Changing Galio's R to address pro play disparity
i cant think of a better title
I've come to get very tired of how Riot has been handling Galio so haphazardly since his rework. We've seen him buffed to god tier and dumpstered, I think, 3 or 4 times now. A lot of these changes generally revolve around accounting for the power of Galio's R and how he "has" to be bad in soloQ to be reasonable in pro play. The TL;DR of it is that Galio, when good, is basically a safer Twisted Fate with lower risk and the same-ish potential for cross-map plays. He's also very generalist in his execution, because while his numbers tell you he's an anti-mage (free magic shield), his mechanics in terms of being a Warden is very anti-bruiser. That difference has never really struck me as being "correct," and IMO Galio's job should be to be an anti-mage Warden; that is, he has at least 1 ability that can protect his allies from mages, much like how Poppy has an anti-dash field because her job is mainly to block Divers, and Shen's dodge zone enhancing him specifically against AA-based opponents.
But I don't think you need to sacrifice his R entirely. At least, not its satisfying moment of leaping up and crashing into the earth with a massive AOE. But I had this idea that I think could solve a lot of his issues all at once (that I have with him, you might feel differently); pushing him harder into a niche more unique to him, giving him a way to mechanically counter his enemies rather than stat checking them with MR (like old Galio would do), and raising his soloQ agency up without simply making his damage unconditionally ridiculous.
- R Is now a 2-part spell; the first cast creates a zone around Galio for 1.5 seconds. Magic damage that affects allies inside his zone is reduced greatly and then dealt to Galio instead. (A teamwide magic shield might have more clarity here)
- After 1.5 seconds you can recast, where Galio channels and leaps like he does already. Recast is now free-target but the range is greatly reduced. Damage is amplified based on how much magic damage Galio absorbed (pre-mitigation). (Range based on magic absorption instead?)
So, the idea of this is to push Galio up further as being kind of a poke-y, mid/back line tank until it's time to make use of his R. The first cast disincentivizes using it before you've defended an ally, without making the choice outright terrible. Galio serves as sort of a counter-attack champion now, absorbing incoming AP burst to safeguard his teammates and then turning that into his own power to hit back with. The delay also makes it less than optimal to initiate with it, as it's clearly telegraphed and easy to avoid if it's used without getting the enemy to blow their CDs first. Taking out a lot of the stuff that makes his R so dominant in pro as well as making its max power very situational, Galio gets to have a lot more agency in how he uses his R which would def be better for soloQ play. The numbers might be OP but I think the concept is good.
Thank you for reading.