[Champion Rework Concept] Galio, the Eternal Sentinel
Galio is in a weird spot. He's undeniably a good niche pick, in certain situations (He was even in the LCS recently, and won!). But those situations are few and far between - You will almost never fight a full AP comp, while full AD comps are actually common. Moreover, his kit is rather contrary to itself. His Q promotes poking, but the rest of his kit, including his basic attack range, promotes being close to enemies, with E helping you do so. Meanwhile, his passive promotes using W on yourself, but you can use it on allies as well. This is almost never useful, as Galio is a solo laner, and by late game, he uses it on himself during his ultimate.
So, I'm proposing a reworked kit here.
Thematically, Galio is very unique and cool. He's a magical construct resembling a gargoyle, that's made to protect and defend. Riot has made him a foil to Sion. Whereas Sion is an "undying destroyer", an unstoppable juggernaut of a tank that charges into enemy lines, Galio is the "eternal guardian", an immovable sentinel that keeps vigil over and defends his allies. This is emphasized by Sion's taunts towards Galio.
The problem is, Galio's kit doesn't really make me think "eternal guardian", besides his ultimate, which is actually a perfect opposite to Sion's. Galio plays like a Mage, and not like a Tank. This rework attempts to keep the magical feel (As opposed to Sion's warrior feel), while fitting them within a tank's playstyle.
Gargoyles are creatures that perch on top of buildings and defend them from evil. This is where we draw the core fantasy - Someone who defends. So, we come to the new passive.
Passive: Eternal Paragon
By right clicking at the top of an allied tower, Galio will fly upwards and perch on top of it. While atop a turret, he is untargetable and the turret gains 30% of his Armor, and his **Resolute Smite **and Idol of Durand are empowered. He can designate a target for the tower to attack by right clicking on them. Galio does not gain gold from minions the turret kills.
If the tower is destroyed while Galio is atop it, he will be knocked back to his next tier turret and be stunned for 2 seconds. If an **Ohmwrecker **is used on a turret Galio is on top of, he will be stunned for 3 seconds, and the tower will lose his Armor benefit.
Here, Galio becomes like a gargoyle, perching on top of a tower to defend it from enemies. To ensure this is where he should be, and not down peeling for his allies, he gains empowered effects on two of his abilities. The tower gains a portion of the Armor he's built, to prevent Galio from feeling less efficient against AD teams, and, to ensure he's not on the tower _all _ day, he doesn't gain gold from minions that the tower kills (But enemies killed by it will still net kills/assists if Galio is perched). Moreover, an Ohmwrecker becomes a niche counter to a Galio who won't come down.
Also, yes, I'd like to think he can perch on Azir's towers.
Q: Resolute Smite - 940 Range - 60/65/70/75/80 Mana - 7 Second Cooldown
Galio releases a magical blast from his eyes at a target location, dealing 80/120/160/200/240(40% AP) magic damage to all targets struck.
Targets struck are marked as Unjustified, slowing them by 24/28/32/36/40% and reducing the damage they deal to structures by 10% for 1/1.5/2/2.5/3 seconds.
While atop a tower, the range on this ability is increased by 50%.
Compared to his current Q, this one deals less damage. However, it is granted additonal utility. The slow scales up to last longer, and gains new utility by reducing the damage dealt to towers by struck enemies. To bolster his territory defending ability, the empowered **Resolute Smite **has significantly increased range. This can lead to awesome moments where you snipe a long range kill, but it remains very difficult, since it is still a ground targeted ability, and not a lined skillshot. Moreover, you can use it to check the fog of war nearby a tower, since this ability grants brief vision.
W: **Runic Bulwark **- 65/70/75/80/85 Mana - 13/12.5/12/11.5/11 Second Cooldown
Passive: Galio gains 20/25/30/35/40% of his Magic Resistance as bonus Ability Power.
Active: Galio empowers the runes on his body, gaining two shields on his arms. His Armor and Magic Resistance are increased by 30/45/60/75/90. The Armor granted by this ability is not also granted to towers that Galio is perched upon. In addition, when Galio takes damage while** Runic Bulwark** is active, he will heal himself for 25/40/55/70/85(10% AP). This heal is 20% weaker for every hit taken.** Runic Bulwark** lasts 4/5/6/7/8 seconds.
This ability bolsters Galio's defensive and offensive output. One, we remove the ability to cast it on allies. Galio doesn't defend allies by shielding them, he is the shield. By late game, the duration of the shield is similar to the cooldown, like Kayle's Righteous Fury.
The passive grants him a portion of his current passive, rewarding him for building Magic Resistance. This is another Sion foil - Galio gets more dangerous as he builds defenses, while Sion gets more durable as he continuously attacks (Kills add health). Galio's shield grants him bonus resistances, while Sion's shield grants him bonus health. Also, thematically, the idea of someone wielding two shields is really cool.
E:** Ohm Rune** - 500 Radius - 70/75/80/85/90 Mana - 22/21/20/19/18 Second Cooldown
Galio smashes his fist to the ground, dealing 60/105/150/195/240(40% AP) magic damage to enemies, and inscribing an Ohm Rune on the ground. Allies inside the Ohm Rune are marked as Justified, and are considered structures when interacting with _Unjustified _ enemies. Enemies within the Ohm Rune with _Unjustified _ have the duration of _Unjustified _ refreshed. The Ohm Rune persists for 5/6/7/8/9 seconds.
While inside the Ohm Rune, Galio’s spells gain the benefits that they otherwise only gain while perched atop a tower.
This is a fun one. A brand new ability to replace Righteous Gust. See, the Gust doesn't promote defending, it promotes running into enemies. That's what Sion does, not Galio. It basically is meant to give Galio a tower away from a tower. Within the Rune, his abilities that can be empowered become empowered. It acts as a safe zone for allies, who take 10% reduced damage from enemies that Galio struck with Resolute Smite. It's also unsafe for enemies, who have Resolute Smite's debuff refreshed as long as they stay within it. This is Galio's "I'm defending this area, and you will not pass me" ability.
Also, yes, the 'Ohm' part does come from 'Ohmwrecker'.
R: Idol of Durand - 600 Radius - 100 Mana - 135/120/105 Second cooldown
Galio plants himself into the ground, turning to impenetrable stone and taunting all enemies around him for 2 seconds. All damage taken during the 2 seconds is reduced by 50%. When the taunt ends, Galio releases the stored energy, dealing 220/330/440 (60% AP) magic damage to all enemies around him. This taunt is unaffected by Tenacity. The damage is increased by 5% for every basic attack that strikes him during the taunt, up to a maximum of 40%. Galio can cast Runic Bulwark while channeling and use items and summoner spells. Galio can reactivate **Idol of Durand **to end the spell early.
If Galio is atop a turret, he can cast** Idol of Durand** at a nearby location to fly to that location and cast the ability there (500-range).
So, we come full circle. This is what Galio is known for, and not much about it is changed. Champions with on-hit stuns, like Braum and Udyr, remain Galio counters, and the damage is nerfed compared to live. It's actually his old values, before the recent buff. But anyway.
A tank needs engage power. This is a gameplay necessity - even Shen has his Shadow Dash. This is sort of weird for someone made to defend close-by allies, but by tying it to territory he's defending, it becomes much more useful. It excels best at counterengaging; cast it from atop a tower when an enemy dives. Cast it against an engaging team to stop them in their tracks. And it can make clutch engages too. Cast Ohm Rune at your feet before flying into the Baron pit, for example. But it's engaging ability is made to be weak, to promote Galio as a defender. You can still use it to engage, of course, if you build around it. An allied Sivir or Tahm could bring you into the enemy team to cast it. A Righteous Glory or a Teleport+Homeguards combo could propel you into enemy forces. As a balance issue, though, Galio would not be able to Flash mid-dash when Idol of Durand is empowered. Sorry, Shen fans.
This ability is, was, and always will be, a perfect foil to Sion's ultimate. Sion charges forward, while Galio plants himself into the ground. It'd be kinda cool if they had a unique gameplay interaction if they ulted one another, no?
Anyway, there's the kit. Thanks for reading, even if you hate this, I appreciate your time. Anyone have any thoughts?
EDIT: Changed some. Mostly with nerfs. AP scaling on abilities reduced, and the cooldowns of Runic Bulwark and Ohm Rune are increased.
