Future Garen Changes/Rework
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.