Garen Minor Rework Idea
First, let me say I'm a Garen main, and I freakin' love this champion. His kit is really fun, and for some reason, while he's a pretty easy champion, it brings joy to me when I absolutely destroy with Garen. However, his simple kit makes it so he's almost impossible to outplay with/against in certain situations, and also is either not fun for the Garen player if he's being destroyed or for the other team when he's 20/1 after 20 mins.
My main goal with this rework was to make Garen more entertaining for the people playing him, while also making him outplayable. My goal was also to try and keep Garen as close to how he is now so he's still fun.
Passive: Lives in Bush Just kidding
Real Passive: same I can't think of a better one at the moment that won't make Garen overpowered.
Q-Decisive Strike: After hitting Q once, Garen gets a 40% movement speed buff for 1/1.5/2/2.5/3 seconds. (REMOVED: no longer cleans slows.) After activating the movement speed buff, Garen can hit Q a second time for an empowered attack. He jumps and slams the ground towards the cursor (think something like poppy q), dealing 110% damage to all enemies in a decent sized box, and 125% to all enemies in a smaller box. Everyone in the big square is silenced for .5 seconds, and everyone in the smaller box is silenced for 2 seconds.
Reason for change: Garen's old q wasn't living up to the name in my opinion. It was completely undodgeable, which isn't fun for the other team, since it also applies a silence. Also, it only hit one person, so Garen isn't very helpful in a team fight with 5 people. This change makes the move dodgeable, and also allows Garen to hit multiple champions at a time, making it more of a decisive strike. You have to position correctly to get the best out of your q.
W-Defensive Stance Cooldown: 20 seconds When Garen activates Defensive Stance, he deals 35% less damage, but has 40% damage reduction and 50% resistant to slows for 2/2.5/3/3.5/4 seconds, but can deactivate early. For the first second of activation, Garen is immune from all crowd control effects (note: this isn’t a cleanse, it only prevents crowd control. If cc hit’s before w is activated, cc is still there).
Reason for change: There is no true skill when it comes to garen’s Courage at the moment. The only challenge to his W right now is when to press it. That’s it. After that he gets damage reduction. Also, it is a relatively low amount of damage reduction, like I barely even notice it, especially since everyone deals true damage all of the sudden. I want the ability to actually have some skill, since you can’t have W up and still deal damage. You have to actually correctly use W rather than just click it during team fight.
E-Judgement Basically the same, the only difference I would do is nerf the damage a little bit, but rather than dealing 33% more damage when it hits only one enemy, it should deal 10% more damage per enemy champion being hit.
Reason: Because of how judgement and decisive strike right now, Garen is really good at 1v1’ing someone, but isn’t very helpful in team fights, when I think he should do decent in a 1v1, but be a massive threat during a teamfight. He almost feels like a wanna-be assassin with how it works, and it shouldn’t work that way.
R-Demacian Justice REMOVED: villain Garen calls upon the might of Demacia to attempt to execute the target enemy champion, dealing 175/350/525 [28.6/ 33.3/40% of target's missing health] Magic damage. If Garen breaks the armor of the enemy targeted and their armor is now lower than their magic resist, Demacian Justice deals physical damage instead. If armor is still higher than magic resist after armor shred, then Demacian Justice still applies magic damage.
New: If Garen executes the target, the remaining damage from the ultimate will be distributed equally to nearby champions. (for example, if he ults someone at 500hp for 900 damage, and two enemy champions are near, 200 damage will be given to each enemy champion) If there are no nearby enemy champions, Garen heals for 25% of remaining damage.
Reason for change: Villain has the same problem as my reason for the e changes. It makes him target one person, and that one person may not even be the best target. In fact, the villain could be the enemy Nami support, which means Garen’s villain passive isn’t very helpful if the other team has a Darius which should be the villain. Also, it really sucks when Garen goes to ult someone at 600 hp to kill them, just for an ally to do 500 hp to that enemy and you only deal like 75 damage. That feels like you wasted your ultimate. It also helps with decision making since you can use it in different ways, like healing or Area of Effect damage rather than just ulting the lowest health champion nearby.
These changes wouldn't change Garen too much. He's still the juggernaut we love. However, now he would have better diversity in his kit, allowing for some better plays by garen, while making him outplayable. He's still pretty simple for the new players of league also, but can go much more in depth for the Garen mains out there.
(although, for all I know, this really sucks and Riot should definitely not do this)