Welcome to the League of Legends Champion Guide, featuring Galio, the Sentinel's Sorrow, written by Eph289. Originally posted on GameReplays.org with pictures.
Galio is a tank champion who also has support and mage capabilities. His built-in poking/farming is a nice bonus, not his primary goal. Compared to other tanks, Galio trades low cooldown CC for superior farming, poking, and support abilities combined with an AoE CC ult. His best lane is solo top/mid. Remember that Galio's Idol of Durand is a situational ability and its successful use will decide if you are Galio or Failio.
I typically play normal solo queue, where people are generally unwilling to play tanks or supports, so I assume that I'm filling both roles when I pick Galio. If you have another tank or support, awesome. If you can get someone on your premade to play Morgana alongside Galio, that's even more awesome.
This is also a very long guide—pirates, ye be warned! If you’re looking for a simple build and playstyle guide, check out the quick build section below the table of contents.
My other warning is that I'm extremely underwhelmed by AP/AP-heavy Galio builds and there's already a passable guide here for that already. Comments, critiques, feedback, suggestions, etc. welcome.
This guide was chosen as the overall winner of the LeagueDB.com inaugural guide contest!
Table of Contents (use Ctrl+F to navigate)
Quick Reference (GQuick)
Why play Galio?/Why play tank/support Galio? (GWhy)
Pros and Cons (GPAC)
Base States (GBaseStats)
Summoner Spells (GSummon)
Item build (GItem)
Skill Order (GSkill)
Playing Galio (GPlay)
Best Friends (GFriends)
Idol of Durand interrupts (GInterrupt)
Tank Comparisons (GTank)
Galio Team Comp Suggestions (GTeam)
The quick build reference section (GQuick)
Magic Penetration Reds
Either Mp5/level or HP/level Yellows
Either MR/level or flat CDR blues
Right now, I'm using Mpen Reds, HP/level Yellows, MR/level Blues, and Health Quints. I generally skip AP runes on Galio.
0/9/21. Take Magic Resist, three points in armor, and all 3 points in Strength of Spirit in defense and make sure you take Meditation, Quickness, Blink of an Eye (upgraded Flash), and Presence of the Master from utility. Take 1 point in Offense for improved Exhaust if you take the summoner spell.
Flash and your pick of Ghost, Teleport, Exhaust, Fortify, Clarity, or Clairvoyance
Start with a Meki Pendant and 2 health pots
Core: Chalice of Harmony, Mercury Treads, Aegis of the Legion (unless built by another tank/support)
Versus mostly AP team: Banshee's Veil, Abyssal Scepter, Shurelya’s Reverie (unless built by another champ)
Versus mostly AD team: Frozen Heart, Rod of Ages
Versus balanced team: In no particular order, Banshee's Veil, Frozen Heart, Abyssal Scepter(unless built by another champ)
If Aegis built by someone else: Spirit Visage
If pwning face: Work in Mejai's Soulstealer after Aegis
If face pwnt: Skip Aegis, get Chain Vests, Giant's Belts, or Negatron Cloaks as needed
Q -> W or E -> Q -> E or W -> Q -> R -> Q -> W -> Q -> W -> R -> E -> W -> W -> E -> R -> E -> E
Your job: Farm, poke, support, tank, initiate. Be very careful against Udyr, Garen, Xin Zhao, Twisted Fate, Blitzcrank, Leona, and Renekton when taunting. Deter chasers and hunt down runners. Warding. .
Not your job: Babysitting carries during laning. Building anything with AD other than Aegis, building crit, lifesteal, or attack speed. Encouraging stupidity by dying to save idiots doing stupid things. Taunting only one person in a teamfight.
Obligatory Lore Section (GLore)
If you're interested in Galio's lore, read it here or on Leagueoflegends.com or on leaguecraft or on leagueoflegends.wikia.com or on LeagueDB.com. This guide is long enough as it is.
Why play Galio? (GWhy)
You play Galio because you want to tank and support at the same time while putting out some damage. Galio has some of the greatest utility of any champion in the League. He has hard CC, soft CC, a damage-mitigation ability that can be used on allies, and a haste and lots of AoE. He's an excellent solo lane and respectable in a harass-centered duo-lane. He can poke and farm. He can initiate. He can counter-initiate. He is at his strongest mid-game, weak early game, and average lategame. He also has an awesome voiceover. In draft mode, picking Galio can make a huge difference against an AP-heavy team. Galio is to an AP-heavy team what Rammus or Malphite are to AD-heavy teams since he is the only tank to truly benefit from stacking magic resist.
You don't pick Galio to get the most kills, because you love right-clicking to win, or because you want to play a strong jungler. Galio does none of those.
Why play tank/support Galio?
Galio's skills are split between support and tanking. His tanking ability is centered around his passive and ultimate, while the rest of his abilities lend themselves more to a support role (a haste, a shield, and a slow). Mixing his tanking and support abilities maximizes his skillset and allows him to contribute to the team. His nuking leaves much to be desired currently. To put it differently, Galio is one of the top tank champions. His support skills have significant utility. He is NOT considered in the top 10 strongest AP characters.
AP Galio was more viable when Righteous Gust and Idol of Durand had 0.8 AP ratios and higher base damage. To play him AP now, you need mana, CDR, AND AP because of his mana costs, long cooldowns, and low base damage/decent AP ratios require itemization to fix. Mixing AP and tanking can work, but for the damage you get from E and Q, I feel you're better off maximizing your support role (particularly in solo queue where finding dedicated support players grabbing Taric or Janna is difficult).
Pros and cons (GPAC)
Base Stats (GBaseStats)
Before talking about building Galio, I think it's important to consider what he has and what he needs. I'm not worrying about Attack Speed, Attack Damage, or any other statistics not relevant to his job as a support-mage-tank.
Base health: 520 (85/level)
Health Regen/5: 8.2 (+.75/level)
Mana: 285 (+50/level)
Mana regen/5: 5 (+0.1/level)
Armor: 20.5 (3.5/level)
Magic Resist: 30
Movement Speed: 310
Galio thus needs health, magic resist, and armor defensively, and likes to itemize mana/mana regen, AP, cooldown reduction, and magic penetration/reduction offensively
Magic Penetration Reds
Either Mp5/level or HP/level Yellows
Either MR/level or flat CDR Blues
Right now, I'm using Mpen Reds, HP/level Yellows, MR/level Blues, and Health Quints. I generally skip AP runes on Galio.
Magic Penetration because Galio primarily does spell damage, obviously. Thornmail and Sunfire Cape also benefit from magic penetration.
Mp5/level yellows are incredibly powerful and combined with a Chalice, allow true nonstop spammage.
HP/level yellows are nice because Galio has low base health.
CDR blues are nice because my build doesn't have a whole lot of CDR in it if I have to get Aegis. Galio's cooldowns are long, CDR is very helpful since I'm not itemizing for it until late. It does make you squishier so I’ve moved away from them.
MR/level blues are a good way to get some free AP and give him some added MR. They have a very good value.
Health quints are invaluable because Galio has low base health. I prefer these over MR quintessences because I like to start Meki Pendant and the magic resist won't help me against auto-attacks or minion aggro.
I've heard of people using ability power or movespeed runes on Galio as well (particularly the quintessences). I don't care for that option, since I'm playing Galio as primarily a tank, secondarily a support, and lastly a nuke. He has a haste for speed, but if you like those other options, use them.
0/9/21 or 1/8/21. Important things are improved Flash, all three points in Meditation, the extra experience in Awareness, Presence of the Master for lowered summoner spell cooldowns, and maxing Strength of Spirit after 3 points in added MR and 2-3 points in armor from defense. Your choice between marginal mana and health regen increase in Perseverance and the Good Hands mastery for lower death time is personal preference. As a tank, it's likely you could die more often than not. I tend to be good about staying alive, even as Galio, so I don't take more than 1 point in Good Hands. The 1 in offense is only if I take Exhaust as a summoner spell—if I do, I take the mastery point.
If you follow Heat 'n Serve's mathcrafting guide, you know that the defensive mastery tree is really not worth going down to 21 in. My Galio build has mostly defensive items, and so to compensate for that, I'm taking a more offensive mastery approach with the 9 in offense. I'm also taking 21 in utility because I NEED Flash to have a lower cooldown. Flash is so crucial to Galio's playstyle and shaving down that 255 second cooldown is essential. The extra experience and mana regen are very helpful also. Galio does not need 21 in offense, most of those stats are wasted on him.
Summoner Spells (GSummon)
You must take Flash. That's the only necessary spell on Galio because most of the time, you have to Flash to ult successfully. Your other choice is up to you.
Teleport is popular among Galio players. It lets you get back to a lane and farm, or possibly teleport to a teamfight or gank and change the outcome with a well-placed Idol of Durand. Its mastery is also in utility, which you're going to want anyway. Teleport is a solid choice, particularly for solo-laning.
Ghost gives you another escape or initiation tool. Its mastery is also low in utility, which is convenient. Good choice. If you are below summoner level 12 and cannot get Flash, you could go Ghost, but really, you're better waiting until you're level 12 to play Galio anyway. Flash is that crucial.
Fortify is handy if you like to taunt people under turrets (and who doesn't?) but the mastery is in defense, which we are not running. Certainly a good choice if you like it.
Exhaust gives you some added CC, which can be a huge help, especially early game. Its mastery is low in offense, which is handy so we can avoid taking critical strike chance that we'll never use. Another good choice, particularly if the team needs more CC, or you're in draft mode and see that there are a lot of melee-DPS on the enemy team.
Clairvoyance is definitely underrated, and if you do not have a support player like Sona or Janna taking this for you, is one of the best summoner spells. I'm constantly trying to obtain maximum map awareness and Clairvoyance is an excellent way to do that. The mastery is also in utility, so we can take it. Good choice.
Clarity is okay in one scenario. The first is that you are in a lane with somebody who guzzles mana and wants to be aggressive early game, for example, Sion. If you are solo-laning and cannot expect to recall freely against a competent pusher(s), you need to stay in the lane as long as possible, but I’ve found Teleport is more versatile for this than Clarity.
Ignite is not an optimal choice. The early game damage is not fantastic and since Galio doesn't have much burst at low levels, I feel Exhaust is better in early fights. It's an okay choice for Galio, particularly if you are in draft mode and see lots of healers or self-healers.
Cleanse is not an optimal choice. The mastery is out of reach in defense and Galio is less concerned with being CC'd before his ultimate than being CC'd DURING his ultimate, which Cleanse will not help. If you need the Cleanse effect that badly (particularly against long silences), get a Quicksilver Sash instead, it gives you free AP and you'll have no problems farming it up.
Heal should only be used in ARAM (All Random, All Mid) or other such unconventional gametypes.
Rally should never be picked.
Smite should only be picked on Galio if you jungle with him, which he really shouldn’t do. Galio does not jungle well and farming/laning is no problem for our stone sentinel. There are far better jungle tanks. There are few better laning tanks.
Revive should never be picked on Galio. If his taunt is down, he does not bring much to the teamfight. If his taunt is up and he died, he was either horribly out of position and thus a Failio or was stun-locked and burst to death, in which case his team had better be able to deal with a group of enemies that just blew all their cooldowns on the tank.
TL;DR: Flash and either Ghost, Exhaust, Teleport, Clarity or Clairvoyance. I typically run Flash and Clairvoyance unless we have a support that has Clairvoyance. If I'm solo-laning, then I'm going to take Flash and possibly Teleport or Exhaust. If we have a support with Clairvoyance and I'm dual-laning, I'll likely take Flash and Exhaust.
Item build (GItem)
The best starting item choice for Galio is something that gives him mana regen and health regen. Therefore, I start with a Meki Pendant + 2 Health Pots
If you go Meki Pendant, you will be farming up to either 500+ or 850+ gold before you go back for the first time. 500 will get you a Chalice. 850 will get you a Chalice and Boots. You should also try and stay until 575 or 925 to pick up a Sight Ward as well. I typically go back around level 6 to retrieve these items.
I used to sometimes start with a Doran’s Ring and health potion into a second Doran’s Ring before Doran’s items were changed so you couldn’t start with a Health Potion as well. It used to be the better solo lane option. Now, I can’t see how it’s superior to start with a Doran’s Ring over the Meki.
If you go Doran's Ring anyway, you will probably need Teleport or Clarity if you want to spam your spells. Without Teleport/Clarity, you can go back early and lay down another 435 for a 2nd Doran's Ring or just use Clarity for better spell usage. In this case, you’ll want to save up 860 for another Doran’s Ring, Boots, and a Sight Ward, maybe about 900 for another Health Potion as well.
Other core items
After your 1 or 2 Doran's Rings or a Chalice, upgrade Mercury's Treads next on your second trip back for obvious reasons.
I get Aegis of the Legion next if there's no support handling the aura items for us--it's cheap, gives you nice protection, helps the team. It's incredibly cost-efficient and is just all around a superb tanking/support item. This is my core build.
My next items vary depending on what I'm facing, and more important, what's actually hurting me. If they have 3 casters, but 2 of them are 0/3 with no items, I'll probably get armor instead. Checking death recaps or observing who on the enemy team has the best items/most kills and farm is important.
Versus a caster-heavy team.
This is what Galio likes to see on the loading screen/champ select. Lots of juicy casters that don't hurt much when he taunts them and excuses to stack MR items for free AP.
I get Banshee's Veil next, rushing the Negatron Cloak first to amp up my MR and AP. Banshee's Veil is literally the best Galio item, giving him 25 free AP, a free spell block that might save Idol of Durand from being interrupted, as well as health, MR, and mana.
After Banshee's Veil, I'll grab an Abyssal Scepter, but I generally recommend against Force of Nature. Galio has mediocre base health for a tank, has a haste to handle movespeed, and the extra MR is less-efficient than getting health at that point. I prefer the Abyssal Scepter, for its combination of ability power, magic resist, and MR reduction. With a Banshee's Veil and an Abyssal Scepter along with your Treads/Chalice/Aegis, you'll have over 200 MR and nearly 3K health, making you rather hard to kill. At this point, you do not need more MR, you need more health, preferably packaged with CDR or AP.
If the game goes super-long, I consider a Rod of Ages or a Rylai's Crystal Scepter as my fifth item. Shurelya’s Reverie is probably the best lategame item if the team doesn't already have it. It gives health, cooldown reduction, and mana regen, all of which are valuable to Galio, and helps the team as well with the haste. If you want to sell your Chalice after the rest of your build is finished, grab another one of the items mentioned above for added defense. For pure offense, Rabadon’s Deathcap, or Void Staff are good options for your final item. In particular, adding a Deathcap on top of a Banshee/Abyssal/Aegis/Treads build will get you to nearly 500 AP.
On paper, the Quicksilver Sash with its latest buffs up to 56 MR looks good, but the only case I would ever get this item is against another Galio so you can cleanse and then bust his taunt with yours, or if you’re being consistently CC’d before you can ult. A QSS will not prevent you from being interrupted, nor will cleansing a CC allow you to contribute heavily to the team once Idol of Durand is down. Get an Abyssal Scepter instead if you need magic resist after a Banshee’s Veil, Aegis, Treads, and Chalice.
Spirit Visage is another good Galio item, but it screws up my timings if I get it. I like the combination of CDR, Magic Resist, and Health, but I'm already getting one mid-game dead-end item in Chalice of Harmony or have shelled out for two Doran’s Rings. Getting another either delays my Aegis or my Banshee's Veil and I need both of those more. Lategame, I'd rather have an Abyssal Scepter than a Visage. Similar comments apply to Haunting Guise.
When you actually have support/aura champs
If we do have a dedicated support/another tank getting Aegis of the Legion, I'll either get Spirit Visage or rush the Banshee's Veil. If our support gets Shurelya’s Reverie and I’m hurting for CDR, I’ll opt for Soul Shroud. .
Versus an AD-heavy team.
After Aegis (or Glacial Shroud if somebody else built Aegis), I want Frozen Heart or rarely Thornmail. I'll take Frozen Heart most of the time, as it gives me lots of mana, 20% CDR, a lot of armor, and lowers attack speed significantly. The only time I take Thornmail is if they have lots of squishy auto-attackers who persist in attacking me after my taunt is ended. Otherwise, the utility and extra stats on Frozen Heart make it a decidedly better item.
Getting both Frozen Heart and Thornmail is overkill on the armor. Aegis and Frozen Heart alone will get you to over 200 armor at level 18 without any from runes or masteries—at this point, health is a better option.
I personally prefer to grab Shurelya’s Reverie after my Frozen Heart. It has a great active, has some nice health, and it comes with CDR and mana regen for a fairly cheap price. This will get us to around 2500 health before runes and masteries, which is a bit low, but if you’re running health quints and hp/level seals, you’ll end up with a respectable 2700 hit points. If you’re fortunate enough to have someone else on the team with Reverie, getting Soul Shroud is an excellent choice, as it gives many of the same things as Reverie.
Now it’s time to make him hit harder so the lategame AD-carries are actually afraid of him. Rod of Ages is an excellent choice, giving us additional HP and AP. I dislike Sunfire Cape on Galio as he doesn't sit on people too long and doesn't need it to farm. When I'm fighting AD teams, I'm constantly chugging Elixirs of Brilliance to get that AP because I just don't have the AP or MR items to get it to 200 until the Rod of Ages or other AP item. My last item is almost always a Deathcap, selling the Chalice to pick it up to make me scarier lategame. I also dislike Zhonya’s Hourglass on Galio since he can’t activate it while channeling and his cooldowns are long enough that stasis for 2 seconds isn’t going to give him enough time to charge up some serious burst lategame.
One interesting idea is to turn your early Meki Pendant into a Tear of the Goddess and eventually upgrade that to Archangel's Staff eventually. It works pretty well, but midgame farming is rather rough. I'd prefer to stick with the Chalice or two Doran’s Rings and grab a Blasting Wand after my Reverie for AP instead.
Versus a balanced team
After Aegis, I'll buy a Chain Vest and Negatron Cloak to get my resists well over 100. From there, I'll upgrade the Negatron to Banshee's Veil and the Chain Vest to Frozen Heart. I like the Frozen Heart against a balanced team because of the CDR, mana, and armor. I prefer Spirit Visage if Aegis was already built by somebody else.
Another option is to just not upgrade the Glacial Shroud to keep the enemy's attack speed higher to power Idol of Durand--I do that if we're winning and I don’t need the armor. Along with the BV and Frozen Heart, I'll pick up an Abyssal Scepter to be more of an offensive threat. For my last item, I’ll sell Chalice once I have enough to think seriously about a Deathcap if the game is going that long. Elixirs of Fortitude and Brilliance combined with a full item build will create a tank with 500 AP, nearly 40% CDR, 3K health, 200+ armor and magic resist who lowers attack speed and MR of all enemies near him.
Rushing a Banshee's Veil
I’ve started using this build when I’m clearly counter-picked and need a Banshee’s Veil ASAP. This means that there’s a Garen, Blitzcrank, Leona, Udyr, Rammus, or Renekton on the enemy team. I won’t run this build against Xin or most other melee-CCers like Irelia or Jax, nor against casters. I can taunt them instead and win. The six I mentioned are very hard counters to Idol of Durand due to their on-next-hit CC. This is a specialized build to help deal with them.
Start with a Sapphire Crystal and two health potions. Then rush a Catalyst the Protector into Banshee’s Veil, getting Merc Treads as well. Then build your Aegis and go from there. Skip Chalice of Harmony and play cautious with your spells instead. Overall, I prefer the Chalice into Aegis build, because it’s a faster build that does more for my team. However, if I cannot use Idol of Durand effectively, I’m not useful even with an Aegis. Sometimes, you need that Banshee’s fast and this build gets you that at the expense of early support utility.
If we are getting owned
At this point, me or the team are doing so poorly that getting the Aegis aura will probably not help. I get Treads, skip Aegis, and then fill up any remaining slots on Negatron Cloaks, Giant's Belts, and/or Chain Vests depending on what I need. It's a desperation build, but it's cheap and makes me tough enough. I can always sell or upgrade those items later.
If we are owning
Mix in a Mejai's Soulstealer in somewhere. I never recommend Leviathan, it’s not cost-effective.
Elixirs of Brilliance are nice, health potions as needed, at least one ward every time you go back. Skip mana potions.
Skill order (GSkill)
Q -> W or E -> Q -> E or W -> Q -> R -> Q -> W -> Q -> W -> R -> E -> W -> W -> E -> R -> E -> E
Bulwark is too useful and Resolute Smite now has better damage, lower cooldown, and better scaling than Righteous Gust, so unlike the days of old, max Resolute Smite and Bulwark over Gust. Take Idol of Durand whenever possible. Midgame Bulwark is very helpful in early teamfights.
Since patch 188.8.131.52, the buffs to Resolute Smite make it your go-to nuke/farming tool. At level 8, with 4 points in Resolute Smite, and 1 point in Righteous Gust, along with a Chalice and a little MR, you can clear all three caster minions instantly if you need to. The fact that Resolute Smite has to be aimed means you need to practice that skill as well, but if you can land it consistently, it has much better value.
Playing Galio (GPlay)
I play Galio as a poking/farming tank. When you get to your lane, you need to decide two things based on looking at your lane, whether it’s a solo or a duo-lane. Galio is at his best in a solo lane, either mid or top, because he doesn’t have the mana or a heal/shield to effectively babysit in a sustain lane or the damage to get early kills in a burst lane. If he needs to duo-lane, it is best to do so with a harass-centric lanemate that won’t need all the farm, like a Zilean, Lux, or Orianna.
1) Are you going to be able to poke them down? If so, last-hit with your auto-attack and pound them with Resolute Smite until they’re forced to stay off the creeps or go back. Take Righteous Gust as your second spell. Note, this won’t work on healers. The best thing you can do versus a healer like Warwick or Nidalee is force them to burn all their mana on heals instead of nastier spells like Dazzle or Javelin Toss. Then pray they don't have Clarity or Teleport.
2) Is their early-game damage a serious threat to you or your lanemate if you’re duo-laning? Do they have lots of AD or AP runes? If you’re in danger of getting killed (say by a Renekton or Taric/Sion combo), stay at range and farm creeps with Resolute Smite. Take Bulwark as your second spell.
I don't auto-attack champs much early game because I don't have any extra armor on top of base to take hits and soak minion aggro, nor do I carry offensive summoner spells like Exhaust or Ignite in most of my games. If you can pound away at your opponents’ health with Resolute Smite, the creep waves are free for you and your partner to farm, and you can zone them hard.
Galio is weak duo-laner early game. He only has Resolute Smite and a weak haste from Righteous Gust. He can't heal his allies and 30 armor/MR might keep them alive for a little longer, but his mana will not support him spamming his skills until he has a Chalice of Harmony or Tear of the Goddess or second Doran’s Ring. Galio is NOT a babysitter and definitely needs to farm. He needs to use his range to create an opportunity to zone/poke opponents and not trade blows for too long. Galio's job early game is to farm and poke, preferably doing both with one cast of Righteous Gust, and then get 925/900 gold as fast as humanly possible. Don't starve your lanemate, but getting that early Chalice and Boots are critical to succeeding as Galio. Galio is best in a lane with another champion that excels at harassing and doesn’t need too much babysitting. His burst is too weak to create a deadly lane that generates lots of kills early and his babysitting is weak and costs a lot of mana.
As a solo-lane, Galio uses his Resolute Smite to whittle away at champs without ridiculous healing. Force them back or set up opportunities for a jungle gank. If they come after you, Bulwark yourself and use Righteous Gust to haste yourself away if you need to. Your range, poke, and sustain from Bulwark will allow you to win most lanes if they can’t match your damage and self-healing. Galio is very hard to stop from farming and both harasses well and can shrug off harass/burst with Bulwark.
If you ever force a solo opponent to go back and you know their jungle is far from you, feel free to push their turret and force a reaction. Just be aware that if a jungler with red buff jumps on you, you are probably not going to escape back from their turret to yours. Once midgame hits, hopefully you've poked down your opponent so that when your jungler shows up, you taunt the enemy and the jungler cuts them to pieces.
Around the time you hit level 4 is the time that most jungle gankers are looking to attack, specifically Udyr, Shaco, Nunu, Olaf, Rammus, etc. They'll have red buff and be looking for a nice kill, like a Galio without Idol of Durand. I carry Clairvoyance so I can constantly keep track of the junglers if I know their jungle route. If you are ganked, Smite/Gust/Bulwark combo is particularly effective at escaping junglers, though you may be forced to burn your flash against tenacious junglers or if you overextend too much. While it is easy to push the lane as Galio via his spells, don't go past your river bush after level 3-4 unless you know where all their champions are, especially their jungle.
If somebody tower dives you, you have three options. The first is stand and fight, preferably using Idol of Durand once the inevitable CC wears off. Chances are, if they're diving a Galio, they either can soak the damage or they can interrupt/escape the taunt or they know your Idol of Durand is not up for whatever reason. The second option is to flee from the tower. This is a good idea if the tower is low on health, your team isn't coming to help, and you're going to otherwise lose the tower AND yourself. The third option is to dance around the tower while they eat its aggro. While not a good idea against some champions with mobility and means to soak up lots of tower shots (See Tryndamere), others you can evade long enough for the tower to kill them. Run around the tower, throwing Righteous Gust to speed around to one side, then flashing back just as they chase you, using Resolute Smite to slow them down and Bulwark to stay alive longer. You will probably die, but you might take one of the divers with you OR you might buy enough time for your team to show up and trade your death for a double kill.
With 4 points in Resolute Smite, 1 point in Righteous Gust and either 1-2 Doran's Rings or a Chalice, along with my Magic Penetration reds, I can instantly clear the 3 caster minions at the back of each creep wave. Wait until some of the melee minions are low enough to kill with E, then fire E so that it goes through the melee minions, hopefully killing some of them, and then nail the back three caster minions with Q as well. That'll give three guaranteed creep kills per wave, starting at around level 7 and more from the melee minions if you timed it right. Use Bulwark as needed for shielding or healing.
As Galio, you are the initiator. People look to you to go in first. There might be preliminary poking and Galio participates in that as well. If it's possible to poke down some of the enemy team so they can't hold their position, do it. However, take care not to eat too much poking, or worse, be burst down before you can taunt. Don't be too eager to taunt either. If your team catches a lone hero out by themselves, you probably don't need Idol of Durand to kill them. There's nothing worse than blowing all your cooldowns on one guy only for the other four to come racing out of the jungle with baron and destroy your team.
Galio initiates well, but if there are other people on the team (another tank like Rammus or a non-tank initiator like an Ashe with accurate Enchanted Crystal Arrows) who are better, let them do it and follow their lead. If the enemy team ignores you too much or initiates on your team, you won't even need to burn Flash. Get near a group of them, preferably their primary sources of damage, and taunt them all. Do make sure to ping the enemies so your team knows your plan if not on Vent/TS/Skype. If the enemy team's carries and mages are wearing Merc Treads, remember to cancel your ultimate early (about a second into it) by moving or firing another spell (preferably Resolute Smite for the slow effect)
You probably won’t need to Bulwark yourself before Idol of Durand due to its damage reduction, so in most cases, save it for a squishier member of your team and apply it as soon as they start getting focused. If you don’t feel you’d survive your taunt, go ahead and use Bulwark on yourself.
Galio ideally does best when he's the second person into a fight, after some of the initial CCs have already been blown. Having some of the enemy team already pinned down or in trouble will make taunting easier. However, the realities of solo queue mean that you'll likely be the first champion into the teamfight. Expect to get hurt, but if they keep chasing you after you taunt them, let them. Run around, use your spells, and force them to expend CC on you. If they focus you, your team should destroy them.
Your taunt targets are a judgment call, particularly if their squishies are hanging back or if their tanks are disrupting your squishies well. Galio's preferred targets are the mages, supports, and carries, not the tanky DPS or the tanks. Taunting just the tanks generally does little for your team, but sometimes it's necessary to save allies Just be aware that most tanks can initiate again before Idol of Durand comes off cooldown.
Chasing enemies is easy with Galio. Speed yourself up with Righteous Gust, lead your target with Resolute Smite. Resolute Smite is actually pretty easy to land on targets that are either moving toward or directly away from you, which is what most fleeing or chasing champions will be doing. Running from enemies after a failed teamfight is likewise simple. Speed yourself up with Righteous Gust, slow them down by leading them with Resolute Smite so they run into the projectile.
Assuming you want to teamfight every time you have Idol of Durand up, you can teamfight every two minutes unless you have lots of CDR. You'll have Flash up every other time that Idol of Durand is up, if you use Idol of Durand pretty much any time it comes off cooldown. If your teammates keep asking you if your taunt is up, inform that the little green circle on your icon on their screen will tell them when your ultimate is up.
Pretty much the same as midgame. Keep doing your thing, winning teamfights, warding key areas, and making sure your team is grouped up and either ready to fight or defend. If you win a teamfight, try to push a tower or get dragon. If you get baron, you MUST get at least one tower unless your inhibitors are down and you need to defend the base.
If there's ever a giant mass of enemy creeps heading for your tower and it's safe to get them, go farm it up. Galio scales extremely well with items and plows through minions. The entire team doesn't need to race over to the creeps, but if you're closest, get that farm.
Be sure that you're adding to the ward count. Galio farms so well that there's no excuse to not pick up a ward every time you go back unless your slots are full. Keep Dragon warded starting with your second ward (first ward goes into your river bush) and ask your team to help ward Baron starting around 20:00. You don't need to buy all the wards, but warding is definitely something Galio can do to help his team. If you run Clairvoyance, you'll have incredible map awareness when you combine that with your wards. That's more of a general gameplay issue than a Galio-specific one, but it bears repeating since so many players in solo queue do not ward.
Best friends (GFriend)
In general, Galio does extremely well with people who do not need babysat in the lane. He does not need babysat either, but cannot do the babysitting. Pairing him with a squishy, item-reliant champion like Master Yi, Akali, or Ezrael is not ideal. Galio prefers to lane with people who can heal themselves and can help him poke the enemy team into either recalling often or else being easy bait for the jungler.
Morgana: Morgana: Galio loves Morgana. A lane of Galio and Morgana is nearly impossible to kill without jungle or mid's help, pokes extremely hard, farms extremely well, and will generally dominate unless there's some sick burst involved. Black Shield makes Idol of Durand nearly unbreakable, while her Soul Shackles can be channeling while you taunt them for a horrific one-two punch.
Amumu and Rammus: If you can have any of these guys in the jungle and Galio laning, you'll have sick initiation and disable. Let the mummy go in first, then taunt just as Curse of the Sad Mummy wears off, or have Rammus go in with Powerball and Puncturing Taunt onto their lead DPS while you follow it up with Idol of Durand
Singed: This mage/tank/insane man hybrid can help with the initiation duties and is a lanemate you don't need to worry about babysitting. Splitting tanking duties between you will let both of you rack up more AP. Too bad he doesn't poke as well.
Blitzcrank: Another good initiator who doesn't need babysat during the lane. Unfortunately, Galio doesn't really synergize well with Blitz, who would much rather be with somebody who has early-game burst.
Fiddlesticks: This mage can take care of himself via his Drain, has enough poke and CC to make laning a miserable experience for the other team when you add yours too, and you two synergize extremely well with each other in teamfights. Of course, many Fiddlesticks prefer to jungle.
Soraka: Soraka: She can keep you healed, juiced up on mana, and buffed in the lane, gives you 16 free MR (and thus 8 AP) from the start, can handle some of the aura duties, and has a decent poke in Starcall. Doesn't need babysat or too much farm, and, unlike Janna, doesn't ruin your ultimate with her ultimate.
Idol of Durand interrupts (GInterrupt)
These champions don’t care if you taunt them or if they are outside of your range. Either way they can break the taunt. A good player of any of these champs makes Galio cry rivers of tears.
Overall: Minor grammar/wording fixes.
Quick Build: Changed item text
Idol of Durand: Added bit about minion aggro.
Item: Small addition to Doranís Ring start, some small modifications to builds vs AD/balanced
Skills: Added more explanation on skilling order.
Playing Galio: Small tweakage to earlygame section
Playing Galio: Small tweakage to 1v2 section
Best friends: Added Soraka
Added rune, item, masteries images
Galio Patch changes: Resolute Smite projectile speed increased, AoE increased. Doran's items now cost 475, no getting health potions and a Doran's item from the start.
Items: Removed Doranís Ring start from recommended build. Still discussed it for those who like it.
Skilling Order: I take two early points in Q first, but still max E faster
Interrupts: Choís Feral Scream interrupts Idol of Durand, confirmed by testing. Sion and Pantheon also confirmed by testing to outrange Idol of Durand with their stuns.
Galio Patch Changes: Spirit Visage CDR reduced to 10% from 12%, Soul Shroud cooldown aura reduced to 10% from 15%, Randuinís Omen CDR reduced to 5% from 8%, Frozen Heart cost decreased down to 650 from 800 combine cost, CDR reduced 5% to 20%. Glacial Shroud combine cost reduced to 425 from 575, cooldown reduction decreased to 15% from 20%
Galio Patch Changes: Spirit Visage healing reduced to 15% from 20%, Melee minion magic resist now increases 1.25 per 3 minutes (up from 0.5), Cannon minion armor and magic resist now increase 3 per 3 minutes (up from 2), After 20 minutes, cannon minions now spawn every 2 waves (up from every 3 waves), Turrets do less damage to champions and now have 20% armor penetration
Overview: Updated version number
Build: Added section on Quicksilver Sash, adjusted CDR values with nerfs from 184.108.40.206
Interrupts: Added Jarvan IV
Tank section: Added Maokai
Changelog: Added patches 111 and 112.
Minor formatting and wording tweaks.
Overview: Added mention of quick reference section
Overall condensed guide from 23 pages down to 20.
Interrupts: Trundleís Pillar of Filth confirmed to NOT interrupt Idol of Durand, added Alistarís Unbreakable Will as an escape. Fixed a rather humorous Freudian slip in the Kassadin section.
Runes: Added tip on Magic Penetration affecting Thornmail and Sunfire Cape
Skill Order: Small adjustment.
Playing Galio: Clarified section on 1v2 build.
Tank section: Reduced each section by about 33% in length
Team comp: Adjusted heal/poke team
Galio Patch Changes: Righteous Gust mana cost reduced to 70/75/80/85/90 from 80/85/90/95/100, Banshee's Veil refresh time increased to 45 seconds from 30 seconds.
Quick reference section: Changed runes to MR/level glyphs and masteries to 0/7/23
Abilities: Adjusted Righteous Gust mana cost. Added section to Idol of Durand on manual cancellation timing against Mercury Treads.
Interrupts: Added section on Nocturne
Item builds: Added the Bansheeís Veil Rush, adjusted CDR values to reflect rune changes, removed mention of Catalyst experimentation
Runes: Changed runes to MR/level glyphs from flat CDR (Thanks to Camera for that!)
Masteries: Changed to 0/7/23 from 9/0/21 (Thanks also to Camera!)
Changelog: Added Patch 113
Galio Patch Changes: Idol of Durand radius increased to 550 from 500
Abilities: Updated Idol of Durand radius
Interrupts: Removed Poppy, adjusted description of Fiddlesticks and Sion
Changelog: Added Patch 114
Galio Patch Changes: Resolute Smite: Damage increased to 80/135/190/245/300 from 60/115/170/225/280, Ability power ratio increased to 0.8 from 0.75, Cooldown reduced to 7 from 8, Righteous Gust: Movespeed increased to 20/28/36/44/52 from 20/25/30/35/40, Righteous Gust now applies the movespeed buff to Galio more quickly, Damage reduced to 60/105/150/195/240 from 65/110/155/200/245
Quick Reference: New Skill Order
Abilities: Updated for new ability stats, removed outdated mastery reference in Idol of Durand section
Skill Order: Now prioritizes Q
Interrupts: Added Brand
Changelog: Added Patch 115, confirmed Sion and Cho'Gath still interrupt.
Balanced Build: Minor wording tweak
Interrupts: Re-added Fiddlesticks' Terrify, reworked section into list with range values for better readability and data.
Galio Patch Changes: Idol Of Durand's damage range now matches the taunt range
Introduction: Added accolade
Abilities: Added mentions of Tenacity to Idol of Durand, along with precise timing.
Interrupts: Added Vayne
Changelog: Added Patch 118
Quick Reference: Removed mention of Evelynn
Build: Removed mention of Evelynn
Interrupts: Removed Evelynn, added Orianna
Galio Patch Changes: Base health increased to 520 from 495, Base armor increased to 20.5 from 16, Armor per level reduced to 3.5 from 4, Resolute Smite Projectile speed increased to 1300 from 1200, Mana cost reduced to 60/65/70/75/80 from 70/75/80/85/90, Ability power reduced to .7 from .8
Bulwark Duration increased to 4 seconds from 3.5 seconds, Heal increased to 25/40/55/70/85 from 20/32/44/56/68, Idol of Durand damage reduction while channeling increased to 50% from 30%
Intro: Reworked opening paragraph
Quick Reference: Large number of changes
Runes: Mp5/level yellows less important with mana cost changes
Masteries: Preference to 0/9/21 or 1/8/21
Summoner spells: Smite now mentioned if you want to jungle Galio though itís pretty slow. Clarity devalued, Teleport better
Build section: All builds adjusted to reflect current best practices
Skill order: Changed to get 4 points in Resolute Smite faster
How to play: Condensed, rewrote laning section. Emphasized solo lane Galio is generally better than duo-lane. Tweaked teamfight section to point out that Bulwarking squishies is generally better than shielding yourself due to Idol of Durand buffs
Interrupts: Added Wukong and Leona
Tank: Added Leona
Team Composition: Changed a couple of recommended bans.
Changelog: Added Patch 122
Interrupts: Added Xerath, Talon
Last note: This is for people who want to play Galio as a tank/support, want to learn about Galio, or otherwise are interested in discussing Galio. I was really bored and had a lot of time to kill during server downtime. I've been playing Galio for awhile and I do pretty well most of my games.
Really nice Guide... I agree with most of it (I'm a long time Galio player). I'll give you some points
--- LUX!!! OMG this girl is AMAZING for duo laning. Both have insanely long range spells and both have shields. Lux+Galio are a forced to be reckon with in a duo lane. You can leave the jungle to udyr/xin zhao/rammus/evelynn and get nasus/morg/carry on the other lanes.
--- Karma... While untested... she has a Shield, AoE heal and speed boost. She seems like a good companion for Galio.
--- Resolute smite is MUCH better now... bigger AoE and faster missile. I suggest you try to max it before E... it also does more damage and lower. You should try maxing it now since it was buffed a couple of patches ago
Wow, feedback! Yay! Also, I've finally gotten around to testing and refining some stuff on Galio for 220.127.116.11, so the guide's updated for that. I'd love to say that I've got time to just rush in and play a ton of games on Galio every time a new patch comes out, but this was a big patch and it'll take me some time to update. Thanks for waiting.
Well the thing I like about lux better as a lane partner is:
- Longer range than Morgana
- She can snare through creeps
- She has a slow.
- She plays safer than morgana.
I love morganas in my team, I know that... but during laning phase lux feels superior.. Because if she snares or slows someone it is easier for you to hit that someone... by the same token if you slow someone Lux can also hit them with Snare+autoattack combo.
At last she plays it safer than Morgana (I donīt like suicidal lane partners) and her ulti works as a good poke if you want to tower dive at lvl 6 for a kill.
- I always, always get Chalice AND banshee... the only exception is when I'm going against highly physical few interrupts team. Then I might not get Banshee's.
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