Future Garen Changes/Rework

LegenDariusGaren·12/24/2017, 7:11:11 AM·9 votes·1,312 views

Passive: Swap his passive and W on live. His new passive will be gaining stacks of resistances. Upon taking burst greater than 10% of his maximum health in 0.5 seconds, gain a defensive shield that reduces incoming damage by 30%. This has a 25-15 sec cool down, based on level. Furthermore, this lasts for 2 seconds that scales up to 6 seconds starting from level 14 forward.

Q: Remove Silence. Allow it to cancel channelled abilities, such as TP, and grounds you for the same duration as live. Have it behave the same way as Ekko's E in that if you dash while he casts his Q, he will follow you. On live, he will still deal the damage, but not dash to you. It will also consume the Q ability if you miss or dodge it. For example, on live if you Q a minion and it dies right before you land it, it will not consume the ability. If you Q at Zed or Vladimir, and they dodge it, then it will still not consume it. Change this to make it consume it.

W: Passively, Garen regenerates a % of his max hp. Same values as his live passive. The difference now is that Garen actually needs to level up his W before he gains access to his regeneration. Think of champs like Poppy and Malphite that need to level up their tankyness basic ability. The cool down on his regeneration will still be available by looking at his passive icon, to allow for clarity. Active, Garen gains his current 0.75 second, 60% damage reduction and tenacity. If Garen successfully counters hard CC, then his regeneration passive will activate for 1 second, but go on cool down after. Think of this as Garen successfully gaining 10 hp in the early game, that scales up to around 70 hp near mid to late game. This ability now has only 4 points to invest into it.

E: Change it so that points in E correlate to increased spin ticks. Remove the "every 3 levels, gain a spin tick" non-sense. Furthermore, this ability now has 6 points to invest into it. This way, the damage increase can be better ratio'd.

R: Basic attacks and Q no longer deal 1% of the villain's maximum hp as true damage. Instead, spin ticks now deal 1.4% of the villain's max hp instead. Thus, late game, if you auto attack, Q, then spin for the entire duration, it will deal 12% of their max HP currently on live. Instead, it will now deal 14% of their max HP, but only from your spin. Keep in mind that you no longer silence, thus the increase in damage to reward you for successfully staying on top of your target.

3 Comments

statelesskiller12/24/2017, 1:23:21 PM4 votes

actually depending on your build and how low you are 1 tick of garens passive can be like 200 hp, shits crazy.

alot of your changes are interesting, but they dont really help garen. the silence removal is probably the worst thing you can do to him. what makes garen good is looking at a diving fighter/assassin, saying LOL gitrektscrub qing them. at this point garen has done his job. if its riven they are now dead. if its zed he is now dead. if its ANY champion that is melee they are now dead so long as your team has eyeballs and proper thought process (a miracle i know) garen of course can single handedly kill the person because 1.5 seconds is enough to kill most squishies, and if they are the villain you dont even need that.

his silence means that once he gets on you, you have about 1.5 seconds where there is nothing that person can do to stop you. which is why garen's flash plays are terrifying. removing it is taking away ALOT more power then you want to compensate him for. bear in mind just how powerful silences are in this game.

redniwediS12/24/2017, 3:56:47 PM1 votes

You've got a lot of changes here, but it overall feels like a nerf. You're taking power away from his abilities and you're adding it back in a really odd way.

Garen's old silence duration was nerfed because it made him stick to mobile targets too easily, they simply could not get away. Completely removing the silence will make it so he cannot stick to mobile targets at all. If you're going to go for this he either needs some serious buffs to his Q movement speed or something else to compensate for not being as sticky.

Your suggested W is interesting, but I can see myself not leveling it at all until it's the only skill I can level up. It's just not that useful, and I think the suggested passive outclasses it in the early game. Garen's current passive isn't even that useful until level 11, so I see no reason why I would level the suggested W until around then. If I'm against someone with hard CC I'll get one level, but that's the only condition I'd do it.

The spin speed up with level is specifically to allow his spin to be useful late game without being overbearing early game. What you're doing here is allowing him to hit his late game spin damage in the early/mid game, which I feel is a horrible move. Garen already does enough early damage if he uses his spin well and sticks to his target, you're turning him into a full on lane bully while his E is up. Sure this is a decent idea considering his silence is gone and over half of League's champions can jump away, but you're widening the gap between champions who find Garen easy to deal with and champions Garen takes a dump on.

For the R change you say the increase is to reward you for staying on your target, yet as I already said you removed one of Garen's only tools that helps him stay on a target. Not really sure what else to say about this, other than 2% max HP damage isn't that big of a deal.

All in all, as a Garen main myself, I would be less than excited to see changes like this show up on the PBE. Garen's main problem right now is sticking to champions, and these changes make Garen stronger without helping him in any areas where he actually needs help. It makes him harder to deal with if you don't have the tools to abuse Garen's weaknesses, and even easier to deal with if you do, turning him from a reliable champion that can deal with many different lanes to a counterpick for immobile champions.

Daddy Ants12/24/2017, 6:42:34 PM1 votes

{quoted}

E: Change it so that points in E correlate to increased spin ticks. Remove the "every 3 levels, gain a spin tick" non-sense. Furthermore, this ability now has 6 points to invest into it. This way, the damage increase can be better ratio'd.

Remove or lower the armor shred. 25% armor shred that refreshes every time his E does damage is absurd.