"I Will Lead the Charge" - A Detailed Analysis of the Might of Demacia
Hello Everyone,
My name is OmegasisX & I am a Gold 5 player in Ranked Solo/Duo & Silver 1 in Ranked Flex. Recently, Meddler, in his one of his “Quick Gameplay Thoughts” posts, posted a comment concerning Garen:
What matters in terms of whether we act on something is how good the argument is though…A not upvoted thread at all however, if it has great points about when Garen's weak, why that's inappropriate, how he could be changed in ways that are consistent with who Garen is/how he plays etc has better odds of getting traction…
This post is meant to be an article (and I mean article) about just that - why Garen is weak, why that’s bad, & how we can fix him. This post is not a "Rework" article, nor do I intend that every single one of these suggestions would be implemented; it is an article to enhance what Garen CURRENTLY has to make him viable & competitive.
WARNING This post is the equivalent of a 3.5 page essay, so don’t read further if you do not wish to do so. WARNING
Here we go:

Why Garen’s Weak:
1) His abilities & lack of a clear engage make his teamfighting relevance unclear & teammate dependent:
- In a teamfight, generally speaking, Garen has armor shred, damage, a 1-use silence on a single target, & an execute. He has no way to get a pick on an enemy (front or backline) nor anyway to change the position of enemies within the vicinity. “Engaging” with Q often means getting kited from enemies as well having to back out to restore health. Standard Black Cleaver tank players usually rely on teammates to carry teamfights and win games.
2) His lack of mobility makes him easily kitable, without much counterplay:
- Garen is a melee champ. Melee champions will always have inherent disadvantages against ranged champions. But, champions, like Riven & Yasuo, have ways to initiate onto ranged champions to level the playing field. While Garen’s Q does provide movement speed, that is simply not always enough to fight enemies / escape from them if necessary.
3) His early level & laning phase presence is weak. Really weak.
- Garen is weak in the beginning of the game because of how long it takes his passive to heal him, as well as how long it is on CD when he gets hit. Other champions, like Akali or Aatrox, however, can consistently heal themselves all the way back to full health with mere auto attacks throughout the course of the game. Garen’s sustain needs enhancing to be able to match this degree of healing.
So, what do I propose? Well, let’s find out.

How to Improve Garen:
Passive - Perseverance (Enhance laning-phase sustain & implement late-game sustain)
"Vile scourge": From levels 1-10, taking damage puts Perseverance on an 8 second CD instead of 9, & his health regeneration increases to 4% when he is below 50% health instead of 25%.
- This is a minor enhancement to Garen, but it would allow him to have better sustain, especially at lower health, during the laning phase.
"Show Them the Strength of Demacia!: At level 18, enemy champion, turret, & epic monster damage no longer stops Perseverance.
This is a MAJOR change, and the reason for it is two-fold:
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- Garen's passive gets better at each stage of the game, so it only makes sense for it to reach its peak at its final stage:
- Levels 1-10: Everything besides minion damage stops Perseverance.
- Levels 11-17: Everything besides minion & non-epic monster damage stops Perseverance. So, in following suit with his ability to regenerate through additional sources of damage later on in the game, it should follow that any additional sources don’t stop his passive because he has reached his full strength.
- Level 18: Nothing stops Perseverance.
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- Garen doesn't have in-combat sustain, so this gives him that.
Q - Decisive Strike (Without clear engage, makes movement more functional in game & enhances outplay potential)
"I Will Lead the Charge": At level 11 & after, Garen's Q now also grants slow immunity for the first second of activation.
- While against a single champion, a one-time slow cleanse is useful. But against multiple enemies with multiple slows, it can be more difficult to time that slow cleanse properly. Brief slow immunity during the teamfighting phase of the game would give Garen the engage, or disengage, he needs to be relevant in a fight.
"Charge!": Garen receives 30-50% increased movement speed (based on champion level) when activated.
- Garen doesn't have initiation like Zac or Jarvan do. This is just who Garen is. But, he has his Q. Increasing his Q MS would allow him to match the speed that other champions can get innately (through abilities, not just items), because sometimes he can't get away from or catch up to them otherwise.
- In Garen's bio-story "The Soldier and the Hag", the Lady of the Stones remarks how she didn’t expect the speed with which Garen charged at her, so it would only make sense that this speed is reflected in the actual game.
Alternatively, it could be: Q Active: Garen breaks free of all slows affecting him, & gains 60% movement speed & slow immunity for the frirst 0.75 seconds of duration. Then, he gains 30% movement speed for the remaining duration (1.5/2/2.5/3/3.5 seconds) and his next basic attack within 4.5 seconds sielnces his opponent for 1.5 seconds and deals bonus damage.
"Justice, by Law, or by Sword": Garen's Q animation is now a complete auto attack reset (instantly triggering another auto attack).
- Garen’s Decisive Strike is more stylish than practical. In a game where an auto attack can be the difference between securing a kill or getting killed, having to wait for a delayed animation to go through can be the reason a fight is lost.
"The scoundrels will pay!": Garen's silence against an enemy champion also disarms them, preventing them from basic attacking for the duration (1.5 seconds).
- A silence is not always useful in a teamfight; a silence against an enemy mage prevents them from casting their abilities (their main source of damage & utility). However, silencing an enemy auto attacker (i.e. Vayne / any ADC), is less impactful as they can still auto attack while silenced. Disarming & silencing any target he hits makes him relevant in any teamfight.
- The official Garen v.s. Katarina animation shows Garen’s Decisive Strike breaking Katarina’s blades, momentarily disarming her. This matches that story.
W - Courage (Extended combat survival)
"I will fight as long as I stand!": While on CD, each instance of taking damage that would put Perseverance on CD reduces the CD on his W by 1 second.
- Champions like Master Yi, Katarina, & Darius get CD decreases or resets when they do certain things (Yi reduces his Alpha Strike with Basic Attacks, & kills reduce/reset abilities for Katarina & Darius). This allows them to outplay opponents and come back from the brink when they would otherwise die. Garen doesn't have anything like this, and it is often the case he cannot survive long enough to recast his abilities. This gives him the chance to survive long enough to continue fighting & be victorious.
E - Judgment (In-combat sustain)
"Battle the Infamy": Garen reinvigorates his conviction through combat, healing for 2.5% of his maximum health for each hit of Judgment against enemy champions & epic monsters (up to 25%) after it finishes or is cancelled. Additionally, the first time an enemy chapion is hit by Judgment, they are disarmed (prevented from auto-attacking) for 1 second
- Without some form of in-combat sustain through his passive, Garen makes himself vulnerable by engaging on the enemy team because his Judgment requires him to be in close proximity to his targets. If Garen's only function in a fight is “Spin-to-Win”, then that spinning should at least keep him alive. Also, that spinning should provide some teamfight utility, hence, the 1 second disarm.
R - Demacian Justice (More impactful True Villain mechanic & better execute)
Passive - The True Villain: Garen marks the enemy champion with the most kills (changed from highest killing spree) as the Villain, causing his basic attacks and each spin of Judgment against them to deal 1/2/3% (increases with skill point level) of the target's maximum health as bonus true damage.
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When an enemy Vayne or Master Yi has 15 kills but the enemy Nami recently cleaned up a fight and is the True Villain, Garen's ability to focus the enemy that REALLY matters is more limited. This eliminates that issue by focusing the most relevant enemy target on a consistent basis.
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Also, increased damage helps with that.
Active - "Victory Awaits": Garen calls upon the might of Demacia to attempt to execute an enemy champion. After a brief channel, he deals 175/350/525 true damage (not magic) plus 30/35/40% (slightly increased damage) of the target's missing health. If he kills an enemy this way, Garen regenerates 15% of his maximum health (+ 5% for each additional nearby enemy champion - up to 35%) over the next 5 seconds.
- If Darius' ult ALWAYS deals true damage, then Garen's should too (Darius gets to use it multiple times potentially; Garen only gets it once). Darius (& Pyke) get to use their ultimates multiple times. While I'm not saying Garen should, I'm saying he should get SOMETHING from it - hence, health regen.
- Demacia, as a society, is against the use of Magic, so then why would Garen (when calling upon the strength of Demacia) deal MAGIC damage? This just actually goes against everything he & Demacia stand for.

Garen should be a SCARY champ; in the early game he is not as strong, but the later the game goes, the stronger he gets. When enemies are far away from him, they feel safe, but if they are close by, they should be legitimately concerned about facing death very quickly. These enhancements would provide players the feeling that Garen IS relevant in any game is he played in, and that whether you like him or not, you respect the potential threat he represents.

If you have gotten this far, thank you. I know that was a lengthy read, so please be sure to leave a comment below. I would greatly appreciate the feedback.
[garen-swing]