UpMatched ALPHA

Garen

Garen

Top Lane Fighter

VS
Heimerdinger

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

1
Stridebreaker

Gap close + slow for stick-and-slip

2
Plated Steelcaps

Cheap armor vs AD and autos

3
Sterak's Gage

Shield to survive burst and commit

4
Death's Dance

Delay burst; heal on takedown

Situational Adjustments

  • Spirit Visage: Versus heavy AP or allied heals
  • Thornmail: Versus heavy healing

Key Patterns

Lethal Combos

Garen Full Combo (Level 6+):

Standard engage → core damage → finisher

All-in when enemy key cooldown down
Heimerdinger Escape/Counter Combo:

Counter/escape sequence

Use mobility/defensives to break all-in

Trading Combos

Garen Short Trade:

Poke → short trade → disengage

Favor brief trades on your cooldowns
Heimerdinger Quick Trade:

Quick punish then disengage

Trade around cooldown advantage

Lethal 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