Garen Rework
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.