Galio Build Guide

Support Galio-How To Be A True Gali-Bro

Uploader Rockpops
Updated 4 years ago
  • 9
    Greater Mark of Magic Penetration (+0.87 magic penetration)
  • 9
    Greater Glyph of Scaling Magic Resist (+0.16 magic resist per level (+3 at champion level 18))
  • 3
    Greater Quintessence of Gold (+1 gold / 10 sec.)
  • 9
    Greater Seal of Gold (+0.25 gold / 10 sec.)
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

Hello, my name is Rockpops. You may remember me from my Vayne guide here on Solomid. But now I am going to show you how to play a champion capable of filling the 0CS Support role in the current meta that often is not recognised as such. Even an Approved guide here on Solomid dedicated to unconventional supports includes no mention of Support Galio. [title][center]Is Support Galio even viable?[/center][/title] In order for a support to be viable, a support needs to contribute something to the team despite having much less farm. What does Galio bring to the table? Well, he offers strong poke in laning with his base damages, he offers a armour and magic resist buff that makes damage trades go in your favour and thrawt kill lanes, he offers a movement speed buff to improve chasing/kiting/escaping, he has sustain for himself and an extremely powerful AoE taunt for kill potential. Outside of laning and moving into mid-late game, the free tankiness he gets from his steroid and AoE taunt allows him to fufill the role of initiator for his team. After initiating, his skillset is suited to protecting the AD Carry. He can slow mutiple attackers, speed the carry up and gives the carry basically a free Guardian Angel and a half worth of damage mitigation. This makes him strong in "Protect the Kog'Maw/Vayne" type team compositions. Still not convinced? The North American CLG Support player, Chauster, ran Support Galio a mere two months ago versus Fnatic in the IEM World Championship as of the time of writing this guide. The game in question is shown below. Picks and bans start at 15:45, game starts at 24:20. [youtube][/youtube] This is incontrovertible evidence that Galio is viable in the 0CS support role, even at the highest eschelons of competitive play. [title][center]Any shortcomings?[/center][/title] A few. Galio, no matter what lane you run him in is a fairly situational pick. In laning, most sustain supports can shake off his poke alone, although he is fairly effective against all non-sustain supports. He needs to land a good solid ultimate in order to contribute as much as he can to teamfights, which can be difficult with an abundance of CC. He also works best in synergy with other strong aoe abilities. Galio also offers no sustain for his AD carry, so damage taken tends to stick even when mitigated through his defensive steroid. Lastly, but certainly not least, although Support Galio can compensate for his lack of tankiness with his steroid and the damage reduction on his ultimate, he cannot absorb much focus afterwards. This means that he is not your standard tank and can only absorb damage for the purpose of initiation, and a well farmed mid Galio can survive further punishment. Support Galio works best with a team comp with other bruisers to soak up residual damage post-initiation because of this weakness. However, fairly irregardless of items, Galio can effectively do his job of peeling for an AD carry due to the comparatively low damage output of bruisers who are capable of diving at carries in teamfights. [title][center]Isn't mid Galio better?[/center][/title] If by better you mean "better at fufilling his role when he can actually be in a lane that lets him take farm", then yes. But what does it matter? Why would you artbitrarily limit yourself by not choosing Galio as a support when you need to fufill the role of support because he's "better as mid"?

[imgext=] [highlight]Greater Mark of Insight[/highlight] +0.95 Magic Penetration Support Galios laning presence is defined by that early-game poke. You want the enemy carry to say "oww, fuck my face" every time he goes up to get a last hit and is hit by a Resolute Smite. [highlight]Greater Seals of Avarice[/highlight] +0.25 Gold/10 Seconds These are very important if you're serious about your support play. Vwinrar on Reign of Gaming already went to the trouble of making a wonderful blog post stressing the importance of these. Support Galio has a long range on his poke. With good enough mechanics and understanding of the character, you can get away with being squishy in lane. [highlight]Greater Glyphs of Shielding[/highlight] +0.15 Magic Resist per level (2.7 at champion level 18) Once again, play your cards right and you wont take much if any damage in early laning, so why not get the per-level stuff to help out your eventual role as an initiator. [highlight]Greater Quintessences of Avarice[/highlight] +1 Gold/10 Seconds We get them for the same reason we get the seals. Refer to the blog post for all the explanation you will need.

[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] [.]Free stats are very very welcome on any support who are trying to be as cost effective as possible with what little gold they have. [.]Do not go out of your way to itemize for stupid amounts of Magic Resist, its not worth it. [title][img=skills/galio/q.png] Q: Resolute Smite[/title] [number]Galio fires a concussive blast from his eyes, dealing 80/135/190/245/300 (+70% 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 60/65/70/75/80 mana Range 900 Cooldown 7 seconds [/number] [title]Explanation:[/title] [.]This is your main harassment tool in the lane. Its base damage is stupid high and its range is long enough to let you get away with being a squishy little bitch in lane. [.]Be mindful of the fact that this can easily push a lane. Sometimes it is a good idea to push to deny the enemy AD carry last hits, sometimes it is a bad idea and leaves you vulnerable to jungle ganks. This is something you only learn with pratice and will depend on your lane, enemy jungler and ward coverage. If you decide to push with it try not to hit any minions currently being attacked by your own minions, and dont kill creeps outright with the damage. You still want to ensure maximum CS for your own carry, and following these simple rules helps. [.]Easier to land at closer range, less of a delay before it explodes. [.]Allows you and your carry to more easily kite and chase. [title][img=skills/galio/w.png] W: Bulwark[/title] [number]Galio shields a friendly champion for 3.5 seconds, increasing their Armor and Magic Resistance by 30 / 45 / 60 / 75 / 90. Each time the unit suffers damage, Galio is healed for 25/40/55/70/85 (+30% of ability power) (-20% healing for each consecutive hit). Cost 60mana Range 800 Cooldown 13 seconds[/number] [title]Explanation:[/title] [.]This skill gives a whopping 90 armour and magic resist during the entirety of your ultimate. This is why a Support Galio with no fucking tank items besides a Heart of Gold can initiate a mid-game teamfights. Dont stick around too long though, the short duration means you should fall back to protect your carry at the back of your team. [.]Think of this skill like Janna's Shield, not Nunu's Blood Boil due to the shorter duration and longer cooldown. It is best used on your carry before a big burst of damage. [.]The correct timing of this skill makes or breaks a Galio Support. [.]Dont use this skill in laning too much, focus on the Q and use this for mitigation in an emergency. [.] If you play Lee Sin, you should have already bound self-cast to Alt+W. I recommend the same thing on Galio. If someone else is initiating, cast it on them too. [.]Post-initiation, your CDR should allow for a second casting by the time your carry comes under threat, especially if they position themselves well. Used correctly, this can COMPLETELY nullify the burst potential of champions like Fizz or Talon in a teamfight. [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 Cooldown 12 seconds [/number] [title]Explanation:[/title] [.]Can be used for poke but often isn't worth it due to the increased mana cost. [.]You can use this to follow up on any successful aggression in lane, which is why its sometimes a good idea to get close to your carry instead of camping in brush. A straight line down the carries path of attack is far more useful than some random diagonal bullshit. Combined with your slow, the enemy isn't going anywhere. [.]This plus the movement speed boost of Shurelyas is often enough on its own to get off a good initiation. [.]Post-initiation, this should be used either for chasing and cleaning up stragglers in a teamfight that is already won, or assisting your carry kite any bruisers or assassins who dive at the carry. [.]Once you have itemized for enough mana regeneration, you can spam this across the map just to get around faster. [title][img=skills/galio/r.png] R: Idol of Durand[/title] [number]Galio channels for 2.5 seconds, taunting nearby foes and blocking 50% 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 Cooldown 170 / 150 / 130 seconds [/number] [title]Explanation:[/title] [.] The 50% damage reduction on this ultimate is another reason why Galio can initiate a mid-game teamfight with barely any items. [.] Be extremely wary of people who can break this prematurely. They're only two things that can break it once it begins, champions with a form of CC they can use at more than 550 range or things that CC you on melee hit like Udyr's Bear Stance or Blitzcrank's Power Fist if they are activated before they're taunted. [.] Keep in mind that most champions capable of breaking this cannot do so as soon as they're already taunted. This means that if they're three people capable of breaking this, you simply need to taunt those three people and you're golden. The hardest targets to use any initiation on are AP and AD Carries, because they specifically should be played in such a way to avoid being focused. [.] If you can't land the ability in such a way that you won't get immediately CCed, consider letting someone else initiate. This allows you to use the ability to better protect your carry or follow up the initiation, where it is far less likely to be broken and is still extremely effective. [.] This skill defines Galio and is what makes him a situational pick. If most or all of the enemy team composition can easily break this, consider playing a different support champion altogether.

[img=skills/galio/r.png]>[img=skills/galio/q.png]>[img=skills/galio/w.png]>[img=skills/galio/e.png] Without your poke, people dont really have a reason to be zoned out by you other than your fearsome 50 damage auto-attack and your ultimate when you eventually get it. Q is maxed first because it does more damage, costs less mana and has a shorter cooldown than E, so is better for poking in lane. Mana is usually the limiting factor when it comes to how much one can poke in lane. Also, by the time Galio hits level 12, it is very likely he will be thrust into a teamfight situation. For these reasons, we max Bulwark second, because points in Righteous Gusts would not help us poke and maxing Bulwark helps us do our job more effectively in teamfights. Ranks are taken in our ultimate whenever possible to reduce the horrible cooldown and improve the nice burst of damage on initiation. We take Righteous Gusts last because there's nothing left.

Support Galio needs to itemize for a few things in order to be effective. [.]He must itemize for mana regeneration in order to use his spells because he is fairly mana-hungry. [.]He needs CDR because of his ridiculously long cooldowns, especially on his ultimate. [.]He needs to be tanky enough to initiate if no initiator is available, or peel for the squishier members of his team if one is. [.]Ability Power is a luxury that he normally cannot get as Support Galio and isn't too necessary to perform his role well. [.]He has less emphasis upon movement speed once he has enough CDR and mana regen to use Righteous Gusts. [.]He must itemize for GP/5 because he (ideally) should not take any farm and needs a static source of revenue with which to keep up in items and buy wards/oracles as necessary. With these things in mind, here is my build. [highlight]Starting Items:[/highlight] [img=items/faerie-charm.png] [img=items/vision-ward.png] [img=items/sight-ward2.png] [img=items/health-potion.png] [.] Faerie Charm to be gay as fuck with your poke as possible and get that GP/5 ASAP. [.] You can use the vision ward to clear early wards to either maintain brush control and more easily zone the enemy AD carry, or allow your jungler to more easily gank the lane. [.]Any one of these potions can be substituted for mana potions for more harassment and less sustain. This is the manliest Support Galio build. Sustainability is for pussies man. [highlight]Early Game[/highlight] [img=items/philosophers-stone.png] [img=items/heart-of-gold.png] [img=items/boots-of-speed.png] [.]The Philosophers Stone should be gotten first to reach critical mass levels of fucking annoyance for the enemy AD carry and give you early gold generation. [.]Get boots if the lack of mobility would otherwise put you at serious risk of being killed. Dont get blown the fuck up because the enemy Leona rushed Ninja Tabi and you're still slow as fuck. If thats not the case, get Heart of Gold. [.]Look, id love to be an asshole who just pokes people all day, but at some point we are going to have to transition into a teamfighting role and we need survivability to do that. Heart of Gold provides more gold generation and builds into a fucking fantastic tank item. [highlight]Mid Game[/highlight] [img=items/shurelyas-reverie.png] [img=items/heart-of-gold.png] [img=items/mercurys-treads.png] [img=items/aegis-of-the-legion.png] [.]Shurelyas basically solves your mana problems for good, gives you that much needed CDR for your 300 year cooldowns and accentuates your teams initiation power. [.]Aegis of the Legion is dirt cheap and stupidly cost effective for the stats it gives. For 750 gold you get 90 health and an aura that gives 12 armour, and 15 magic resist. It also gives 8 attack damage because the item designers are schizophrenic. Who knows man? [.]At this stage, just use your Ultimate and Bulwark to initiate and FALL THE FUCK BACK unless the teamfight is already won. You do not have the farm to get the hard tank items neccessary to soak any more damage after that unless your opponents are awful. Just initiate, fall back and help your carry peel divers. [highlight]Late Game[/highlight] [img=items/mercurys-treads.png] [img=items/shurelyas-reverie.png] [img=items/randuins-omen.png] [img=items/abyssal-scepter.png] [img=items/frozen-heart.png] [img=items/vision-ward5.png] [.]Long story short, get CDR capped and build a fuckton of hard tank items so you can actually soak damage after Bulwark and your ult. [.]I know AP is kind of a luxury, but just look at the other items with Magic Resist on them. We already have enough flat mana, health, and health regen, those stats on Banshees Veil and Force of Nature seem excessive. +8% movement speed? We already have Gust and Shurelyas, how much initiation power do we really need? May as well get some AP and a beneficial aura for our casters to get that little extra punch to our skills. [.]Last slot is saved for wards. Good vision is still important late game and a lack of it can lead to losing baron, getting ganked, getting backdoored, or getting initiated on badly. [highlight]Support Duty[/highlight] [img=items/sight-ward5.png][img=items/vision-ward5.png][img=items/oracles-elixir.png] Important stuff. Don't forget it, no matter what build you use. [highlight]Elixirs[/highlight] [img=items/elixir-of-fortitude.png][img=items/elixir-of-brilliance.png] Got your full build, 5 wards, and an Oracles? Pick up these. Who knows, the extra AP CDR and HP might win you the game right? [highlight]Items I Don't Buy[/highlight] [img=items/athenes-unholy-grail.png][img=items/rabadons-deathcap.png][img=items/rod-of-ages.png][img=items/rylais-crystal-scepter.png][img=items/void-staff.png] [highlight]ETC[/highlight] I don't buy various AP items with the notable exception of Abyssal Scepter simply because I believe that Ability Power is a luxury on Galio that isn't neccessary to fufill his role of an initiator and a peeler in teamfights. You need to dedicate what little gold you are recieving to filling that role. If you try to itemise in some AP more often than not, you cannot do your role properly. If you run mid Galio, you've got farm to spare on this stuff. [img=items/kages-lucky-pick.png] Yes its a gold per 5 item but this builds into nothing that will enhance our role as an initiator by midgame. If you build this shit, you will need to either sell it or build an item that will leave you too squishy to do anything. [img=items/soul-shroud.png] Excessive amount of mana regeneration with Shurelyas. Replace Shurelyas with it? The active is way too amazing for the utility it provides, it has a better build path out of the gold per five on Philo Stone, and they provide comparable CDR and flat health. This item is just worthy of being reworked entirely, way too freaking situational.

[center][img=champ/ashe.png][/center] Galio has really good synergy with Ashe in lane. They have similair poking and kiting playstyles that mesh well together. Enjoy the free kills at level six too, one ultimate can easily be followed up by the other and it's just so much fucking CC and burst. Ashe also lacks escapes later on and is easily dived on, so you provide a lot of much needed protection for her. Even though Ashe is considered a weak laner, she is a great AD carry for Support Galio in particular. [center][img=champ/caitlyn.png][/center] This one really suits Galio's poking playstyle as well. On top of that your Resolute Smite and her Piltover Peacemaker have STUPID amounts of pushing power, but don't take CS with it. Keep your lane warded for ganks and then push like a goddamn pregnant woman. This forces the enemy AD carry to CS at his tower, and done correctly you can easily end up 40-50 CS ahead of the other carry and one very dead tower. Tell your Caitlyn to follow up your taunt with a Yordle Snap Trap for stupid amounts of CC and usually a kill. This lane combo is downright overpowered in the laning phase, which is okay because Caitlyn falls off later compared to other AD carries because of a lack of steroid. She doesn't need too much protection later on because of her nice escape and long range, but your presence should encourage her to build more damage earlier instead of survivability items like QSS. [center][img=champ/corki.png][/center] Lots of burst, lots of mobility, and lots of poke once he hits six. Very much a "hit six and win" scenario. It's just too much poke, they usually start getting zoned or outright killed unless they have a heavy sustain support like Soraka. Doesn't need too much protection later on until he has blown his Valkyrie. [center][img=champ/draven.png][/center] Doesn't really poke in lane, just catches axes and wins damage trades with the benefits he gets from catching an axe. This gives him really high sustained damage output in a best case scenario and a bit of kill potential. Needs quite a bit of protection, only has a movement speed buff that is on a really short duration and long cooldown, which only gets refreshed if he catches axes. More often than not in a hectic team fight he cannot catch axes without putting himself out of position and dying. [center][img=champ/ezreal.png][/center] Suits your poking play-style, strong early laner. Lot of zoning potential early on and a lot of kill potential once you get your ultimate. Just Bulwark him as soon as he inevitably Arcane Shift's onto somebodies face and you're probably golden. I hate seeing him in solo queue though, nobody can play him properly at my elo and builds retarded shit like Manamune on him. Abuse his strong laning because his late-game is kind of lackluster. Might need a bit of protection in between uses of Arcane Shift, not a whole lot. [center][img=champ/fiddlesticks.png][/center] [youtube][/youtube] Crittlesticks too stronk. [center][img=champ/graves.png][/center] From my experience, they're two ways people play Graves. Going balls deep into an engagement and winning it. The other way is by winning short damage trades with Buckshot burst. Galio can help you win short and sweet damage trades, but prolonged engagements kind of suck until he gets his ultimate. As long as he plays to your strengths and makes good damage trades instead of going balls deep, he should be fine. Much like with Caitlyn, Buckshot clears creep fast, so go ahead and push if you've got the ward coverage. Also, your Bulwark and his passive basically makes him as tanky as fucking Udyr with a ranged attack. Shit is silly. Could use protection later because his dash is kind of short. [center][img=champ/jayce.png][/center] Meh, just meh. He has some poke, but its not the consistent kind you see someone like Ezreal put out. His range sucks, but hes kind of bursty with his Shock Blast and short term orientated steroid. Shit I dont know man, it feels like he is tryng to do too many things at once and does them all in a mediocre fashion compared to someone more specialized. Jack of all trades and what have you. His mobility is decent, but its not the dash orientated kind of stuff that usually saves you in a teamfight, so he does need some coverage I guess. [center][img=champ/kennen.png][/center] Poke? Check Mobility? Check CC? Check. Assuming he is played correctly, you are probably going to win laning. In fact, you have an obligation to win laning because AD Kennen kind of lacks damage late-game and falls off. Wont need much protection either, Lightning Rush lets him escape sticky situations and Thundering Maelstrom will stun FUCKING EVERYTHING that comes near him. [center][img=champ/kogmaw.png][/center] Kog'Maw and Support Galio mesh extremely well together. Kog'Maw's early game is centered almost entirely around poking with W range and his ultimate, and Galio can fufill that same poking role to the point where you can zone people and kill them if they stick around like idiots. Later on in the game, Kog'Maw has arguably the single highest damage output in the game but has the steepest requirements for a team who can protect him due to his total lack of mobility and limited CC. This is exactly what you want and successfully protecting the Kog late-game often means GG, so do absolutely everything in your power to keep him alive. [center][img=champ/missfortune.png][/center] What's that? A strong early game AD carry that only falls off because she lacks an escape late game and still has competitive damage output? Yeah Support Galio basically lets you have a carry with a stronger early-game with little repercussions later on because you can protect her. You can poke with Double Up or win trades with her magic damage on-hit and your Bulwark. Whichever you choose, the end result is usually the same, you end up zoning out the enemy a lot just because of her early strength. Your AoE ultimate also sets up her AoE ultimate and basically guarantees a lot of damage on whatever you taunted. [center][img=champ/sivir.png][/center] Although the long range on her Q might make you think that she would use it for poke, her mana problems are too serious and the fact that minions lower the damage mean it is usually used out in the open sparingly to burst in damage trades. So her burst (if she lands it) is overkill as fuck for winning damage trades and engagements in general. I don't really like Sivir because I feel that at the very least, longer range carries can still fairly safely farm due to her lack of range even if you stomp them when they're stupid enough to fight you. Anyways, her lack of mobility and instant dash makes her somewhat susceptible to focus despite her movespeed buff and spell shield, so you should help protect her. [center][img=champ/teemo.png][/center] [youtube][/youtube] Top or gtfo. Outclassed by every AD carry, better played as a ranged bruiser/counterpick at top. [center][img=champ/tristana.png][/center] I recommend running a different support with her that can better accentuate her kill potential in lane like Alistar or Leona, or running a support who can compensate for her bad midgame damage output like Nunu. She is probably the single best carry at not dying in teamfights because of her Jump and Knockback, so you dont do much for her in that respect either. [center][img=champ/twitch.png][/center] Twitch overall has bad laning. He has one saving grace, the ability to force an engagement by stealthing behind someone. This usually doesn't work because he's squishy as hell and overall, not a great duelist. But, combined with Bulwark and your ultimate, you can mitigate focus to the point where you can win engagements and by extension, the lane. If that isn't going to work for whatever reason, all you can really do is sit tight and farm. Twitch plays similair to Kog'Maw late-game. No real escape but INSANE damage output on Spray and Pray, so you work with him really well. EDIT: This guy just got reworked a few days ago. Soon as I get some experience with him and the dust settles, Ill update this. Ill say this much, his laning doesn't suck as badly anymore. [center][img=champ/urgot.png][/center] Pokes like a son of a gun, always wins damage trades early, can force any engagement with his ultimate and set up your ultimate. Much like Tristana, I prefer more aggressive supports in order to dominate the early game than Galio with Urgot, or Soraka to solve his early game mana issues. [center][img=champ/varus.png][/center] Pretty much everything I said about Miss Fortune applies here, except for the AoE ultimate part. This guys ultimate just lets you stack CC with your taunt to more easily secure kills in laning. [center][img=champ/vayne.png][/center] Super weak early, can't really poke, can't really trade. Try to push the lane back if shes getting shunted into her tower where she will lose CS. Once you both hit level six, you can get away with going fucking Rambo with her ultimate so long as you Bulwark her and land a good taunt and getting away with a kill. Basically works the same way Twitch does without the ability to easily force engagements but being better at dueling. Doing standard stuff you do with other carries will just get her poked down and zoned usually. Needs some good protection later due to her squishieness and lack of range despite her good mobility.

[highlight]Winning Matchups:[/highlight][imgsmall=champ/blitzcrank.png][imgsmall=champ/janna.png][imgsmall=champ/leona.png][imgsmall=champ/nautilus.png][imgsmall=champ/nunu.png] [highlight]Iffy/Even Matchups:[/highlight][imgsmall=champ/lulu.png][imgsmall=champ/lux.png][imgsmall=champ/taric.png][imgsmall=champ/graves.png][imgsmall=champ/caitlyn.png][imgsmall=champ/corki.png][imgsmall=champ/ezreal.png][imgsmall=champ/kogmaw.png][imgsmall=champ/alistar.png] [highlight]Losing Matchups:[/highlight][imgsmall=champ/alistar.png][imgsmall=champ/sona.png][imgsmall=champ/soraka.png] [highlight]Explanation:[/highlight] Support Galio wins most matchups that dont have sustain supports given that he is skilled enough to skirt on the edges of their range and poke patiently, yet persistently. This includes Leona, Janna, Blitzcrank, Nautilus, and pretty much every unconventional support that does not have a long range poke of their own. Nunu has sustain of his own, but you can bully his carry with little retaliation. Tarics and dumb Alistars who are too stubborn to put more than a single rank in their heal can also succumb to your poke if persistent enough. They can be a somewhat iffy matchup. Lulu is also an iffy matchup because she is able to offer comparable long range poke. Graves can somewhat impede the effectiveness of your poke with his passive, and smart Kog'Maws, Ezreals, Caitlyn's and Corki's have the potential to poke you back and outplay you. Smart Alistars, Soraka, Sona counter Galios harassment with their sustain and are a losing matchup. Galio offers very little besides his poke in lane and nullifying it renders him fairly useless.

[.]Evaluate whoever is going to be most inconvenienced by your poke and focus on poking them in lane with your Resolute Smite. Some things to account for are the magic resist of the enemy, their mobility, and their sustain. [.]Bulwark should be cast infrequently due to mana issues. It is usually not worth using in reaction to a strong poke and better for short and bursty damage trades or outright kill attempts. [.]Righteous Gust is cast very rarely due to mana issues. Use it to escape ganks and if it is neccessary to chase and secure a kill. It is not worth it all for poking due to the lower damage and higher mana cost compared to Resolute Smite. [.]Keep your lane warded at all times to ensure the enemy jungler or mid-lane cannot easily gank you. [.]Situationally, it may be useful to ward the lane brush. This stops cheeky junglers from sneaking in there and also makes zoning your AD carry harder for the enemy support. You usually want to do this 99% of the time if they are running a kill lane with something like a Blitzcrank or Leona.

[.]Mid-game is when Support Galio wants to start roaming with his team. The only really productive thing a support can do while split up is push or defend a tower, and you want to push with at least one other person because you dont need the last hits. [.]Ward the area around whatever objectives your team wants. This can be a tower, Baron, Dragon, and even something like blue buff. This will let your team-mates know in advance if they're about to be ganked while taking that objective and let your team know if the enemy is taking the objective so you can contest it. [.]Generally speaking, if you are "winning" the game and pushing into their territory, more wards should be placed in the enemy jungle to keep them pinned down in their base, set up ganks and steal their buffs. If you're losing, you should place more wards in your own jungle to avoid those very same things. [.]A Galio that roams with his team gets them around the map faster, can catch out people with his slow, can initiate a teamfight, and can more easily contest various objectives. [.]Galio can be paired up with a farm dependent champion to go split push. This gives the pusher more map awareness of incoming ganks with well-placed wards, and allows the pusher to more easily escape if they're ganked by slowing mutiple gankers, and speeding them up with Righteous Gust and Shurelyas.

[.]The main difference between mid and late game is that the respawn timers are longer. The game becomes more snowball-y because earlier on, you would just give the enemy team some gold if you died. Now, you often give them the oppurtunity to take more objectives on top of the gold you gave them, which gives them even more gold and control over zones in the case of towers and inhibitors. Be aware of this and play just a little bit more cautiously than usual. [.]Besides the fact that the game is more snowball-prone, your role as Support Galio changes very little from mid to late-game, because unlike most champions you do not really increase in power too much and your role is still very much the same. Everything I said in the mid-game section still applies here.

[.]Vision Wards should only be used for the purpose of counter-warding a single ward and any subsequent wards in that area, usually around Dragon or Baron. They can also be handy in lane against stealth-based champions by like Twitch and Shaco by placing them in the middle of your lane. [.]Not only are they more expensive than Sight Wards, but Vision Wards have a smaller vision range than that of a Sight Ward. Buy accordingly. [.]Oracles Elixir should be used when they're a higher concentration of enemy wards and you feel the map is being lit up like a Christmas Tree. Once again, it counters stealth based champions, but you can take it wherever you go. [.]Unless the enemy team has a lot of stealth-based champions, only one Oracles Elixir should be neccessary on a team. The best candidates are whoever is least likely to die (tanky, high mobility) and whoever is not terribly dependent upon items to do their job in a teamfight. This usually means you are the best candidate, but sometimes it is better for a jungler to take it or even a top laner especially if you're in a bad spot and have died many many times.

[.]Landing a good solid ultimate is all you need to do. Be mindful of what CC can break it, and if neccessary, follow up with your ultimate after somebody else initiates. Once you are done taunting fucking everyone, either get ready to clean up stragglers from a won teamfight with Gusts and Smite, or get ready to peel and protect your carry from diving bruisers or assassins. [.]To intiate, stand at the front of your team. Land a Smite and follow up with Gusts, Shurelyas and or Flash in order to get into a good enough position to hit mutiple people with your ultimate. Bulwark yourself and ultimate. [.]Dont be impatient, dont be stupid. Wait for a good oppurtunity to ultimate. So many Galio players fuck up their ultimate by being stunned by Udyr 0.3 seconds in. Dont be that fucking guy. If you land this shit correctly, you will win a teamfight 99 percent of the time all the time.


Dates may not be 100% accurate, memory is hazy. 8/6/2012: Guide released. 10/6/2012: Guide approved. 15/6/2012: In response to feedback, I tested Abyssal Scepter on Support Galio and decided it was a viable option for him. Updated the guide in accordance to this. 11/7/2012: Updated for the Jayce patch (V1.0.0.142). Included Jayce in the AD carry section and adjusted a few support entries in accordance with recent balance changes. 21/7/2012: As I began to play Support Galio more and more, I realized I could get away with a far more offensive and squishier setup to maximize my harassment in lane. This improved my early laning significantly. Also smoothed out his item builds and got a better idea of what to build when. Changed mutiple sections of the guide to reflect this. 26/7/2012: Fucked up the mastery page at the top. Just a tiny update to fix it.

Playing Support Galio originally began as an idea to counter bursty and high mobility bruisers and assassins on a team with a Kog'Maw or other low mobility AD carries. When I considered Galio, I thought I was the first one to consider seriously running him as a support, but a quick google search of "Support Galio" showed that Chauster was five steps ahead of me, and i'd expect nothing less from such a high level player. I hope you enjoyed my guide and it had a positive impact upon your Galio or Support play in general. Even if you are in no way motivated to play Support Galio or even Support champions in general, I hope that you are adequately covinced Support Galio is viable and will not react negatively if played in a competitive ranked environment. I will update this whenever a game balance patch changes something relevant to playing Support Galio, whether its a change to Galio himself, other champions, runes, masteries, items, or summoner spells. Any feedback is appreciated in the comments section below. A big thanks to Juiced Fish, a support player who was brave enough to cop the flak from other players in solo queue as we both tested Support Galio out while I played various AD carries. We eventually concluded that he was indeed viable and set out on optimising his build, runes, masteries etc.

Comments coming soon!
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