Galio Rework Incoming

Janna mìd·9/10/2016, 8:20:11 AM·1 votes·898 views

Galio rework is kinda upcoming and I'm a little bit scared about that, because he is my main, and i don't really want him to become a whole new champ. So I thought about how I would like him being reworked (I know that he kinda need a rework, his W is a bit toxic and he is too-much flash reliant). I already posted something about his rework 2 weeks ago, but it was too messy and probably too powerful too (and i think it still is but not as much as before) By the way sorry for the english, I'm not a native-english speaker and i just turned 17.

And there is a survey at the end c:

Passive : When Galio cast or activate a spell, he gains a small buff according to the spell launched/activated. This buff last 6 seconds and can be overlap three times. When it reached that threshold, Galio suffer a new effect and the according spell is changed 'till the next use or untill 6 seconds passed. When the spell is launch, it consumes the according buff and the spell become normal again. The modified spell don't give buffs by the way. Buff from the Q : +3/6/9/12/15 armor and MR for each stacks. When it reach three stacks, Galio is root 0.9/1.05/1.2/1.35/1.5s and can't suffer from the cc of the other time during the same lap of time. Buff from the W : +5/10/15/20/25 AP for each stacks. When it reach three stacks, if the W is launched on galio, he become immune to damage for 0.35s, and if the W is launched somewhere else, a flow of magic teleport him instantly 300/325/350/375/400 units in the opposite direction that where he casted the W. Buff from the E : (no threshold on E and R because they can't be launched fast enough) +5/9/13/17/21% of speed. Buff from the R : +11/22/33% of tenacity

Original Q : Mana Cost : 21/22/23/24/25 CD : 5.5/5.25/5/4.75/4.5 Range : 940 Galio fires a luminous orb that deals 40/70/100/130/160+(0.3AP) magic damage and slows the ennemy for 24/28/32/36/40% of their movement speed during 1.5s. Modified Q : Mana Cost : 50/55/60/65/70 CD : (that mean the CD before he can cast again his normal Q again) 11/10.5/10/9.5/9 Range : 1050 Galio briefly summon a gargoyle in a line that quickly fly towards Galio and knocks for 325 units the first ennemy encounter, dealing 65/120/175/230/285+(0.5AP) magic damage and then disappear. If the knocked back unit encounter an other ennemy, the second ennemy is knocked back for the same distance and suffer from the exact same effects. If some unit then encouter Galio, this unit is stun for 1s.

Original W : Mana Cost : 30 CD : 9/8.5/8/7.5/7 Range : 800 Radius : 150 W Passive : Galio converts 30/35/40/45/50% of his MR into AP. Galio is summoning a fragment of himself in the targeted location, dealing 50/85/120/155/190+(0,45AP) magic damage. If an allied champ walk on it, he/she pick it up and then gain 15/20/25/30/35 bonus MR and armor for five seconds. This can be overlaped 3 times. Galio can cast this ability directly on himself, an allied champ or a turret for making him/her/it benefit from the buff. The fragment lasts 20s on the floor. Modified W : Mana Cost : 80 CD : 13 Range : 800 Galio protect an ally champion, giving him 30/45/60/75/90 armor and MR. Each time this unit is hit, it will heal Galio for 25/40/55/70/85+(0.2AP)+(0.8MR) HP with each heal being 20% weaker than the last for each subsequent instance of damage.

E : Mana Cost : 75/80/85/90/95 CD : 30/27/24/21/18 Range : 300 On activation, Galio fly to a targeted location (it can be terrain or turrets) and root himself in this place as long as he keep this spell activated (at least 1.5s). On activation and desactivation, Q and W's cd are reset to 0. As long as the spell is on activation, Galio ignores 8/12/16/20/24% of the MR of his ennemies. If he is on top of a structure/terrain, the range of his Q and W are increased by 35% and he benefits from a dash of 300/340/380/420/460 units length when he desactivate this spell. When he desactivate this spell, Galio unleashes a gust of concussive wind that deals 50/90/130/170/210 (+0.5*AP) magic damage to enemies in its path. A directional draft then remains for 5 seconds, increasing the Movement Speed of allies following it in the right direction by 30/35/40/45/50%. The sight of Galio and the sight ennemies have from Galio occurs as if there was no wall (as if it was only a flat path). He still can't see in the bushes Moving by any spell Galio during the spell makes him fall where he was before casting this spell (the E). Idol of Durand can't be launched during the activation of this ability

R : Mana Cost : 100/125/150 CD : 140/125/110 Range : 560 Galio channels for 2s, taunting all the nerby ennemies and blocking 50% of the incoming damage. After channeling, Galio release the energy accumulated, dealing 180/270/360+(0.54AP) magical damage, plus 10% for each hit he suffered in the channeling (maximum : 360/540/720+(1.08AP)).

(that's it, if you want you can skip to the survey :D) Now I think I have to explain why i have made him like that. Well there is something that I really love from Galio ; he can play full tank, hybrid or full AP and it's always at least Ok. And I still wanted him to be in this situation after his rework, so I gave him a MR ratio (I always found awkward for Galio to take a lot of MR just for gain like 75-100AP while veigar can quickly rise to more than 150 without any item/rune/masteries, and I wanted to make feel his need of MR more present).

His W was really toxic and annoying for ennemies (not for me >:D), and had no counterplay so I thought that I could make the bulwark harder to cast. But by doing that, I would really have destroyed the full tank Galio "meta", and it wasn't at all what I wanted. So I thought that I could gave him a way to have more armor and MR (passive for the Q, and Original W) and a bit more control (modified Q) like tank does have. Also I wanted to make the full tank path more rewarding, which explains the passive for the W launch and why I kept W's passive.

Also he was really flash-reliant, and that wasn't good, so I gave him some dashes. But even if a dash of 460 units is totally enjoyable, the fact that he need to be launched from a wall makes it not so good in fact. Combine with an instint teleport of 400 units it is great. I admit that the teleport is really hard to land but that is so rewarding, and rewarding moves is exactly what galio is missing. And the other part of the passive for the W is also totally rewarding, it's not quite easy to use it well (the timing is really short) but hat can save, for example, from a karthus ult (even if the fact that there is the need of 3 W (with an E that last at least 1.5s).

I kinda nerfed the ult (a bit harder to get max damage and more mana needed) because it was a bit too strong (it still is for sure, but i'm a galio main, i can't hurt that ult like that :c) but I decreased the cd a bit because I often was in a teamfight, and staying in the middle of the ennemies, and the cd on my ult was like 7s remaining, it was so awkward because i couldn't do anything except throw sometimes a q. And also, this effect from the passive for the Q (i don't have a clue on how to say that) is related to the R because root someone don't interrupt him, so if Galio roots himself with the Q for 1.5s (for example) and become immune to cc for the same amount of time, then a Galio that plays very well is now viable against a braum (but not totally efficient), while a bad Galio is not. And I think this is the true standard for a counter (even an hard one).

But I still think this is kinda messy (even if i like him that way) Thanks for reading <3

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