Since this is a big midseason patch i wanted to suggest Garen changes/minirework
I've been very vocal about my discontent with his current state so I wanted to make my own change list after seeing the very wild changes on PBE right now.
What I went for was giving Garen new ways of expressing skill through resource management and adding more utility that could help make him useful in higher elo and more reasonable in lower ranks. He's still easy to understand and a great learner champion but now he has more "threat." His defining high moment is placed on his spin with power taken elsewhere. I also focus on his anti caster niche and double down on it.
First, E; Garen has a new Momentum resource that only affects his spins. He gains charges by attacking units with autos and Q and expends them when using E; each individual spin uses up a full charge of Momentum, giving that spin X% Critical chance, with Momentum stacks scaling with however many spins he has. E also now deals the 1% max HP true damage per spin to all champions.
Lastly E can be canceled at any time but the spell will go full cool down instead.
Q: Damage nerfed, Garen gains attack speed against his silenced opponent only for a couple of seconds.
W: Damage absorbed during the first .75 seconds of W contributes to Momentum charges based on damage dealt premitigation.
R: Villainy removed. Instead, on a successful execute, Garen grants allies who were near the slain target movement speed toward enemies.
He has a less cheesy lane pattern now that his Q burst is reduced, with the option of taking the opportunity to trade more aggressively for a higher reward. E is now more of a high momentthat it deserves to be, that gives Garen more flexibility in its use, either banking charges for a big unload, which puts him at risk of being disengaged and wasting it all, or canceling it early to conserve his stacks but opening himself up to a fast reengage from enemies. Using his W correctly now rewards him higher for countering burst focused enemies -- his natural prey - without outright being a hard counter; he still has to use the spell correctly to reap its highest rewards.
or the impaler into his kit. i know the 4 or 5 stacks thing to pop off has been done a lot, but his kit is overall fine as it is, except for the semi randomness of the villainy passive and the complete lack of in combat sustain.
has. 0.5% + 0.5%/second in combat with champions of his max health as ad means hes maxed out at 4 seconds, and then gets the 1% true damage on spins and basic attacks.
when it was still a crit item with an attack speed active.