Galio Build Guide

In Depth Galio Guide - Why they should "Come Back with More Bad Guys"

Updated 5 years ago
  • 9
    Greater Mark of Magic Penetration (+0.87 magic penetration)
  • 9
    Greater Seal of Armor (+1 armor)
  • 9
    Greater Glyph of Magic Resist (+1.34 magic resist)
  • 3
    Greater Quintessence of Magic Resist (+4 magic resist)
Skill Order
1 1 1 1
2 2 2 2
3 3 3 3
4 4 4 4
5 5 5 5
6 6 6 6
7 7 7 7
8 8 8 8
9 9 9 9
10 10 10 10
11 11 11 11
12 12 12 12
13 13 13 13
14 14 14 14
15 15 15 15
16 16 16 16
17 17 17 17
18 18 18 18

Galio is a very underrated tank in LoL. When I see other people play him, he's often very squishy and usually ineffective with his spells. I hope that this guide can teach people how to effectively use Galio. [center][highlight]*READ THIS*[/highlight][/center] As a side note, when I say "In Depth Galio Guide" I mean it. I put alot of detail into this guide so I dont recommend looking at this guide in one of those "Oh-galio-is-free-this-week-so-I-should-look-up-a-build-before-champion-select-ends-and-the-game-starts" moments. I do recommend sitting down and having a few minutes to spare as you read into this guidec and get to understand the power of AP/Tank Galio! [center][highlight]*******READ THIS********[/highlight][/center] HI SOLOMID SORRY FOR NOT BEING AROUND IN AWHILE, but I am planning on re-explaining masteries. I have changed the Quintessences one last time, to Magic Resistance and i will add those explanations as well. And finally after playing many ranked with Galio, i finally concede that Teleport is infact superior to clarity. However, for people first trying out Galio, i will explain when clarity is better than teleport. All of these explanations and changes will be coming within the next week or so.

[imgsmall=items/rod-of-ages.png] sets my build apart from 90% of other Galio builds because they would rather have you getting [imgsmall=items/chalice-of-harmony.png]. [number]Their arguement:[/number] Builds off of Galio's [imgsmall=skills/galio/p.png] right away and solves his mana problem! [number]My arguement:[/number] This item is only decent at early game, but even then, despite how "fast" his mana regen gets with [imgsmall=items/chalice-of-harmony.png] you still find your self sitting at your tower waiting for your mana to come up so you can sling another [imgsmall=skills/galio/q.png], only to wait for it again. At level 18 Galio's mana regen with [imgsmall=items/chalice-of-harmony.png] is 11.42 at 100% mana, if he were to have 0% mana (assuming [imgsmall=items/chalice-of-harmony.png] scales on total mana regeneration) he would have 22.84 mana regen roughly 5 mana per second. He would still have to wait 8 seconds to do a level 1 [imgsmall=skills/galio/q.png] (The ~5 mana regen per second will decrease the more mana he regenerates). Conclusion: [imgsmall=items/chalice-of-harmony.png] is OVERRATED. [imgsmall=items/catalyst-the-protector.png] is a better lane sustainability item because it refreshes 200 mana every level along with its +325 mana bonus. By using [imgsmall=summoners/clarity.png] between levels and allowing [imgsmall=items/catalyst-the-protector.png] to boost your mana when you level, you epitomize Galio's mana pool (Leveling occurs faster with [highlight]Awareness[/highlight] mastery). Another thing: Galio's that use [imgsmall=items/chalice-of-harmony.png] are squishy, squishy tanks are sad. [imgsmall=items/catalyst-the-protector.png] builds into [imgsmall=items/rod-of-ages.png] which gives Galio the health he'll need to be an effective tank along with more mana for his problematic mana pool, and AP for that extra damage. ([imgsmall=items/chalice-of-harmony.png] is a dead end item)

[center][highlight]**Will be changing Title and Information**[/highlight][/center] Clarity. A spell looked down upon because all it does is give mana. [number]What [imgsmall=summoners/clarity.png] haters are thinking[/number]: There are so many other summoner spells better this one, and it may be okay early game but mid/late game it sucks! Its a waste of a Summoner Spell slot. On many champions this is very true, [imgsmall=summoners/clarity.png] is better off substituted for another Summoner Spell. However on [imgsmall=champ/galio.png] this Summoner Spell finds its place. All of Galio's early game strength lies in harassing the enemy and pushing his minions with [imgsmall=skills/galio/q.png] (and [imgsmall=skills/galio/e.png] if necessary), this puts a heavy strain on his mana pool, a strain which [imgsmall=items/chalice-of-harmony.png] cannot keep up with as it still requires a 10 second wait until your next [imgsmall=skills/galio/q.png] from 0 mana. However, [imgsmall=summoners/clarity.png] can grant 190-310 mana depending on where you are in your early game. This mana provides 3-5 more shots of [imgsmall=skills/galio/q.png] allowing you that extra push/harass for your lane, along with more time to build up towards the 925 gold you need for [imgsmall=items/catalyst-the-protector.png]. In the mid/late game it is helpful especially with the Insight Mastery because you can now restore 700 mana on AP/AD carrys. A great solution during teamfights when carry's are oom making them significantly weaker/useless (especially AP carry's). [img=summoners/teleport.png][img=summoners/ghost.png] The Top Choices for summoner spells on Galio aside from [imgsmall=summoners/flash.png]. NOTE: Under the [imgsmall=summoners/teleport.png] explanation, the numbers ( 1), 2) etc.) below "Why it is not as effective as [imgsmall=summoners/clarity.png] on Galio:", refers back to the previous numbers next to "Early Game:"/"Mid/Late Game:". [number]Why not [imgsmall=summoners/teleport.png]?[/number] Teleport has 4 purposes: [number]Early Game:[/number] 1) Quickly get back to turret after B. [number]Mid/Late Game:[/number] 2) Regroup with team wheter it is via ward, minion, or turret 3) Protect a turret getting pushed 4) Helping minions on an enemy turret push the turret Why it is not as effective as [imgsmall=summoners/clarity.png] on Galio: 1) The only viable reason to get [imgsmall=summoners/teleport.png] on Galio, allowing him to regain mana then return to his turret but it is better to stay in lane, which [imgsmall=summoners/clarity.png] allows you to do, until you can get [imgsmall=items/catalyst-the-protector.png]. If you B before you get [imgsmall=items/catalyst-the-protector.png] you will need to B again without teleport when you get the money. Also you will need to B more because of the lack of mana without [imgsmall=summoners/clarity.png] 2) As your team's tank you should always be with your team, as the initiator/damage absorber you are a vital part of team fights. Q: What if my team is already in a team fight? I can use [imgsmall=summoners/teleport.png] to regroup with them. A: They shouldnt be in a team fight without their tank however, if they are team fighting anyway it will be hard to get to regroup with them even with [imgsmall=summoners/teleport.png] if they are not in a lane and do not have any wards near them. 3) Galio's main source of damage is [imgsmall=skills/galio/q.png] and [imgsmall=skills/galio/e.png]. With that in mind after the burst from his spells he only has his weak auto attacks to count on until the cooldown's refresh, at which time the enemy would have dealt substantial damage to the turret 4) Galio's weak auto attack and slow attack speed is not beneficial towards a turret push AND this will seperate him from his team (assuming the team wasn't pushing the turret already) [number]Why not [imgsmall=summoners/ghost.png]? [/number]Galio already has a built in [imgsmall=summoners/ghost.png] and its almost twice as effective. [imgsmall=summoners/ghost.png] without the Haste Mastery gives 27% MS while [imgsmall=skills/galio/e.png]@ level 2 gives 28% MS ([imgsmall=skills/galio/e.png]@ level 3 surpasses [imgsmall=summoners/ghost.png] with the Haste Mastery, [imgsmall=summoners/ghost.png]@33% and [imgsmall=skills/galio/e.png]@36%) [imgsmall=skills/galio/e.png] fully leveled gives a 52% MS buff. You spend about 2-3 seconds in the [imgsmall=skills/galio/e.png] (assuming you move from start to end) and you keep the buff for an extra second after leaving the [imgsmall=skills/galio/e.png] giving you a MS buff for ~4 seconds. With [imgsmall=skills/galio/e.png] your basically trading 6 extra seconds of MS buff for a faster [imgsmall=summoners/ghost.png] with 200 less seconds on cooldown time. Conclusion: Galio does not need [imgsmall=summoners/ghost.png] because [imgsmall=skills/galio/e.png] is his portable [imgsmall=summoners/ghost.png].

[number]_____________________________________________________________________________[/number] General [.] 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% [number]_____________________________________________________________________________[/number] When I first heard about a Galio patch i KNEW they were bout to buff him and make my day, but I'll admit, my heart sank when I heard they were nerfing his damage. However, after reading the patch notes I am so, flippin HAPPY, his buffs far outweigh the 2 nerfs given to him. General - The buff to his health was a MUST, without health quints, or hp items he was squishier then most carries. Resolute Smite - The biggest problem with this spell was the travel speed and now its even faster! Your main spam spell now costs less, but is unfortunately nerfed to .7 from .8 ap scaling. Bulwark - The buff to his heal just make it ever MORE effective in the early game with just 1 point on it. Idol of Durand - With my build he will be receiving ~0% damage with his ult on (exagerration but very close.)

[title][center]Pros[/center][/title] [.]Strong burst damage [.]Wide taunt range [.]Can slow enemies with [imgsmall=skills/galio/q.png] [.]Can help allies escape/chase with [imgsmall=skills/galio/e.png] [.]His passive [imgsmall=skills/galio/p.png] allows him to build tanky while sustaining good damage output [.]Can cast [imgsmall=skills/galio/w.png] on allies or himself to increase survivability [.]Great farming ability [title][center]Cons[/center][/title] [.]Low mana pool has him depleting mana easily [.]Slow skill shots ([imgsmall=skills/galio/q.png] and [imgsmall=skills/galio/e.png]) [.][imgsmall=skills/galio/r.png] can be stopped (before he can use it) if CC is focused on him during a fight [.][imgsmall=skills/galio/r.png] can be interrupted with stuns, silences, taunts, knocks, and fears [.]Like any other caster he is a sitting duck when skills are on cooldown (namely [imgsmall=skills/galio/q.png] and [imgsmall=skills/galio/e.png]) [.]Squishy at start if you get [imgsmall=items/sapphire-crystal.png]

[title]Marks[/title] - [highlight]9[/highlight] [number]Greater Marks of Insight[/number] (+.95 Magic Penetration per rune) Gives +8.5 magic penetration giving that extra bit of damage for his burst damage role in the early game. [title]Seals[/title] - [highlight]9[/highlight] [number]Greater Seals of Resilience[/number] (+1.41 armor per rune) These runes give Galio an extra 13 Armor to help his early game sustainability. *Why I changed from Armor per Level: Due to the recent buff to his armor and nerf to his armor scaling his armor benefits more from Flat Armor runes early bonus and less from the armor per level rune scale adding to his base armor scale, these runes will also help his defense for early [imgsmall=skills/galio/r.png]'s since Armor per Level will break even at level 11. At level 18 you will have 93 armor (48% DMG reduction) instead of 103 armor (51% DMG reduction)* [title]Glyphs[/title] - [highlight]9[/highlight] [number]Greater Glyphs of Warding[/number] (+1.49 Magic Resist per rune) We aren't doing Magic Resist per level runes because it will only be 11 more Magic Resist, also because we will be mostly focusing on Magic Resistance items in the mid/late game it is more beneficial to makeup for the lack of early game Magic Resist with flat Magic Resist. These runes give him 13 Magic Resist and 7 Ability Power. [title]Quintessence[/title] - [highlight]3[/highlight] [number]Greater Quintessence of Warding[/number] **Adding Explanation soon**. [title]Concluding[/title] [highlight]*After testing between Magic Pen Quints and Ability Power Quints I found out that Ability Power gives more damage to Galio*[/highlight]

[title][img=skills/galio/p.png] Passive: Runic Skin[/title] [number]Galio converts 50% of his total Magic Resistance into Ability Power.[/number] [title]Explanation:[/title] This passive is what makes Galio such an effective tank. Even without building pure AP items and instead building Magic Resistance to tank with, Galio's AP still increases making him a viable source of damage early game as well as mid/late game while still being a tank. [title][img=skills/galio/q.png] Q: Resolute Smite[/title] [number]Resolute Smite Galio fires a concussive blast from his eyes, dealing 80/135/190/245/300 (+60% of ability power) magic damage to enemies near the impact location, and reducing their movement speed by 24 / 28 / 32 / 36 / 40% for 2.5 seconds. Cost 60 / 65 / 70 / 75 / 80mana Range 900 [/number] [title]Explanation:[/title] Galio's main source of damage output. It can slow, has good range/AOE radius, and has great burst damage. It's only real flaw was the speed of the animation which was now buffed! However, Galio's skill shot is still dependent on you being able to predict an enemy's movements, especially since the time it takes to hit increases the further you aim it. For starters its almost always a good idea to aim behind your opponent or to predict their minion last hits. [title][img=skills/galio/w.png] W: Bulwark[/title] [number]Galio shields a friendly champion for 4 seconds, increasing their Armor and Magic Resistance by 30 / 45 / 60 / 75 / 90. Each time the unit suffers damage, Galio is healed for 20 / 32 / 44 / 56 / 68 (+30% of ability power) (-20% healing for each consecutive hit). Cost 60mana Range 800[/number] [title]Explanation:[/title] A great spell when used in conjuction with [imgsmall=skills/galio/r.png] as it reduces the first hits you get by cancelling them with heals. Its Armor/Magic Resist bonuses are also great for throwing on allies who are being focused, to help reduce their damage intake. [imgsmall=skills/galio/w.png] can also give a small boost in damage to [imgsmall=skills/galio/q.png] and [imgsmall=skills/galio/e.png] since it gives Magic Resist which is converted into AP however, its not an efficient combo to [imgsmall=skills/galio/w.png] then nuke since it only adds a small boost, and is better used protecting yourself or allies. Its least acknowledged function is it's ability to heal because of how situationally effective it is. This is because the heal from [imgsmall=skills/galio/w.png] becomes less effective by -20% every hit it suffers however when used on your self it reduces damage and increases your AP effectively increasing your healing ability. To effeciently use the shield for healing, either throw it on an ally gettin focused/taking minion aggro OR use it on yourself and take some minion aggro on purpose. *NOTE: See chapter "Bulwark: A Closer Look" for more information* [title][img=skills/galio/e.png] E: Righteous Gust[/title] [number]Galio unleashes a gust of concussive wind that deals 60/105/150/195/240 (+80% of ability power) magic damage to all enemies in its path. A directional draft remains for 5 seconds, increasing the movement speed of allies passing through it by 20/28/36/44/52%. Cost 70 / 75 / 80 / 85 / 90 mana Range 10000 [/number] [title]Explanation:[/title] There are many ways to effectively use this spell: [highlight]1)[/highlight] Speed up allies to chase enemies or just to reach an objective [highlight]2)[/highlight] Speed up allies to run from enemies/ use like a portable [imgsmall=summoners/ghost.png] when retreating [highlight]3)[/highlight] When pushing a turret and you have no minions to take turret aggro, go back to the nearest minion wave and cast [imgsmall=skills/galio/e.png] infront of them so they can reach the turret sooner (minions DO benefit from [imgsmall=skills/galio/e.png]'s movement speed buff) [highlight]4)[/highlight] Use it for that extra boost of speed out of base after you finish healing/buying [highlight]5)[/highlight] A viable alternative to positioning [imgsmall=skills/galio/r.png] if [imgsmall=summoners/flash.png] is on cooldown [highlight]6)[/highlight] Use it with [imgsmall=skills/galio/q.png] as a powerful nuke/ damage tool for when [imgsmall=skills/galio/q.png] is on cooldown. [highlight]7)[/highlight] Becomes more effective then [imgsmall=summoners/ghost.png] @lvl 2 ([imgsmall=summoners/ghost.png] 27% MS buff, [imgsmall=skills/galio/e.png] 28% MS buff). *NOTE: It is a [highlight]directional[/highlight] spell. Meaning it will only give the buff if people travel along the direction it was cast. Won't work when you turn around to cast it in an attempt to speed up a teammate behind you (In that situation throw it in front of you and allow your teammate to catch up and run into it)* [title][img=skills/galio/r.png] R: Idol of Durand[/title] [number]Galio channels for 2.5 seconds, taunting nearby foes and blocking 30% of incoming damage. After channeling, Galio deals 220 / 330 / 440 (+85% of ability power) magic damage to surrounding enemies, plus an additional 10% damage for each attack he suffered while channeling. Max 80% bonus damage. Cost 100 / 145 / 190 mana Range 550 [/number] [title]Explanation:[/title] Galio's "bread and butter" this spell is what makes him a 6300ip champion. [imgsmall=skills/galio/r.png] + [imgsmall=summoners/flash.png] make Galio a great initiator. This spell scales well with AP and has a great Damage Multiplier added on to powerful base damage. The CC from his taunt can interrupt other channeling ults like [imgsmall=champ/fiddlesticks.png] (before it casts),[imgsmall=champ/karthus.png], or [imgsmall=champ/katarina.png]. Enemies without [imgsmall=items/mercurys-treads.png] (which reduces your taunt effect to 1.625 seconds) are helpless to outside damage from your allies for a full 2.5 seconds, if you know your enemy has [imgsmall=items/mercurys-treads.png] it is sometimes beneficial to break your [imgsmall=skills/galio/r.png] early to give them damage before they can escape. Unfortunately your [imgsmall=skills/galio/r.png] is easily interrupted by champions with CC built into their auto attacks due to their skills like [imgsmall=champ/blitzcrank.png] ([imgsmall=skills/blitzcrank/e.png]) and [imgsmall=champ/xinzhao.png]([imgsmall=skills/xinzhao/q.png]) but namely [imgsmall=champ/udyr.png] otherwise known as U-counters Galio's ult-dyr but only when in [imgsmall=skills/udyr/e.png] (try to use it when he has just stunned you OR you notice hes in a different stance). Galio can also be stunned out of his [imgsmall=skills/galio/r.png] if you use it while [imgsmall=champ/kennen.png] or [imgsmall=champ/morgana.png] are already channeling their ults. Other then those champions if you miss any enemy champion with CC (not including slows), they can interrupt your [imgsmall=skills/galio/r.png]. [highlight]Damage Added with Damage Multiplier from [imgsmall=skills/galio/r.png][/highlight] *NOTE: He must take atleast 8 hits for the full effect of the Damage Multiplier* *Double NOTE: Every hit increases the DmgMult by 1, max 8 stacks, for 80% bonus damage* [number]Level 1[/number] Base DMG + DMG Multiplier - 396 from 220 (+176 DMG) [number]Level 2[/number] Base DMG + DMG Multiplier - 594 from 330 (+264 DMG) [number]Level 3[/number] Base DMG + DMG Multiplier - 792 from 440 (+352 DMG) [highlight]Tank Comparison: Why Galio has a better AOE Ultimate[/highlight] [imgsmall=champ/amumu.png] - [imgsmall=skills/amumu/r.png] is a powerful initiation skill but unlike Amumu's ult where champions can still attack while ensared, champions are completely helpless for a full 2.5 seconds during Galio's [imgsmall=skills/galio/r.png]. [imgsmall=champ/maokai.png] - [imgsmall=skills/maokai/r.png] can turn around a team fight easily with the amount of damage reduced and then turned back on enemies, however, it is easily escapable. Galio's [imgsmall=skills/galio/r.png] not only sets up an AOE like [imgsmall=skills/maokai/r.png] and like [imgsmall=skills/maokai/r.png] has a damage multiplier but it forces enemies to increase the damage multiplier and stay in the AOE. [imgsmall=champ/malphite.png] - [imgsmall=skills/malphite/r.png] is probably the best initiating ultimate since it has "[imgsmall=summoners/flash.png]" built into the skill. However it knocks opponents into the air for only 1.5 seconds whereas Galio's ult has them in CC for 2.5 seconds (If you play this game enough you'll know 1 second makes a difference). Also [imgsmall=skills/galio/r.png] has higher base damage and although [imgsmall=skills/malphite/r.png] has a 100% AP scale the damage multiplier from [imgsmall=skills/galio/r.png] will put [imgsmall=skills/galio/r.png] at a higher damage output. [imgsmall=champ/nunu.png] - [imgsmall=skills/nunu/r.png] scales with AP very well (2.5%) and much higher base damage, leaving this ultimate doing more than [imgsmall=skills/galio/r.png]. However [imgsmall=skills/nunu/r.png] has to channel for a full 3 seconds for maximum damage and at that time enemies at the edge can easily escape the radius despite the slow while enemies near the center can flash out of it. [imgsmall=champ/leona.png] - [imgsmall=skills/leona/r.png] when combined with [imgsmall=skills/leona/e.png] is a powerful iniator, stunning enemies in the center and slowing enemies on the outside. Galio's ult has a slightly larger range, effectively taunts ALL champions in range, and does not have a delay, unlike Leona, also his [imgsmall=skills/galio/w.png] gives more Armor and MR (more than Leona's [imgsmall=skills/leona/w.png]) along with the damage reduction from [imgsmall=skills/galio/r.png] gives him more % damage reduction before, during, and after his ult. Galio's ult also does more damage. *NOTE: [imgsmall=skills/galio/r.png] goes through [imgsmall=items/banshees-veil.png] and other spell shields (unlike [imgsmall=champ/amumu.png], [imgsmall=champ/malphite.png], [imgsmall=champ/maokai.png], and [imgsmall=champ/leona.png] ults) because it is a constant AOE taunt, that will taunt even if someone walks into it after initial cast*

[center][img=skills/galio/r.png] > [img=skills/galio/q.png] > [img=skills/galio/e.png] > [img=skills/galio/w.png][/center] [center][imgsmall=skills/galio/q.png]->[imgsmall=skills/galio/e.png]->[imgsmall=skills/galio/q.png]->[imgsmall=skills/galio/w.png]->[imgsmall=skills/galio/e.png]->[imgsmall=skills/galio/r.png]->[imgsmall=skills/galio/q.png]->[imgsmall=skills/galio/e.png]->[imgsmall=skills/galio/q.png]->[imgsmall=skills/galio/e.png]->[imgsmall=skills/galio/r.png]->[imgsmall=skills/galio/q.png]->[imgsmall=skills/galio/e.png]->[imgsmall=skills/galio/w.png]->[imgsmall=skills/galio/w.png]->[imgsmall=skills/galio/r.png]->[imgsmall=skills/galio/w.png]->[imgsmall=skills/galio/w.png][/center] [title]Explanation:[/title] [number]Level 1:[/number] I go for [imgsmall=skills/galio/q.png] first because of its high damage and ability to hit more than one target. Its slow also helps you isolate your target for when you have a lane partner. However you want to wait until [number]Level 3[/number] to heavily harass. [number]Level 2:[/number] Next I get my [imgsmall=skills/galio/e.png] because the damage along with your [imgsmall=skills/galio/q.png] creates an effective nuke. Only use the [imgsmall=skills/galio/q.png] and [imgsmall=skills/galio/e.png] combo if they are squishy (didnt get a good hp item/didnt get health quintessences) or if they have low Magic Resist, harass with [imgsmall=skills/galio/q.png] only, if they have alot of starting hp (600 or more) or high starting Magic Resist (~40 or more). [number]Level 3:[/number] Now you level up [imgsmall=skills/galio/q.png] 1 more time and can start your aggressive harass. We wait till [number]level 3[/number] for the heavy harassing because you gain 50 extra damage for only 5 mana more. [number]Level 4:[/number] This is when you want to get [imgsmall=skills/galio/w.png] to throw an extra 15% damage reduction on you/your allies or to heal with. Best to heal with [imgsmall=skills/galio/w.png] by throwing on an ally taking damage, however dont ask your ally to go and take damage just so you can heal. *NOTE: See chapter "Bulwark: A Closer Look" for more information* [number]Level 5:[/number] At this point you'll be tempted to put another point on [imgsmall=skills/galio/q.png] but instead should put a point on [imgsmall=skills/galio/e.png]. Not only does the Movement Speed bonus from [imgsmall=skills/galio/e.png] now exceed [imgsmall=summoners/ghost.png] but you also efficiently split his damage output. [imgsmall=skills/galio/q.png]@lvl 3 -> 190 base dmg + [imgsmall=skills/galio/e.png]@lvl 1 -> 60 base dmg = 250 dmg. But have them both at lvl 2 you get 135 + 105 which adds up to 240 dmg. Although it is 10 damage less, by not relying heavily on [imgsmall=skills/galio/q.png] for your damage, and needing to wait for its cooldown to harass more, you can also count on [imgsmall=skills/galio/e.png] to do a significant amount of damage (there are plenty of times when I find [imgsmall=skills/galio/e.png] to be my finishing blow) [number]Level 6:[/number] Now you can get [imgsmall=skills/galio/r.png] and since this is still early game and there wont be many/any teamfights, you can use your [imgsmall=skills/galio/r.png] to get kills in your lane. If you have a lane mate/a jungler is getting ready to gank, [imgsmall=skills/galio/r.png] is a powerful tool in making sure your target dies. Your combo will be [imgsmall=skills/galio/q.png] to slow them then [imgsmall=skills/galio/e.png] to speed your self up towards the target (try to save your [imgsmall=summoners/flash.png] when you can), throw on [imgsmall=skills/galio/w.png] for extra protection and damage, then [imgsmall=skills/galio/r.png] when hes in range (this combo works best if they are melee since they have to move from the edge of the taunt towards you, you might need to flash on them if they are ranged). If your [imgsmall=skills/galio/r.png] didn't kill them, follow them with a few autos attacks allowing your [imgsmall=skills/galio/q.png]+[imgsmall=skills/galio/e.png] to refresh so you can hit them with it again. [number]Level 7 - Level 18:[/number] Follow the rest of the skill order as shown remembering to keep [imgsmall=skills/galio/q.png] and [imgsmall=skills/galio/e.png] on par with each other but always leveling [imgsmall=skills/galio/q.png] first. I focus on [imgsmall=skills/galio/w.png] last because it only effects one person (whereas [imgsmall=skills/galio/e.png] can effect your whole team) and the damage and speed you gain from [imgsmall=skills/galio/e.png] helps you and your team more. *NOTE: When using your nuke combo, use [imgsmall=skills/galio/q.png] first to slow them, setting them up for your [imgsmall=skills/galio/e.png] which has a further range then [imgsmall=skills/galio/q.png]*

*NOTE: [imgsmall=skills/galio/w.png]'s heal loses 20% effectiveness from TOTAL heal amount not BASE heal amount* *Double NOTE: Heal effects occur in a 4 second window (how long [imgsmall=skills/galio/w.png] lasts)* *Triple NOTE: Remember to ALT+W to self cast [imgsmall=skills/galio/w.png]* [highlight]Amount healed from [imgsmall=skills/galio/w.png] by self casting and taking minion aggro compared to casting on an ally:[/highlight] - At level 4 (when you first level [imgsmall=skills/galio/w.png]) your Ability Power should be at 36 (if you start with [imgsmall=items/dorans-ring.png]) but along with the AP from [imgsmall=skills/galio/w.png] it will be 51 which means you would heal 40 hp the first hit you take with [imgsmall=skills/galio/w.png](minus damage done), and your armor should be at 27 but with [imgsmall=skills/galio/w.png] it increases to 57 which means you have 36% dmg reduction. [center][highlight]Melee Minions do 12 DMG and Caster Minions do 25 DMG[/highlight][/center] [number]Melee Minions[/number] will deal 8 damage against your [imgsmall=skills/galio/w.png] meaning you will heal 32hp/ 26hp/ 21hp/ 17hp/ 13hp/ 11hp/ 8hp/ 7hp/ 5hp (140 hp) for each consecutive hit meaning you want to take [number]9[/number] hits from Melee Minions at level 4 to take full advantage of heal from [imgsmall=skills/galio/w.png]. [number]Caster Minions[/number] will deal 16 damage against your [imgsmall=skills/galio/w.png] meaning you will heal 24hp/ 19hp/ 16hp/ 12hp/ 10hp/ 8hp/ 6hp/ 5hp (101 hp) for each consecutive hit meaning you need to take [number]8[/number] hits from Caster Minions at level 4 to take full advantage of heal from [imgsmall=skills/galio/w.png]. [number]Heal through casting on Ally[/number] If ally is hit __ times with [imgsmall=skills/galio/w.png], [imgsmall=champ/galio.png] heals __ health: 1x = 40 2x = 65 (+25) 3x = 84 (+19) 4x = 100 (+16) 5x = 112 (+12) 6x = 122 (+10) 7x = 130 (+8) 8x = 136 (+6) 9x = 141 (+5) *NOTE: Despite how nice these numbers might seem, dont throw on bulwark expecting to heal all your health back at level one if you get the most out of bulwarks heal, you'll only be healing 100-150 health.* [highlight]% Damage Reduction [imgsmall=skills/galio/w.png] gives at each level on top of 30 Armor/MR[/highlight] Level 1 - +30 Armor/MR = [number]+15%[/number] Level 2 - +45 Armor/MR = [number]+20%[/number] Level 3 - +60 Armor/MR = [number]+24%[/number] Level 4 - +75 Armor/MR = [number]+28%[/number] Level 5 - +90 Armor/MR = [number]+31%[/number] [highlight]Bulwark's Diminishing % DMG Reduction[/highlight] [imgsmall=skills/galio/w.png]'s effectiveness decreases the higher your target's Armor/Magic Resist is. [number]Example with [imgsmall=skills/galio/w.png]@lvl 1:[/number] [.]Target's Armor/Magic Resist is 30 (23% Dmg Reduction) with 30 bonus from [imgsmall=skills/galio/w.png]@lvl 1, Armor/Magic Resist is now 60 (38% Dmg Reduction) *[number]+14%[/number] with [imgsmall=skills/galio/w.png]* [.]Target's Armor/Magic Resist is 90 (47% Dmg Reduction) with 30 bonus from [imgsmall=skills/galio/w.png]@lvl 1, Armor/Magic Resist is now 120 (55% Dmg Reduction) *[number]+7%[/number] with [imgsmall=skills/galio/w.png]* [number]Example with [imgsmall=skills/galio/w.png]@lvl 5:[/number] [.]Target's Armor/Magic Resist is 30 (23% Dmg Reduction) with 90 bonus from [imgsmall=skills/galio/w.png]@lvl 5, Armor/Magic Resist is now 120 (55% Dmg Reduction) *[number]+32%[/number] with [imgsmall=skills/galio/w.png]* [.]Target's Armor/Magic Resist is 90 (47% Dmg Reduction) with 90 bonus from [imgsmall=skills/galio/w.png]@lvl 5, Armor/Magic Resist is now 180 (64% Dmg Reduction) *[number]+17%[/number] with [imgsmall=skills/galio/w.png]* *In Conclusion: Outside of using [imgsmall=skills/galio/w.png] to couple on with your [imgsmall=skills/galio/r.png] since it cancels the starting damage your enemies give you with heals, epitomize [imgsmall=skills/galio/w.png] by using it on the champions with lower Armor/Magic Resist (Your squishies->AP/AD carry's). Refrain from using it on tanks (if there happens to be another tank on your team)* [highlight][imgsmall=skills/galio/w.png] Heal@lvl 18 with Max AP from build[/highlight] At level 18 with full build Galio's AP will be at 249 (30% scale = +75 heal to [imgsmall=skills/galio/w.png]). [imgsmall=skills/galio/w.png]'s base heal@ lvl 5 is 68 meaning that with the bonus ap his base heal is 143. If [imgsmall=skills/galio/w.png] target is hit __ times [imgsmall=champ/galio.png] heals for __: 1x = 143 2x = 257 (+114) 3x = 349 (+92) 4x = 422 (+73) 5x = 481 (+59) 6x = 528 (+47) 7x = 565 (+37) 8x = 595 (+30) 9x = 619 (+24) 10x = 638 (+19) 11x = 654 (+15) 12x = 665 (+11) [highlight]Using [imgsmall=skills/galio/w.png] against "Damage Over Time" spells with [imgsmall=skills/galio/w.png]@lvl 1[/highlight] The most effective way to heal with [imgsmall=skills/galio/w.png]@level 1 is to use [imgsmall=skills/galio/w.png] on an ally taking damage from a DOT since in the early game DOT's deal the fatest damage (and weakest). This includes: [imgsmall=summoners/ignite.png] (wont reduce damage on them from [imgsmall=summoners/ignite.png] since its all true damage, but will still receive heal) [imgsmall=champ/alistar.png] - [imgsmall=skills/alistar/p.png] [imgsmall=champ/amumu.png] - [imgsmall=skills/amumu/w.png] [imgsmall=champ/brand.png] - [imgsmall=skills/brand/p.png] [imgsmall=champ/caitlyn.png] - [imgsmall=skills/caitlyn/w.png] [imgsmall=champ/cassiopeia.png] - [imgsmall=skills/cassiopeia/q.png] [imgsmall=skills/cassiopeia/w.png] [imgsmall=champ/drmundo.png] - [imgsmall=skills/drmundo/w.png] [imgsmall=champ/evelynn.png] - [imgsmall=skills/evelynn/q.png] [imgsmall=champ/fiddlesticks.png] - [imgsmall=skills/fiddlesticks/w.png] (does harder damage then [imgsmall=skills/galio/w.png] can heal but if cast on ally will reduce damage on them and still apply a fast heal) [imgsmall=champ/gangplank.png] - [imgsmall=skills/gangplank/p.png] [imgsmall=champ/garen.png] - [imgsmall=skills/garen/e.png] [imgsmall=champ/malzahar.png] - [imgsmall=skills/malzahar/w.png] [imgsmall=skills/malzahar/e.png] [imgsmall=champ/missfortune.png] - [imgsmall=skills/missfortune/e.png] [imgsmall=champ/mordekaiser.png] - [imgsmall=skills/mordekaiser/w.png] [imgsmall=champ/morgana.png] - [imgsmall=skills/morgana/w.png] [imgsmall=champ/nasus.png] - [imgsmall=skills/nasus/e.png] [imgsmall=champ/pantheon.png] - [imgsmall=skills/pantheon/e.png] [imgsmall=champ/rumble.png] - [imgsmall=skills/rumble/q.png] [imgsmall=champ/singed.png] - [imgsmall=skills/singed/q.png] [imgsmall=champ/swain.png] - [imgsmall=skills/swain/q.png] [imgsmall=champ/teemo.png] - [imgsmall=skills/teemo/e.png] [imgsmall=champ/twitch.png] - [imgsmall=skills/twitch/p.png] (Does not reduce damage, [imgsmall=skills/twitch/p.png] does true damage) [imgsmall=champ/urgot.png] - [imgsmall=skills/urgot/e.png] ([imgsmall=skills/galio/w.png] evens out the armor reduction) [imgsmall=champ/vladimir.png] - [imgsmall=skills/vladimir/w.png] NOTE: Can use to heal on your self against DOT's but will not be as effective depending on how much extra AP/AD they have along with their Mpen/Apen however, by casting [imgsmall=skills/galio/w.png] on yourself your Magic Resistance will be 73 and you will get a bonus 15 AP from your [imgsmall=skills/galio/w.png] effectively outhealing most Magic Damage DOT's.

[title]Starting Items:[/title] [img=items/dorans-ring.png] OR [img=items/sapphire-crystal.png]+[img=items/health-potion2.png] [title]Explanation:[/title] [imgsmall=items/dorans-ring.png]. After much thought I have decided [imgsmall=items/dorans-ring.png] is VERY viable on Galio, I use to be against it because I felt rushing [imgsmall=items/catalyst-the-protector.png] by going [imgsmall=items/ruby-crystal.png] or [imgsmall=items/sapphire-crystal.png] first was alot more viable but after many games as Galio I came to this conclusion. Despite the 475 extra gold you now have to get towards your [imgsmall=items/catalyst-the-protector.png] (can sell [imgsmall=items/dorans-ring.png] to shave off 200+) [imgsmall=items/dorans-ring.png] is a great balance between the [imgsmall=items/ruby-crystal.png] and [imgsmall=items/sapphire-crystal.png] giving the health needed on top of his starting 495hp and mana regen to slightly makeup for mana the [imgsmall=items/sapphire-crystal.png] provided. Also, the extra ability power has Galio starting at ~36 ability power making his starting [imgsmall=skills/galio/q.png]'s do more damage for the mana cost. I also found that it wasn't hard to get kills when starting with [imgsmall=items/ruby-crystal.png] or [imgsmall=items/sapphire-crystal.png] in the early game which makes getting the extra AP to your Mpen really help you secure kills, especially if you have a lane partner. *NOTE: The +15 ability power drastically improves heal from bulwark* [imgsmall=items/sapphire-crystal.png][imgsmall=items/health-potion2.png] is a viable starting choice with Galio because we want to increase the amount of times he can use his spells by expanding his mana pool. Also we will be rushing [imgsmall=items/catalyst-the-protector.png] for lane sustainability. However, getting [imgsmall=items/sapphire-crystal.png] makes him squishy at the start (495 health), so only get sapphire if you are laning with someone. With mana covered by [imgsmall=items/sapphire-crystal.png] and [imgsmall=summoners/clarity.png] we'll need [imgsmall=items/health-potion2.png] to keep his health in check. [title]Boots:[/title] [img=items/mercurys-treads.png]OR[img=items/sorcerers-shoes.png] [imgsmall=items/mercurys-treads.png] ([number]12.5 AP[/number]) These boost are best for Galio because they give him CC Reduction allowing him to shrug off any CC put on him before using his [imgsmall=skills/galio/r.png]. They also grant him 25 Magic Resist which gives him 12.5 more AP. [imgsmall=items/sorcerers-shoes.png] A great alternative to [imgsmall=items/mercurys-treads.png] if they enemy team has little or no CC, since it is 100 gold cheaper and amplifies the damage on all of his skills. [highlight]Why not these boots?[/highlight] [img=items/berserkers-greaves.png] Great for DPS champions. Galio is a Mage/Tank and does not benefit from more attack speed. [img=items/boots-of-mobility.png] Effective on roamers/stealthers, Galio is neither and as a tank will always be in the fight which will make the [imgsmall=items/boots-of-mobility.png]'s passive inefficient on him. [img=items/boots-of-swiftness.png] Although being able to chase down his enemies with [imgsmall=skills/galio/q.png] and faster positioning with [imgsmall=skills/galio/r.png] may seem like good options his [imgsmall=skills/galio/e.png] gives him substantial speed boosts, and he'll need the CC reduction since he will be at the front of the team. [img=items/ionian-boots-of-lucidity.png] Would be a valuable asset on Galio, allowing him to sling spells faster and enable a faster [imgsmall=skills/galio/r.png], but the exchange for the defensive stats he needs as a tank for CDR is not a good deal. [img=items/ninja-tabi.png] An absolute NO. As mentioned earlier in the Masteries chapter, "Dodge" on Galio is a bad idea because his [imgsmall=skills/galio/r.png] receives increases to its Damage Multiplier for each hit landed on Galio. To reduce the amount of hits on Galio would mean to reduce the damage from his [imgsmall=skills/galio/r.png]. [title]Core Items:[/title] [img=items/rod-of-ages.png] [title]Explanation:[/title] *NOTE: Rest of the items are too situational in buying order to place as Core Items* [imgsmall=items/rod-of-ages.png] is Galio's main source of HP, something alot of Galio builds lack. Why not a [imgsmall=items/warmogs-armor.png] for health? Because it is too expensive to only be giving health and while your building [imgsmall=items/warmogs-armor.png] you could be gaining valuable armor/magic resist items that Galio needs. Also, by having [imgsmall=items/rod-of-ages.png] as my first item I get to buy the great lane sustainability item [imgsmall=items/catalyst-the-protector.png]. [title]Next 2 Items:[/title] [img=items/thornmail.png]+[img=items/abyssal-scepter.png] [title]Explanation:[/title] [imgsmall=items/thornmail.png] is what I normally end up getting first between the 2 because [imgsmall=skills/galio/r.png] makes everyone effected by it auto attack you, which can backfire if you dont have enough armor and the other team has powerful AD/DPS on their team. [imgsmall=items/thornmail.png] just goes so well with [imgsmall=skills/galio/r.png], in this build you'll have about 200 armor when you get your [imgsmall=items/thornmail.png] giving ~67% damage reduction, on top of the 30% Damage Reduction from [imgsmall=skills/galio/r.png] thats roughly 97% damage reduction! This small amount of damage taken while making them do damage to themselves with your taunt makes [imgsmall=items/thornmail.png] a MUST on Galio. *NOTE: Many Galio builds make the mistake of building Armor too late in the game, people be gettin to excited that his passive converts Magic Resist into AP and only get Magic Resist Items* [img=items/abyssal-scepter.png] ([number]98.5 AP[/number]) this item is... wait a second did those parentheses just say 98.5 AP? WTF. If I said [imgsmall=items/thornmail.png] was a must on Galio then this is a MUST MUST. Along with near 100 AP and 57 Magic Resist this item also reduces the Magic Resistance of nearby enemies by 20. Galio's [imgsmall=skills/galio/r.png] forces nearby enemies to build his Damage Multiplier then thanks to this item, take the damage with 20 less magic resistance. This item also makes enemies take more damage from his [imgsmall=skills/galio/q.png] + [imgsmall=skills/galio/e.png] nuke. [title]Last Items:[/title] [img=items/banshees-veil.png][img=items/guardian-angel.png] [title]Explanation:[/title] [imgsmall=items/banshees-veil.png] ([number]25 AP[/number]) becomes a must in the late game granting Galio the all-important spell block shield. Arguably one of the best items in the game, [imgsmall=items/banshees-veil.png] also grants him more Health for his tank role and extra mana for his spell spammage. *Q: Why not [imgsmall=items/force-of-nature.png] A: Simply because I find the Health + Spell Block shield more important then more Movement Speed and 26 more Magic Resist* [imgsmall=items/guardian-angel.png] ([number]16 AP[/number]) is such a good... oh. em. gee. do those parentheses say 16 AP!! lolz jk. This is such a good item on Galio because at this point he'll be so tanky, that if he were to die during a fight, the enemy team would have to focus him to kill him again, taking the pressure off your teams carry's to attack the people focusing him. Also he can escape very well if he [imgsmall=summoners/flash.png]'s to get out of the fray (assuming its not on cooldown) then uses [imgsmall=skills/galio/e.png] to speed away. I choose this item mainly because it rounds out the bonuses to Armor and Magic Resist on Galio nicely. [highlight]*Consumables: [imgsmall=items/sight-ward.png] > [imgsmall=items/elixir-of-brilliance.png] > [imgsmall=items/elixir-of-fortitude.png] (dont need [imgsmall=items/elixir-of-agility.png])*[/highlight]

[title]First Back[/title] [imgsmall=items/catalyst-the-protector.png] ([number]925 gold[/number] if you start with [imgsmall=items/sapphire-crystal.png] and get [imgsmall=items/boots-of-speed.png] ([number]350 gold[/number]) also if your doing well ) (If you started with [imgsmall=items/dorans-ring.png] and you can't buy [imgsmall=items/catalyst-the-protector.png] ([number]1325 gold[/number]) off the bat on your "First Back" then get [imgsmall=items/sapphire-crystal.png] along with [imgsmall=items/boots-of-speed.png] if you can afford. (We get boots over [imgsmall=items/ruby-crystal.png] because if you were able to buy these two items you should be near level 6 and the boots will help you with bursting them down, positioning your [imgsmall=skills/galio/r.png], and the chase if you happen to not get the kill after releasing your [imgsmall=skills/galio/r.png]. (Unless you can buy the [imgsmall=items/catalyst-the-protector.png] right away your going to have to postpone it and get your boots after [imgsmall=items/sapphire-crystal.png], also remember that you can sell your [imgsmall=items/dorans-ring.png] if your 200 gold away from purchasing [imgsmall=items/boots-of-speed.png] or [imgsmall=items/catalyst-the-protector.png]) [title]Afterwards[/title] If you couldn't get your boots on your first back get them ASAP after you get your [imgsmall=items/catalyst-the-protector.png] (if you started with [imgsmall=items/dorans-ring.png] finish your [imgsmall=items/catalyst-the-protector.png] after your [imgsmall=items/boots-of-speed.png] and [imgsmall=items/sapphire-crystal.png] if you couldn't get [imgsmall=items/catalyst-the-protector.png] right away) then start rushing your [imgsmall=items/rod-of-ages.png] as soon as you can. You will most likely have to split the cost and buy the [imgsmall=items/blasting-wand.png] ([number]860 gold[/number]) then the [imgsmall=items/rod-of-ages.png] ([number]850 gold[/number]). Your doing good if you get it before 20 mins, your doing great if you get it before 15 mins. Now instead of finishing off your [imgsmall=items/mercurys-treads.png] you'll need to to see if your taking more damage from AP champions or AD champions. If your taking more DMG from AP Champions get a [imgsmall=items/negatron-cloak.png] ([number]740 gold[/number]), if your taking more DMG from AD Champions get a [imgsmall=items/chain-vest.png] ([number]700 gold[/number]). Usually you'll get [imgsmall=items/negatron-cloak.png] first since by the time you get to this point in your build your armor will be 20-30 above your Magic Resist, but if the enemy team is really strong on AD champions then get your [imgsmall=items/chain-vest.png] first. Your build should now look like this ([imgsmall=items/rod-of-ages.png][imgsmall=items/boots-of-speed.png][imgsmall=items/chain-vest.png]or[imgsmall=items/negatron-cloak.png]). At this point you want to finish off your [imgsmall=items/mercurys-treads.png] ([number]850 gold[/number]) for that +20 speed, CC reduction, and +25 Magic Resist. Now you want to finish off your [imgsmall=items/chain-vest.png]/[imgsmall=items/negatron-cloak.png]. [.]If you got [imgsmall=items/chain-vest.png] and the enemy's AD carry's are still dominating, build [imgsmall=items/chain-vest.png] into [imgsmall=items/thornmail.png] ([number]1300 gold[/number]) however, if AP carrys are all of a sudden doing better/dealing more damage, grab a [imgsmall=items/negatron-cloak.png] ([number]740 gold[/number]). [.]If you got [imgsmall=items/negatron-cloak.png] and the enemy's AP carry's are still dominating, build [imgsmall=items/negatron-cloak.png] into [imgsmall=items/abyssal-scepter.png] ([number]1910 gold[/number]) however, if AD carrys are all of a sudden doing better/dealing more damage, grab a [imgsmall=items/chain-vest.png] ([number]700 gold[/number]). If at this point you have a [imgsmall=items/thornmail.png] start building a [imgsmall=items/abyssal-scepter.png] by getting [imgsmall=items/negatron-cloak.png] first. If you have a [imgsmall=items/abyssal-scepter.png] then start building a [imgsmall=items/thornmail.png] by getting [imgsmall=items/chain-vest.png] first. If instead you have a [imgsmall=items/chain-vest.png] and a [imgsmall=items/negatron-cloak.png] finish both of them into [imgsmall=items/thornmail.png] and [imgsmall=items/abyssal-scepter.png], letting the strength of the enemy's AD/AP carry's determine which one you build first. With the [imgsmall=items/thornmail.png]/[imgsmall=items/abyssal-scepter.png] phase out of the way we can go on to build [imgsmall=items/banshees-veil.png] since we now have 200 armor (with [imgsmall=items/thornmail.png]+armor per level runes), we shouldnt need to worry about armor. When building [imgsmall=items/banshees-veil.png], if the enemy's AP carrys are doing better get [imgsmall=items/negatron-cloak.png] ([number]740 gold[/number]) first, if the enemy's AD carrys are doing better get [imgsmall=items/catalyst-the-protector.png] ([number]1325 gold[/number]) going for [imgsmall=items/ruby-crystal.png] ([number]475 gold[/number]) first because at this point in the game your mana pool should no longer be a problem. Finally with [imgsmall=items/negatron-cloak.png] and [imgsmall=items/catalyst-the-protector.png] both in your inventory you can finish your [imgsmall=items/banshees-veil.png] ([number]650 gold[/number]). For your final item get the [imgsmall=items/chain-vest.png] ([number]700 gold[/number]), and then build it all at once into [imgsmall=items/guardian-angel.png] ([number]1900 gold[/number]) [highlight]Total:[/highlight] [number]14,200 gold[/number] *NOTE: Do your part for your team and buy [imgsmall=items/sight-ward.png]'s for crucial points and [imgsmall=items/vision-ward.png]'s for Baron and Dragon*

[.] Never go mid with Galio, despite his strong burst he is NOT meant to be a carry. If you have a jungler, grab [imgsmall=items/dorans-ring.png] and go top unless you have another champion better suited for soloing top (like [imgsmall=champ/mordekaiser.png]). If you are doubling a lane coordinate with your teammate to burst down any squishies and to secure the kill when you have your [imgsmall=skills/galio/r.png]. [.] At the start of the game, Galio is a Burst AP caster which is why we got Insight Marks and Quintessences. [.] Galio's only problem early game is his low mana pool. Pace yourself with your harass (missing a skill shot is very detrimental to Galio's early game). [.] Use [imgsmall=summoners/clarity.png] as soon as it's able to give you full mana (If your at level 3 and you are down 250 mana use [imgsmall=summoners/clarity.png] to get back to full mana). You want to use [imgsmall=summoners/clarity.png] as soon as possible so you can put it on cooldown for the next time you need it. Using it when your at 0 mana is inefficient because your decreasing the amount of times you can use [imgsmall=summoners/clarity.png] before you recall when you are laning. *NOTE: Make sure you have a few points of mana lower than how much [imgsmall=summoners/clarity.png] restores so you have allowance for your mana regen*. [.] If your opponent's health is high, only use [imgsmall=skills/galio/q.png] to get them low, when they are at less then 50% of their health start using your [imgsmall=skills/galio/q.png]+[imgsmall=skills/galio/e.png] nuke. [.] When you push beyond the half-way point of your lane ONLY use [imgsmall=skills/galio/q.png] and save [imgsmall=skills/galio/e.png] for when you have to get back to your turret quickly if you are ganked. (if you have [imgsmall=summoners/flash.png] and [imgsmall=skills/galio/e.png], [highlight]FLASH[/highlight] first then use [imgsmall=skills/galio/e.png]) [.] When using your [imgsmall=skills/galio/r.png] coordinate with your lanemate/jungler to get kills in your lane (Works especially well with ults from: [imgsmall=champ/amumu.png],[imgsmall=champ/ashe.png], [imgsmall=champ/cassiopeia.png], [imgsmall=champ/gangplank.png], [imgsmall=champ/gragas.png] (will ruin if he does it during your [imgsmall=skills/galio/r.png]), [imgsmall=champ/jarvaniv.png], [imgsmall=champ/katarina.png], [imgsmall=champ/kennen.png], [imgsmall=champ/leona.png], [imgsmall=champ/malphite.png], [imgsmall=champ/missfortune.png], [imgsmall=champ/morgana.png], [imgsmall=champ/nunu.png], [imgsmall=champ/orianna.png], [imgsmall=champ/rammus.png], [imgsmall=champ/rumble.png], [imgsmall=champ/sona.png], and [imgsmall=champ/urgot.png]. Will have to coordinate and use after/before [imgsmall=champ/malzahar.png]/[imgsmall=champ/warwick.png]'s supression) [.] Under the condition an opponent is near death (100-200 hp) it may be worthwhile throwing on your [imgsmall=skills/galio/w.png] for the extra boost in damage with your [imgsmall=skills/galio/q.png] and [imgsmall=skills/galio/e.png] to secure the kill. [.] DO NOT use your nuke combo to farm, since it doesnt kill minions this early and the mana is better used harassing. If you are getting zoned use [imgsmall=skills/galio/q.png] to last hit ([imgsmall=skills/galio/e.png] does less damage, has a longer cooldown, and costs more mana). [.] If you are ganked in a lane [imgsmall=skills/galio/w.png] yourself/your lanemate (whoever is in more danger), shoot your [imgsmall=skills/galio/q.png] at the champion closest to you with CC/the most damage and [imgsmall=skills/galio/e.png] towards your turret. [.] [imgsmall=skills/galio/r.png] can be used as a clutch save. If an ally is low and gettin chased AND you have enough health to survive, use [imgsmall=skills/galio/r.png] to take the enemy off of your ally, allowing him time to escape. NOTE: At level 7 can kill Caster Minions with [imgsmall=skills/galio/q.png] and [imgsmall=skills/galio/e.png] combo IF he has [imgsmall=skills/galio/w.png] on. At level 8+ can kill Caster Minions with [imgsmall=skills/galio/q.png] and [imgsmall=skills/galio/e.png] alone.

[.] This is where Galio starts straying away from Burst AP caster and starts filling in his tank role [.] By now you should have finished your [imgsmall=items/rod-of-ages.png] and allowed some of its stacks to build up, giving you some decent tanking health. [.] Your armor per level runes should have you at around 60-100 armor (depending on how fast your leveling) giving you decent tanking ability with your [imgsmall=skills/galio/r.png]. This is also around the time you start building your [imgsmall=items/abyssal-scepter.png] or [imgsmall=items/thornmail.png] depending on the situation. [.] In the mid game Galio becomes a farming machine easily wiping out caster minions with a [imgsmall=skills/galio/q.png][imgsmall=skills/galio/e.png] combo while getting melee minions low enough for an auto attack kill. [.] You should be moving with your team now (no longer laning alone if you were soloing top) preparing for teamfights or just helping clear minion waves with your [imgsmall=skills/galio/q.png] and [imgsmall=skills/galio/e.png] combo while speeding up your minions for the turret push with [imgsmall=skills/galio/e.png]. [.] Try to get [imgsmall=items/elixir-of-brilliance.png] when you can since the extra CDR and AP will increase your burst damage. [.] Ward crucial chokepoints in jungle with [imgsmall=items/sight-ward.png]'s and secure Dragon with [imgsmall=items/vision-ward.png] (Galio's farming ability is INCREDIBLE, so wards will be a worthwile investment rather then making your carry's buy them)

[.] Galio should now have about 200 armor and near 200 magic resist along with alot of health to completely fill his tank role, while still dishing out high damage to carry's with [imgsmall=skills/galio/q.png] and [imgsmall=skills/galio/e.png]. [.] After gettin weakenend in a fight Galio can skulk away into the jungle and throw on his [imgsmall=skills/galio/w.png] allowing creep aggro (preferably fast attacking wolves or the high numbers of wraiths) to heal him. Allowing him to go back into the fray with more health. [.] You should be leading your team throwing down [imgsmall=skills/galio/e.png] to increase your team's mobility as a whole. [.] When chasing an enemy use [imgsmall=skills/galio/e.png] to catch up and [imgsmall=skills/galio/q.png] to slow them down for the rest of the team. [.] Although you should always be in the front of your team, if you know a team fight is about to happen try hiding in bushes or behind terrain and then popping in with [imgsmall=summoners/flash.png] and using your [imgsmall=skills/galio/r.png]. [.] Always be watchful for [imgsmall=champ/udyr.png]'s [imgsmall=skills/udyr/e.png] as it is the main detterent to your [imgsmall=skills/galio/r.png]. [.] Since your mana problem should be solved by late game, you'll want to use [imgsmall=summoners/clarity.png] to replenish the mana of your AP/AD carry's [.] Your role when your team gets baron will be to [imgsmall=items/sight-ward.png] the choke points in jungle from your enemies base to baron. Afterwards [imgsmall=skills/galio/w.png] and tank the baron/[imgsmall=skills/galio/w.png] for anyone who already took aggro.

- Galio's role in team fights is to initiate with [imgsmall=summoners/flash.png] and [imgsmall=skills/galio/r.png]. - If [imgsmall=summoners/flash.png] is on cooldown then use [imgsmall=skills/galio/e.png] to position yourself for [imgsmall=skills/galio/r.png]. In this case: [.] Better to pick off 1-2 carry's rather then ignoring the people in range while trying to get their whole team [.] Attempt to use your [imgsmall=skills/galio/r.png] before your [imgsmall=skills/galio/e.png]'s movement speed buff runs out (stays for 1 second after leaving [imgsmall=skills/galio/e.png]) - Before entering a fight burst down enemy carry's with your [imgsmall=skills/galio/q.png] and save your [imgsmall=skills/galio/e.png] for helping your team to chase/to retreat. [.] Despite having all tank items because of his passive Galio will still have around 200+ AP which is a significant amount of added damage to your [imgsmall=skills/galio/q.png], which already has high base damage (300@lvl 5). With this in mind you will be able to deal large amounts of damage to the AD/AP carry's who wont be focusing on Magic Resist. [.] When retreating, since you will be at the back (because you were at the front of the fight), aim your [imgsmall=skills/galio/e.png] through your allies so they can get a boost while you speed yourself up as well. [.] When chasing, (assuming your in the front) if you dont have enough time to tell your allies you are going to [imgsmall=skills/galio/e.png] (so they can converge on you), go in front of the nearest carry and throw it down infront of you so you both end up getting the speed boost. - The only time you should cast [imgsmall=skills/galio/w.png] on yourself is when you are about to [imgsmall=skills/galio/r.png] or if you are in the back of a retreat. Otherwise always cast [imgsmall=skills/galio/w.png] on which ever carry's are being focused, it will significantly decrease the damage they take (See "Bulwark: A Closer Look" chapter) [.] Along with granting decreased damage to your target, you will also get healed for every hit they take while under [imgsmall=skills/galio/w.png]. - (Most effective Mid/Late game) If your team is effectively pushing the enemy to the point where they are below a turret check for four things: [.]1) Your health is high 2) Enemies under the turret are low on health 3) You have some good dps/burst teammates with you 4) Your [imgsmall=summoners/flash.png] and [imgsmall=skills/galio/r.png] are not on cooldown. [.]If all things are a yes, then you can throw on [imgsmall=skills/galio/w.png], [imgsmall=summoners/flash.png] into the turret and [imgsmall=skills/galio/r.png] them, BUT you want to take turret aggro first (so when your carrys attack people in your taunt, they dont get turret aggro) so when you flash in try to auto attack an enemy champion or [imgsmall=skills/galio/q.png] one NEAR you in the turret range. You wont care about turret aggro since your ult gives your 50% reduced damage along with your armor bonus from [imgsmall=skills/galio/w.png]. Afterwards get any last hits on heroes with [imgsmall=skills/galio/q.png] and use your [imgsmall=skills/galio/e.png] to escape the turret/extra last hit if you know you can escape the turret without the MS boost. *NOTE: Taunt CC doesnt give you turret aggro* - Sometimes its best to let the enemy team initiate first and then disrupt any ultimates they might be channeling with your [imgsmall=skills/galio/r.png]. [.] Can disrupt the ultimates of: [imgsmall=champ/caitlyn.png], [imgsmall=champ/ezreal.png](before he can let [imgsmall=skills/ezreal/r.png] go), [imgsmall=champ/galio.png](still take damage but reduces Damage Multiplier), [imgsmall=champ/karthus.png](if hes not dead), [imgsmall=champ/katarina.png], [imgsmall=champ/lux.png] before she releases [imgsmall=skills/lux/r.png], [imgsmall=champ/malzahar.png], [imgsmall=champ/missfortune.png], [imgsmall=champ/nocturne.png](does not stop it, but takes 2.5 secs off of the full 4 secs), [imgsmall=champ/nunu.png](still take damage but decreases Damage Multiplier), [imgsmall=champ/pantheon.png], [imgsmall=champ/shen.png], [imgsmall=champ/twistedfate.png], [imgsmall=champ/urgot.png], [imgsmall=champ/warwick.png].

[number]7/14/2011 -[/number] Released Guide [number]7/15/2011 -[/number] Fixed a number of typos [number]7/15/2011 -[/number] Added information to Team Fights chapter [number]7/15/2011 -[/number] Added "Damage Added with Damage Multiplier" subsection to Skills chapter [number]7/15/2011 -[/number] Added "Q + E Combo Costs" chapter [number]7/15/2011 -[/number] Added *NOTE* on [imgsmall=skills/galio/w.png]'s -20% heal effectiveness under "Bulwark: A Closer Look" chapter [number]7/15/2011 -[/number] Added "[imgsmall=skills/galio/w.png] Heal@lvl 18 with AP Max from build" subsection to "Bulwark: A Closer Look" chapter [number]7/15/2011 -[/number] Corrected amount of heal from minions in "Bulwark: A Closer Look" chapter [number]7/15/2011 -[/number] Added "[imgsmall=skills/galio/w.png] heal through casting on ally@lvl 1" to "Bulwark: A Closer Look" chapter [number]7/15/2011 -[/number] Added "Why you shouldn't get Chalice of Harmony" chapter [number]7/15/2011 -[/number] Added "Why Clarity?" chapter [number]7/15/2011 -[/number] Removed "Q + E Combo Costs" chapter [number]7/23/2011 -[/number] Added [imgsmall=items/ruby-crystal.png] as a viable starting item (with explanations) [number]7/23/2011 -[/number] Corrected mana cost of [imgsmall=skills/galio/q.png] in "Skills" chapter [number]7/23/2011 -[/number] Attempted to clarify "Why clarity" chapter [number]7/23/2011 -[/number] Fixed some incorrectly calculated numbers (health from veterans scars and tenacity reduction to [imgsmall=skills/galio/r.png] from [imgsmall=items/mercurys-treads.png]) [number]7/26/2011 -[/number] Added [imgsmall=champ/leona.png] to "Why Galio has a better AOE ult" subsection [number]7/26/2011 -[/number] Added another bullet to the "Teamfight" chapter [number]7/26/2011 -[/number] Added level able to nuke kill caster minions to "Early Game" chapter [number]7/27/2011 -[/number] Added more information to early,mid, and late game chapters. [number]7/27/2011 -[/number] Added [imgsmall=items/dorans-ring.png] as a viable starting item on Galio (with explanations) and removed [imgsmall=items/ruby-crystal.png] as a starting item. [number]7/27/2011 -[/number] Changed numbers for heal in "Bulwark: A Closer Look" if you were to start with [imgsmall=items/dorans-ring.png]'s bonus AP [number]7/27/2011 -[/number] Added "Using [imgsmall=skills/galio/w.png] against DOT's" subsection under "Bulwark: A Closer Look" chapter [number]7/28/2011 -[/number] Corrected numbers in "Heal through casting on Ally" in "Bulwark: a Closer Look" [number]7/28/2011 -[/number] Corrected information in "Early Game" chapter telling you to get [imgsmall=items/ruby-crystal.png], should've said [imgsmall=items/dorans-ring.png]. [number]7/29/2011 -[/number] Adapted guide to the patches [number]7/31/2011 -[/number] Changed Armor per Level runes to Flat Armor runes. *See explanation under "Runes" chapter* [number]8/3/2011 -[/number] Removed point on the Greed mastery and added it to the Utility Mastery. [number]8/19/2011 -[/number] Changed Quintessences from Magic Penetration to Flat AP

If I didnt make it clear enough I start Galio off as an AP Burst caster and then finish him off as a powerful tank. The "AP/AD balance" build will give you: ~2860 HP, 2185 Mana, 256 Ability Power, 204 Armor, and 213 Magic Resist. I hope you enjoyed this guide and hopefully make Galio less underplayed!

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