
Garen
Top Lane Fighter

Heimerdinger
Top Lane Fighter
Matchup Dynamics
How This Matchup Works
Garen aims for short, cooldown-based trades while Heimerdinger prefers extended fights or control. Play around item spikes and jungle presence.
Early Game (1-5)
Garen Favored - Early short trades and regen advantage.
Mid Game (6-11)
Skill Matchup - Item parity and jungle pressure decide.
Late Game (12+)
Heimerdinger Favored - Extended fights or scaling favor opponent.
Key Interactions
- Cooldown Trading: Trade when opponent core cooldown is down.
- Wave Control: Fight on your wave; avoid big enemy waves.
- Vision & Flanks: Ward and track junglers before committing.
- Item Spikes: Respect first-item completions.
Garen
Strengths
- Short-burst trades
- Sustain via passive/kit
- One-item spike
- Reliable execute/pick
Weaknesses
- Limited engage
- Kiteable without tools
- Weaker in extended fights
Heimerdinger
Strengths
- Lane control with turrets
- High poke
Weaknesses
- Squishy off turrets
- Vulnerable to flanks
Power Curve Comparison
Power Curve Visualization
Win Conditions
Garen's Win Condition
- Trade on your cooldowns
- Fight on item and ult timers
Heimerdinger's Win Condition
- Force your win condition
- Leverage terrain and wave states
Laning Phase Guide
Level/Phase | Garen | Heimerdinger |
---|---|---|
Level 1 | Garen: Start Q/primary trade tool; last-hit and chip safely. | Heimerdinger: Farm and poke; avoid losing too much HP. |
Level 2 | Garen: Unlock second spell; look for short trade on last-hits. | Heimerdinger: Match level; punish oversteps. |
Level 3 | Garen: Full basic combo; trade after enemy key cooldown. | Heimerdinger: Track junglers; counter-trade on misplays. |
Level 4-5 | Garen: Slow push, ward, avoid extended fights if disadvantaged. | Heimerdinger: Trim waves; deny cheater recalls. |
Level 6 | Garen: Only all-in if opponent chipped; respect their ultimate. | Heimerdinger: Use ultimate advantage windows. |
Level 7-8 | Garen: Use first-item spike timers. | Heimerdinger: Shadow jungler and play for plates/objectives. |
Level 9 | Garen: First max online; pressure short trades. | Heimerdinger: Keep wave near tower; avoid isolation. |
Power Spikes
Level Spikes
Garen | Heimerdinger | ||
---|---|---|---|
Level | Description | Level | Description |
2 | Minor Q+E short trades online | 3 | Minor Full basic combo online |
6 | Major R execute threatens chipped targets | 6 | Major Ultimate unlock all-in |
9 | Critical E maxed DPS for duels | ||
11 | Minor R2 extends execute window |
Item Spikes
Garen | Heimerdinger | ||
---|---|---|---|
Item | Description | Item | Description |
Executioner's Calling (800g) | Anti-heal vs sustain tops | Plated Steelcaps (1100g) | Armor vs AD |
Stridebreaker (3300g) | Gap-close + slow solves sticking | Sterak's Gage (3100g) | All-in shield |
Sterak's Gage (3100g) | Shield to commit all-ins |
Best Build for Garen
Starting Items
Doran's Shield + Health Potion
Core Items
Stridebreaker → Plated Steelcaps → Sterak's Gage
Runes
Primary: Conqueror, Triumph, Legend: Tenacity, Last Stand
Secondary: Bone Plating, Unflinching
Summoner Spells
Flash + Ghost
Priority Build Path
Gap close + slow for stick-and-slip
Cheap armor vs AD and autos
Shield to survive burst and commit
Delay burst; heal on takedown
Situational Adjustments
- Spirit Visage: Versus heavy AP or allied heals
- Thornmail: Versus heavy healing
Key Patterns
Lethal Combos
Standard engage → core damage → finisher
All-in when enemy key cooldown downCounter/escape sequence
Use mobility/defensives to break all-inTrading Combos
Poke → short trade → disengage
Favor brief trades on your cooldownsQuick punish then disengage
Trade around cooldown advantageLethal Thresholds
- Garen Kill Range: Kill when opponent <~40% HP or after key cooldowns
- Heimerdinger Kill Range: Kill when A overextends or blows mobility
- Critical Levels: 3 (full kits), 6 (ults), 9/11/13 (max/rank-ups)
Level by Level Game Plan
Level | Primary Goal | Lane Position | Trading Opportunities | Kill Windows | Setup Opportunities |
---|---|---|---|---|---|
1 | Establish early presence | Hold wave just outside tower | Short poke on last-hits | Low unless big misplay | Track XP for level 2 |
2 | Secure level advantage | Maintain prio or even wave | Brief trades on cooldowns | Medium if enemy mispositions | Ward river/tri |
3 | Full combo access | Thin wave before crash | After enemy key spell | Medium—jungler helps | Crash 3rd wave for base |
4-5 | Pre-6 advantage | Slow push then reset | Chip, avoid extended duels | Low-Med on errors | Control vision |
6 | Ultimate power spike | Fight on your terms | Only commit on chip or cooldown gaps | High if windows align | Objective timers |
7-8 | Item completion window | Side control with vision | Punish after dashes/CC used | Medium-High with item spike | Reset on good wave |
9+ | Transition to mid game | Freeze near tower if behind | Short bursts, avoid long fights | Medium on summ timers | Prep rotations |
Mid Game (11-16) | Teamfight presence | Side lane w/TP or hover mid | Skirmish on timers | Pick isolated targets | Vision on objectives |
Late Game (16+) | Teamfight execution | Front-to-back or flank | Engage/disengage wisely | Execute low-HP targets | Baron/Elder control |
First Back Goals
Ideal Back (1100-1400g)
- Phage (1100g)
- Control Ward (75g)
After successful trade or wave crash
Standard Back (700-900g)
- Ruby Crystal (400g)
- Boots (300g)
Normal farming back
Teamfight Tips
Aspect | Garen | Heimerdinger |
---|---|---|
Primary Role | Skirmish bruiser/executor | Skirmish bruiser/duelist |
Target Priority | Backline carries Fed skirmishers |
Immobile carries Frontliners out of position |
Objective Control | Zone space, finish low HP | Force fights on spike timers |
Positioning | Flank or peel; avoid chokes | Approach from fog; angle engages |
Other Tips | Track summoners and flashes Fight on item/ult timers |
Punish cooldown gaps Force extended trades if favored |