Galio; A Gameplay Update

Stacona··2 votes·382 views

I love Galio, and he is insanely fun to play when you play him well, and his protector theme Gargoyle aspect to him I really like as well. This pre-season is just sad though cause it make Galio seem insanely underwhelming, and I have really high win rates on him in past seasons. I am going to make light changes that both bring him up to par and makes him easy to balance in the future with number tweaking on his abilities while of course conserving his mid lane tank mage supportive peeler with really good waveclear and of course gank support.

AP = Ability Power MR = Magic Resistance


Basic Attack Range: 125 and sometimes 650 units Movement: 340 units per second


Resolute Smite (Passive): Static Cooldown: 9/8/7/6/5 seconds; Range: 650 units; Ranks: @levels 1/5/9/13/17 Galio gains 525 units bonus range to his next basic attack allowing him to glare at his target to deal 100%(+60%AP)(+30%MR) damage as magic damage instead of physical damage to his target and slow them down by 30/35/40/45/50% for 2 seconds.

Additionally, Galio's abilities increase in power based on his total magic resistance.

The Gargoyle's Vengeance (Q): Cooldown: 7/6/5/4/3 seconds; Cost: 50/60/70/80/90 Mana; Range: 950 units; AoE: 375 units Passive: Every 5 dying nearby ally minions grants Galio 1 bonus magic resistance, ally champions healed by The Gargoyle's Vengeance will account for 3 dying ally minions.

Active: Galio blasts an area to deal 80/110/140/170/200(+50%AP)(+25%MR) magic damage to all enemies struck. If an ally champion gets struck by The Gargoyle's Vengeance that is below 10/15/20/25/30% max health will get healed for triple of Bulwark's heal, does not affect Galio.

The Gargoyle's Vengeance restores 20 Mana for every enemy directly executed by it.

Bulwark (W): Cooldown: 14/13.5/13/12.5/12 seconds; Cost: 60 Mana; Range: 800 units Galio shields either an ally champion or himself for 4 seconds to grant the unit 30/45/60/75/90 bonus armor and magic resist.

Whenever the shielded target takes damage it heals Galio for 25/40/55/70/85(+30%AP)(+15%MR) health which diminishes by 20% than the previous amount down to a minimum of 20%.

Righteous Gust (E): Cooldown: 13/12/11/10/9 seconds; Cost: 70/75/80/85/90 Mana; Range: 1200 units Galio unleashes a directional powerful gust of wind in the target direction persisting for 5 seconds to speed up all allies that go with the wind by 20/28/36/44/52% and dealing 60/105/150/195/240(+50%AP)(+25%MR) magic damage to all enemies struck by the initial cast.

Idol of Durand (R): Cooldown: 150/135/120 seconds; Cost: 100 Mana; Range: 600 units Galio turns into a statue and channels for up to 2 seconds taunting all nearby enemies that come within range while taking 50% reduced damage while channeling.

After the channel finishes Galio bursts out to deal 200/300/400(+60%AP)(+30%MR) magic damage to all enemies within range, which increases by 10% every time Galio took damage during the channel up to a maximum of 80% increased damage.


NOTE: the magic resist ratios are roughly what they would be at with the 50% of magic resist to ability power conversion to ability power ratios.

2 Comments

junglerboy161 votes

Passive is too strong, the CD reduction for taking damage should be removed entirely, otherwise it's good in theory.

Q I like the passive effect granting MR (although the amount given seems too high, maybe make it 1 MR for any allied unit death, every 5 deaths). The passive giving cooldown reduction for ally deaths should be removed (you seem to have an obsession with this, it is just a bad mechanic to use). I think instead of doing increased damage if a nearby ally died recently (very binary, it will almost never be used, and thus adds a ton of false power to his abilities), it should instead have the enhanced effect if an ally which has Bulwark on them takes damage (excluding himself).

W Leave it with the old resist values of 30/45/60/75/90, there is no need to buff his early game or nerf his late game. Also, STOP ADDING CD REDUCTION PASSIVES. Seriously, this is the third one in as many abilities. It is not a good mechanic, even when used well, and you are using it very poorly.

E For this one, I would say remove the minion bonus damage (unnecessary wave clear buff is unnecessary). Instead, reduce the mana cost a bit and have the MS boost be tripled for Galio if he is moving towards enemy champions (again, this is directional, and would serve as his only mobility/engage).

R I feel like the 50% damage reduction is too much. Maybe 20-30%, but not 50%. Galio is and should be a mage tank, not a mage with free durability. The damage reduction should be nothing more than a bit of help, not the crux of his defensive capabilities.

Stacona1 votes

Passive - I was going for wanting to take damage, but probably better for balancing to have it as a static cooldown only- i did it for early game he can last hit easier and relinquish mana restraints a bit and later on will be a good peel tool with the slow

Q - I was going for a "you kill my friends, then I (Galio) gets stronger" the passive I made it every 7/6/5/4/3 dying minions grants 1 magic resist so it scales faster if you rank it up, so ranks 1-3 you get roughly 1 mr per minion wave ranks 4-5 is like 2 mr per minion wave; and make ally champions account for like 6 ally minions or something I am confused about what you are suggesting since it is still a placement skill shot- i will remove the CDR reduction, it is better balancing not having it in

W - i did the changed value for a slightly weaker rank 5 shield and a slightly lower cooldown; I will just revert the idea to how it is now

E - I was going for having it as a dedicated waveclear spell; but I will make more changes to the Q idea so I will revert it to how it is now - insane mobility on Galio may make him overpowered, and I like the spell as a supportive aspect of making your team move faster rather than selfish gains (I don't think of Galio thematically or in-game as a selfish champion)

R - This is unchanged - it has 50% damage reduction now because it is a taunt spell; everything else is unchanged as well

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