A bit of a Garen rework

TheHappyReaperz··5 votes·3,580 views

Garen's in a bad spot. He's not very unique, described as, "a worse Darius", he doesn't have any real pay-off for mastery, and his abilities often lack counter-play, or don't feel good to use. With that said, onto the rework:

Base Stat Adjustment: Health Regen: 8.34 - 20

P: Judgement Range: 325 Every 8/6/4 attacks, Garen's next attack will cause him to spin in a circle, dealing 15 + (2 per lvl) + (60% AD) physical damage to all enemies in the area. Judgement can critically strike, increasing the AD ratio to 90%, adding (1 + bonus critical strike damage) and doubling the current base damage. Judgement deals 33.3% increased, if it strikes a single target. Enemies struck by Judgement, have their armor reduced by 25% for 6 seconds.

Q: Decisive Strike Range: 450/75 CD: 10/10/8/8/6 Garen thrusts his sword forward, dealing 55/80/105/130/155 + (100% AD) physical damage. Every enemy champion is hit by Decisive Strike, counts as an auto-attack towards the activation of Judgement. Decisive Strike resets Garen's auto-attack timer.

W: Courage CD: 24/23/22/21/20 Passively, Garen gains 0.25 armor and magic resist up to a cap of 30, for killing nuetral and enemy units. Actively, Garen reduces damage taken by 20% for the next 2/3/4/5/6. If Garen uses Judgement while Courage is active, the damage reduction is doubled.

E: Perseverance CD: 14/13/12/11/10 Passively, Garen gains bonus move-speed,5/5/10/10/15%, when walking towards enemy champions. Actively, Garen cleanses himself of slows, doubles his passive movement speed towards champions, and empowers his next Judgement. The empowered Judgement deals 4 + (1% per 100 AD) of the units max health as magical damage, and silences all unit struck for 1.5 seconds. While this ability is on CD, Garen loses the passive move-speed.

R: Demaican Justice Range: 700/90 CD: 120/100/80 Passively Garen's basic attacks and Judgement deal 5/10/15 + (2% AD) true damage to enemy champions, that are marked as Villains. Enemy champions become Villains for 10/15/20 seconds after damaging an allied champion or structure within 5000 units of Garen. Actively, Garen deals 175/350/525 + (28.6/33.3/40% of target's missing health) as magic damage, in target area, damaging enemy champions. If the enemy champion is a Villain, 50/60/70% of the pre-mitigation magic damage is dealt as true damage.

Thoughts? Suggestions?

12 Comments

Doozku2 votes

His passive reminds me of Kat's passive, and since they're supposed to be somewhat related I think that's clever. It's kind of difficult to know how he would play with just a paper kit, but in teamfights would be be basically constantly spinning?

Problem with this is that I don't see how this gives him much more of a high skill cap champion. Basically now he just wants to build like a Shyv and just auto attack you. Sure it's better than old garen's spin2win but not by much. He doesn't have much of a unique reason to play him unless he becomes some kind of late-game tank shredder Juggernaut, like a combination of a Master Yi and Nasus. He has his Villain mechanic but it has even less of an impact than the old one (looks more well designed. Sounds like it could make for a strong tool that Garen can use to peel but with damage instead of cc.) so it likely won't try to be his identity, unlike the old one (even though it failed.)

Also his ultimate is fairly untinteresting. Its just an AOE nuke that does bonus damage if you are the villain. Doesn't really sound like that engaging of a spell to play with or against.

Glîtchy1 votes

Yes....a pure up-close and personal Yorick is what we needed, this passive literally gives him a built in BC.

TheHappyReaperz2 votes

He's a Juggernaut, that's what they do, don't see how that makes him Yorick and Garen already has armor shred in his current kit.

Glîtchy1 votes

{quoted}

He's a Juggernaut, that's what they do, don't see how that makes him Yorick and Garen already has armor shred in his current kit.

Yorick can kill you with just his mist walkers, besides as if he needs 25% armor reduction against enemies, put him with Black Cleaver your target loses 55% of their armor then, which would be INSANELY op

TheHappyReaperz1 votes

I still don't see how this kit makes Garen Yorick, but w/e. Garen has had his armor pen since patch 6.24, and it has yet to make him OP. Darius also has innate armor pen.

Glîtchy2 votes

{quoted}

I still don't see how this kit makes Garen Yorick, but w/e. Garen has had his armor pen since patch 6.24, and it has yet to make him OP. Darius also has innate armor pen.

I still say no, we don't need more juggernauts with such a thing.

TheHappyReaperz1 votes

I'm not adding any pen to his kit, its already there. Pen helps slow, immobile Juggernauts like Garen, push through tanks, something they can't otherwise do. Why do you think almost every Juggernaut buys BC?

Glîtchy1 votes

{quoted}

I'm not adding any pen to his kit, its already there. Pen helps slow, immobile Juggernauts like Garen, push through tanks, something they can't otherwise do. Why do you think almost every Juggernaut buys BC?

I've seen every Juggernaut build it

Blitzidious1 votes

Because they need it. :l

HappyReaperz explained why they build it.

Garen has had this in kit pen for a while now. It's not something new he's adding, it was already there.

EbonyBladeJ881 votes

Upon reading it over, it doesn't look all that bad of a suggestion, but I'll give you my feelings on the skills one-by-one.

Passive: It's an interesting idea, taking one of his go-to skills and putting it on his passive, but at the same time it removes one of his most infamous skills ("Spin to Win" originated with Garen in LoL after all) and will turn Garen into a Crit/Attack Speed-loving machine, because the bonus procs every X amount of attacks. Were this to become the live situation with Garen , players would most likely take AS Runes (Along with the bread-and-butter CD reduce Runes) and Masteries to make him proc the bonus as fast as possible. (And with how things went with Mordekaiser , I'd rather not see another Melee ADC if I don't have to)

Q: A unique idea, to have his auto-attack resetter presumably strike in a straight line, as it would give him a tool to hit enemies that hide behind their minions a little too much than having to run AROUND said minions to get to his intended target. It kind of turns his Q into Pantheon's W, where if he procs the now passive Spin and manages to hit 4 champs with it, he instantly has it ready again, like with how Pantheon usually get three stacks towards their Aegis Protection, and then W, allowing them to near-on instantly ready another Aegis Protection after their opponent procs the first that was given by their W.

W: It's largely the same as what's live, but I'm a little confused. Would the hypothetical doubling of resistances only affect the remaining duration of the active when Judgement was procced, or would it RESET it with DOUBLED resistance?

E: The passive move-speed increase reminds me of old Darius's 5% move-speed boost for each enemy champion he had currently being affected by his "Hemorrhage" bleed-effect. (It also makes me think of Vayne or Soraka ) The Hp- percent damage isn't all that bad IMO, but I just think it needs to be changed to PHYSICAL damage, as all Juggernauts usually revolve around dealing PHYSICAL damage, rather than Magical.

R: Juggernauts (As I understand them, anyway) are meant to be dueling monsters. Champions who make you think "Uhh, I don't want to get caught in a 1V1 situation with that guy", because 1V1's are where they are supposed to flourish. So with that in mind, I don't know if I particularly care for the AOE damage idea. However, there ARE those that have AOE damage in the Juggernaut sub-class ( Illaoi's ult spawning Tentacles for each Champ hit, or Darius applying his FULL bleed to each champion he hits during his "Noxian Might". There might be others, but that's all I can think of at the moment.) so perhaps it's really not all that bad. The Villain change is also interesting, as it allows him to have a more steady "Villain" to chase instead of the live situation, where he's stuck with whoever is first branded as such until he kills them or a NEW threat emerges. The Villain idea gives Garen someone to intentionally AIM for (Usually the ADC or APC, hopefully) and just DELETE from the enemy team. Otherwise, most Garen players I see usually just go on whoever they can reach, and hope that all goes well.

Here's a possible suggestion for a change on the Ult: If the MAIN target of Demacian Justice is the Villain, the skill focuses ALL damage on the Villain, in an effort to execute them and bring them to Justice! (The true damage changes you suggested remain the same)

Overall, like I said at the top, it's really not that bad of an idea. However, such changes might not retain his "character" as we know it. Or at least the way RIOT chooses to see him. I've heard them refer to him as "The Polar Opposite of Darius ", so I've thought "Why not give him a VGU that brings him more IN-LINE with that thinking, guys?" Because, IMO, the VU he got was kind of just a band-aid, and band-aids aren't MEANT to last forever.

Anyway, good work, and GL and HF in your games!

[slayer-pantheon-thumbs] http://i.imgur.com/8rPNi18.gifv

Troll for Trump1 votes

But this makes atk speed basically required if you want to kill your opponent. And his early game is completely dumpstered now

SweetTRIX1 votes

It'll definitely please those who cry about Garen's sustain. but personally I don't see the need to attempt to change him to a skill-cap champ. His current utility limits him in higher ELO, but so does that of several champs in the game. I don't think this will ruin him or anything, but it looks to cater more to AD Garen builds and those who feel Garen should be another Darius than anything else, we'll see how it goes.

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