Galio Rework, now featuring tower taunts!

AHarmlessTaco··3 votes·881 views

Hey all, Taco here giving Galio a real solidified anti-siege, anti-magic-warden niche with some nifty tower interactions. Enjoy! [Numbers are tentative and I left room for suggestions; this is a directional post] . . .

Galio Galio – the Sentinel’s Sorrow

Runic Skin (I):

INNATE: Galio permanently gains 10 / 15 / 20 / 25 bonus magic resistance and redirects a 10% of all incoming magic damage from nearby allies to himself. This bonus is doubled while atop a tower.

Resolute Smite (Q):

ACTIVE: Galio fires a concussive blast at the target area, dealing magic damage to enemies hit equal to a base amount plus all damage stored by Bulwark.

While atop a tower, Resolute Smite's damage, range, and detonation radius are increased by 50%.

Bulwark (W):

PASSIVE: Galio stores 10 / 14 / 18 / 22 / 26% of all incoming premitigation magic damage received, up to 100 / 140 / 180 / 220 / 260.

ACTIVE: Galio gains bonus armor and bonus magic resistance for 4 seconds and heals himself every time he takes damage, with each heal being 20% weaker than the last for each subsequent instance of damage.

Belfry Refuge (E):

FIRST CAST: Galio becomes untargetable and climbs atop target allied tower for up to 4 seconds, granting it a portion of his bonus armor and bonus magic resistance and absorbing 30% of all incoming damage for the duration. During this time, Galio may cast his abilities, but he cannot move.

SECOND CAST: Galio leaps a great distance from the tower to target location, dealing magic damage and knocking away nearby enemies when he lands. The damage and knock back scale with his distance traveled.

Idol of Durand (R):

ACTIVE: Galio turns into a statue and channels for 2 seconds, halving incoming damage and taunting nearby enemies for the duration, which they cannot mitigate with crowd control reduction. Idol of Durand can't be cancelled by movement commands for the first 0.25 seconds of its duration if it strikes at least one enemy champion.

When the channel ends, Galio bursts out of his statue form and deals magic damage to nearby enemies.

While atop a tower, Idol of Durand's range is increased by 50% and taunts enemy champions into attacking the tower.

7 Comments

AHarmlessTaco2 votes

Good chat.

Primaquarius1 votes

Have you seen my champ concepts? I put actual stats in each spell...

AHarmlessTaco3 votes

Uh, nope. Haven't seen em. There isn't really a point to adding stats without knowing if the general direction is good. Numbers can always be tuned.

Primaquarius1 votes

Well no, I write the numbers out at home and calculate them several times to find a solid scaling before I post them here.

AHarmlessTaco3 votes

I mean I would redo the post if it gained any traction. The whole "jumps on a tower" and "taunts/leaps from tower" are the main selling points here. If people don't like the new kit, they won't care at all about the numbers really. Y'know?

Dark Nephthys1 votes

This would be a huge nerf to Galio and would cause him even more problems then he already has. I'll admit though, the idea is interesting but some things would need to change imo. For starters, this would put even more trouble for him to get into the fight (in the middle of an enemy's team) and use his ultimate. Yes your idea on his E would help a little bit but that is way to situational and would not work at all for the Late game but I'll go over that and the other spells in a bit.

The main things that are holding Galio down right now on live servers are -Mana costs -Feels to...binary and boring to most people -Hard for him to position himself into a team to start his ult

This rework idea would put him down even more from the last 2 things. I'll just get into the skills

**Passive: **This would put him more into the support role than the Mid/Top lane where he should probably be. Also would reduce the amount of damage he can do since he would be more tanky than have damage. He is kind of already weak as damage goes, since he only has 2 real offensive spells and one being his Ultimate (Since his current E is weak).

** Q:** Kind of strong because of the stored damage from his shield, however you didn't mention anything about slow. Did you remove the slow to have it deal more damage? Because Galio kind of needs his slow.

**W: ** I'm alright with this as long as Galio is still taking the damage while he stores it. If this was meant to give him 26% damage reduction because he "Stored" it then that is a bit to strong.

E: Now this is the one that I have the most problem with. Having a skill that makes you climb an allied tower (while interesting) is not a good mechanic to have on any champion. Since it specifies "Allied" tower, then you can't use this when on the enemy's side of the map, meaning you can't set up for your Jump part of the kit. Removing the gust of wind is also bad since that was his only way to actually have a chance to get into the enemy team to set up for his ultimate. How else will he ever get his ultimate out? His E is only on allied towers which means it's 100% useless if you are on the enemy's side. What about when you are behind and you are down a few towers? You wouldn't even be able to use it even on your own towers then. Also even if you did use it on your tower, it's limiting your options down since they know where you are and can guess where you are going. It would be like if the enemy team had Zac and you had vision of him all game and know where he would "jump" from. Also what if a fight breaks out in the jungle? Kind of hard for Galio to get into position then to help his team. Late game happens and you have no more towers left, so you basically don't have an E at all.

Ultimate: I don't like the "Targets attack the tower" part of this. Since his ultimate deals more damage based on the amount of times hes been hit, that would make him lose out on a lot of damage. Even if you removed the extra damage he got from it, he kind of needs that since he doesn't have to many offensive spells. Also making targets hit the tower is kind of the opposite of what you want since you want to stop them from taking your tower.

**Now what I would change? **

**Passive:**You can keep his "Redirect damage from allies" but I think I still like the 50% MR into AP more then a small amount of flat MR. His damage is already kind of weak as it is. **Q: ** Add back his slow, but you can lower the amount of his slow if you want (Live is 24/28/32/36/40%) So have it (12/14/16/18/20). Then you could make it so when he is on top of "something" and uses his Q, the slow is doubled (So it goes back to live values) **W: ** This one was fine (Assuming Galio doesn't get damage reduction) E: Make him able to Climb any terrain instead of only Allied towers. That way it's useful everywhere and at any time. Ultimate: Taunted targets will only attack Galio for the duration (Keep the damage amp per times attacked)

That's how I'd fix the rework idea.

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