Galio update

jocomotion·6/9/2018, 7:47:04 PM·1 votes·464 views

Galio. Look he’s bad ok? I love this champion, but riot has given up on him for the time being which sucks because he was left in an awful state. even though I’m probably never going to play him in ranked, I believe that Galio’s kit can be made to be less of a powerhouse in higher elo while still keeping him viable. So I wanted to work out a potential solution to try and fix the big guys problems.


Unhealthy problems with Galio 1: his ultimate rewards team communication TOO heavily and doesn’t focus on solo play 2: his ultimate does to many things too well when balanced (AOE CC, scaling AOE damage, damage reduction, follow up engage, teamfighting turner) 3: his waveclear is ridiculous if he gets even a little too much damage 4: he has no natural weaknesses (current weaknesses like mana problems and early game weakness where forced through balancing rather than the champions kit) 5: no one knows what he’s supposed to be. He’s meant to be Tanky and deal damage, yet has all the CC of a tank with no drawbacks except his poor base stats. He could be considered a battlemage but again, his kit looks like a tanks kit, and his damage isn’t reliable compared to most battlemages.

So there’s a lot of problems with the guy. Character wise he’s fleshed our pretty well, and his kit doesn’t seem too bad to balance on paper, but in practice it’s a nightmare to balance.


Goals:

  • make Galio’s ultimate more attractive for solo play and less oppressive for team play
  • buff Galio’s early/mid game by granting him better (but still below average) dueling while keeping his waveclear in check
  • make tank and AP Galio viable, with different play styles around each
  • give him a clear subclass to follow (Diver, Vanguard, Warden, Burst mage, Battlemage, Juggernaut)
  • give him some natural weaknesses to have

With this in mind I thought of some changes that may (I am not a pro at this) put Galio in a fair spot.

AP Juggernaut rework. A slower more pure damage/defensive version of Galio that lacks reliable escape/engage (and a bit of waveclear) in exchange for pure offensive and defensive power

Stats

  • movement speed lowered from 335 to 330
  • Base armor increased from 24 to 27
  • Magic resistance per level increased from 1.25 to 1.5

Reasoning: less movement speed than the average champion to make him a little less threatening overall, but in exchange more base armor so he can withstand a bit more poke, and more MR to go with the MR scaling in his kit.

Passive: Colossal smash

  • Colossal smash scales up much faster but does less damage to minions/monsters
  • increase base damage on passive from 12 (+4 per level) to 15 (+6 per level
  • increase MR ratio from 40% bonus MR to 45% total MR
  • Increase AP ratio from 50% AP to 60% AP
  • [new] just getting warmed up: auto attacks reduce colossal smashes cooldown by 2 seconds
  • [New] too small to squash: Reduce damage dealt to minions and monsters by 50%

Reasoning: currently, colossal smash is underwhelming unless you buy a lot of AP items. So to counter this I heavily buffed the base damage and the MR and AP ratio’s in exchange for it dealing less damage to minions. The MR now scales off total MR instead of bonus MR as well, so there’s just a bit more oomph in the early game.

Q: wings of war

  • Tornado deals way more damage overall but becomes unlikely to land all three ticks of damage on a single enemy, and has less range
  • Decrease the range from 825 to 700 but make the tornado fly up to 150 units forward
  • [New]Tornado deals flat magic damage upon forming and % damage as it flies out. The further the tornado is thrown the further it will fly. (Point blank will basically stay in the same spot)
  • Change mana cost from 70/85/100/115/130 to 85 at all ranks
  • Increase tornado damage from 30/40/50/60/70 (+60% AP) (+3% max health per 100 AP) over 1.5 seconds to 40/55/70/85/100 (+70% AP) immediately plus 10% max health (+2% per 100 AP) over 1.5 seconds

Reasoning: the Decrease in range is meant to make Galio have a more dangerous time last hitting minions from a distance when compared to his current Q, but in exchange for more meaningful damage on the formation of the tornado. The side gusts of wind dealing less damage is a way to keep waveclear in check, and the burst of damage when the tornado forms is for mage Galio players. Currently Galio’s tornado deals flat and % damage every .5 seconds, this version deals its flat damage immediately, but he % over time instead. I also added a base % of damage to give tank Galio slightly more consistent damage on Q, but without giving him flat out burst damage.

W: Shield of Durand

  • Shield of Durand is a more reliable defensive ability but still heavily relies on Magic resistance
  • reduces both physical and magic damage equally for 20/22.5/25/27.5/30% (instead of 20/25/30/35/40 for magic and half for physical)
  • Self slow increased from 30% to 40%
  • Buff MR ratio from (+8% per 100 MR) to (1% per 10 MR) or (10% per 100 MR)
  • Reduce AP ratio from (+5% per 100 AP) to (+1% per 25 AP) or (4% per 100 AP)
  • Max taunt duration reduced from 1.5 seconds to 1 second

By reducing both resistances equally a bit of Galio’s identity is lost as the magic absorbing colossus, but in exchange the MR ratio has been buffed here as well to solidify his Tanky self building more resistances. The AP ratio reduction was to make AP Galio an easier target to kill since I’ve given him more damage on Q and Colossal smash. I also reduced the CC on Galio’s charged W mostly because of its synergy with his ultimate, usually being an easy CC combo with damage I decided to pull back on some of the CC to make it less oppressive. And finally increasing the self slow is to make him again, a slow Juggernaut that has trouble keeping up with the tiny enemies movement

E: Justice punch

  • Make Justice punch a less reliable escape late game but a better CC tool
  • Change cooldown from 12/11/10/9/8 to 12 seconds at all ranks
  • Increase knock up time from .75 to 1.25 seconds

Reasoning: nothing much here, it’s slightly better when you land it, but you won’t have as many opportunities to use it due to its higher cooldown.

R: Heroes entrance

  • Reduce ultimates effectiveness as a follow up engage tool and teamfighting tool, but and increase its effectiveness in saving allies
  • Increase MR ratio from (+8% per 100 MR) to (+1% per 10 MR)
  • [New] a bit of magic: AP ratio for damage reduction added (3% per 100 AP)
  • Decrease cooldown from 200/180/160 to 200/160/120
  • Decrease Ult diameter to 2/3 its current size
  • Edge .75 second knockup time instead slows by 80% for .75 seconds
  • Increase knock up time in center from 1.25 to 1.5 seconds
  • Edge damage reduced from 150/250/350 (+70% AP) magic damage to 125/200/275 (+50% AP) magic damage
  • Increase AP ratio of center knock up from 70% to 80%

Reasoning: a lot to go over here. But the most important thing is the reduction in the ultimates size, it’s onlu 66% of its original size, so enemies have an easier time avoiding the area. On top of that, the outer ring no longer does as much damage or lays on hard CC, making it less of a teamfighting winner and more of a teamfighting tool. But in exchange the ultimate does more damage in the center and still retains its knock up. The point was to make the ultimate more about protecting a lone teammate rather than make a huge splash in the middle of a fight.


Now this is a discussion, I’d love to hear more ideas on how to help out Galio, because this guy does need some serious work to make him balanced, so please share your ideas in the comments. And have a good day.

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