Garen, the Might of Demacia (Update Concept)

The Lost Marbles··2 votes·494 views

Passive: Perseverance

While in combat with enemy champions, Garen gains gradually increasing Health Regeneration, reaching its maximum after 5 seconds pass or if Courage is activated while Bolstered.

Perseverance's bonus Health Regeneration is amplified by 10% for each enemy champion near Garen beyond the first.

Health Regeneration Gained per Second: 0.2 (+ 0.016 x Level) % of Maximum Health Maximum Regeneration per Second: 1 (+ 0.083 x Level) % of Maximum Health

In-combat health recovery, something Garen lacks as opposed to basically every other juggernaut. Rewards him for staying in a fight, rather than turning tail and running off.

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Q: Decisive Strike

Cooldown: 8

Active: Garen removes any Slows affecting him and gains bonus Movement Speed for 3.5 seconds or until he executes a basic attack.

Garen's next basic attack within this time deals bonus Physical Damage to his target and Silences them. The duration of the Silence is equal to half the remaining duration of Decisive Strike's bonus Movement Speed, and Decisive Strike's cooldown is also reduced by that same amount.

Decisive Strike's bonus damage increases based on the number of enemy champions near Garen (including Garen's target if they're a champion).

Bonus Movement Speed: 23 / 26 / 29 / 32 / 35%

Bonus Physical Damage: 20 / 40 / 60 / 80 / 100 (+30% AD) Additional Damage per Nearby Enemy Champion: 10 / 15 / 20 / 25 / 30 (+10% AD) Maximum Bonus Damage: 70 / 115 / 160 / 205 / 250 (+80% AD)

Borrowed a bit of Talon's rework here.

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W: Courage

Cooldown: 24 / 23 / 22 / 21 / 20

Passive: If Courage is off cooldown and Garen takes more than 15% of his Maximum Health in damage within 5 seconds, he becomes Bolstered for 3 seconds, empowering Courage if activated within that time.

Active: Garen reduces all incoming damage by a percentage for 2.5 seconds. The duration of Courage increases by 0.75 seconds for each enemy champion near Garen at the time of activation.

If Garen activates Courage while Bolstered, the damage reduction is amplified and Perseverance's bonus Health Regeneration becomes fully activated if it isn't already.

Initial Damage Reduction: 22 / 24 / 26 / 28 / 30% Bolstered Damage Reduction: 33 / 36 / 39 / 42 / 45%

A bit of Sterak's Gage-esque stuff here, letting Garen gain a more powerful Courage if he holds off on activating it for a bit.

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E: Judgment

Range: 300 Cooldown: 9

Active: Garen rapidly spins his sword around his body for 3 seconds, during which he ignores unit collision, but cannot basic attack.

Judgment deals Physical Damage to all enemies within range over 5 - 10 (based on level) spins. This Physical Damage is increased by 20% if Judgment is only damaging enemy champions, and by 33% if only a single target is being damaged.

Enemy champions that are damaged by Judgment 4 times have their Armor reduced by 25% for 6 seconds, with subsequent hits from Judgment refreshing the duration.

After 1 second, Garen can reactivate Judgment to cancel it immediately, reducing Judgment's cooldown by the remaining duration.

Physical Damage per Spin: 14 / 18 / 22 / 26 / 30 (+ 34 / 35 / 36 / 37 / 38% AD) versus Champions Only: 16.8 / 21.6 / 26.4 / 31.2 / 36 (+ 40.8 / 42 / 43.2 / 44.4 / 45.6% AD) versus Single Target: 18.67 / 24 / 29.33 / 34.67 / 40 (+ 45.33 / 46.66 / 48 / 49.33 / 50.66% AD)

Same as live Judgment, only with slightly more damage in team-fights.

I forgot to add the part about it being able to crit in my notes. If it's really worth keeping, then fine by me. I don't think Crit Garen's anything more than a gimmick nowadays, personally. Especially if he's trying to actually be a juggernaut.

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R: Demacian Justice

Range: 400 Cooldown: 120 / 100 / 80

Active: Garen calls upon the might of Demacia to attempt to execute the target enemy champion, dealing Magic Damage to them based on their Missing Health.

Magic Damage: 175 / 350 / 525 (+ 28.6 / 33.3 / 40% of Target's Missing Health)

If Demacian Justice kills its target, the cooldowns on Garen's basic abilities are refreshed by a percentage.

Basic Ability Cooldown Refresh on Kill: 30 / 40 / 50%

The villain passive, while neat, was kinda stupid design. Trying to force extra power on Garen by means that his player cannot control in any way just doesn't seem right to me.

Instead, he now gains refreshes on his basic ability cooldowns if he executes a target, allowing him to continue making a contribution in a teamfight. You know, instead of just instantly detonating some poor sap with a giant true damage execute because they had the audacity to be playing the game well.

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I honestly just threw this together without too much thought, so it's probably overtuned in spots. It's hard to think of more creative play-making moves for a guy whose theme is "beginner's champion, big guy with sword, DEMACIA".

Critique away, or offer suggestions, or whatever. I just like doing these kinds of thought exercises.

3 Comments

Critmaster Garen1 votes

i agree somewhat with the q change.

it should work similar to Talon q in that it has an additional/empowered effect, when garen is already in melee range of his opponent, instead of being used to close the distance.

maybe it should just reduce his spin cooldown by the time he had left on the q movement speed buff in that case, just to reduce the gigantic cooldown gap he has after a spin. even on 40% cdr, he just stands there for 5 seconds with nothing to work with but auto attacks.

which is usually what screws him over.

The Lost Marbles1 votes

Oh, hey, I actually posted this. I thought I'd just closed out of the tab without entering it.

I think the first thing to decide is whether he's a diver or a juggernaut. His kit's trying to do both at the same time and not really succeeding at either one.

He seems closer to a diver, though, since the majority of his damage is single-target (Q, R, E doing increased damage to a single target). He currently lacks the in-combat durability of a juggernaut until late-game when he starts ranking up his W.

Part of the reason I tried to make his abilities scale off of enemy count. So he can be strong in the thick of a teamfight while not being oppressive in lane, what with his being manaless. It also fits his whole "charge boldly into enemy lines" thing.

The Lost Marbles1 votes

Made a few adjustments and simplified the descriptions.

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