Garen Rework Concept
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Big, heavy armour brute with a greatsword to spin to win. This is what I see Garen as.
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I want Garen to still be a good introductory champion, but try to teach the player some basic mechanics while also offering skill expression so that he is not trash tier for high elo / competitive play and still be balanced everywhere else. Skill expression is not requiring a bunch of skill to play as, it is where every player can express themselves and choose how they want to play Garen, making one Garen player different to another - especially making a defined difference between bad Garens and good Garens (which currently does not exist).
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Lastly, he spins to win!
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Also, as far as I am aware, people do not like the villain mechanic very much. So under this understanding my concept will not have it (there are better ways to make him not a worse version of a Darius clone and actually unique anyways).
Attack Range: 200 units Movement: 340 units per second Attack Speed: 0.515 +2.5% per level Attack Damage: Very High
Judgement (Passive):
Range: 325 units
Whenever Garen casts an ability, he will spin around with his sword 1 (+1 per 40% bonus attack speed) times for the next 1 second, dealing (+75%AD) plus 4%(+1% per 100AP) of target's max health as physical damage to struck enemies, this can critically strike for 50% increased damage. Garen cannot attack while spinning.
Minions are dealt 40% - 100% [based on level] damage.
Courageous Strike (Q):
Cooldown: 14/13/12/11/10 seconds; Range: 600 units
Garen boasts his bravery and brawn, shutting up nearby enemies, silencing them between 0.75 to 1.5/1.75/2/2.25/2.5 seconds based on how close he is to his target.
Perseverance (W):
Cooldown: 8/6.5/5/3.5/2 seconds
Garen heals for 120(+20%AP) plus 10%(+4% per 100AP) of his missing health over 30/25/20/15/10 seconds. Applying another cast of Perseverance will heal Garen instantly for the remaining current regeneration, but reducing the value by 90/85/80/75/70%, and then applies a new regeneration.
Fearless Charge (E):
Cooldown: 10 seconds
Garen sucks in his fears and modify his movement speed, granting him 20/30/40/50/60%(+6% per 100AP) increased movement speed when moving towards enemy champions or 40/35/30/25/20%(-3% per 100AP) decreased movement speed when moving away from enemy champions, for the next 4 seconds.
For the next 4 seconds, Garen gains 20/25/30/35/40% damage reduction, but the first 1 second grants 40/50/60/70/80% damage reduction.
(Cast Fearless Charge again to end the effect early.)
Demacian Justice (R):
Cooldown: 130/110/90 seconds; Range: 400 units
Garen calls down the might of Demacia to the target enemy champion, suppressing it for up to 1.7/2.1/2.5 seconds based on the target's current health and dealing up to 500/700/900(+200%AP) magic damage based on the target's missing health.
If the target dies to or within 10 seconds, then Demacian Justice can be cast 4 more times while on cooldown, doing nothing more than to activate Judgement. Activating Judgement by this means converts its damage to 80/60/40% physical and 20/40/60% true.
Demacian Justice idea here is allowing the player to decide how they want to use their ultimate rather than be a one-dimensional execute. So now you can decide to use it as a damage-less suppression for engage purposes (great for a tank) or as the high-damage execute that it currently is, or use it when the target is around 50% health for something in the middle of a low duration suppression and average-to-low ultimate level single target nuke on a long cooldown.
Also, the teaching mechanic here is duration management and not using abilities just because it is available, spacing out your ability usage rather than smashing your face against the keyboard to push all of the buttons at once.