Garen Rework (main Garen Diamond)
Hello:
First of all, my profile: http://euw.op.gg/summoner/userName=santojoe
I think I have enough experience to make some thoughts on what would make Garen a "healthy" pick.
Garen is usually seen as a big-sword-guy that deletes squishies with Q+E+R in 2,5 seconds with just 2 or at most 3 damage items while being relatively tanky.
Well, sometimes it's this guy, but, as the game evolves, some old-champions become obsolete in the new meta. This is the case with some champions (Teemo, Garen, etc).
Garen is too strong in some cases (when you are a little bit fed, and their team composition has not enough cc or tankiness to face your damage/burst--Survivavility relation) with a ""Lack of counterplay"" (if you have hexdrinker and blackcleaver at lvl 11 and you Q a Zed/Mage/Adc he'll die in 2 seconds without any help while you are able to tank too much damage from their team). It sounds great, but, in the actual meta, when you face a team who is as skilled as yours (this is what ELO system is supposed to do) they will take a meta combination, what is it?, champions with mobility.
"Dude, Garen is strong in lane and he has his Q".
Yeah, he has a good slow-cleanse on his Q, what is at the same time his only cc, but it's not a gap closer, it's just a slow-cleanse and a 35% MS boost, that means, that you are not gonna catch anyone in the enemy team if they have more than one slow or a dash (kallista+janna, nami+corki, caitlyn+leona, lucian+annie, etc, etc), there are a lot of adcs (they are usually the squshies ones) that can dash when you are casting your Q (for instance, Lucian/Graves/Ezreal can use E while you are jumping with Q) which means that they dash/jump at a "safe" distance when your Q has finished and you activate your E, which ends in a 0 dmg on your part because the "squishy" is far enough to avoid several E's hits.
"What do you want?, a real Gap-Closer while maitining your burst/tankiness?"
A mixture of both. Garen is not gonna reach the backline of the enemy team in the actual meta, it doesn't depend on your skill with Garen, it depends on if the enemy team fails or doesn't, which ends in an absurd situation "if you catch someone with Q+E+R at melee range that squishy will die, but if my team knows how Garen works and maintain the distance and the disengage spells he will be useless because he will only be able to attack my bruisers/tanks that are gonna engage on his carriers, so his damage will be extremely poor without cc for peeling"
(https://www.youtube.com/watch?v=qI-sHdPjuMA)
"Well, your job is to tank damage and execute someone with your ulti at melee range"
Garen is not a tank, he has no cc for peeling his team, a tank can build tanky because it has usually damage based on your max health + damage based on enemy target max health, and at the same time, you have enough cc to engage/disengage in tfs and protect your carriers while they kill the enemy team.
If someone tries full tank or 5 tank items on Garen, he will discover that the enemy team will ignore him, because:
1: He won't deal enough damage to their backline. 2: He can't initiate a TeamFight (no real gapcloser+hard cc) 3: He can't peel for their carriers because a single-target-melee-range-silence =/= avoid enough damage from enemy team so your carry can survive.
"Of course, you have to build 2 or 3 damage items with Garen, he can't work as a real tank like Sion/Maokai/Sejuani/Mundo/Nautilus/etc".
Then, we are in the other point, if you have enough damage to kill a squishy, the enemy team will keep the distance with Garen, as he lacks a real gap closer that allow him to reach their backline. The same problems goes for Darius. For example, Hecarim, a common pick nowadays in ranked and LCS. He is viable with just 1 damage item and he can kill their backline because his ulti is a strong real gap closer with initiation potential. Also, his E is an strong MS.
"Ok, but you said a mixture of both, do you want movility and a lot of damage?"
No. I would like to see him as a fighter that, while unable to reach their carriers, he can stop the enemy frontline (tanks and other bruisers) dealing reasonable damage to them.
"But, if he can deal a reasonable amount of damage to tanks and bruisers, what would happen if he reach an enemy carry?"
The enemy adc or squishy mage won't die instantly in a Q+E+R combo. The rework I would like to see is Q and E damage based on %max health:
Q - Decisive Strike: Garen removes all slows on him and gains 35% movement speed for 1.5 / 2.25 / 3 / 3.75 / 4.5 seconds. His next melee attack within 4.5 seconds **will deal X + Y% of the target maximum health (+Z% per attack damage) physical damage **and silence his target for 2.5 seconds.
W - Courage: (Passive): Garen's Armor and Magic Resistance are permanently increased by 20% of bonus Armor and Magic Resistance.
(Active): Garen places a defensive shield on himself, decreasing all damage taken by 30% and reducing the duration of crowd control by 30% for 2 / 3 / 4 / 5 / 6 seconds. Additionally, it activates Perseverance during its duration, even if Garen suffers damage.
*Edit: *(Optional): Also, it gives nearby ally champions a defensive shield, decreasing all damage taken by X% and reducing the duration of crowd control by Y%.
Edit: (Optional2): Also, it taunts nearby enemies and force them to focus Garen for X seconds.
E- Judgment: Garen rapidly spins his sword around his body for 3 seconds **dealing X + Y% of the target maximum health (+Z% per attack damage) physical damage to nearby enemies every half second. ** Garen can deactivate Judgment early by activating the ability again after 0.5 seconds. Garen cannot use Decisive Strike or Demacian Justice while Judgment is in effect. Damage to minions is reduced by X%. Garen ignores unit collision while spinning, but takes a 20% movement speed penalty when passing through minions.
The change on W is straightforward, increase Garen's pressence on teamfights in the late game, and improving a little bit his sustain in lane phase (what top doesn't have better sustain?, "Garen's passive already give him sustain", yeah, at the cost of taking no farming for +10 seconds to avoid taking damage, I don't call that "sustain in lane")
Edit: The other tools in W would give him some kind of teamfight utility for helping his carriers (damage reduction shield) or just having more cc to control a little bit the enemy tank/bruiser.
The Q and E changes are for him to be able to build bruiser or off-tank and been able to deal reasonable amounts of damage to anyone he can catch, note that the %max health based damage ensures that if Garen catches (for some reason) a squishy target, he won't explode in 2,5 seconds while a 4-tank-items-guy is on him.
Also, he will keep their "damage dealer" version for those who likes Garen's full damage build (at the moment, Garen's Q and E scales really well with AD, at the cost of having no real gap closer and low survivavility, it's what i call, YOLO build), the AD will just increase the %max health Q and E can deal.
"But it has no sense you deal damage based on max health targets, clearly, Zed should recieve more damage from your sword than Seajuni, for instance"
Well, I think** that kind of desing fits extremelly well the theme of "Justice", you know, justice is equal for everyone,** and Garen should be an expert at delivering Justice to whoever deserves it, no matter the role or the size.
I have uploaded many Garen ranked games in Platinum-Diamond ELO: https://www.youtube.com/channel/UCDVUUxJxJyOWlWL8O8TfZUw
I would like to know what Riot thinks about Garen's state, in particular, after seeing the Garen pick in the LPL from the video I posted at the beggining (just in case: https://www.youtube.com/watch?v=qI-sHdPjuMA)
etc **