Garen QoL changes to allow him more skill expression

pigsqueaks·12/23/2017, 7:57:18 AM·1 votes·318 views

Garen could really use some small tweaks to allow good players to utilize him effectively without buffing any dmg numbers, so low elo doesn't get curb stomped. Few tweaks I'd suggest to get ball rolling:

  1. Q - Make cast time immediate but dmg scales with it begin charged up to a certain limit (similar to Vi). This way we can utilize the utility of the silence right away or he can hold to charge up increased dmg, but trade off element of surprise. Don't add any damage at all, a 100% charge should be what it is live and no more.

  2. W - Remove the 6 sec of dmg reduction and just allow W to reset CD if you reduce any incoming CC. This would allow a highly skilled Garen to avoid high burst damage if timed correctly and teach beginners the importance of timing abilities, thus retaining his 'beginner' champ niche still.

  3. Passive - Allow 50% reduction in effectiveness when taking dmg from neutral monsters. He is already penalized heavily by forgoing W stacks, his passive doesn't need to also punish him for being played in the jungle.

Remove the E Villain true damage ticks to compensate for these small tweaks and he would be better in high elo, and relatively the same in low elo (probably even slightly worse).

1 Comments

LegenDariusGaren12/23/2017, 9:10:22 AM2 votes

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.

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.

E: Change it so that points in E correlate to increased spin ticks. Remove the "every 3 levels, gain a spin tick" non-sense.

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.