Buffing Garens lategame, without touching his early game.
after reading a lot of different suggestions, on how he could be improved, here is my take on the thing.
1.) changing his q slightly currently:
Decisive Strike Garen breaks free from all slows affecting him and gains 35% Movement Speed for 1.5/2.25/3/3.75/4.5 seconds.His next basic attack within 4.5 seconds deals 30/55/80/105/130 (+140% Attack Damage) physical damage and silences his target for 1.5/1.75/2/2.25/2.5 seconds.
Cooldown 8 seconds Range Self
changed to:
- Cooldown changed to 11/10/9/8/7 seconds from 8 seconds
- buff duration increased to 2.5/3/3.5/4/4.5 seconds from 1.5/2.25/3/3.75/4.5 seconds.
- the cooldown starts immediately upon casting the ability, instead of after the movement speed buff expires
how will this affect his early game? barely: in effect, at rank 1 the down time on his q will be slightly increased by .5 seconds, since it starts at 11 seconds, and lasts until 8.5 seconds of the cooldown is remaining.
how will this affect his lategame? like this: if you manage to get close to the cdr cap, the cooldown of the q will be decreased to around 4.5 seconds, which is the same time as the speed buff duration. which means as a mobility tool, it will virtually have no downtime. much similar to how udyrs bear stance lets him keep running nonstop by lategame, if he gets close to the cdr cap.
2.) remove the self slow on his rank 5 spin
ive mentioned it a couple of times in other threads. one of the tweaks that could help him out lategame, would be the removal of the self slow on his rank 5 spin. for those who dont know what im talking about.
Judgement Garen rapidly spins his sword around his body for 3 seconds, [...] Garen can move through units while spinning but moves 20% slower when travelling through minions and monsters.[...]
the self slow was added as an early game mechanic, to reduce his ability to kite or chase down other melee champs through creepwaves during the lane phase. the problem with this mechanic is, that it still hinders him during the lategame, during jungle chases or teamfights down the lane. it easily happens, that you catch a jungle creep or a lane minion on the outer edge of your spin during a fight, and lose your ability to stick to your intended target. since it was only ever intended to impact the lane phase and not his lategame, i propose that the effect is removed upon reaching rank 5 of judgement. the earliest this could possibly be accomplished would be level 9, at which point most of the lane phase is already decided.
thoughts?
, while these would be helpful to his late game, I don't know if these will fully address his core issue, which is the lack of a unique contribution he brings to late-game fights: he was designed to be a lane bully, and while he does that pretty well, he also turns into a ball of stats later on. Even
, one of the biggest lane bullies around, brings something to the table late-game with his double-dive, armor shred and stun. I think his W's the main problem, since it's the most passive of his skills and pretty much just a pure tankiness amplifier, and perhaps it could be changed to something that allows him to better express his power over his enemies.
's triple Q, where Garen could pre-charge his Q for an initial enhanced autoattack and silence, and follow up immediately after to silence his target for up to 5 seconds.