[FOLLOWUP] Garen Juggernaut Update
Hi everyone,
It's been awhile since Juggernauts have released, but we did want to publicize our current opinions on Garen following his update in the Juggernaut patch last year. In this, I'll go over what our original goals were, what we think is currently working, problems that may be worth addressing (as well as ones we accept as costs of the update), and future steps we might take on the champion (if any).
- Original Goals
- Solidify Garen as a Juggernaut:
- Make him a meaningful damage threat throughout the game.
- Improve his kitability for opponents.
- Reduce presence and reputation as strictly a situational lane bully.
- Make games with Garen in them feel different or "uniquely Garen."
- Keep Garen accessible to newer players.
- What's Working:
- Increasing E spin speed with champion level makes his damage scale into the later parts of the game.
- Villainy succeeds in making games with Garen in them feel unique/different.
- The changes to Garen haven't compromised his accessibility to lesser skilled players.
- Problems to Address:
- Villainy sometimes feels like it ends up on odd targets.
- Tactical counterplay (especially for melee opponents), is still quite poor against Garen.
- Known Tradeoffs:
- Villainy passive can feel tacked on, though not the worst offender of this.
- Villainy system punishes an opponent for doing well.
- W is even more boring of a button now than before.
- Next Steps:
- The next time we are in a position to do balance/cleanup work on Garen (which isn't something we're actively looking into):
- Investigate ways to improve clarity on Villainy target selection for opponents. In an ideal world, a target would never become the Villain and not understand why.
- Investigate better tactical counterplay mechanisms for Judgment (E).
I hope this helps to let everyone know where our heads are at on Garen, and again, sorry for taking sooooooo long to get this out there.
Cheers, Repertoir
no armor pen no %healt damage, R rexcluding opponent lane vs
or
receives garen damage seriously reduced is happening My advice %healt damage or villian damage %1.5 or %2 buff Garen vs All tank
vs
should be enough to cut through
with 5k max health, sitting at about half of it, Demacian Justice would do about 2.5 k true damage in this instance. Not so much on squishies! Everything you are saying is right-
titanic hydra used for juggernauts (e.g.
skarner,
nasus,
illaoi, etc.) or other beefy champions. Lately I have not been seeing as many juggernauts or other use this item as much anymore and the titanic hydra was originally meant for juggernauts. I understand that there were issues previously with
fiora,
yi, and
akali with abusing the titanic hydra but is there a way to make it more favorable to juggernauts in terms of stats (including AD)? Also how is
mordekaiser's status right now in the mid-season? Sorry that the message is long btw.


3600 Gold area up.. depending on the request crit It is true but high elo crit Garen did you see all
etc are great for juggernauts, but they aren't in a vacuum. Was this intended? Or was it more of a woops didn't think those items would become so popular on squishy champions?
or
which help them stay on their target ) and rely on flashing to get in auto attack range. As a general rule, juggernauts don't have to itemize for these kinds of items immediately, but when it comes time for teamfights they either build them or die. You say that "Deadman's Plate (comprimises) the intended strength/weakness profile of Juggernauts" - I say that that Deadman's Plate and other such items are the only thing that kept them interesting to play and viable. You don't solve the issue by simply removing Deadman's Plate and making it next to impossible for Juggernauts to get in range; you do it by making Juggernauts less binary when they get in range and make them less reliant on buying mobility items to even stay playable.