
Garen
Top Lane Fighter
The Might of Demacia - Tanky bruiser with strong sustain

Jax
Top Lane Skirmisher
Scaling duelist with dodge and mixed damage
Matchup Dynamics
How This Matchup Works
Bait Jax Counter Strike (~14s) or Empower before committing; win with ≤2.5s Q>E trades and execute at ~25–30% HP. Pivot at level 3 (full kit) and level 6 (ultimates).
Early Game (1-5)
Garen Favored - Punish after Jax Leap Strike (~8s) or Counter Strike (~14s) is used; hold wave 6–8 minions from your tower at 3:00; ward river 2:30 and tri 3:30.
Mid Game (6-11)
Jax Favored - Complete Stridebreaker (3300g) by 12:00; trade ≤2.5s after Jax key CD; hover Herald at 8–10:00 and collapse when Counter Strike on cooldown.
Late Game (12+)
Jax Favored - Group 5v5; avoid long side-lane duels; mark Jax flanks; force fights on vision after Grandmaster's Might is used or on cooldown.
Key Interactions
- Dodge Jax Counter Strike: Play outside angle; when Counter Strike (~14s) is down, Q – Decisive Strike > E – Judgment for ≤2.5s then exit.
- Punish Jax Leap Strike: Trade after Leap Strike (~8s) used on wave; step inside/outside required zone to deny value; re-engage on its cooldown.
- Hold W for burst CC: Activate W – Courage as Jax engages with Empower or R; tenacity + damage cut survives initial burst.
- Execute Window: After 2–3 E ticks, press R – Demacian Justice at ~25–30% HP; confirm kill when Flash is down (300s).
Garen
Strengths
- Q – Decisive Strike silence prevents casts for ~1.5s; denies many engages
- E – Judgment deals non-attack damage; good into dodge/blind windows
- W – Courage damage reduction + tenacity flips burst windows
Weaknesses
- No dash; vulnerable in long lane to pulls or hard CC
- Struggles in >4s trades vs stacking or sustain kits
- Limited poke to break shields before engage
Jax
Strengths
- Threat from Counter Strike or equivalent engage; punishes missteps
- Item spikes enable extended fights vs Garen's short-trade pattern
- Wave control tools to set cheater recalls or dives
Weaknesses
- Cooldown reliant; punishable when key ability on CD
- Predictable wind-ups allow Q silence start to interrupt
- Lacks sustain if denied wave access
Power Curve Comparison EXPERIMENTAL
Power Curve Visualization
Win Conditions
Garen's Win Condition
- Freeze 5–6 minions near tower at 3:30–4:30; deny last-hits after opponent key cooldown is used; ping jungle for dive on crash
- Complete boots (1100g) before first mythic fights; take ≤2.5s trades around Q cooldown; exit with movement speed
- Group for 5v5 at 2-items; flank from fog; silence carry then execute with R
Jax's Win Condition
- Fight on cannon waves; use Counter Strike to start when jungle nearby; convert to plates
- Force extended trades when Jax first mythic completes; avoid short windows after Leap Strike is down
- Split-push if stronger in side; draw TP then start objective on opposite side
Laning Phase Guide
Level/Phase | Garen | Jax |
---|---|---|
Level 1 | Start Q – Decisive Strike; last-hit only; trade after Jax Leap Strike used; hold wave 6–8 from tower; ward river 2:30; all-in only if HP>60% and jungle top | Start Leap Strike; poke through wave; avoid trading when Garen Q up; ward tri/river 2:30; crash 2nd or 3rd wave for tempo |
Level 2 | Take E – Judgment; Q>auto reset>E 1–2s then exit; keep freeze; control ward 3:30; punish Jax Counter Strike miss (~14s) | Take Counter Strike; look for brief trade; back off when silenced by Q – Decisive Strike; track jungle |
Level 3 | Take W – Courage; fight ≤2.5s after Jax Leap Strike; ping jungler; cheater recall if you crash wave-3 safely | Take third ability; threaten full combo; fight on stacked wave; respect W – Courage damage cut |
Level 4-5 | Buy Cloth/Ruby; maintain short trades; deep ward 4:00; track Flash 300s | Buy components; hold wave outside tower; call jungle for dive with wave |
Level 4-5 | Thin wave to keep short lane; Q to disengage slows; match roam timers with pings | Trim wave then set up for level 6; ward deep 5:00; keep key cooldown for disengage |
Level 6 | Unlock R – Demacian Justice; trade Q>E 2–3 ticks>R at ~25–30% HP; pop W as enemy R cast starts | Use Grandmaster's Might proactively on push; force extended trades; avoid executing range by stepping out before Garen R |
Level 7-8 | Push on vision; complete Stridebreaker path; Q>Stride>E 2s then out; hover Herald 8:00 | Fight with first mythic or Sheen spike; punish cooldown misuse; set up Herald |
Level 7-8 | Rotate for plates if Jax recalls; freeze if behind; keep trades on cooldown windows | Keep side brush control; deny freezes by slow-pushing; track TP (360s) |
Level 9 | Max E; shove→ward deep; look mid on crash; side lane only with vision | Max primary trading spell; look for long trades; pull Garen to long lane |
Power Spikes
Level Spikes
Garen | Jax | ||
---|---|---|---|
Level | Description | Level | Description |
2 | Minor Q+E unlocked: short trades after Jax Leap Strike used | 3 | Major Full combo online; look to trade when Garen Q down |
6 | Major R execute enables dive turns at ~25–30% HP | 6 | Critical Grandmaster's Might changes skirmish outcomes |
9 | Major E max increases DPS in ≤3s trades | 11 | Minor Rank 2 ultimate/items accelerate extended fights |
11 | Minor R2 raises execute threshold in skirmishes |
Item Spikes
Garen | Jax | ||
---|---|---|---|
Item | Description | Item | Description |
Plated Steelcaps (1100g) | Cuts auto-attack damage in all-ins | Sheen/Phage component (700-1100g) | On-hit or HP+MS improves stick in trades |
Stridebreaker (3300g) | Active slow lets you stick then exit on timers | Core mythic (3100-3333g) | First mythic defines fight length and stickiness |
Executioner's Calling (800g) | Reduces sustain from abilities/items | Death's Dance/Spirit Visage (2900-3300g) | Sustain and damage delay in extended fights |
Sterak's Gage (3100g) | Shield buffers burst to finish executes |
Best Build for Garen
Starting Items
Doran's Shield (400g) + 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
Active slow to start/stop ≤3s trades
Reduces AA-focused damage patterns
Survive burst to reach execute
Damage delay vs reset/extended fights
Situational Adjustments
- Spirit Visage: Heavy AP or to amplify passive regen
- Thornmail: High enemy healing and on-hit comps
- Black Cleaver: Need armor shred vs tanks
Key Patterns
Lethal Combos
Ghost > Q – Decisive Strike > Stridebreaker > E – Judgment (2–3 ticks) > R – Demacian Justice
Confirm at ~25–30% HP after E ticks; ensure Flash down or silence appliedCounter Strike engage > Empower / key CC > Leap Strike damage > R finish
Requires extended trade or reset pattern depending on champTrading Combos
Q – Decisive Strike > auto reset > E – Judgment (1–2s) > walk out
Keep trades ≤2.5s; re-enter on cooldown windowsLeap Strike poke > step back; repeat on ~8s
Look for long lanes to extendLethal Thresholds
- Garen Kill Range: R executes ~25–30% vs base MR after 2–3 E ticks; higher if enemy has shields
- Jax Kill Range: Kill range varies with mythic; aim for 35–45% after CC chain
- Critical Levels: 3 (full kit), 6 (ult), 9 (Garen E max), 11 (R2 or item spike)
Level by Level Game Plan
Level | Primary Goal | Lane Position | Trading Opportunities | Kill Windows | Setup Opportunities |
---|---|---|---|---|---|
1 | Control first three waves | Hold 6–8 minions from tower | Only after Jax Leap Strike used | Low; needs HP<60% + jungle | Ward river 2:30; plan wave-3 crash |
2 | Enable short trades | Maintain freeze | Q>auto>E 1–2s then out | If enemy key E missed | Control ward 3:30 |
3 | Track engages | Short lane | After Jax Counter Strike used on wave | Ghost/Ignite up + HP lead | Ping jungler for punish |
4-5 | Buy boots/anti-heal | Keep wave near tower | ≤2.5s windows | Ignite up into low HP | Deep ward 4:30 |
6 | Play around executes | Fight on vision | Q>E 2–3 ticks > R | ~25–30% HP | Shove then reset |
7-8 | Mythic timing | Push on vision | Q>Stride>E | Post-miss on enemy engage | Herald control 8–10 |
9+ | Transition to sides | Side→group | Pick-only fights | After enemy Flash used | Set vision nets |
Mid Game (11-16) | Skirmish then group | Hover river/herald | Catch on cooldown timers | Stride+Ghost chase | Objective timers 12/17 |
Late Game (16+) | Backline access | Flank through fog | Burst then exit | Silence carry then R | Baron/Elder setup with pinks |
First Back Goals
Ideal Back (1100–1400g)
- Executioner's Calling (800g)
- Boots (300g)
- Control Ward (75g)
Crash 3rd/cannon wave ≈2:15–5:30 after winning trade
Standard Back (700–900g)
- Ruby Crystal (400g)
- Boots (300g)
Reset on slow-push when wave bounces to you
Teamfight Tips
Aspect | Garen | Jax |
---|---|---|
Primary Role | Flank/cleanup bruiser | Depends on kit—frontline/duelist |
Target Priority | ADC without Flash APC channeling low-HP divers |
Closest melee then backline |
Objective Control | Force picks before Herald/Drake Zone jungle entrances |
Start on vision advantage Turn with primary CC |
Positioning | Flank via jungle entrances Avoid front pull cones/chokes |
Control choke points Peel or dive per comp |
Other Tips | Silence before Flash to secure R Hold W for true-burst windows |
Save Counter Strike for Garen Q engage Fight on cannon waves for stats |