Garen jungle was clearly not a design consideration in the Juggernaut rework
Garen's patch notes for reference
I've been Garen jungling on occasion for about two and a half years now. It used to be really hard, and then it became only sort of bad.
And now we're back to season 2 levels of terrible.
You cannot Gromp>Blue>Red any more without a serious pull. Your E will not clear the small raptors at pre 4. Your base stats were nerfed. Your spells were all nerfed for early game.
It is sadly more dps optimal to skill Q first spell in all situations, even taking into account 33% amp. You absolutely have to start DG and Q if you are clearing solo and even then you will almost die.
Late game sure he's ok, maybe some more damage than what he had if you build damage items. But that doesn't matter. Garen was always decent late game if you didn't get dumped on early. He thrives on having a combination of an item advantage and a flanking approach to get his job done. You nerfed the Q speed and silence, so this is now overall less effective. You removed his tenacity on W so he will be garenteed to get stuffed by the support more often now. You removed early damage on his E, as well as making it awkwardly unpredictable for weaving in your R before the shorter silence duration wears off in midgame.
Garen's entire gimmick was snowballing off of early damage to remain somewhat relevant, this made him in essence a bruiser assassin.
And now he does his "I'm a weak pick for an assassin bruiser" job even worse now. And you can only lane him and hope to be effective as jungle is unclearable. So thanks Riot for linearizing a champion who was already pretty terrible.
You also added in some poorly thought out ramifications and bugs with his rework:
Q->E not being in range: This is caused by the attack range increase, which of course they didn't think to check how this would affect spell interaction only autoattack interaction. When you are spinning onto an enemy unit with attack move, you will space yourself by your attack range after using Q. This used to not be a problem with 125 AR. With 175 against hitbox-wise skinny units that are clickably fat and ranged (gromp dragon), these units will now be spaced outside of your E range automatically. You must give a manual move command to get in range to hit them or else you will be visually spinning on them without actually doing any damage. Gromp is about 50/50, dragon is almost every time. You can activate E and give an attack command to wander into range and this will work correctly. Only if you are using the Q AA reset like you should be will you be affected.
W stats: Will begin counting before you have put a point into the spell. Maybe it's just for monsters (haven't tested with minions), but I feel like this is not an intended interaction. There is no passive in the buff bar indicating this until you skill it. http://imgur.com/dTu7b8b http://imgur.com/A0yFP12
**E sounds: ** Early levels the tick sounds sometimes do not line up with the visuals/damage. This is disorienting when trying to predict damage output. Possibly lag/packet loss from the quality server connection I have here one state away from the servers.
Passive: Will display (and give) the incorrect %health value of 2.0% at all points in the game AFAIK.
"Garen regenerates 0.4 / 0.8 / 2% maximum health every second if he has not been hit with an enemy ability or taken non-minion damage in the last 9 / 6 / 4 seconds." http://imgur.com/tAfQ4ws
Feel free to add your own thoughts below.
If you built IE on your garen prepatch, this discussion is not for you.