Mini-rework for Garen: Rant and Idea
(Rant below, skip to the bottom for actual changes).
He shouldn't have good enough damage scaling where lethality garen works, in any elo.
IMO his Q shouldn't do any bonus damage (or not even close to as much as it does now). You gain MS steroid and the silence, why should he get rewarded with extra damage for that??? Maybe it should have health scaling. Garen is throwing his body and MIGHT into this strike to make sure it hurts hard, if he's beefy it should hit harder in theory.
His E should have higher base damage (suggestion: from 14/18/22/26/30 to 15/25/35/45/55) and lowered AD ratio (suggestion: +22/24/26/28/30% AD), and removing the ability to crit (why does that even exist?). Sure his early game power is a decent bit higher but there's hardly an incentive to stack AD anymore; building tank will probably buff the Q damage (if the %hp scaling was added) enough to where it's somewhat equal (assuming you get hit by 3-4 spins each time). He still has the bonus damage when striking one enemy, and the armor shred (this shit is overloaded as hell).
His ult is fine, because it doesn't SCALE off of anything, meaning it's useful for tank but it's pointless to build AD for the ult; it does nothing. His W is also fine because it MAKES SENSE for a tank/bruiser, he has increased defense and tenacity! Great! Keep it! Buff it for all I care! Just nerf his damage; he shouldn't have extreme damage + tankiness that makes him unstoppable.
I think the Villain idea is great, but poorly executed. Tanks are rarely the villain because it's "most recent kills" and the carry is making more kills. Therefore the E bonus true damage is laughably low. Also the ult is already an execute, so making it deal true damage only makes a difference in the rarest of situations. Why don't we make the Villain more important, and reward Garen's damage THERE for focusing them/catching them out! Give him extra damage towards villains, and make the villain randomly change after a certain point.
LMK Thoughts. This is why damage creep becomes an issue: champions that are meant to be on the tankier side, gain extra damage stats that aren't necessary for them. Nobody wants to be the tank, everyone wants to be the carry of the team (I feel the same). They'll build damage if it's rewarding.
Change this (goal: shift damage from his actual kit to the Villain as a reward for smart targeting, add utility/bruiser abilities, and integrate the Villain better into his kit):
Garen Q bonus damage changed to (+8.5% of Garen's maximum health) from 30/65/100/135/170 (+40% AD), movement speed duration increased up to 2.5/2.75/3/3.25/3.5 seconds, silence duration increased late (1/1.25/1.5/1.75/2 seconds), cooldown increased to 10.
Garen E damage changed to 15/25/35/45/55 (+22/24/26/28/30% AD) from 14/18/22/26/30 (+36/37/38/39/40% AD). E Critical Strike bonus removed. Armor shred increased to 30% but duration reduced to 3.5 seconds.
Ultimate REWORK: When Garen is within 5000 units of an enemy champion, the Villain is the champion closest to him. Every 60 seconds, if Garen is out of combat with the Villain, and not within 1200 units of them, it will change to the nearest champion in range. When enemy champions are killed as the Villain, Garen gains 100 bonus gold, but they cannot become the Villain again until Garen has secured 5 Villain takedowns (killed every enemy champion while they are the Villain).
Garen's basic attacks, Judgement (E), and Demacian Justice (R) slow the Villain by 15/25/35% for 1 second (3 second cooldown), deal a bonus 1.5 (+1 per 750 bonus health)% of their maximum health as true damage, and have a bonus 125 range.
If Garen takes down every unique champion while they are the Villain, he gains the ability to choose the Villain for the rest of the game. He must deal at least 20% of their maximum health for it to count as a takedown.
R active range reduced to 350 from 400.