@meddler: About the planned garen rework

Critmaster Garen··14 votes·1,646 views

[garen-swing]

recently a rioter dropped onto reddit with the comment that garen is beeing eyed for another mini rework in the future. apparantly theyre not entirely clear what direction they want to take the rework in.

so here are my own 2 cents.


#STRATEGIC NIECHE:

first of all the big question is, what kind of role is garen supposed to play in the future that sets him appart from the other juggernauts?

currently, his villain mechanic is supposed to define his strategic nieche as a anti-carry who hunts down snowballing assassins, skirmishers, marksmen, apc and even other fighters. do you want to preserve this mechanic, or do you want to replace it entirely?

OPTION A: keeping the villainy passive

if you want to preserve this mechanic and keep it as his defining strategic nieche, i guess i speak for most garen players, when i say that we need a just a smidge more control over the mechanic. the largest issue with it is how in many cases the villain passive ends up on undisireable targets (for example on the enemy support and other non priority targets), binding a large portion of his power budget in a pretty useless manner.

best case for us would be if we could choose the villainy target ourselves of course, kindred style. though i understand if thats not going to be possible.

there need to be more factors taken into consideration other than who snatched the most kills on the enemy team in the last 5 minutes to determine the largest carry threat.

OPTION B: replacing the villainy passive

if you dont want to preserve the mechanic then the obvious question is, what now? what kind of role is he supposed to play? if he is not going to be the anti-carry anymore, then many garen mains would probably prefer him to take a more direct carry role.

ive seen ideas floating around to make garen into the "skirmishing juggernaut". he is slightly more mobile than his class mates, and the recent addition of a fiora-esque parry to his w definitely showed that this would not only be a fun direction to take him in, but also adds to his skill ceiling. skill expression is still a facet of his gameplay that needs to be improved.

one other thing that sets him apart from all the other juggernauts and is entirely unique to his kit is his crit scaling. if you ask around garen mains, one of the most popular and fun builds for garen revolves around item 3031 (no bias). building on his crit scaling would definitely be an option to set him apart from other juggernauts and give him that lategame scaling as a carry that he needs. the only thing holding him back right now is simply the lack of item options. most critical strike builds leave him rather squishy and force him into undesirable attack speed builds.

the ability to build item 3031 item 3071 as your big offensive items and from there straight into a defense, while reaching critical strike values of 50% to 70% would be the dream.


#INDIVIDUAL ABILITIES:

in this section i want to focus a bit more on the ups and downs of every individual ability, what to keep and what could be improved.

DECISIVE STRIKE:

great ability in general. i dont think this needs any numerical or larger mechanics changes. the slow cleanse adds some micromanagement to a relatively simple empowered auto attack.

but the only and anoying caveat is how painfully slow the animation is. its probably the factor that holds it back the most as a play making tool. while the slow and telegraphed animation is fine in the early game to add some counterplay to the ability in lane and give his opponents some time to react while theyre locked in a 1v1 situation with garen for ~10 minutes, it shouldnt hold him back later on in the game when the pacing changes to larger skirmishes and teamfights that involve more team support and peel.

ive already posted this in different places, but id prefer if the speed of his q animation would scale up with his base attack speed, to make the ability scale into a proper auto attack reset and play making tool around midgame/lategame.

this would impact higher level play more than the lower divisions, since animation cancels become more important the higher you climb in rank, and garens opponents are more likely to react to his plays in the half second the q animation plays.

it would also be thematically consistent. as he levels, he spins faster and executes his q faster.

COURAGE:

since the addition of the parry mechanic, the ability is pretty much perfect as it is. its his biggest play making tool and the passive resistances give him more choice in itemization than the % mechanic ever did (please dont change it).

the only change id make to it is to turn the passive resistance mechanic into an infinite stack mechanic with a soft cap.

.3 armor/mr per unit killed until 15 resists .2 armor/mr per unit killed until 30 resists (reached at 125 units compared to 120 with current scaling) .1 armor/mr per unit killed without cap

why? infinite stacking is fun, and this would only really kick in super lategame. garen right now has a generally very weak early game, and his lategame scaling could definitely be improved to make up for it. this would be one way to do it.

JUDGEMENT:

this is garens core ability and pretty much irreplacable, so ill keep it short.

  • the mechanic about level scaling spin tricks. probably the best change that came out of the juggernaut rework for him. keep it.
  • the isolation damage on his spin. kindof hidden power and could be communicated better. but otherwise makes his spin more interesting, and rewards good positioning and decision making (do i want to spin on one person for high single target damage or many enemies for overall more aoe damage but less damage to individual targets?)
  • the armor shred. this is a part is honestly kindof uneccessary considering how desirable cleaver is as an item for him already. if you want armor shred on garen, you can just buy it comfortably. this is a part that can be removed and uneccessarily takes up power budget.

DEMACIAN JUSTICE:

another character defining ability with a decent level of skill expression. believe it or not, but against non villains hitting an ult close to the sweet spot of execution without ulting the enemy too early and let him live, or ulting too late and waste damage and time is actually not trivial.

proper timing on this ability is key to make optimal use of it. ive seen pro players on their streams play around with garen on rare occations and constantly miss the executes on their ults in those games, because they ulted slightly too early, which resulted in the enemy escaping.

the only thing that should be touched, if anything is the villainy passive.


this is all i got for now. if you managed to read through this entire wall of text, then congratulations. you deserve a cookie.

19 Comments

Critmaster Garen3 votes

of course i forgot entirely about his passive.

since the most recent changes, i feel like its fine. its more useful than it has been in the past with the power spike at lvl 11 and the improved cooldown to 3 seconds, and it doesnt feel like you dont have a passive anymore around midgame, like way in the past before the entire lvl 16 buff.

pigsqueaks3 votes

Hope Riot is listening. These are all good ideas, but even after 5 years of good ideas on Boards and Reddit, Garen is still where he is because they "don't know what to do with him" :/

Salson3 votes

Garen's a good mini-rework candidate as he has a good model and deffined core spells.

ive already posted this in different places, but id prefer if the speed of his q animation would scale up with his base attack speed, to make the ability scale into a proper auto attack reset and play making tool around midgame/lategame.

Meh, why not just make it scale with levels, his E already does that. The base idea itself is good though.

why? infinite stacking is fun, and this would only really kick in super lategame. garen right now has a generally very weak early game, and his lategame scaling could definitely be improved to make up for it. this would be one way to do it.

This is the one thing that I would rework entirely, what's the point on giving him another pubstompy mechanic like infinite stacking? Ideally he should have gotten Mundo's MR boost.

this is garens core ability and pretty much irreplacable, so ill keep it short.

Iconic spell, should stay the same. Allows the rework team to rework his bad parts around it instead of the other way around.

Now some of my points:

  • I would make his ult a skillshot along the lines of Lux and Sol. Keep the same delay as he has now, and while it would become unreliable, it would allow for some interesting teamfight presence.

  • I would change his passive to reward more interactive play. Let him get Perseverance stacks in combat, as once he leaves combat the stacks get consumed to heal him for hp%. Hitting him would simply stop the stack consumption, not compleately negate his passive.

Teridax683 votes

I feel one question that Riot needs to ask themselves for Garen, which they haven't yet fully answered, is: "What constitutes a skillful play on Garen?" This isn't to say that Garen cannot make skillful plays (I think there's a ton of stuff he does that is skillful at this point), rather, oftentimes those plays are not really supported by his current kit. There's been some more developments recently with Garen being encouraged to land multiple Judgment strikes on his target to hurt them more, and honestly I think that's an excellent direction to take. If Garen were encouraged to just stick to targets for as long as possible, get progressively more power over time out from that, and then retreat at strategic moments, it would already give both him and his opponents more opportunities to outplay each other.

Beyond that, I feel Garen's niche is that of an executioner juggernaut: when you bring him onto your team, you should expect him to be able to reliably finish off key targets, even if he wasn't the one who necessarily brought them low in the first place, and making that kind of power more consistent would allow him to contribute even when behind or kited non-stop. Because of this, I think one change that could help him a lot would be simply to increase the range on Demacian Justice, so that he could execute targets from a distance. This wouldn't affect his gameplay against melee opponents, as he can already execute them the moment they get low against him, but would give him a leg-up against ranged targets, who are already often too good at kiting him even after his changes. Other than that, I agree that the Villainy effect should be removed, as it's a lot of power that turned out to not actually have any real gameplay.

Kloqdq2 votes

One thing I would really like to see is his passive reward Garen for fighting, not being a bitch and running away to hell to full. It's so weird for a jugg to have an ability that reward this aggressive, unstoppable class, for stepping back and not trying to fight. It's a good passive but feels out of place in a lot of ways :s

Critmaster Garen2 votes

{quoted}

One thing I would really like to see is his passive reward Garen for fighting, not being a bitch and running away to hell to full. It's so weird for a jugg to have an ability that reward this aggressive, unstoppable class, for stepping back and not trying to fight. It's a good passive but feels out of place in a lot of ways :s

the only problem with that is, that his passive is currently the only reason why hes able to survive the lane phase at all.

otherwise hed just get poked down down. you cant really fight every enemy. some opponents can just keep poking you while its close to impossible to trade back at them.

take Vladimir for example. hes going to poke nonstop through the entire lane phase at you. if you try to make a move on him hes just gonna troll pool away and play a bit more passive until the ability is back up. there is nothing you can really do to prevent that.

these windows where vlad is forced to play a bit more passive are moments for garen to regenerate health aswell, to stay alive and keep farming.

i honestly dont see a way to fix that without giving him a ranged ability.

making him only access his passive in fights with enemy champions would probably destroy whats left of his early game against a lot of matchups.

there is a good reason the other champions who have also 0 range beyond their auto attacks are junglers. they dont have to interact with opponents for extended times this way.

Volibear Shyvana Udyr

Kloqdq1 votes

Hm that's a fair point. I do think it's a really bad spot to be in since playing against a Garen that can use that passive is annoying on the receiving end as well. It's really a stalemate of a passive where both sides are kind of boned. Overall I think a lot of that is a problem with ranged champions against melee and the pain of it in top lane though. Looking at you Gnar

Critmaster Garen2 votes

here is a crazy idea, to make garen more of a skirmishing juggernaut.

what if garens q instead of a frontloaded movement speed bonus accelerated over part of its duration, and similar to sions ult on the last stretch of of his movement speed buff, hes able to jump single small walls like the back side of the dragon and baron pit walls, or the thin walls around mid and top lane.

maybe this would require to fiddle a bit with the buff duration to make it equal at all ranks, and make the movement speed bonus itself scale up.

they could change it to like

Decisive Strike Garen breaks free from all slows affecting him, and gains 20% movement speed increasing to 30%/35%/40%/45%/50% over 2 seconds. For the next 2 seconds Garen moves at full speed and can cross over unpathable terrain.

His next basic attack within 4 seconds deals 30/55/80/105/130 (+1.4 AD) physical damage and silences his target for 1.5 seconds.

basically make his q kinda work like item 3742 plate passive where he accelerates while hes running, and gets a single wall jump at full speed.

also comparable to Hecarim e, which accelerates over its duration.

the silence and slow cleanse are still frontloaded.

the entire idea is, that it wouldnt really make him more mobile than a juggernaut should be, but it would give him more pathes to enter and leave fights and make use of his passive in between.

TimX24968B1 votes

please keep the silence on his Q.

Critmaster Garen3 votes

{quoted}

please keep the silence on his Q.

the silence needs to stay. if it wouldnt, hed have no chance to ever stick to a target once he made it up close.

a grounded debuff isnt enough, as the enemy could too easily chain cc on him and walk away.

LegenDariusGaren1 votes

Source?

Remove the silence, allow it to still interrupt channeled abilities such as TP, and give it the grounded effect for the same time or have it scale up to 2 seconds. Then you can up the animation on Q or work with other parts of his kit.

Another idea would be instead of having the grounded effect, make it so that he cannot be slowed lower than his base movement speed for the entire duration of the speed boost on Q.

Critmaster Garen1 votes

{quoted}

Source?

his comments.

https://www.reddit.com/user/DanielZKlein

I totally agree! But I'm also totally clueless about what to give Garen. He's in a tough spot because he fulfills an important function (very intro level melee fighter) and has a dedicated fanbase (believe it or not), but he's obviously also not hitting the bar for what we want in a champion in terms of nuance and counterplay. Combined with the fact that he has a VERY high winrate in low ELO, this means we can't really buff him. I think he's a mini-rework candidate, but like I said: I'm clueless what we should give him.

its apparantly a thread around a discussion to give garen a mana burn mechanic on his q, which is a horrible idea and thankfully the rioter agrees on.

mana burn is too binary, and why riot removed it. either it does nothing as the enemy doesnt rely (much) on mana, or it completely disables champions.

LegenDariusGaren1 votes

This was MarineRevenge's opinion of it:

imo a mana burn.. next to pointless on him i guess it might seem like a good change if youre playing him mid but i still dont think it is a good place to dump any buffs on him they need to just add a bonus for killing the villian (i.e. fiora ult but less significant)

Critmaster Garen3 votes

{quoted}

This was MarineRevenge's opinion of it:

imo a mana burn.. next to pointless on him i guess it might seem like a good change if youre playing him mid but i still dont think it is a good place to dump any buffs on him they need to just add a bonus for killing the villian (i.e. fiora ult but less significant)

i like that.

just putting my opinion out there mainly on his q and what they should do with him in case they do decide to remove the villainy passive.

marine would probably agree to keep him towards a carry oriented playstile.

i kinda dig the idea to make him more like a skirmisher than the other juggernauts with situational outplay tools and his movement speed buff to dive in and out of combat.

not really mobile, but mobile for a jugg and very much playing to carry games.

a bonus effect in case he does kill the villain sounds interesting too, but theyd still have to work on the villain mechanic itself to place it at least a little bit more reliably on the correct target.

DeathBurst1 votes

I like the grounded instead of silenced idea. That would leave some more counter play to other melee fighters that are forced to go into Garen's range to fight him, while still functioning as a soft lock-down tool against priority targets.

HeresyHorus1 votes

LEAVE MY TANK/ADC/ASSASSIN Garen item 3194 item 3742 item 3071 item 3812 item 3046 + situational BOY ALONE MEDDLER.

I dont want Riot to give my love delayed casts and damage and make him useless except as a item 3193 item 3190 item 3109 ADC pimp ......

[zombie-nunu-tears]

DeathBurst1 votes

I mostly agree, as usual, so I'll keep it short on that part. No need wasting time repeating the same things you said.

I disagree with the "carry" part though. I never built IE on Garen, and I don't like going for Youmuu either. It's not unusual for me to even build Cleaver as 3rd item in certain hard match-ups where I prioritize defense.

In fact, you mention that Garen is "slightly more mobile" than other Jugg's, and that, for me, makes him into a decent split-pusher. Add the quick regen that can kick in during long chases and let you stay on the field to start pushing again as soon as opponents give up the chase, the tenacity/slow cleanse that prevent him from being locked down, good wave-clear even without offensive items, and split-push Garen can do wonders. His only problem is slightly underwhelming damage against tower, and Triforce and/or ZZ'rot can solve that easily, and are desirable items even beyond that trait.

When I previously mentioned that, I was objected that the "real" split-push Juggernaut was Yorick. I disagree with that sentiment. Yorick can be caught out and locked down, and he won't escape as easily as Garen can, and if he uses his Maiden to push alone while he stays with his team, he gives up a large part of his power budget. Yorick is not terrible as a split-push champ, but Garen is much better.

All in all, I like that Garen can function and survive alone, without relying on his team, which most other Juggernauts fail to. But that doesn't mean he needs to adopt a "carry" playstyle where he can 1v5. The Crit scaling is just a gimmick. (Sorry, I know you love it, but still...)

i cant move wtf1 votes

He's supposed to be a juggernaut/tank/adc with no weaknesses iirc. (source: boards)

Blue Thin Shroom1 votes

Plz remove his silence, and give a 'real' control effect to him, like Darius' E/Maokai's W/Nasus,Mundo's slow effect. That's why Pro League or high rank players never choose him as the top champions, because of he doesn't have useful mechanics to keep enemies.

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