Garenteed to Garen [Discussion]
Garen, the Demacian Vanguard who leads the charge and brings justice to those who deserve it. I have played him for 2 years and would like to say he is very balanced, but just a little under par of balanced due. I am curious whether he needs a kit rework or adjustments to his current kit?
Garen, the Might of Demacia
Garen is a Melee Fighter, a good set of offense and defense, that is capable of becoming a tank, a regenerating meatshield. Garen's early game power can help him destroy his enemies and carry his team. With his full combo, he can delete one enemy carry, either that target is a mage, an assassin, or a marksman. Garen maintains an Easy Learning Difficulty with his resourceless bar, which his abilities are restrained by high cooldowns. Garen needs Attack Damage, Defense, Mobility, and Cooldown Reduction so that he can prove his Might on the Fields of Justice.
Passive: Perseverance
If Garen has not been struck by Damage or Enemy Abilities, Garen regenerates a percentage of his Health each second. Level 1: After 9 seconds, Garen regenerates .4% of his HP each second. Minions do not deactivate Perseverance. Level 11: After 6 seconds, Garen regenerates .8% of his HP each second. Monsters do not deactivate Perseverance Level 16: After 4 seconds, Garen regenerates 2% of his HP each second. Hardcore Perseverance
The buff that reinforced Garen's late game. I question whether it will be buffed to NOT deactivate from non-damaging abilities at later levels, but I think Riot will not pursue this.
Q: Decisive Strike
Garen gains a burst of Movement Speed, breaking free of all slows affecting him and enhances his next auto-attack to deal bonus damage and Silences his Foe. Movement Speed 35% for (1.5/2.25/3/3.75/4.5) seconds. Deals (30/55/80/105/140) + 140% Attack Damage. Silences for (1.5/1.75/2/2.25/2.5) seconds.
Garen's only CC ability, it does nice damage and can make his target vulnerable for a couple seconds. It can be used to lead the charge of battle or to retreat from an ambush. I question if it can receive an auto-attack range buff by 25~50 units while his movement speed buff is enhanced by his Q's activated ability due to the rising challenge of hitting high mobility champions so that it can get the job done more often, but I think Riot is not pursuing this.
W: Courage
Garen passively increases his Armor and Magic Resist. Upon activation, Garen grants himself a shield that reduces all incoming Damage and Crowd Control Durations for a short time. Passive: 20% additional value from Bonus Armor and Magic Resist. Active: Garen gains a defensive shield for (2/3/4/5/6) seconds, reducing all Incoming Damage and Crowd Control durations by 30%.
Garen's only defensive ability, allowing him to passively and activate his much needed durability and Tenacity for a few seconds. I am curious if Courage needs a buff, whether to allow Garen to be immune to armor/magic resist shred WHILE Courage is activated, or upon activation of Courage, he gains 50% damage reduction and Tenacity for the first .5 seconds before decaying to its normal amount, or allow Garen to reduce TRUE damage as well as all physical and magical damage while Courage is active.
E: Judgement
Garen spins his sword around him, dealing damage to those that enter his dance of death. Spins for 3 seconds, dealing (20/45/70/95/120) plus (70/80/90/100/110% Attack Damage) as physical damage.
Garen's main Damage, Spin to Win. I do question a buff idea where if enemies are being affected by Garen's Judgement, they also have their attack speed slightly reduced.
R: Demacain Justice
Garen calls upon the Might of Demacia (wait... he calls himself?) to deal a finishing blow to an Enemy Champion, dealing additional damage based off his Target's missing Health. Deals (175/350/525) magic damage plus 1 point for every (3.5/3/2.5) HP target is missing. (Approximately 28%/33%/40% of missing Health).
Justice, the cause to remove a living threat. The Heavenly Sword to Remove a Target so that your team may live. It has a long early game cooldown, but makes up for it late game. I have 3 preferable buff ideas for this ability: 1) The Target of the Ultimate is revealed until the ultimate collides upon them. 2) Garen has slightly increased range on his ultimate. 3) Garen has a partial amount of true damage to his ultimate. It deals (150175/300350/450~525) true damage plus 1 point in magic damage for every (3.5/3/2.5) HP his target is missing.
Overall Garen is quite strong, but does not seem to have a lot of competitive play. His popularity still remains decent and his winrates hardly ever go over 50%. I do not know what other factors are in play, but to me, he needs a very small compensation to all of the indirect nerfs upon him (due to his core items being nerfed/removed). I hope my ideas are reasonable but I ask the community if Garen does need a buff or not, and if he does, which of my ideas are reasonable and can help him out on the Fields of Justice. REMEMBER - I AM NOT SUGGESTING FOR ALL OF THESE IDEAS TO BE APPLIED, I AM ASKING WHICH ONES DOES GAREN NEED IF HE NEEDS TO BE BUFFED?
*Changes to clarify what Garen may need. *Additional changes for clarification. Last Edited: 2/2/2015