Garen
Demacian Justice for All
Lane harassment and consistent damage output.
Every 4s your next attack on a champion deals bonus magic damage, heals you, and permanently increases your health.
Charge up a powerful attack against a tower while near it.
After 12 min gain +8 Armor and +8 Magic Resist and increase your bonus Armor and Magic Resist by 3%.
Gain Armor and Magic Resist when receiving crowd control.
Takedowns restore 5% of your missing health and grant an additional 20 gold.Deal more damage to low health enemy champions.
Offense
+5 AD or 9 AP
Flex
+5 AD or 9 AP
Defense
+6 Armor or 8 MR (match-up)
Why Grasp of the Undying
Unfortunately Garen doesn't have any fantastic keystone choices, Grasp is just the best of the bad. You should be able to proc Grasp relatively easily in melee matchups with [Q] and the bonus max health synergizes well with your [W].
Why Demolish
Demolish on Garen allows you to massively chunk towers when combined with the empowered auto from [Q].
Why Conditioning
Conditioning allows you to scale into the mid game as a very threatening tank. **Strong AD Matchups:** If playing into a strong AD matchup like Renekton or Camille, take Iron Skin. **Strong AP Matchups:** If playing into a strong AP matchup like Rumble, take Mirror Shell.
Why Unflinching
The bonus tenacity and slow resistance will help you overcome Garen's biggest pitfall of getting kited by CC and slows. With Unflinching you should be able to **stick to your target** for the kill much more easily.
WhyTriumph
Triumph on Garen allows you to absorb a lot of frontline damage by picking up kills/assists during teamfights.
WhyCoup de Grace
Coup De Grace's damage amplification synergizes well with Garen's execute oriented [R] for that last little bit of kill potential.