Brand New Garen Rework Idea

EbonyBladeJ88·12/20/2019, 12:05:56 AM·3 votes·2,270 views

https://vignette.wikia.nocookie.net/leagueoflegends/images/6/6d/Garen_OriginalSkin.jpg/revision/latest?cb=20181021041018

#####~~ League of Legends Garen Rework Concept ~~

This is an entirely experimental, fanmade VGU-level rework for Garen.

Passive: NEW Dauntless Resolve

Innate: Garen’s abilities are restricted only by cooldowns. In place of a secondary/resource bar, Garen has “Resolve”. Garen gains “Resolve” by dealing damage with his attacks and abilities, for a maximum of 100 stacks. At every 25 stacks of “Resolve”, a new effect is unlocked or empowered on his abilities.

At 100 stacks, Garen gains “Dauntless Resolve” for 5 seconds, granting him a 5th level of empowerment to his abilities, but it cancels out the others to balance out the increased strength. After “Dauntless Resolve” has ended, Garen loses the 5th level of empowerment, and his “Resolve” counts then start to diminish at 10 counts for every second, (the weaker empowerments are also disabled during this time) and he cannot start regaining “Resolve” counts until the bar is fully depleted.

Garen also starts to lose Resolve if he does not deal damage within 5 seconds of gaining “Resolve” counts.

Garen gains Resolve counts by mainly damaging Champions. He can gain it by damaging Minions or Monsters but at a greatly diminished rate.

Basic Attacks and “Decisive Strike” gain 5 counts of Resolve per hit on Champions, reduced to 2 on Minions and monsters.

Judgment Ticks grant 3 per tick on Champions, 1 per tick on Minions and monsters.

Taking damage also grants Garen "Resolve" stacks, at the rate of 1 per every instance of damage. (DoTs only grant 1 stack regardless of how long the DoT itself lasts)

"I will fight as long as I stand!"


Q: Decisive Strike

Garen cleanses himself of all slows upon activation and gains bonus movement speed for a few seconds.

Additionally, Garen's next basic attack within 4.5 seconds lunges him towards the target, dealing bonus damage and silencing the target for 1.5 seconds. Decisive Strike resets Garen's basic attack timer.

Bonus MS Period: 1/1.5/2/2.5/3 Seconds

NEW Resolve: Garen’s Resolve causes him to refuse to be impeded, reducing the effectiveness of all slows applied to him by 10% for every 25 counts of Resolve.

Dauntless Resolve: Garen now becomes IMMUNE to all slows while the bonus movement speed is active.

"I will lead the charge."


W: Courage

Upon activation, Garen steels himself, reducing incoming damage by 30% for a few seconds and gaining 60% Tenacity for the first 0.75 seconds.

Garen permanently gains 0.25 Armor and Magic Resistance, for a maximum of 30 by killing units (Champions, Minions, Monsters, etc.)

NEW Resolve: Garen’s readiness allows him to shrug off the incoming damage, causing him to store the damage he otherwise would have taken via the reduction as Grey Health, and at the end of the ability, he then consumes the Grey Health, healing him for the same amount. He stores 10% of the reduced damage as Grey Health for every 25 counts of Resolve.

Dauntless Resolve: The Damage reduction is now increased to 60% during the 0.75 seconds of Tenacity and Garen stores 50% of the damage as Grey Health.

"Our courage must never waver."


E: Judgment

ACTIVE: Garen rapidly spins his sword around his body 8 - ∞ (based on bonus attack speed, gaining 1 spin for every 30% AS from levels and items) times over 3 seconds, dealing physical damage with each spin to nearby enemies. Judgment can critically strike for 50% bonus physical damage.

Enemy champions hit 5 times have their armor reduced by 25% for 6 seconds. Hits after the 5th refresh the duration of the debuff.

NEW Resolve: Garen’s whirlwind of steel increases in deadliness the closer his targets are. The nearest enemy is dealt 25% bonus damage per spin, and this is increased by 5% for every 25 counts of Resolve.

Dauntless Resolve: Garen’s whirlwind of steel is now at its deadliest; the bonus damage to the nearest target now becomes 50% and the armor debuff is increased to 40%.

"Justice, by law, or by sword."


R: Demacian Justice

ACTIVE: Garen gains true sight of the target champion for 1 second, dealing them MAGIC damage after a 0.5 second delay.

NEW Resolve: Garen’s determination to end the Villain increases the power of his attack, increasing the Missing health bonus effect by 5% for every 25 counts of Resolve.

Dauntless Resolve: Garen’s determination is at it’s peak, converting the damage dealt by the attack to TRUE damage and carrying over the maximum level of the Missing HP bonus.

"For the cause!"


#~~ Explanations ~~

So, what do you all think? Remember, this is entirely fanmade and experimental.

Here’s a few Q&A style things to hopefully provide some answers.

1: WHY I am making this heavy of proposed changes for Garen?

This is a proposed change to allow Garen to fit more with fellow Juggernauts such as Darius and Mordekaiser, who have what players such as myself, Critmaster Garen and a few others call a “Juggernaut Mechanic/Steroid”. You can see my discussion and feelings on THAT here:

https://boards.na.leagueoflegends.com/en/c/gameplay-balance/d1OTzFIx-what-is-a-juggernaut-mechanicsteroid-explained

2: WHY am I entirely getting rid of Perseverance in this proposed rework?

Well, the main reason is because I PERSONALLY FEEL (REMEMBER, this is just my OPINION) that increased Regen, even IF it’s quite rightly associated with Garen since he’s had it for so long, is a very FLAT and UNINSPIRED method of sustain. That’s one of my few problems with Sett, the upcoming Ionia Juggernaut, but he’s not the focus here.

So, WHY am I gating Garen’s heal behind his new “Resolve” idea? The reason I’m doing that is to allow a form of Skill Expression, like how we would always want to time our W’s to maximize the effectiveness of the old 60% Damage Reduction and Tenacity. The more “Resolve” he has, the more damage Garen can “absorb” and then heal from. This also allows Garen to have a true in-combat heal like Darius or some of his other fellows like Illaoi, though I didn’t want it to function the same way as theirs, so I came up with this.

3: WHY did I even come up with this ‘Resolve’ Idea?

This kind of factors in partially to the “Getting rid of Perseverance” thing. The idea of removing Perseverance came from how “Juggernaut Steroids” such as Darius’ Noxian Might or Mordekaiser’s Darkness Rise are on their PASSIVES. So, I decided, by getting rid of Perseverance, that opens a WHOLE NEW part of Garen’s Kit for me to play with!

I also SLAVED over Garen’s lore, design and overall niche and tried to come up with something that hopefully fit those intentions, including the pre-VU version from 2013 and back, the Juggernaut Update version, and our new mini-reworked version from 9.20 onward.

The main idea for the “Resolve” was inspired by this line from his Lore:

“Only by following their founding ideals, and by displaying their unshakeable pride, could the kingdom be kept safe.”

Some other influences were how he is the head of the “Dauntless Vanguard” and I wanted to try and bring that into his kit somehow. (And so, the “Dauntless”, which by the way is defined as: “showing fearlessness and determination” was put in as part of the name.)

4: WHAT does this accomplish?

Well, for one thing, it gets a project I’ve been doing for the last couple of weeks (Ever since the 9.20 Mini-Rework went live, actually; as well as posting on the r/Settmains subreddit since I’m psyched about him, hehe) out the door at long last.

It also fulfills, in MY PERSONAL OPINION, a way of making Garen into a TRUE JUGGERNAUT with a Juggernaut Steroid that hopefully has counterplay for opponents while also giving Garen himself Agency over it, while trying to implement, to the best of my ability, all his previous incarnations, along with something entirely new.

Thanks for reading.

https://i.giphy.com/media/rv3vUN7M4uXv2/giphy.gif

8 Comments

ChaChaCHAT12/20/2019, 1:06:35 AM1 votes

First congrats on the good work. However, i think it's overall too similar too sett or even tam kench for the shield. Also Garen needs to be kept as an easy champion and i think your rework is too complicated.

I'm all for skill expression (Maybee make the ult a skillshot?)

Also some things look really overtuned.

  1. Garen Q already has a silence and a movement speed bonus and deals shit loads of damage to squishy's, I would not give him a lunge or a gap close since he can go fast. Q already have enough power budget.

Also making him immune to slow ? no thanks! even master yi got that on an ultimate ability.

  1. I wouldn't put more damage on Garen E. Armor pen buff is a really bad idea because it would be too overpower combined with item 3071

Damage amplification would be ok but not based on distance since the radius is actually not that big. I would give straight damage amplification based on some % of Total AD. 50% seems very overtuned and so is 25%

  1. His ult is fine like he is right now i wouldnt add more damage since it's an executionner,

Otherwise good work on that concept. and keep going :)

Legaią12/20/2019, 4:18:39 AM1 votes

https://imgur.com/6r4HoGO.png

Best rework we could ask for.

ImTheJuggernauty12/20/2019, 4:31:11 PM1 votes

I don't know about the numbers or whether they would be balanced, but the general ideas seem kind of cool.

One thing that I've been thinking about recently is how bland garen's ult is and how similar it is to darius's. Now sure, garen was released earlier than darius, but everyone is in agreeance that darius is the king of dunk, and that his feels 10X better to use in game when used properly. Now sure, there are real differences. Garen's doesn't reset and has a different set of preconditions to being used effectively, etc, but they are still similar in appearance and feel, with Darius's just being thematically 10X better. PLUS, garen's Q and R are sorta similar too :/

So, this is just my OPINION, so feel free to disagree and downvote, but I think it would be way cooler to give garen a diana-esque style rework on his R and E, and then another change to his passive.

First change: Remove garen's current ult, and turn him into a spinning tornado! Instead of shredding armor after 4 or 6 spins or whatever, it would shred 5% armor per spin, up to 40% total. His damage and radius would increase over the current E. It would apply on-hit effects like iceborn or frozen mallet (this way he could build in a slow if he wanted, but I don't want to give him one in big part because I don't want garen's ult to become to similar to Wu's - therefore, Garen's would be CC free). The base damage increase over the current version would be like 20-25% PLUS it would gain .75-1.25-1.75% MAX hp PHYSICAL damage per spin (based on R rank).

In addition, there would be two more practical effects.

  1. Garen's W would refresh upon using R (so he could have it during ult). A garen could then try to plan around this by using W during and engage or whatever, then, activating ult and using W again to have effectively twice the duration.

  2. Garen will gain 10% MS at the start, plus 5/6/7% per second (based on R rank). If Garen activates R and Q is ready to use, he can start off with 20% speed boost (or gain 10% at any point during the duration) plus remove the slows, however, the cooldown on Q would double and he would not be able to use the Q strike during the ult, so that it might not be available when garen's ult is finished.

The Effect would last up to 3-5-7 seconds (based on R rank) plus 2 seconds per champ kill and he would be able to cancel at any time by pressing R again.

He would also gain a cooler animation, like dust and wind picking up and swirling around him in a vortex around him.

Second Change: Give him some sort of new E lol. I was thinking some sort of simple skill shot. Perhaps something like "Low Sweep". With this ability, it would deal weak damage against anyone running from him, but would deal decent damage in a 300 range arc in front of him if they are facing him. It would also ignore (but not destroy) shields and bonus armor and damage reduction abilities (like WW's are garen's), but does not shred resists are deal true damage. The ability would gain 25% damage for each opponent struck at the same time up to a max of 75% bonus damage.

After landing this ability on an enemy champ, his next three attacks (of any kind) against any target will heal him for 20-25-35-40-45% (based on rank) of pre-mitigated damage (reduced by 25% against minions). Cooldown is reduced by 1 second for each enemy hit. The ability would be weaker for single duels and for chasing, but a lot stronger when facing multiple melee enemies.

Cooldown would be something like 13-12-11-10-9. 5.4 second CD with 40% CDR, making it a 2.6 CD if he lands on three enemies.

Base damage against a single target facing him would be something moderate like 55-85--115-145-175 (plus 1.0 tAD), reduced by 50% against fleeing opponents. If he had 200 AD at max rank, this ability would deal 656.25 damage to each opponent if landed against 3 or more at once (for those facing him, reduced by 50% for those fleeing). This ability would have a .5 second cast delay but is not interruptible (like darius Q sorta).

Third Change: Passive Way of the Warrior: Garen gains 1% slow resistance for every 3% missing hp, and the effects of repeated slows from the same champ within 3 seconds are reduced by 15% each time. Think, rylais from champs like brand, zyra, cass. Iceborn from champs like ez. frozen mallet from teemo and repeated slows from champs like ashe.

Also, all fears are reduced by 5% per champion or epic monster kill up to 90% reduced. After all, why would a hardened and fearless warrior be running like a coward from fears by champs like shaco, fidd, WW, or urgot?

So, with these changes in mind, what is the purpose? Well, I want to give Garen a little complexity and more overall interesting gameplay and some things that perhaps more fit his identity. Like as the OP says, his current passive is bland, and if we're all being honest, does not fit his warrior and juggernaut-like identity AT ALL.

This would help make him more distinct as the juggernaut that has more defensive and anti-CC based who is able to build more damage, which is the opposite of someone like darius who is more offensive and CC-based who is able to build defensively and still have damage.

All in all, this is just an idea, I'm sure my numbers are WAY off, and that the ideas are likely overloaded, but, better to make it interesting and let others pare it down to size. Of course, people often say "but garen is meant to be a simple champ". To that I say Bah Humbug. league is sadly going in a certain direction of increasing complexity and champs like Garen are too binary when simple. This means that mains and people who genuinely like the character or the general playstyle will not get to enjoy this champ in higher levels of play.

I mean, there are already tons of more simple champs that are more viable due to their style of play and kit. Lux, yi (sucks in high tier, but an ez pickup for beginners), malphite, taric, morde (super simple and accessible), annie, teemo, etc. But champs like garen don't work well unless way overtuned, and I think dedicated garen mains have earned the right for him to be more rewarding to play. Aka, there are plenty of beginner champs in better places, garen doesn't need to remain there forever. He's SO binary and linear that if his stats are good, he just sucks past silver or gold, and if his stats are good, he's way too strong for solo, but still no where near viable in pro.

Anyways, even if these ideas completely suck, maybe they will encourage others to get creative with Garen while keeping his core gameplay identity.