Ideas to Balance Galio

The Demon Child·7/25/2019, 9:38:06 PM·1 votes·1,128 views

I've got an Idea, how Galio could become more Viable also for Solo Queue with not too much impact in Pro plays.

**First Idea: The Antimage **

Armor: Reduce from 24 - 83.5 to 20 - 75

Magic resistance: increase from 32 - 53.3 to 36 - 60

Pasive - _Let's be honest. as Full AP Galio, you don't want to get to near in the enemies, except you got Aftershock.

Let's make this more attractive for a Tanky Galio._

lower AP Ratio from 50% to 20% - increase MR Scaling from 60% to 90%

Q- The most escalating ability on his kit. some adjustments could maybe these Changes could do it.

Lower the AP Ratio from 75% to 50% - New: MR Scaling 40%

**W **- What makes a good Anti Mage? more Magic Damage Reduction! but let's make it weaker early game, but better scaling Late Game

Readded: You're able to Flash while casting this spell.

Magic Shield from 8/11/14/17/20% to 5/10/15/20/25% + (+5% MR)%

Sidenotes: It's not really a realistic value, having more than 200 MR in a single Game. Ok, you'll get more than 200 Maximum MR by buying 3 MR Items, but I can't tell, if it's really worthy, especially if you got no Armor against an AD.

Active Magic Damage Reduction: From 20/25/30/35/40% (+5%AP)(+8%MR) to 25/30/35/40/45%(+20%MR)

Sidenote: AP Scaling removed. Better MR Scaling. By Buying MR you'll get more resistant against mages.

Active Physical Damage Reduction: From 10/12.5/15/17.5/20% (+2.5%AP) (+4%MR) to 5/10/15/20/25%(+8%Armor)

Sidenote: AP and MR Scaling removed. Added Armor scaling, better percentage reduction if maxed. Galio can't use other spells

Damage: Removed

E - A Dash with high value of Damage but risky to damage with when playing full AP

Changing Damage from 80/120/160/200/240(+90%AP) to 50/90/130/170/210(+90%AP)(+50%MR)

Removed: Reduced Damage against Minions

Sidenote: Waveclear increased. Giving him some MR Scaling to this spell.

R - New Galio Ult is a protector spell. Why not buffing him this way? But the Cooldwon seems to be to damn high.

Lower Cooldown from 200/180/160 to 160/130/100 or 160/140/120

Lower Base Damage from 150/250/350(+70%AP) to 100/175/250(+50%AP)

New: The Target from your Ult gains 30/60/90 bonus Resistance and heals himself of 25/55/85(+30%AP) each time the target gets damage (each tick gets 20% weaker than the tick before)

Sidenote: This change would give him back a little of his old Spirit. Many Game Changing ults have to less Cooldown nowadays, like the Maplhite or Twitch ult for example. By weakening its strength, this cooldown should be fine.

Second Idea: the Revert like we got it with Zac

Galio also had some strong abilities, before he became the Galio, we know today. Let's take some of these back.

Q: Change damage from 80/115/150/185/220(+75%AP) to 40/80/120/160/200(+90%AP)

Damage per tick from 2(+0.66%AP)% of targets maximum health to 0/1/2/3/4(+1%AP) of targets maximum health

New: 50% Bonus Damage against minions.

W (Reverted): Active: Galio grants the target allied champion or himself bonus armor and bonus magic resistance for 4 seconds, healing himself for the duration every time the target takes damage (each subsequent healing tick is 20% weaker than the last one)

Passive: Galio gains (+10/20/30/40/50%MR) Ability Power

Manacost: 60; Cooldown: 13

E: Changing Damage from 80/120/160/200/240(+90%AP) to 30/60/90/120/150(+50%AP)

Sidenote: Huge Damage nerf. But you can combine it with your old new Ultimate. With the damage loss, you can also take away the Damage Reduction against minions.

R (Reverted) - Galio turns into a statue an channels for 2 seconds, gaining 50% damage reduction and taunting nearby enemies (duration can't be reduced) until interrupted or the channel ends.

Galio bursts out of his statue form when the channel ends or is interrupted, dealing Magic damage to nearby enemies (increased by 10% for each basic attack received from taunted enemies maximum 80%)

Minimum Magic damage: 200/300/400(+60%AP)

Bonus Magic Damage per Hit: 20/30/40(+6%AP)

Cooldown: 150/135/120

Sidenote: W and R were the exact abilites, that Galio had before. if we took the whole set, Galio would still be pretty weak. there are better Synergies with his new E and there also is a better Q. I don't say, that it's perfect, but I guess, that's kinda a start.

Third Idea: Tank Destructor & Poke

Main Idea: huge Damage output against targets with a lot of amount of Maximum health, and Poke against Squishies, that won't completly one shot them.

Q - Change damage from 80/115/150/185/220(+75%AP) to 40/70/100/130/160(+90%AP)

If the target has more than 1000 Maximum Health than you: Damage per tick from 1/2/3/4/5(+1%AP)%

else: When hitting a Champion less than 1000 maximum health than you, the Cooldown gets reduced by 0.5 for each champion (Note: it still deals 2(+0,66%AP)% per tick)

New: Deals 50% bonus Damage to minions

Cooldown Changed from 14/13/12/11/10 to 16/14/12/10/8

Sidenote: the initial damage to burst has been reduced in exchange for a better sacling for him to deal not way to much damage from the start on, and the damage against tanks has been increased. There is also a rune, that is also able to do similar things (Cut Down) so I guess, it wouldn't be that kind of unrealistic to patch.

W - Damage changed from 10/20/30/40/50(+30%AP) to 0-20/10-30/20-40/30-50/40-60(+10-60%AP) based on enemies missing health

Magic Damage Reduction changed from 20/25/30/35/40% to 10/20/30/40/50%

Physical Damage Reduction reduced from 10/12.5/15/17.5/20% to 10/11/12/13/14%

Sidenote: The aim of this minirework is to poke your enemies down. That's why I'd give the W some execute damage, in change for some other damage losses. Let's keep the spirit of an anti mage alive, but let's reduce the physical damage reduction.

E - Damage reduced from 80/120/160/200/240(+90%AP) to 50/80/110/140/170(+60%AP)

Sidenote: The kit itself got enough Damage, it would be just fair to reduce the Damage of the E to get some kind of balance.

R - Damage reduced from 150/250/350(+70%AP) to 80/160/240(+50%AP)

Cooldown Reduced from 200/180/160 to 180/155/130

Returned: The Targets Ally gets 20/25/30(+8%BMR)% Damage Reduction

Sidenote: Let's be honest. An ultimate with 160 seconds cooldown at lv. 16 is just horrible. By stacking CDR you qould come to a Cooldown of 80 seconds maybe but with low maximum health you don't want to be that near in frontline anyways.

These were 3 of my ideas on how to change Galio. something definitely has to be changes about him, let's not ignore this fact. It seems like Riot is always trying to nerf Galio down, until nothing is left from him anymore. In fact I only saw them giving him adjustments and they took the buff sides away but always let the nerfs alive. What do you think about my ideas here? Write down your opinion on what you would change on these!

Yours sincerely

Asura #Neekofish (also posted this on Reddit)

4 Comments

MrFawknSunshine7/25/2019, 9:54:16 PM1 votes

basically 1st thing i noticed is that by reducing his has armor you are making a niche pick vs ap champs only and it would be easily countered by an AD champ early in game. and then you are doubling down on this by increasing his MR.