Garen; Gameplay Update

Stacona··1 votes·880 views

Garen, big dude, armor (tank)... spin sword around (AD)... Garen be AD Tank. Sorry, just getting into character, Garen is a bulky, dumb-downed, jock dude that stupidly swings around a sword while absorbing damage with his heavy armor. My ideas are going to revolve around Garen being a meat shield which uses a giant sword so focusing on him being a dedicated AD Tank.


Perseverance (Passive): Garen will regenerate 0.4/0.8/2% of his maximum health every second if he has not been hit with an enemy ability or taken damage from any source (excluding minions) in the last 9/6/4 seconds. [passive rank @levels 1/11/16] At Level 11 or above, damage from non-epic monsters will no longer stop Perseverance.

Decisive Strike (Q): Cooldown: 8 seconds Garen breaks free from all slows affecting him and gains 25% [from 35%] movement speed, (NEW) doubles to 50% moving towards enemy structures and champions, for 1.5/2.25/3/3.75/4.5 seconds. Additionally, his next basic attack within 4.5 seconds will deal 30/50/70/90/110(+30%AD) [from 30/55/80/105/130(+40%AD)] additional physical damage and will Silence his target for 1.5/1.75/2/2.25/2.5 seconds.

Courage (W): Cooldown: 26/24/22/20/18 [adjusted from 24/23/22/21/20] seconds Passive: Garen's bonus armor and magic resistance are increased by 20%.

Active: Garen gains a defensive shield for 2/3/4/5/6 seconds, (NEW) reducing the first source of damage by 80% and ignoring any crowd control it may have (excluding Suppression) and then afterwards reducing incoming damage by 25% [from 30%] and granting 25% [from 30%] crowd control reduction for the duration.

Judgement (E): Cooldown: 13/12/11/10/9 seconds; Range: 300 units Garen rapidly spins his sword around his body for 3 seconds, dealing 20/40/60/80/100(+60/70/80/90/100%AD) [from 20/45/70/95/120(+70/80/90/100/110%AD)] physical damage each second and (NEW) slow by 20/25/30/35/40% for 1 second to struck enemies. Minions take 150% [from 75%] damage from Judgement. Garen ignores unit collision while spinning, but moves 20% slower when traveling through minions.

Judgement may critically strike, [critical strikes deal 50% increased damage (75% with Infinity Edge)].

Demacian Justice (R): Cooldown: 120/100/80 seconds (NEW) Passive: If Demacian Justice kills its target or the target dies within 6 seconds of being struck by Demacian Justice then Garen permanently gains 10/15/20 bonus armor and magic resistance (stacks infinitely).

Active: Garen calls upon the might of Demacia to attempt to execute an enemy champion, dealing 175/350/525 (+28.57/33.33/40% of target's missing health) magic damage.


Brief Talk: Decisive Strike: Passive movement speed takes a small hit for a better gap closer, base damage shaved off a little bit at later ranks to compensate for the better utility. Courage: Cooldown adjusted and lower at later ranks with a new effect where the first effect against Garen has a much greater damage reduction and ignores any crowd control it may have (so with good timing Garen can run through Morgana Bindings for example while charging with Decisive Strike), to compensate the long standing damage reduction and crowd control reduction has been lowered slightly. Judgement "Judgment": Less damage, but now slows struck units briefly; deals more damage against minions however, this is so that Garen can clear waves easier especially as a full tank to group with his team. Demacian Justice: Added a passive (the active is the same) that now permanently grants Garen bonus armor and magic resistance with Demacian Justice kills its target OR if Garen gains a kill or assist within 10 seconds of Demacian Justice striking the champion (this is so that Garen, as a tank [or even bruiser] does not need to be taking the kills to get himself stronger). Basically this is to create a uniqueness to Garen's ultimate because right now it is outshined by similar ultimate like Cho'Gath which not only is a true damage nuke (better than a magic damage nuke), but also grants bonus health on executes; while Darius has both a True damage nuke as well as potential resets happening with it. So to make Garen more unique and more like a hyper tank he has the potential to get super resistance tanky, but needs to do it in a way that is active with his opposition and is not a passive farm mechanic so there are plenty of restrictive measures that prevent Garen becoming over-the-top super strong in most games.

Hope you appreciate the ideas! ~ Stacona

5 Comments

Zakennayo1 votes

No.

Don't forget he needs to be balanced!

(NEW) doubles to 50% moving towards enemy structures and champions,

Removes any chance of a target being able to escape.

(NEW) slow by 20/25/30/35/40% for 1 second to struck enemies.

Needs to be removed.

(NEW) reducing the first source of damage by 80% and ignoring any crowd control it may have (excluding Suppression) No. It's strong enough as it is.

NEW) Passive: If Demacian Justice kills its target or the target dies within 6 seconds of being struck by Demacian Justice then Garen permanently gains 10/15/20 bonus armor and magic resistance (stacks infinitely).

Just no.

How about leaving Garen alone since he's in a good spot at the moment. Think about champions like Skarner, Olaf, Lee, Zed, and others that need entire kit reworks, nerfs, guts, fixs, etc etc

Stacona1 votes

skarner they just need to revert the Q from movement speed to a slow again--- Garen is not in a good spot and i did balancing

So Q: the passive movement speed lowered to grant it a better gap closer, damage lowered as well for the utility added; this is just a movement speed remember so there are ways to prevent him from silencing you (silence especially needed to deal with mobility if he gets in range)

W: I weakened the long standing effect slightly to make room for a one time power spike of a bunch of damage reduction with a one time CC ignore - any damage will break this effect so there is counter play to this if used improperly so you can send a very low damage spell or attack and proc the one-time effect so the CC ignore is removed to stun, snare, etc Garen in place

E: damage lowered, minion damage increased for waveclear to group with the team (important for a tank), and added a slow while spinning on units to help him peel for his backline with help with his silence--- the damage reduced is to compensate for the added utility of the slow and waveclear

R: a hyper tank scaling effect is good here to make Garen feel different and unique and not out shined to thing like cho gath and darius who does what Garen does and more and better; so garen needs uniqueness, and a hyper tank i think is a good place for him- chunky dude in heavy armor that spins a swords around in circles

Zakennayo1 votes

What you're trying to do is turn Garen into an assassin, he's suppose to be an initiator.

And for a initiator he's in a really good spot.

Stacona1 votes

an assassin with less damage and more utility and tankiness--- dam, that assassin garen yo

grant him more offensive movement speed and less passive movement with a potential one time cc ignore lets them charge at his opponents first one in the fight, the slow allows a tank to be useful to peel for his backline; the potential hyper scaling resistances is to make his ultimate more unique and place garen as a hyper tank, the concept is placing garen as a tank ; i dont know how you even got assassin from this

Stephenizgod1 votes

So you are just going to keep posting it until it gets positive reviews?

Its not a very good update in my opinion, i think Garen's kit puts him in a good spot where he is strong but not overwhelming. This is thanks to the simplicity of his kit, adding complexity to it does not help him.

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