3 Galio combos explained key by key: in which order to cast the abilities, when to use them and what each step does. The main combo is Q › E › AA. Further down: every ability's cooldown, cost and range, and the skill max order measured over ranked games.
When: An enemy is within tornado range.
Winds of War fires two gusts that converge into a tornado, Justice Punch knocks up the first champion hit, and your passive deals area damage.
When: An ally is in danger far from you.
Hero's Entrance designates an ally's area, gives every ally an anti-magic shield, then Galio slams down after a delay, knocking up nearby enemies.
When: Enemies are targeting your team.
Shield of Durand is a channeled defensive stance; on release, you taunt and damage nearby enemies.
A combo only comes back once its abilities are off cooldown: these values (rank 1 to max rank, in seconds) tell how long to wait between two combos. Source: Data Dragon 16.19.1.
| Ability | Cooldown (s) | Cost | Range |
|---|---|---|---|
| 11/10/9/8/7 | 60/65/70/75/80 Mana | 825 | |
| 18/17/16/15/14 | 50 Mana | 275 | |
| 11/10/9/8/7 | 50 Mana | 650 | |
| 180/160/140 | 100 Mana | 4000/4750/5500 |
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| ● | ● | ● | ● | ● | |||||||||||
| ● | ● | ● | ● | ● | |||||||||||
| ● | ● | ● | |||||||||||||
| ● | ● |
The order shows which abilities reach rank 5 first; the grid shows the most-played level-up sequence with that order (measured over 80 games).
The trade: Q › E › AA. An enemy is within tornado range. Winds of War fires two gusts that converge into a tornado, Justice Punch knocks up the first champion hit, and your passive deals area damage.
The most-played max order is Q > W > E (60 games, 63.3% win rate).
Hero's Entrance has a 180/160/140 second cooldown depending on its rank.
Build, runes and counters: full Galio guide · every champion's combos · tier list