Garen vs Quinn Matchup Guide
Garen
Top Lane Fighter
The Might of Demacia - Tanky bruiser with strong sustain
Quinn
Top Lane Marksman
Ranged roamer with blind and high mobility
Champ Select Cheat Sheet — Garen vs Quinn
Matchup Dynamics
How This Matchup Works
Bait Quinn
Vault
E – VaultQuinn dashes to an enemy, dealing physical damage and slowing the target's Move Speed. (~12s) or
Heightened Senses
W – Heightened SensesPassively grants Quinn Attack Speed and Move Speed after she attacks a Harrier target. Activate to have Valor reveal a large area nearby. 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)
Quinn Favored - Punish after Quinn
Blinding Assault
Q – Blinding AssaultQuinn calls Valor to mark an enemy and hinder its vision before damaging all enemies in the immediate area. (~11s) or
Vault
E – VaultQuinn dashes to an enemy, dealing physical damage and slowing the target's Move Speed. (~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)
Quinn Favored - Complete
Stridebreaker
Stridebreaker40 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 Quinn key CD; hover Herald at 8–10:00 and collapse when
Vault
E – VaultQuinn dashes to an enemy, dealing physical damage and slowing the target's Move Speed. on cooldown.
Late Game (12+)
Garen Favored - Group 5v5; avoid long side-lane duels;
mark
MarkThrow 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. Quinn flanks; force fights on vision after
Behind Enemy Lines
R – Behind Enemy LinesQuinn and Valor team up to fly around at great speed. Ending the ability casts Skystrike, which deals damage to nearby enemies and marks champions with Harrier. is used or on cooldown.
Key Interactions
- Dodge Quinn
Vault
E – VaultQuinn dashes to an enemy, dealing physical damage and slowing the target's Move Speed.: Play outside angle; when
Vault
E – VaultQuinn dashes to an enemy, dealing physical damage and slowing the target's Move Speed. (~12s) is down, Q –
Decisive Strike
Q – 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 –
Judgment
E – JudgmentGaren rapidly spins his sword around his body, dealing physical damage to nearby enemies. for ≤2.5s then exit. - Punish Quinn
Blinding Assault
Q – Blinding AssaultQuinn calls Valor to mark an enemy and hinder its vision before damaging all enemies in the immediate area.: Trade after
Blinding Assault
Q – Blinding AssaultQuinn calls Valor to mark an enemy and hinder its vision before damaging all enemies in the immediate area. (~11s) used on wave; step inside/outside required zone to deny value; re-engage on its cooldown. - Hold W for burst CC: Activate W –
Courage
W – CourageGaren passively increases his Armor and Magic Resist by killing enemies. as Quinn engages with
Heightened Senses
W – Heightened SensesPassively grants Quinn Attack Speed and Move Speed after she attacks a Harrier target. Activate to have Valor reveal a large area nearby. or R; tenacity + damage cut survives initial burst. - Execute Window: After 2–3 E ticks, press R –
Demacian Justice
R – Demacian JusticeGaren calls upon the might of Demacia to attempt to execute an enemy champion. at ~25–30% HP; confirm kill when
Flash
FlashTeleports you a short distance toward your cursor. is down (300s).
Garen
Strengths
- Q –
Decisive Strike
Q – 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 –
Judgment
E – JudgmentGaren rapidly spins his sword around his body, dealing physical damage to nearby enemies. deals non-attack damage; good into dodge/blind windows - W –
Courage
W – 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
Quinn
Strengths
- Threat from
Vault
E – VaultQuinn dashes to an enemy, dealing physical damage and slowing the target's Move Speed. 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
Quinn's Win Condition
- Fight on cannon waves; use
Vault
E – VaultQuinn dashes to an enemy, dealing physical damage and slowing the target's Move Speed. to start when jungle nearby; convert to plates - Force extended trades when Quinn first mythic completes; avoid short windows after
Blinding Assault
Q – Blinding AssaultQuinn calls Valor to mark an enemy and hinder its vision before damaging all enemies in the immediate area. is down - Split-push if stronger in side; draw TP then start objective on opposite side
Laning Phase Guide
| Level/Phase | Garen | Quinn |
|---|---|---|
| Level 1 | Start Q – |
Start |
| Level 2 | Take E – |
Take |
| Level 3 | Take W – |
Take third ability; threaten full combo; fight on stacked wave; respect W – |
| Level 4-5 | Buy Cloth/Ruby; maintain short trades; |
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 – |
Use |
| Level 7-8 | Push on vision; complete |
Fight with first mythic or |
| Level 7-8 | Rotate for plates if Quinn 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 | Quinn | ||
|---|---|---|---|
| Level | Description | Level | Description |
| 2 | Minor Q+E unlocked: short trades after Quinn |
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 |
| 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 | Quinn | ||
|---|---|---|---|
| Item | Description | Item | Description |
| Cuts auto-attack damage in all-ins | On-hit or HP+MS improves stick in trades | ||
| Active slow lets you stick then exit on timers | Core mythic (3100-3333g) | First mythic defines fight length and stickiness | |
| Reduces sustain from abilities/items | Sustain and damage delay in extended fights | ||
| Shield buffers burst to finish executes | |||
Best Build for Garen
Starting Items
Doran's Shield
Doran's ShieldGood defensive starting item (400g) +
Health Potion
Health PotionConsume to restore Health over time
Core Items
Stridebreaker
Stridebreaker40 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 Steelcaps
Plated SteelcapsEnhances Move Speed and reduces incoming basic attack damage →
Sterak's Gage
Sterak's GageShields against large bursts of damage
Runes
Primary:
Conqueror
ConquerorGain stacks of adaptive force when attacking enemy champions. After reaching 12 stacks, heal for a portion of damage you deal to champions.,
Triumph
TriumphTakedowns restore 5% of your missing health and grant an additional 20 gold., Legend: Tenacity,
Last Stand
Last StandDeal more damage to champions while you are low on health.
Secondary:
Bone Plating
Bone 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,
Unflinching
UnflinchingGain Armor and Magic Resist when receiving crowd control.
Summoner Spells
Flash
FlashTeleports you a short distance toward your cursor. +
Ghost
GhostGain Move Speed and ignore unit collision for the duration.
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
Spirit VisageIncreases Health and healing effects: Heavy AP or to amplify passive regen
Thornmail
Thornmail150 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 Cleaver
Black CleaverDealing physical damage to enemy champions reduces their Armor: Need armor shred vs tanks
Key Patterns
Lethal Combos
Ghost >
Q – Decisive Strike > Stridebreaker >
E – Judgment (2–3 ticks) >
R – Demacian Justice
Vault engage > Heightened Senses / key CC > Blinding Assault damage >
R finish
Trading Combos
Q – Decisive Strike > auto reset >
E – Judgment (1–2s) > walk out
Blinding Assault poke > step back; repeat on ~11s
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
- Quinn 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 Quinn |
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 Quinn |
Ping jungler for punish | |
| 4-5 | Buy boots/anti- |
Keep wave near tower | ≤2.5s windows | ||
| 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 |
Set vision nets |
| Mid Game (11-16) | Skirmish then group | Hover river/herald | Catch on cooldown timers | Stride+ |
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
Executioner'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 | Quinn |
|---|---|---|
| Primary Role | Flank/cleanup bruiser | Depends on kit—frontline/duelist |
| Target Priority | ADC without 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 Hold W for true-burst windows |
Save Fight on cannon waves for stats |
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