Garen, Demacia's Justice [Update Concept]

Stacona·7/7/2018, 12:25:18 AM·3 votes·1,488 views

Garen's majour issue is his lack of skill expression, and skill expression is NOT adding a bunch of "skill" to a champion, but rather allows one player to do something and play differently to another Garen. Right now, Garen runs in, silences his target, spins, and then executes with his ultimate and has no possible way to play him differently than this one-dimensional gameplay which means he will never get played against highly skilled players since he is too predictable and if he does not get played then he just stomps low elo that much more.

Garen SHOULD be easy to play as, but that does not mean he should have his skill ceiling on the same level as his skill floor, there should be reward for mastering Garen and really fine tuning your gameplay on him and learning multiple ways to play him based on the situation. Even though his first game playing him may be simple, he should get more to reward players that want to "main" Garen by adding in more skill expression.


Attack Range: 225 units Movement: 340 units per second Attack Speed: 0.525 +4% per level Attack Damage: Very High


Demacian Justice (Passive):

Villain Marking Range: 1000 units; Super Villain Range: Global

Enemies that damage allied champions and structures or kill allied minions near Garen are marked as Villains for 2 seconds. Enemy champions that kill allied champions are marked as the Super Villain for the next 300 seconds or until killed, only one Super Villain can be play at a time.

Courage: Villains deal 15%(+2% per 100AP) less damage to Garen, the Super Villain deals 30%(+4% per 100AP) less damage.

Decisive Strike (Q):

Cooldown: 14/12.5/11/9.5/8 seconds; Range: 500 units

Garen slams his greatsword in the target direction, dealing 10/30/50/70/90(+100/105/110/115/120%AD) physical damage to struck enemies and silencing them for 1.5 seconds. Villains are also slowed by 25/30/35/40/45%; the Super Villain is slowed by 50/60/70/80/90%.

If Decisive Strike is cast during Judgement, then it ends Judgement and Decisive Strike deals 50% increased damage, the Super Villain is dealt a bonus 10/11/12/13/14%(+8% per 100AP) of its missing health as magic damage (50% bonus damage against Villains).

Perseverance (W):

Cooldown: 20/19/18/17/16 seconds

Garen shields himself for 14/18/22/26/30%(+8% per 100AP) health for 6 seconds, increased by 50% when Garen is below 40% health. If Garen has been out of combat for 5 seconds, then he heals himself for the same value instead over 6 seconds.

Judgement (E):

Cooldown: None; Range: 350 units

Passive: Garen gains a Stamina Bar, up to 100 Stamina. Spinning during Judgement gradually reduces 25 Stamina every second, reaching 0 Stamina will cause Garen's movement speed to be capped to 100 units per second and unable to use Judgement until his Stamina recovers back to 100.

While not spinning during Judgement, Garen restores 15/20/25/30/35 Stamina every 0.5 second.

Toggle: Garen spins around counter-clockwise with his greatsword extended out, one full rotation every second, damaging enemies struck by the sword for 60/65/70/75/80(+60/70/80/90/100%AD) dealing 80% physical and 20% true damage; 50% physical and 50% true damage against Villains; 20% physical and 80% true damage against the Super Villain. Garen cannot basic attack while spinning around with his greatsword.

If Garen is currently moving in the direction his greatsword is moving in, then he moves 45%(+10% per 100AP) faster, while his greatsword is moving in the opposite direction, then he moves 30% slower.

Royal Guard (R):

Cooldown: 160/140/120 seconds; Range: 800 units

Garen strengthens his armor, doubling Courage's damage reduction and redirecting all damage nearby allies take to himself instead for the next 5 seconds.

Garen gains crowd control immunity during this time, but his movement speed is capped to 300 units per second. If Garen has more than 200 ability power, then his movement speed has a cap to 300(+90%AP) units per second instead.


AP Garen here was going in on a super fast moving, but low damage, dude with heavy armour. It is a completely different play style rather than a slow moving and hard hitting juggernaut, but you go all out about killing the Super Villain, it is just for a fun off-build and not to be taken seriously (though adds an interesting strategy teams can potentially build around).


UPDATE NOTES:

Demacian Justice: Damage reduction lowered to 15+2% / 30+4% from 20+3% / 40+6%

Perseverence: Reworked. Shields instead of heals for % missing health. Passive removed, have the passive healing when out of combat, but as an active instead.

Royal Guard: Reworked and renamed. Was damage immunity and no damage redirection.


7 Comments

Chembaron Yamada7/8/2018, 8:02:20 AM1 votes

I see alot of broken stuff in this kit... So, his passive basically gives him permanent 25% damage reduction straight from level 1. How will anybody be able to duel that champion in lane ever?

Additionally, he can heal up to 80% of his missing health in a drawn out battle...

His E is basically dealing 50% of its damage in true damage and since it is a toggle, it seems you can let this stay activated for eternity. A such powerful toggle skill on a champion without mana costs is insane.

I agree that Garen could use a higher skill ceiling, but you have to rework this kit. It is just broken.

BeatzBoyFTW7/8/2018, 8:10:05 AM1 votes

Passive is too broken, W is either a non-noticeable ability or a mini-Mundo passive/ult, and your ult is too much of a change compared to the old one. Additionally, it looks unoriginal & senseless by giving nearby allies the Kindred ult effect, and additionally, giving Garen himself nothing but stat boosts.

Press Q Win7/8/2018, 8:49:22 PM1 votes

No. AP Garen is legit stupid.

J4K ShadyBacon7/13/2018, 5:35:05 AM1 votes
  1. Passive - I personally never really like the villain concept of his ultimate since he is a soldier and not a cop or hero, so I definitely do not like it as a passive and the fact that it is so easy to classify an enemy as a villain certainly does not help, especially with how much damage reduction it gives him. Also, Garen and Demacia as a whole hate magic so the idea of having Garen build AP, a stat usually connected to magic damage, really does not make sense. I picture Garen as an AD alternate to Galio and thus would like to see his passive have something to do with a shield that absorbs magic damage, but Galio literally has this as a passive on one of his abilities so it might be a bit too repetitive.
  2. Ability Q - Similar to his current Q expect now it deals damage to multiple targets in a line, which is probably a bit overpowered since you could silence multiple champions.
  3. Ability W - Moved old passive to W and made it better. I feel like this type of ability either needs to be a passive or just gotten rid of as a whole in place of something more interesting.
  4. Ability E - Feels a bit weird that an ability causes a champion to gain an energy bar when you could just give him one at the start and then just have his abilities cost energy. I see where you are trying to add a skill gap here with the directional spinning, but I am not sure on how well it will work without testing it cause I definitely could see it being very unresponsive. Also, I saw your explanation for the true damage, but feel that a cripple might make more sense with your reasoning.
  5. Ability R - This is not a bad idea even though some people have marked it off as too generic I still kind of like, but would have an idea of my own that I think would be pretty neat. What if instead for his ultimate all magic damaging abilities in a certain area were redirected to Garen and absorbed by his armor (he would still take damage) for a small amount of time and then at the end of this his AD was increased based off of a certain percentage of the magic damage taken for a short period of time or it could send out an AOE blast around Garen or do nothing outside of redirecting the damage to Garen. Just something I thought could be pretty neat.

In conclusion, Garen is just a really basic and generic champion type and thus it is really difficult to make him unique without further developing his character and even harder to make him skill diverse because he is just so static. Not that I think you under thought this rework by any means, but he is definitely a character that I believe would require a lot more thought and idea bouncing to meet the goals you set out to with this rework. This is by no means an insult, so please do not take it as one. I think Garen is just a hard champ to make unique since he is realistically just a slightly above average everyday Demacian soldier.