UpMatched ALPHA

Garen

Garen

Top Lane Fighter

The Might of Demacia - Tanky bruiser with strong sustain

VS
Sett

Sett

Top Lane Juggernaut

Juggernaut with true damage shield punch and suplex

Matchup Dynamics

How This Matchup Works

Bait Sett Facebreaker (~16s) or Haymaker 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)

Sett Favored - Punish after Sett Knuckle Down (~9s) or Facebreaker (~16s) 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)

Skill Matchup - Complete Stridebreaker (3300g) by 12:00; trade ≤2.5s after Sett key CD; hover Herald at 8–10:00 and collapse when Facebreaker on cooldown.

Late Game (12+)

Garen Favored - Group 5v5; avoid long side-lane duels; mark Sett flanks; force fights on vision after The Show Stopper is used or on cooldown.

Key Interactions

  • Dodge Sett Facebreaker: Play outside angle; when Facebreaker (~16s) is down, Q – Decisive Strike > E – Judgment for ≤2.5s then exit.
  • Punish Sett Knuckle Down: Trade after Knuckle Down (~9s) 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 Sett engages with Haymaker 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

Sett

Strengths

  • Threat from Facebreaker 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

Sett's Win Condition

  • Fight on cannon waves; use Facebreaker to start when jungle nearby; convert to plates
  • Force extended trades when Sett first mythic completes; avoid short windows after Knuckle Down is down
  • Split-push if stronger in side; draw TP then start objective on opposite side

Laning Phase Guide

Level/Phase Garen Sett
Level 1 Start Q – Decisive Strike; last-hit only; trade after Sett Knuckle Down used; hold wave 6–8 from tower; ward river 2:30; all-in only if HP>60% and jungle top Start Knuckle Down; 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 Sett Facebreaker miss (~16s) Take Facebreaker; look for brief trade; back off when silenced by Q – Decisive Strike; track jungle
Level 3 Take W – Courage; fight ≤2.5s after Sett Knuckle Down; 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 The Show Stopper 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 Sett 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 Sett
Level Description Level Description
2 Minor Q+E unlocked: short trades after Sett Knuckle Down 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 The Show Stopper 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 Sett
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

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 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

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 Flash down or silence applied
Sett Escape/Counter Combo:

Facebreaker engage > Haymaker / key CC > Knuckle Down 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
Sett Quick Trade:

Knuckle Down poke > step back; repeat on ~9s

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
  • Sett 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 Sett Knuckle Down 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 Sett Facebreaker 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 Sett
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 Facebreaker for Garen Q engage
Fight on cannon waves for stats