Garen vs Malphite Matchup Guide

Garen

Garen

Top Lane Fighter

The Might of Demacia - Tanky bruiser with strong sustain

VS
Malphite

Malphite

Top Lane Tank

Armor-stacking tank with point-and-click slow and big engage

VerdictGaren favored EarlyGaren Favored MidGaren Favored LateSkill Matchup Updated Jan 1, 2024

Champ Select Cheat Sheet — Garen vs Malphite

Runes
Conqueror, Triumph, Legend: Tenacity, Last Stand
Secondary: Bone Plating, Unflinching
Summoners
Flash + Ghost
Start
Doran's Shield (400g) + Health Potion
Core Build
StridebreakerPlated SteelcapsSterak's Gage
Trade Pattern
Q – Decisive Strike > auto reset > E – Judgment (1–2s) > walk out
Keep trades ≤2.5s; re-enter on cooldown windows
Danger Levels
Respect Malphite at levels 3, 6
First Back
Executioner's Calling (800g)
Ideal Back (1100–1400g)

Matchup Dynamics

How This Matchup Works

Bait Malphite Ground SlamE – Ground SlamMalphite slams the ground, sending out a shockwave that deals magic damage based on his Armor and reduces the Attack Speed of enemies for a short duration. (~12s) or ThunderclapW – ThunderclapMalphite attacks with such force that it creates a sonic boom. For the next few seconds, his attacks create aftershocks in front of him. 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 Malphite Seismic ShardQ – Seismic ShardMalphite sends a shard of the earth through the ground at his foe, dealing damage upon impact and stealing Move Speed for 3 seconds. (~8s) or Ground SlamE – Ground SlamMalphite slams the ground, sending out a shockwave that deals magic damage based on his Armor and reduces the Attack Speed of enemies for a short duration. (~12s) 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)

Garen Favored - Complete StridebreakerStridebreaker40 Attack Damage25% Attack Speed450 HealthCleaveAttacks deal physical damage to nearby enemies.Breaking ShockwaveDeal physical damage and Slow nearby enemies by 35%.Gain 35% decaying Move Speed per ch... (3300g) by 12:00; trade ≤2.5s after Malphite key CD; hover Herald at 8–10:00 and collapse when Ground SlamE – Ground SlamMalphite slams the ground, sending out a shockwave that deals magic damage based on his Armor and reduces the Attack Speed of enemies for a short duration. on cooldown.

Late Game (12+)

Skill Matchup - Group 5v5; avoid long side-lane duels; markMarkThrow a snowball in a straight line at your enemies. If it hits an enemy, they become marked, granting True Sight, and your champion can quickly travel to the marked target as a follow up. Malphite flanks; force fights on vision after Unstoppable ForceR – Unstoppable ForceMalphite launches himself to a location at high speed, damaging enemies and knocking them into the air. is used or on cooldown.

Key Interactions

  • Dodge Malphite Ground SlamE – Ground SlamMalphite slams the ground, sending out a shockwave that deals magic damage based on his Armor and reduces the Attack Speed of enemies for a short duration.: Play outside angle; when Ground SlamE – Ground SlamMalphite slams the ground, sending out a shockwave that deals magic damage based on his Armor and reduces the Attack Speed of enemies for a short duration. (~12s) is down, Q – Decisive StrikeQ – Decisive StrikeGaren gains a burst of Move Speed, breaking free of all slows affecting him. His next attack strikes a vital area of his foe, dealing bonus damage and silencing them. > E – JudgmentE – JudgmentGaren rapidly spins his sword around his body, dealing physical damage to nearby enemies. for ≤2.5s then exit.
  • Punish Malphite Seismic ShardQ – Seismic ShardMalphite sends a shard of the earth through the ground at his foe, dealing damage upon impact and stealing Move Speed for 3 seconds.: Trade after Seismic ShardQ – Seismic ShardMalphite sends a shard of the earth through the ground at his foe, dealing damage upon impact and stealing Move Speed for 3 seconds. (~8s) used on wave; step inside/outside required zone to deny value; re-engage on its cooldown.
  • Hold W for burst CC: Activate W – CourageW – CourageGaren passively increases his Armor and Magic Resist by killing enemies. as Malphite engages with ThunderclapW – ThunderclapMalphite attacks with such force that it creates a sonic boom. For the next few seconds, his attacks create aftershocks in front of him. or R; tenacity + damage cut survives initial burst.
  • Execute Window: After 2–3 E ticks, press R – Demacian JusticeR – Demacian JusticeGaren calls upon the might of Demacia to attempt to execute an enemy champion. at ~25–30% HP; confirm kill when FlashFlashTeleports you a short distance toward your cursor. is down (300s).

Garen

Strengths

  • Q – Decisive StrikeQ – Decisive StrikeGaren gains a burst of Move Speed, breaking free of all slows affecting him. His next attack strikes a vital area of his foe, dealing bonus damage and silencing them. silence prevents casts for ~1.5s; denies many engages
  • E – JudgmentE – JudgmentGaren rapidly spins his sword around his body, dealing physical damage to nearby enemies. deals non-attack damage; good into dodge/blind windows
  • W – CourageW – CourageGaren passively increases his Armor and Magic Resist by killing enemies. 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

Malphite

Strengths

  • Threat from Ground SlamE – Ground SlamMalphite slams the ground, sending out a shockwave that deals magic damage based on his Armor and reduces the Attack Speed of enemies for a short duration. 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

Malphite's Win Condition

  • Fight on cannon waves; use Ground SlamE – Ground SlamMalphite slams the ground, sending out a shockwave that deals magic damage based on his Armor and reduces the Attack Speed of enemies for a short duration. to start when jungle nearby; convert to plates
  • Force extended trades when Malphite first mythic completes; avoid short windows after Seismic ShardQ – Seismic ShardMalphite sends a shard of the earth through the ground at his foe, dealing damage upon impact and stealing Move Speed for 3 seconds. is down
  • Split-push if stronger in side; draw TP then start objective on opposite side

Laning Phase Guide

Level/Phase Garen Malphite
Level 1 Start Q – Decisive StrikeQ – Decisive StrikeGaren gains a burst of Move Speed, breaking free of all slows affecting him. His next attack strikes a vital area of his foe, dealing bonus damage and silencing them.; last-hit only; trade after Malphite Seismic ShardQ – Seismic ShardMalphite sends a shard of the earth through the ground at his foe, dealing damage upon impact and stealing Move Speed for 3 seconds. used; hold wave 6–8 from tower; ward river 2:30; all-in only if HP>60% and jungle top Start Seismic ShardQ – Seismic ShardMalphite sends a shard of the earth through the ground at his foe, dealing damage upon impact and stealing Move Speed for 3 seconds.; 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 – JudgmentE – JudgmentGaren rapidly spins his sword around his body, dealing physical damage to nearby enemies.; Q>auto reset>E 1–2s then exit; keep freeze; control ward 3:30; punish Malphite Ground SlamE – Ground SlamMalphite slams the ground, sending out a shockwave that deals magic damage based on his Armor and reduces the Attack Speed of enemies for a short duration. miss (~12s) Take Ground SlamE – Ground SlamMalphite slams the ground, sending out a shockwave that deals magic damage based on his Armor and reduces the Attack Speed of enemies for a short duration.; look for brief trade; back off when silenced by Q – Decisive StrikeQ – Decisive StrikeGaren gains a burst of Move Speed, breaking free of all slows affecting him. His next attack strikes a vital area of his foe, dealing bonus damage and silencing them.; track jungle
Level 3 Take W – CourageW – CourageGaren passively increases his Armor and Magic Resist by killing enemies.; fight ≤2.5s after Malphite Seismic ShardQ – Seismic ShardMalphite sends a shard of the earth through the ground at his foe, dealing damage upon impact and stealing Move Speed for 3 seconds.; ping jungler; cheater recall if you crash wave-3 safely Take third ability; threaten full combo; fight on stacked wave; respect W – CourageW – CourageGaren passively increases his Armor and Magic Resist by killing enemies. damage cut
Level 4-5 Buy Cloth/Ruby; maintain short trades; deep wardDeep WardYour wards in the enemy jungle are Deep, gaining Health and Duration.Level 9: Wards in the river are also Deep. 4:00; track FlashFlashTeleports you a short distance toward your cursor. 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 JusticeR – Demacian JusticeGaren calls upon the might of Demacia to attempt to execute an enemy champion.; trade Q>E 2–3 ticks>R at ~25–30% HP; pop W as enemy R cast starts Use Unstoppable ForceR – Unstoppable ForceMalphite launches himself to a location at high speed, damaging enemies and knocking them into the air. proactively on push; force extended trades; avoid executing range by stepping out before Garen R
Level 7-8 Push on vision; complete StridebreakerStridebreaker40 Attack Damage25% Attack Speed450 HealthCleaveAttacks deal physical damage to nearby enemies.Breaking ShockwaveDeal physical damage and Slow nearby enemies by 35%.Gain 35% decaying Move Speed per ch... path; Q>Stride>E 2s then out; hover Herald 8:00 Fight with first mythic or SheenSheenGrants a bonus to next attack after spell cast spike; punish cooldown misuse; set up Herald
Level 7-8 Rotate for plates if Malphite 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 Malphite
Level Description Level Description
2 Minor Q+E unlocked: short trades after Malphite Seismic ShardQ – Seismic ShardMalphite sends a shard of the earth through the ground at his foe, dealing damage upon impact and stealing Move Speed for 3 seconds. 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 Unstoppable ForceR – Unstoppable ForceMalphite launches himself to a location at high speed, damaging enemies and knocking them into the air. 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 Malphite
Item Description Item Description
Plated SteelcapsPlated SteelcapsEnhances Move Speed and reduces incoming basic attack damage (1100g) Cuts auto-attack damage in all-ins SheenSheenGrants a bonus to next attack after spell cast/PhagePhageAttacks and kills give a small burst of speed component (700-1100g) On-hit or HP+MS improves stick in trades
StridebreakerStridebreaker40 Attack Damage25% Attack Speed450 HealthCleaveAttacks deal physical damage to nearby enemies.Breaking ShockwaveDeal physical damage and Slow nearby enemies by 35%.Gain 35% decaying Move Speed per ch... (3300g) Active slow lets you stick then exit on timers Core mythic (3100-3333g) First mythic defines fight length and stickiness
Executioner's CallingExecutioner's CallingOvercomes enemies with high health gain (800g) Reduces sustain from abilities/items Death's DanceDeath's Dance60 Attack Damage50 Armor15 Ability HasteIgnore PainA percentage of damage taken is dealt to you over 3 seconds instead.DefyWhen a champion that you damaged within 3 seconds dies, cleanse Ignore Pain's.../Spirit VisageSpirit VisageIncreases Health and healing effects (2900-3300g) Sustain and damage delay in extended fights
Sterak's GageSterak's GageShields against large bursts of damage (3100g) Shield buffers burst to finish executes

Best Build for Garen

Starting Items

Doran's ShieldDoran's ShieldGood defensive starting item (400g) + Health PotionHealth PotionConsume to restore Health over time

Core Items

StridebreakerStridebreaker40 Attack Damage25% Attack Speed450 HealthCleaveAttacks deal physical damage to nearby enemies.Breaking ShockwaveDeal physical damage and Slow nearby enemies by 35%.Gain 35% decaying Move Speed per ch...Plated SteelcapsPlated SteelcapsEnhances Move Speed and reduces incoming basic attack damageSterak's GageSterak's GageShields against large bursts of damage

Runes

Primary: ConquerorConquerorGain stacks of adaptive force when attacking enemy champions. After reaching 12 stacks, heal for a portion of damage you deal to champions., TriumphTriumphTakedowns restore 5% of your missing health and grant an additional 20 gold., Legend: Tenacity, Last StandLast StandDeal more damage to champions while you are low on health.

Secondary: Bone PlatingBone PlatingAfter taking damage from an enemy champion, the next 3 spells or attacks you receive from them deal 30-60 (based on level) less damage.Duration: 1.5sCooldown: 55s, UnflinchingUnflinchingGain Armor and Magic Resist when receiving crowd control.

Summoner Spells

FlashFlashTeleports you a short distance toward your cursor. + GhostGhostGain Move Speed and ignore unit collision for the duration.

Priority Build Path

1
Stridebreaker

Active slow to start/stop ≤3s trades

2
Plated Steelcaps

Reduces AA-focused damage patterns

3
Sterak's Gage

Survive burst to reach execute

4
Death's Dance

Damage delay vs reset/extended fights

Situational Adjustments

  • Spirit VisageSpirit VisageIncreases Health and healing effects: Heavy AP or to amplify passive regen
  • ThornmailThornmail150 Health75 ArmorThornsWhen struck by an Attack, deal magic damage to the attacker and apply 40% Wounds for 3 seconds if they are a champion.: High enemy healing and on-hit comps
  • Black CleaverBlack CleaverDealing physical damage to enemy champions reduces their Armor: Need armor shred vs tanks

Key Patterns

Lethal Combos

Garen Full Combo (Level 6+):

Ghost > Q – Decisive Strike > Stridebreaker > E – Judgment (2–3 ticks) > R – Demacian Justice

Confirm at ~25–30% HP after E ticks; ensure FlashFlashTeleports you a short distance toward your cursor. down or silence applied
Malphite Escape/Counter Combo:

Ground Slam engage > Thunderclap / key CC > Seismic Shard damage > R finish

Requires extended trade or reset pattern depending on champ

Trading Combos

Garen Short Trade:

Q – Decisive Strike > auto reset > E – Judgment (1–2s) > walk out

Keep trades ≤2.5s; re-enter on cooldown windows
Malphite Quick Trade:

Seismic Shard poke > step back; repeat on ~8s

Look for long lanes to extend

Lethal Thresholds

  • Garen Kill Range: R executes ~25–30% vs base MR after 2–3 E ticks; higher if enemy has shields
  • Malphite 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 Malphite Seismic ShardQ – Seismic ShardMalphite sends a shard of the earth through the ground at his foe, dealing damage upon impact and stealing Move Speed for 3 seconds. 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 Malphite Ground SlamE – Ground SlamMalphite slams the ground, sending out a shockwave that deals magic damage based on his Armor and reduces the Attack Speed of enemies for a short duration. used on wave GhostGhostGain Move Speed and ignore unit collision for the duration./IgniteIgniteDeals true damage over time to target enemy champion and reduces healing effects on them for the duration. up + HP lead Ping jungler for punish
4-5 Buy boots/anti-healHealRestores Health and grants Move Speed to you and target allied champion. Keep wave near tower ≤2.5s windows IgniteIgniteDeals true damage over time to target enemy champion and reduces healing effects on them for the duration. up into low HP Deep wardDeep WardYour wards in the enemy jungle are Deep, gaining Health and Duration.Level 9: Wards in the river are also Deep. 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 FlashFlashTeleports you a short distance toward your cursor. used Set vision nets
Mid Game (11-16) Skirmish then group Hover river/herald Catch on cooldown timers Stride+GhostGhostGain Move Speed and ignore unit collision for the duration. 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 CallingExecutioner's CallingOvercomes enemies with high health gain (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 Malphite
Primary Role Flank/cleanup bruiser Depends on kit—frontline/duelist
Target Priority ADC without FlashFlashTeleports you a short distance toward your cursor.
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 FlashFlashTeleports you a short distance toward your cursor. to secure R
Hold W for true-burst windows
Save Ground SlamE – Ground SlamMalphite slams the ground, sending out a shockwave that deals magic damage based on his Armor and reduces the Attack Speed of enemies for a short duration. for Garen Q engage
Fight on cannon waves for stats