Garen, Demacia's Justice [Update Concept]
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.