Garen; Gameplay Update
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