UpMatched ALPHA

Garen

Garen

Top Lane Fighter

The Might of Demacia - Tanky bruiser with strong sustain

VS
Sion

Sion

Top Lane Tank

Engage tank with wave control and pick potential

Matchup Dynamics

How This Matchup Works

Bait Sion Roar of the Slayer (~12s) or Soul Furnace 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 Sion Decimating Smash (~10s) or Roar of the Slayer (~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 Stridebreaker (3300g) by 12:00; trade ≤2.5s after Sion key CD; hover Herald at 8–10:00 and collapse when Roar of the Slayer on cooldown.

Late Game (12+)

Skill Matchup - Group 5v5; avoid long side-lane duels; mark Sion flanks; force fights on vision after Unstoppable Onslaught is used or on cooldown.

Key Interactions

  • Dodge Sion Roar of the Slayer: Play outside angle; when Roar of the Slayer (~12s) is down, Q – Decisive Strike > E – Judgment for ≤2.5s then exit.
  • Punish Sion Decimating Smash: Trade after Decimating Smash (~10s) 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 Sion engages with Soul Furnace 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

Sion

Strengths

  • Threat from Roar of the Slayer 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

Sion's Win Condition

  • Fight on cannon waves; use Roar of the Slayer to start when jungle nearby; convert to plates
  • Force extended trades when Sion first mythic completes; avoid short windows after Decimating Smash is down
  • Split-push if stronger in side; draw TP then start objective on opposite side

Laning Phase Guide

Level/Phase Garen Sion
Level 1 Start Q – Decisive Strike; last-hit only; trade after Sion Decimating Smash used; hold wave 6–8 from tower; ward river 2:30; all-in only if HP>60% and jungle top Start Decimating Smash; 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 Sion Roar of the Slayer miss (~12s) Take Roar of the Slayer; look for brief trade; back off when silenced by Q – Decisive Strike; track jungle
Level 3 Take W – Courage; fight ≤2.5s after Sion Decimating Smash; 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 Unstoppable Onslaught 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 Sion 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 Sion
Level Description Level Description
2 Minor Q+E unlocked: short trades after Sion Decimating Smash 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 Onslaught 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 Sion
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
Sion Escape/Counter Combo:

Roar of the Slayer engage > Soul Furnace / key CC > Decimating Smash 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
Sion Quick Trade:

Decimating Smash poke > step back; repeat on ~10s

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
  • Sion 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 Sion Decimating Smash 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 Sion Roar of the Slayer 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 Sion
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 Roar of the Slayer for Garen Q engage
Fight on cannon waves for stats