.” She coiled the rope squeezing the soldier’s neck tighter around her ancient hand. “Still – if you raise your sword against me before our dealings are through, I will pull this so quickly you’ll hear the snap of his neck echo in your mind for the rest of your days.”

She yanked the leash taut for emphasis.

Garen’s gaze remained unflinchingly focused on her eyes.

“So, the rules. If you can give me a single memory I find more delicious than the accumulated memories in this one’s mind,” she said, flicking the prisoner’s helmet, “I will take it from you, and give you him.” She watched Garen’s eyes closely now for any hint of doubt. “If you cannot, well…” she tightened her grip on the soldier’s leash. “Should either of us attempt to renege on our deal, the other is entitled to take repayment however they wish, with no resistance. Do you agree?”

“I do,” he said.

“Then let me hear your opening offer. What is this soldier’s life to you? Apologies for my rudeness – I’d refer to him by name, but I’ve forgotten it already,” she said.

“I do not know his name either. He joined my battalion only recently,” Garen replied.

She frowned at the young man. He clearly did not know what he was getting into.

“I offer a memory,” he said, “from childhood. My sister and I astride my uncle’s back as he barked like a Noxian drake-hound. We laughed for many hours. It is a good memory, unsullied by what would later happen to him at the hands of one like you.”

The old woman scratched at the gelatinous film of her eye.

“You do me disrespect,” she said. “You think to trade a joyous memory as if that is all I savor.” She cupped the soldier’s head in her hand and relished the wisps of memories flowing into her mind from his. “I want... everything. The pain, the confusion, the anger. Keeps me looking young,” she laughed, dragging a twisted finger across her wrinkled cheek.

“I offer my grief, then, at my uncle’s death,” Garen said.

“Not good enough. You bore me,” said the Lady of Stones, and pulled tighter on the leash.

Garen sprang to his feet and unsheathed his sword. The hag’s heart leapt at the thought of killing the impatient young knight. But instead of attacking, he dropped to one knee, lowering his head before her, and gently placed the tip of the blade on her lap, pointed toward her midsection.

“Search my mind,” he said. “Take whatever memory you wish. I am young, but I have seen much, and experienced a life of privilege that you might find pleasurable. Should you try to take more than one memory, of course, I will push this sword through you, but any single memory is yours for the keeping.”

The woman could not help but cackle. The arrogance of this boy! He had the nerve to think one of his memories would outweigh the lifetime she could absorb from his colleague?

His courage – or ignorance – was unquestionable. One had to respect it.

Smacking her lips, she leaned over and placed her palms upon his head. She closed her eyes and peeled back the layers of his mind.

She saw triumph at the Battle of Whiterock. She tasted the lyrebuck roast at his lieutenant’s wedding feast. She felt a lonely tear fall as he held a dying comrade on the fields of Brashmore.

And then she saw his sister.

She felt his intense love for her, mixed with...something else. Fear? Disgust? Discomfort?

She pushed deeper into his mind, past his conscious memories. Her fingers probed his thoughts, pushing aside anything unrelated to the golden-haired girl with the big smile. His armor made the search far more difficult than it would have otherwise been, but the old woman persisted until–

Childhood. The two of them playing with toy figurines. His soldiers charge her mages, ready to slaughter them. She tells him it isn’t fair; they have magic, it should be an even fight. He laughs and knocks her clay mages over, batting them aside with his metal crusaders. Upset, the girl shouts and suddenly there is light shooting from her fingertips, and he is blinded, and confused, and frightened. She is taken away by their mother, but before their mother leaves the room, she kneels and tells the boy that he didn’t see what he thought he saw. It wasn’t real – just a game. The boy, his mouth agape, nods. Just a game. His sister is not a mage. She couldn’t be. He pushes the memory as deep as it can go.

Stretching her fingers, the old woman finds more and more memories like this spread amongst the knight’s childhood, each ending in a blinding splay of light. Buried deep. Cacophonous mixtures of love, fear, denial, anger, betrayal, and protectiveness.

The knight had not been wrong – these were good memories. Far juicier than those provided by the broken man.

She smiled. The knight had been clever, putting his sword to her stomach, but he wasn’t clever enough. Once she took a memory, he would forget he’d ever possessed it – she could take whatever she wanted.

Branching her fingers, she sifted through his memories, searching for anything involving the girl of light. She snatched up every single one she found before pulling out of his mind.

“Yes,” she said, opening her eyes. “This will do.” She pointed at the cave’s exit.

“Your bargain is accepted. A single memory for a single life. Take the boy and leave at once.”

Garen stood and moved to the leashed soldier. He bent down, helped the soldier up, and began to walk backward out of the cave, never once looking away from her.

Quaint. He was worried she might break the deal. Poor thing didn’t realize she already had.

The knight stopped.

He dropped his companion to the ground and charged, his eyes still locked on hers.

The old woman thrilled at his impetuous attempt. He was too big, too lumbering, too slow to ready his cumbersome sword before she would descend upon him. Her fingertips crackled with dark energy, thirsting to drink in more of his mind, but she couldn’t take her eyes off his. In them, she saw the years of luscious memories she would feast upon, until there was nothing left to –

She felt something cold inside of her. Something metal. The sour tang of the knight’s armor stronger than ever now, tickled the back of her throat.

The hag looked down to see Garen’s sword jutting from her breast. Stains of red and black seeped from the wound, dripping onto the knight’s gauntlets as he stared steadfast into her fading eyes.

He was faster than she’d thought.

“Why?” she tried to say, only to cough up a mouthful of black bile.

“You lied,” he answered.

The hag smiled, acidic tar bubbling between her teeth. “How’d you know?”

“I felt... lighter. Unburdened,” Garen replied.

He blinked.

“It didn’t feel right. Give them back.”

She thought for a moment as her blood mixed into the mud of the cold cave floor.

The hag’s fingers went numb as she placed them on Garen’s skull, forcing the memories back into his mind. He gritted his teeth with pain and when he opened his eyes, she could tell from their weariness that he’d gotten everything he wanted. The poor fool.

“Why even bother with the trade?” the old woman asked. “You are stronger than I thought. Much stronger. Leash or no, you could have sliced me to ribbons before I’d lifted a finger. Why bother letting me into your mind at all?”

“To draw first blood in a stranger’s home without giving them a chance would be...impolite.”

The hag cackled.

“Is that a Demacian rule?”

“A personal one,” Garen said, and pulled the sword out of the hag’s chest. Blood gushed from the open wound and she slumped over, dead.

He didn’t spare her another look as he picked the soldier up and began their long march back to Demacia.

And without rules, he thought to himself, where would the world be?

Throughout Valoran, the resolve of Demacia's military is alternately celebrated or despised, but always respected. Their "zero tolerance" moral code is strictly upheld by civilians and soldiers alike. In combat, this means Demacian troops may not make excuses, flee, or surrender under any circumstance. These principles are espoused to their forces by unrivaled demagogues who lead by example. Garen, the valiant warrior who bears the title "the Might of Demacia", is the paradigm to which these leaders are compared. Thousands of great heroes have risen and fallen on the bloody battlefields between Demacia and its preeminent rival, Noxus. It was beneath their mighty banners of war that Garen first met steel with  Katarina, the Sinister Blade. The infantrymen who beheld this event (and survived) commented that it seemed as though the two were locked in a mortal waltz against a symphony of clashing blades.

Garen, the pride of the Demacian military and leader of the Dauntless Vanguard, returned from this battle breathless for the first time in his career, though some speculate that this was due to reasons other than exhaustion. The plausibility of these rumors was bolstered when, in every instance thereafter, Garen seized the opportunity to encounter the Sinister Blade again. A paragon of Demacian ethic, Garen never entertained such allegations, for he knew others couldn't understand. Even simply the pursuit of a worthy opponent on the battlefield is, to a true warrior, the reason to rise each morning. The promise of one, particularly so beautifully and diametrically opposed, is the validation of his existence.

"The most effective way to kill an opponent is to slice through the man next to him."

-  Garen


Perseverance.png Perseverance [Passive]

Innate: If Garen has not been struck by damage or enemy abilities recently, he regenerates Health every 5 seconds (Doubles when below Low Health threshold). Minion damage does not stop Perseverance.

At level 11, damage from non-epic monsters will no longer stop Perseverance and its power is increased significantly.

Out of Combat Timer: 9 / 4 seconds
Health Regen: [+2 / 8% max]
Low Health Threshold: 25 / 50% Health

Decisive Strike.png Decisive Strike [Q]
Cost: No Cost Cooldown: 8 seconds

Active: Garen breaks free from all slows affecting him, and gains 30% Movement Speed. His next basic attack within 4.5 seconds deals physical damage and silences his target for 1.5 seconds. Physical Damage: 30 / 55 / 80 / 105 / 130 (+140% total)
Movement Speed Duration: 1.5 / 2 / 2.5 / 3 / 3.5 seconds

Courage.png Courage [W]
Cost: No Cost Cooldown: 24 / 23 / 22 / 21 / 20 seconds

Passive: Killing unites permanently grants 0.25 Armor and Magic Resist, up to a maximum of 30.
Active: Garen steels his courage. For the first 0.75 seconds, he takes 60% less damage and gains 60% Tenacity. For the remaining duration, he takes 30% less damage.
Duration: 2 / 3 / 4 / 5 / 6 seconds

Judgment.png Judgment [E]
Cost: No Cost Cooldown: 9 seconds Area of Effect: 325

Active: Garen rapidly spins his sowrd around his body for 3 seconds, dealing physical damage to nearby enemies over the dration.

Enemy champions hit by 4 spins lose 25% of their Armor for 6 seconds.

Number of Spins: 5 + (1 every 3 levels)
Physical Damage per Spin: 14 / 18 / 22 / 26 / 30
(+35 / 36 / 37 / 38 / 40% total)

Demacian Justice.png Demacian Justice [R]
Cost: No Cost Cooldown: 120 / 100 / 80 seconds Range: 400

Passive: The enemy champion with the most recent kills in the Villain. Judgment and basic attacks on it deal an additional [+1% target's max] as true damage.
Active: Garen calls upon the might of Demacia to attempt to execute an enemy champion, dealing magic damage increasing based on how much health the target is missing. Deals true damage to the Villain.
Magic Damage: 175 / 350 / 525
[+28 / 33 / 40% target's missing]

Patch History


BASE ARMOR : [26.54] 36

Passive modernization (and buff). W now grants damage reduction and tenacity briefly after activation, E AD ratio per spin up.

Garen provides his opponents with a healthy amount of counterplay as his opponents learn to kite. This leaves Garen with not that much skill expression of his own, making the “skill” in “skill matchup” pretty one-sided. We’re giving Courage a skill check to make Garen a little less straightforward, letting the beastliest Garens flex their muscles and show off. While we were on Garen, we took this opportunity to modernize his passive by shifting it from a 3-tier model to one that transforms once around the end of laning phase.

All in all, we still think there’s more that can be done to make Garen more compelling in the future, so take these changes as the start of a larger Garen conversation.

Perseverance.png Passive - Perseverance

OUT OF COMBAT HEALTH REGEN : [2%/4%/10% (at levels 1/11/16)]
2%/8% (at levels 1/11) maximum health per 5 seconds
OUT OF COMBAT TIMER : [9/6/4 seconds (at levels 1/11/16)]
9/4 seconds (at levels 1/11)
DEMACIAN BOLDNESS Regeneration increases to 4/16% maximum health per 5 seconds when Garen is below 25/50% maximum health (at levels 1/11)

Courage.png W - Courage

CLARITY Now displays how much damage Courage is mitigating
STEEL YOUR COURAGE Now grants Garen 60% damage reduction and tenacity for the first 0.75 seconds, returning to the normal 30% damage reduction for the remaining duration thereafter

Judgment.png E - Judgment

RATIO PER SPIN : [34/35/36/37/38%]
36/37/38/39/40% total attack damage


Spinning shreds enemy armor after four hits.

Garen’s been struggling for a few different reasons, but the underlying theme is consistency. He’s vulnerable to peel by design, but even compared to other juggernauts, he loses way too much impact when the enemy team’s able to keep him at bay. This is nigh-inevitable as the game progresses: Garen doesn’t (and shouldn’t) have the tools to ignore the peel efforts of a coordinated team. But, once he’s stuck butting heads with the enemy frontliners, his threat vanishes since he has no means of piercing their durability. Given his lack of utility elsewhere (Nasus has Wither, Darius has Apprehend, etc), this often leaves Garen feeling like dead weight.

This change isn’t a silver bullet for Garen’s problems, but lets him better carry his weight against tankier foes when he can’t reach the Villain and gives allies a way to capitalize on Garen’s efforts.

Judgment.png E - Judgment

ARMOR SHRED Enemy champions hit 4 times have their armor reduced by 25% for 6 seconds (hits after the 4th refresh the duration)

Spinning on Villains works as intended.

For someone who spends his time tracking down Villains, Garen was fighting pretty dirty when it came to slaying the guilty; now it’s our turn to bring him to justice (I still wouldn’t stand next to him, though).

Judgment.png E - Judgment

ZEALOUS PERSECUTION : Fixed a bug where Judgment was dealing damage to the Villain equal to 1% of Garen’s Health rather than the Villain’s

Cleaning up Villainy.

Garen’s a man of simple tastes; he spins, yells, and most importantly fights for his friends. As a protector of the meek and timid, it never made much sense that taking down the hero directly should brand you as a villain when it’s just business. We want Garen’s anti-carry to play out over the course of the game like a sort of vindictive hot-potato, but you shouldn’t be penalized for successfully crushing his dreams in lane.

Demacian Justice.png R - Demacian Justice

SELF-DEFENSE Killing Garen no longer causes the killer to gain Villainy
CLONE WARS Fixed a bug where killing a clone of Garen’s allies caused the killer to gain Villainy

Buncha bugfixes and cleanup.

Juggernauts are slow and deal a lot of damage. Garen does one of those real good, not so much the slow part. We’re still looking out for what’s in store for Demacia’s Loudest, but we tossed in a few other bugfixes and general cleanup as well.

Hey, one outta two ain’t bad.



Decisive Strike.png Q - Decisive Strike

DEMACIAN DEMOLITION : Fixed a bug where attempting to attack the Inhibitor or Nexus with Decisive Strike active wouldn't trigger the attack

Courage.png W - Courage

GLOBAL DEFENSIVE : Passive bonuses now stack twice as fast on alternate maps

Judgment.png E - Judgment

SPIN TO THIN : Right-clicking on a target while spinning should now put you in closer range to your target

Demacian Justice.png R - Demacian Justice

DO LESS MATH : Tooltip re-formatted to read ‘deals 28/33/40% of the target's missing health' rather than ‘deals 1 damage for every 3.5/3.0/2.5 of the target's missing health'


Perhaps the least changed of the juggernauts overall, Garen’s always been the iconic ‘white knight’ for League of Legends and not much else. An effective damage dealer and off-tank in his own right, the G-man’s struggled to find a home as anything more than a makeshift assassin, diving backlines in hope of delivering swift justice to anyone holding an Infinity Edge. We really dug that ‘justice’ part, which led us to discovering Garen’s identity - he leads the charge against the most vile scoundrels and makes them pay (and boy, does he never stop talking about it).

Garen’s purpose in-game now matches his job description; protecting the weak both in game and out. His effectiveness as an ‘anti-carry’ extends the whole game long, adapting to your opponent's individual wrongdoings and throwing the rule-book at anyone branded a Villain. Though solo queue may be dark and full of terrors, Garen’s ability to flip the script on hypercarries-gone-godlike means that victory is only ever one ‘DEMACIA!!’ away, no matter how dire the situation.

Lower health per level, but higher Attack Damage and Armor. Attack range increased.

WE'RE GONNA NEED A BIGGER SWORD : Recommended items updated
ATTACK RANGE : [125] 175

Decisive Strike.png Q - Decisive Strike
Normalized Silence duration. Movement speed duration lowered.

SILENCE DURATION : [1.5/1.75/2/2.25/2.5 seconds] 1.5 seconds at all ranks
MOVEMENT SPEED DURATION : [1.5/2.25/3/3.75/4.5 seconds] 1.5/2/2.5/3/3.5 seconds

Courage.png W - Courage
Everything old is new again.

TENACIOUS C No longer actively provides Tenacity
VIVA LA RESISTANCES No longer passively increases Garen's bonus Armor and Magic Resistance
STACK ATTACK Passively, Killing units permanently grants 0.2 Armor and Magic Resist (1 for kills on Champions, Large Monsters and Epic Monsters), up to a maximum of 10/15/20/25/30

Judgment.png E - Judgment
Judgment's damage and tick-rate increases over game-time.

COOLDOWN : [13/12/11/10/9 seconds] 9 seconds at all ranks
BASE DAMAGE PER TICK : [10/22.5/35/47.5/60] 14/18/22/26/30
RATIO PER TICK : [.35/.40/.45/.50/.55] .34/.35/.36/.37/.38
SPIN TO WIN Judgment's spin speed permanently increases at levels 1/4/7/10/13/16, resulting in a total of 5/6/7/8/9/10 maximum ticks of damage per cast
MOMENTUM CANCELING Cancelling Judgment early refunds the cooldown equal to the remaining duration of the spin
1V1 ME Judgment deals 33% increased damage when striking a single target

Demacian Justice.png R - Demacian Justice
Enemies with the most recent kills is branded a Villain. Garen hates those.

ACCURSED VILLAINS : Judgment ticks and basic attacks against the Villain deal an additional 1% of their maximum health as true damage
FOR THE CAUSE : Demacian Justice deals true damage to the Villain instead of magic damage


"Garen's gonna need more than this change to hit the bar on strategic diversity we've set out with our champion work, but making his ultimate less restricted should give him the courage to stand up to the ruffians and scoundrels in top lane more easily. "
  • Demacian Justice.png R - Demacian Justice
    • COOLDOWN : 160/120/80 seconds 120/100/80 seconds

Garen's going to be a lean, mean, health recovering machine.

"Right now, Garen's identity is centered on his ability to run at people in a threatening way and, since we have a few people who already do that, we decided to give him a more unique strength. These buffs are to really cement Garen as a tanky sword-dude who can shrug off most forms of poke damage - that is, if he can find windows of safety to recover (more reason to hide in that brush!). You might say this gives him more perseverance. You would be correct. "
  • Perseverance.jpg Passive - Perseverance
    • NEW YOUR PUNY WEAPONS ARE USELESS Perseverance is no longer removed by non-epic monsters at level 11 and above
    • HEALTH REGENERATION 0.4% maximum health per second at all levels ⇒ 0.4% / 0.8% / 2.0% maximum health per second at levels 1/11/16
    • COOLDOWN 9 seconds at all levels ⇒ 9/6/4 seconds at levels 1/11/16

This one's for all you Garen junglers out there.

  • Judgment.jpg E - Judgment
    • AOE ON AOE: Garen can now (again) use Tiamat / Ravenous Hydra while spinning


  • E - Judgment
    • No longer deals reduced damage to monsters (still reduced vs. minions)
    • Fixed a bug where Judgment was dealing less damage than intended


  • Garen has received a visual upgrade! Check out the full details here.


  • Perseverance
    • Heal amount reduced to 0.4% of maximum Health per second from 0.5%
  • Decisive Strike
    • Fixed a bug where the cast time was faster than intended
  • Courage
    • Passive adjusted to now increase bonus Armor and Magic Resist (from items, runes or masteries) by 20% instead of total Armor and Magic Resist by 20%
  • Demacian Justice
    • Fixed a bug where the cast time was faster than intended


  • Base Movement Speed increased by 25.


  • Base Health Regen reduced to 8.25 from 9.85
  • Health Regen per level reduced to 0.75 from 0.85
  • Base Attack Damage reduced to 56 from 60.1
  • Attack Damage per level increased to 3.5 from 3
  • Perseverance PASSIVE
    • Delay increased to 9 seconds from 7
    • No longer deactivates when damaged by lane minions
    • Now displays the Health Regen gained in the tooltip
  • Decisive Strike
    • Cooldown reduced to 8 seconds at all levels from 12 / 11 / 10 / 9 / 8
    • Movement Speed increased to 35% at all levels from 15 / 20 / 25 / 30 / 35%
    • Movement Speed duration adjusted to 1.5 / 2.25 / 3 / 3.75 / 4.5 seconds from 4 at all levels
    • Base damage increased to 30 / 55 / 80 / 105 / 130 from 30 / 45 / 60 / 75 / 90
    • Silence duration reduced to 1.5 / 1.75 / 2 / 2.25 / 2.5 seconds from 2.5 at all levels
    • Now removes slows on activation
    • Can now critically strike again
    • Buff duration reduced to 4.5 seconds from 6
    • Fixed: Garen's next basic attack after Decisive Strike no longer occurs unusually quickly
    • Fixed: Decisive Strike is no longer consumed if Garen fails to finish attacking
    • While performing Decisive Strike, Garen now continues to follow his target if they are moving
  • Courage
    • Changed to passively increase Armor and Magic Resist by 20% rather than 0 to 25 based on kills
    • Damage reduction adjusted to 30% from 20 / 24 / 28 / 32 / 36%
    • Active now additionally grants 30% Crowd Control Reduction
    • Duration adjusted to 2 / 3 / 4 / 5 / 6 seconds from 3 at all levels
    • Cooldown adjusted to 24 / 23 / 22 / 21 / 20 seconds from 30 / 27 / 24 / 21 / 18
  • Judgment
    • Damage adjusted to 20 / 45 / 70 / 95 / 120 (+0.7 / 0.8 / 0.9 / 1.0 / 1.1 total Attack Damage) from 50 / 90 / 130 / 170 / 210 (+1.4 bonus Attack Damage)
    • Damage dealt to minions increased to 75% from 50%
    • No longer removes slows on activation or reduces the duration of incoming slows while active
    • Ignores unit collision during Judgment but takes a 20% Movement Speed penalty when spinning through minions
    • Fixed: Judgment no longer locks out Garen from taking other actions longer than intended
  • Demacian Justice
    • Cooldown adjusted to 160 / 120 / 80 seconds from 140 / 120 / 100


  • Perseverance now has a buff timer to show when it will reactivate


  • Fixed a bug where Demacian Justice would not finish casting if Garen lost vision of th etarget during the cast.


  • Decisive Strike attack damage ratio decreased to 1.4 from 1.5
  • Judgement
    • Damage per second reduced to 50 / 90 / 130 / 170 / 210 from 60 / 100 / 140 / 180 / 220
    • Bonus attack damage ratio increased to 1.4 from 1.2


  • Decisive Strike movement speed duration increased to 4 seconds from 3 seconds
  • Judgement cooldown reduced to 13 / 12 / 11 / 10 / 9 seconds from 14 / 13 / 12 / 11 / 10
  • Courage maximum armor and magic resistance now 25 at all ranks, from 5 / 10 / 15 / 20 / 25


  • Perseverance
    • Fixed a bug where Perseverance could sometimes activate immediately after taking damage
    • Now marks Garen as being in combat even if the damage is shielded
    • Now shows the particle on Garen even if at 100% health


  • Movement speed increased to 320 from 315
  • Courage damage reduction increased to 20 / 24 / 28 / 32 / 36% from 10 / 15 / 20 / 25 / 30%


  • Decisive Strike
    • Movement speed boost increased to 3 seconds from 2
    • Total duration available to proc the silence and hit reduced to 6 seconds from 7
    • Bonus damage ratio increased to 150% from 120%
  • Judgement cooldown reduced to 14 / 13 / 12 / 11 / 10 seconds from 15 / 14 / 13 / 12 / 11


  • Judgement bonus attack damage scaling increased to 1.2 from 1.0 per second


  • Judgment base damage increased to 60 / 100 / 140 / 180 / 220 from 60 / 90 / 120 / 150 / 180 per second


  • Decisive Strike
    • Attack damage ratio increased to 120% from 100%
    • Base attack damage reduced to 30 / 45 / 60 / 75 / 90 from 40 / 60 / 80 / 100 / 120
  • Judgement
    • Base damage per second changed to 60 / 90 / 120 / 150 / 180 from 30 / 70 / 110 / 150 / 190
    • Scaling increased to 100% per second from 70%
    • Now scales off of only bonus attack damage rather than all attack damage


  • Reduced Garen's selection size


  • Judgement can no longer damage invisible minions or objects like wards


  • Base movement speed reduced to 315 from 320
  • Courage
    • Duration modified to 3 at all levels from 2 / 2.5 / 3 / 3.5 / 4
    • Active damage reduction changed to 10 / 15 / 20 / 25 / 30% from 30% at all levels


  • Courage damage reduction reduced to 30% from 35%
  • Perseverance is no longer removed by combat dehancing effects such as Warwick's Blood Scent
  • Fixed varius bugs that caused Garen's Demacian Justice to fizzle sometimes


  • Courage maximum armor/magic resistance reduced to 5 / 10 / 15 / 20 / 25 from 7 / 14 / 21 / 28 / 35


  • Judgement now reduces the duration of new slows by 50% rather than granting immunity to slowing effects. It will still completely clear any existing slows when activated.


  • Decisive strike now resets Garen's auto attack timer on cast


  • Can now cast all of his spells while using Judgment instead of just Courage
  • Slightly increased the range of Judgment


  • Body Slam
    • Fixed a bug where it slowed targets that were immune to slows
    • Fixed a bug where it would not display a hit particle or play a sound if it hit any target that blocked the slow


  • Fixed a bug where Garen will sometimes appear with a different skin after reconnecting


  • Fixed the buff tooltip for Perseverance to show the correct value
  • Decisive Strike
    • Fixed a bug where it was silencing for the incorrect amount of time
    • Fixed a bug so that it can no longer crit

 Garen released

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