Garen Rework

Pyropossum·3/9/2019, 6:48:56 AM·2 votes·1,237 views

Garen is a reliable champion. He's a steady tank, deals decent damage and can engage and disengage fairly well. I don't think Garen would need a complete rework, but tweeking his build could allow for more utility, ultimately keeping his place as an easy learning champion, while increasing his difficulty at higher levels of play to allow for more competitive gameplay.

Here's my proposed changes.

Health:616.28 (+84.25 per level)

625 (+80 per level)

Attack Damage: 66 (+4.5 per level)

60 (+5.3 per level)

Attack Speed: 0.625 (+2.9% per level)

0.625 (+2.5% per level)

Movement Speed: 340

350

Health Regen: 8 (+0.5 per level)

8 (+1.5 per level)

Armor: 36 (+3 per level)

30 (+3 per level)

Magic Resist: 32.1 (+1.25 per level)

30 (+1.5 per level)

[Perseverance] Garen regenerates 2 / 8% of his maximum health per 5 seconds after not receiving damage for 9 / 4 seconds (at levels 1/11). The regeneration increases to 4 / 16% maximum health per 5 seconds when Garen is below 25 / 50% health (at levels 1/11). Until level 11, the regenerative state will stop if Garen receives damage from any source other than lane minions. After that, Perseverance is also no longer removed by non-epic monsters.

Garen regenerates 4% of his maximum health per 5 seconds after not receiving damage for 5 seconds. The regeneration increases to 10% maximum health per 5 seconds when Garen is below 40% health. Until level 11, the regenerative state will stop if Garen receives damage from any source other than lane minions. After that, Perseverance is also no longer removed by non-epic monsters and towers.

[Decisive Strike] Garen removes all slows on him and gains 30% movement speed for 1.5 / 2 / 2.5 / 3 / 3.5 seconds. His next melee attack within 4.5 seconds will deal 30 / 60 / 90 / 120 / 150 (+0.4 per attack damage) physical damage and silence his target for 1.5 seconds. This attack can critically strike.

Garen removes all slows on him and gains 30% movement speed for 2.5 seconds. His next melee attack within 4.5 seconds will deal 25 / 50 / 80 / 115 / 150 (+0.35 per attack damage) physical damage and silence his target for 1.5 seconds. This attack can critically strike.

[Courage] Passive: Garen permanently gains 0.25 bonus armor and bonus magic resistance every time he kills an enemy unit, up to a maximum of 40 bonus resistances.

Active: Garen reduces incoming damage by 60% and has 60% Tenacity for the first 0.75 seconds. For the rest of the 2 / 3 / 4 / 5 / 6 second duration, Garen reduces incoming damage by 30%.

Passive: Garen permanently gains 1 bonus armor and bonus magic resistance every time he kills an enemy unit, up to a maximum of 30 bonus resistances.

Active: Garen reduces incoming damage by 60% and has 60% Tenacity for the first 0.75 seconds. For the rest of the 5 second duration, Garen reduces incoming damage by 12.5 / 17 / 22.5 / 29 / 36.5%.

[Judgement] Garen rapidly spins his sword around his body 5 / 6 / 7 / 8 / 9 / 10 times over 3 seconds (permanently increases every 3 levels), ignoring unit collision and dealing 14 / 18 / 22 / 26 / 30 (+0.36 / 0.37 / 0.38 / 0.39 / 0.4 per attack damage) physical damage per spin to nearby enemies. This damage is increased by 33% when striking a single target.

Enemy champions hit 4 times have their armor reduced by 25% for 6 seconds (hits after the 4th refresh the duration)

Garen can deactivate Judgement early by activating the ability again after 1 second, which reduces the cooldown by the remaining duration of the spin. Garen cannot use Decisive Strike or Demacian Justice while Judgement is in effect.

Garen rapidly spins his sword around his body 6 / 7 / 8 / 9 / 10 times over 3 seconds, ignoring unit collision and dealing 10 (+0.4 per attack damage) physical damage per spin to nearby enemies. This damage is increased by 33% when striking a single target.

Enemy champions hit have their armor reduced by 5% for 6 seconds (stacks 5 times, each hit refreshes the cooldown.

Garen can deactivate Judgement early by activating the ability again after 1 second, which reduces the cooldown by twice the remaining duration of the spin. Garen cannot use Decisive Strike while Judgement is in effect.

Each hit applies on-hit effects.

[Demacian Justice] Passive: Garen marks the enemy champion with the highest killing spree as the Villain, causing his basic attacks and each spin of Judgment against them to deal 1% of the target's maximum health as bonus true damage. The mark cannot be assigned to another champion while Garen is in combat with the Villain. If more than one enemy has the same bounty, the enemy who received it first is marked as the Villain.

Active: Garen brings down Demacian Justice on his opponent, dealing 175 / 350 / 525 magic damage plus 28 / 33 / 40% of the target's missing health. If his target is the Villain, Garen deals true damage instead of magic damage.

Passive: Garen deals true damage to enemy champions if they have kills or assists against his team. For every kill his target has, Garen delivers 2% of his total damage dealt as true damage. For every assist his target has, Garen deals 1% of his damage deal as true damage.

Active: Garen brings down Demacian Justice on his opponent, dealing 125 / 275 / 450 magic damage plus 20 / 28 / 35% of the target's missing health. Enemies within melee range of the target are blinded for 0.5 / 1 / 1.5 seconds.

1 Comments

Critmaster Garen3/9/2019, 4:28:04 PM2 votes

ok, most of this is just stat changes, though theyre nerfing his already bad early game, which im not really a fan of and increase his lategame scaling.

imo he just needs a better lategame without a worse early game right now, because he drops off really hard past 30 minutes, while his winrate is already low for games that last 15 minutes or less.

  • a health increase by 10 per level would be nice, considering his base hp is 200 lower than that of other juggernauts for some reason.
  • his ad/lvl could also be brought up to darius scaling and increase it by 0.3 per level to 6 more at lvl 18.

i dont know if putting more power in his q helps. garen is already very focused on the ability.

  • id rather increase the animation speed of his q with champion level

adding 1 extra spin early on is something ive seen others propose, i guess thats fine.

that w change looks kinda bad though. 1 stack per takedown means hed scale too fast and hard into ealry/mid and then just cap out.

  • id reduce the cap from minions to 30 and then give him 1 bonus armor/mr stack per takedown (kills + assists) against enemy champions, turrets and epic monsters that dont count towards the cap. so he would have technically infinite scaling without making it too crazy or just relying on farming sidelanes for 40 minutes

the change to villainy is interesting. it might work out better than the current version. it might make his damage feel weird and unpredictable though. hed deal different amounts of damage from target to target.

id even increase the range of the blindness effect on the ult and have it only trigger when the target gets successfully executed.