Garen|Leave him as he is live but give him AoE buffing abilties.
Edit: For reference see lol wikia's Garen page. I'm basing all my balancing around their data. Click here for the live stats.
Passive: Garen regenerates 0.5/1%/1.5% of his maximum health every second after not taking any damage for 8/6/4 seconds. Garen's presence increases the morale of his comrades increasing regeneration. Allies within 480 radius heal 0.3/0.5/0.7% of Garen's maximum health every second* if the allied champion hasn't taken damage for 10/8/6 seconds.
He boosts nearby allies health regeneration because he's cool like that.
Q - Decisive Strike CD: 9 Range: Specified
Active: Cleanses all slows. Next basic attack (still) silences for 1/1.2/2/2.2/2.5 seconds. Same base and AD scaling as live. Give 20/25/30/40/50% movement speed for 1/1.5/2/2.5/3 seconds. Allies within 480 radius will receive 10/12.5/15/20/25% movement speed for 0.5/1/1.5/1.8/2 seconds.
The idea here is to follow his courageous-leading identity. The identity that he leads the battlefield but he inspires his allies near him to strike. Garen knows when to Decisively Strike.
W - Courage CD: 22 Range: Specified
Passive: Garen receives 10% bonus armor and magic resist from items. He temporarily gains 1% of total armor and total magic resist for every attack he takes for second. DoT abilities will count as multiple attacks.
Active: Garen strengthens his resolve receiving 25% Tenacity for 1/2/3/4/5 seconds. Garen strengthens his allies resolve. Allies within 500 radius receive 10/12/15/20/25% less physical and magic damage for 1/1.2/1.6/1.8/2 seconds.
Again, the idea is to follow his identity of being a leader, buffing allies that are near him. Garen gives them Courage!
E - Judgement CD: 13/12/11/10/19 ACTIVE: Garen rapidly spins his sword around his body for 3 seconds. •Loses the ability to use basic attacks. •Deals physical damage each second to enemies within range for the duration, •Garen ignores unit collision while spinning, but moves 20% slower when traveling through minions. Exact same base damage and AD scaling. •Judgement no longer critically strike. Targets hit by one spin of Judgement apply a stack of Judged on all targets for 2 seconds. •Judged targets receive 0.5/0.8/1/1.2/1.5% extra damage from all sources. To put this in context Garen spins 10 times for the full 3 second duration.
This is an offensive boost for the whole team. Garen provides more damage for his carries and whole team at the expense of him not being able to crit.
R - Demacian Justice CD: 120/100/85 Range: 400 •ACTIVE: Garen calls upon the might of Demacia to try and execute the target enemy champion, dealing them magic damage. •If the target has full (10) stacks of Judgement, Demacian Justice will deal true damage. •If the execution is successful, enemy targets in a 500 radius receive up to 95% of damage dealt - no less than 40% of damage dealt as magic damage. Targets closer to the execution point are dealt more damage. •Magic Damage is *170/300/500(+20%/30%/50% of target's missing health). Give his ultimate some teamfight damage/prescence. It's an impressive looking ability therefore it should practically be slightly more impressive.
There you go, gave Garen usefulness to his team other than tanking hits and silencing or Kill Securing with ultimate; buffs to his team members both: defensive and offensive. It fits his theme because he inspires allies through his mini speeches.
