A bit of a Garen rework
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?
in LoL after all) and will turn
, I'd rather not see another Melee ADC if I don't have to)
'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
'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
or
) 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.
's ult spawning Tentacles for each Champ hit, or