Garo | Honor of Kings Hero Guide

Overview

Garo is a hero in Honor of Kings.

Class: マークスマン.

Recommended position: ファームレーン.

Lanes: ファームレーン.

Features

Role: Marksman, Rapid-fire Marksman. Playstyle: Ranged poke, Team buff. Difficulty: Normal. Power spike: Late game

Key stats

Win rate: 53.0%

Pick rate: 1.2%

Ban rate: 0.2%

Kills: 5.8

Damage: 100917

Assists: 6.2

How to play

Garo is a Marksman with extremely long range. By chaining Skill 2 into the Ultimate, then Skill 1 and two Basic Attacks, you can deal sustained damage in team fights.

Garo's Basic Attacks and skills deal bonus damage against Shields. Skill 1 draws her longbow to gain bonus range and bonus damage on her Basic Attacks. Skill 2 fires a piercing arrow that deals damage and Silence to enemies along its path. The Ultimate summons a magic circle that increases her Critical rate and Attack Speed.

For your skill leveling, prioritize the Ultimate first, and at levels where the Ultimate isn't available yet, prioritize Skill 1.

Advanced tips

If you play Garo and feel that your damage falls short, that you die easily, or that you always end up at a disadvantage, here are the key points to focus on.

A lack of damage tends to come from insufficient farm in the early-to-mid game, so try adjusting your play. To survive, the right item choices and an understanding of when to join fights are essential. To avoid falling behind, it's important to firmly secure your farm and gold in the early game.

As a basic playstyle, Garo deals sustained damage with her long-range Basic Attacks and skills. Keep attacking from a safe position while receiving protection from your allies.

Skills (level values & ratios)

Passive: Piercing Arrow:Jialuo's basic attacks and skills deal an additional 50% damage preferentially against enemy shields. This effect continues until the target's shield is broken.

Skill 1: Enchanted Arrows:Infuses the longbow with spirit energy, increasing attack interval by 25% and range by 125. Each basic attack consumes 50 MP and, over 2 seconds, deals 32 (32+7% of Magic ATK) Magic Damage to the target enemy every 0.5 seconds.

Tapping again ends the infusion, increasing Move Speed by 20 and returning range to normal. Each basic attack that hits restores 6 (6+1% of Magic ATK) MP, and if it hits an enemy hero, additionally restores 200% MP. Base Damage 32→64 / CD (s) 1

Skill 2: Silent Arrow:Fires a piercing arrow in the designated direction, dealing 300 (300+60% of Magic ATK) Magic Damage to enemies along the path, applying silence for 0.5 seconds, and further reducing Move Speed by 25% for 1 second.

After 1 second, the path the piercing arrow traveled explodes, dealing 600 (600+120% of Magic ATK) Magic Damage to enemies within range.

For every 1.5% attack speed increase, the skill's cast speed increases by 1% (up to 100%). CD (s) 12→9.5 / Base Damage 300→600 / 2nd Damage 600→1200 / Slow Effect 25%→50% / MP Cost 50

Ultimate: Sphere of Purity:Deploys a magic circle on the spot for 8 seconds (casting again closes the circle).

While she is within the circle, Move Speed increases by 20% and Crit Rate increases by 20%. When the circle is closed, her Move Speed increases by 20% and Crit Rate increases by 20% (effect halved if closed outside the circle). When the circle is deployed and when it disappears, deals 380 (380+85% of Magic ATK) Magic Damage to enemies within range.

Passive effect: When a basic attack lands a critical hit on an enemy, reduces Move Speed by 30% for 0.5 seconds. If a basic attack lands another critical hit on the same enemy within 3 seconds, the Slow amount increases to 50%. CD (s) 45→35 / Base Damage 380→760 / MP Cost 80

Garo — Early / Mid / Late Game

Early game: During the lane phase, clear minions while using Skill 1 to chip and harass the opponent, making it harder for them to grab last hits. When the opponent steps forward, weave in Skill 2 for a combo to take a big chunk of their HP during the lane phase.

Mid game: With Skill 1's Critical and Slow as your main axis, kite by landing Basic Attacks while running to continuously chip the opponent's HP and widen your lead.

Late game: In the late game, nearly every Basic Attack becomes a Critical plus Slow, letting you finish enemies before they get close, so you function as a one-sided ranged damage dealer.

Good teammates for Garo

Who Garo beats

Who counters Garo

Recommended items for Garo

Recommended arcana for Garo