Talk:Garen/@comment-30437100-20170106090533/@comment-28977071-20170112004701

Umm, where to start.. I choose you, the straight-through approach:

Typing during the gank is usually the bad idea as it disturbs your focus.. kill it first, talk to it after.

Your suggested torpedo has one major flaw, the MS soft caps. MS as a stat has hard-coded diminishing returns. The more you have, the less you get, kicking in at distinct thresholds- e.g. any amount exceeding 490 MS is halved.

As for assassin, just no. Assasins are known for their ability to unleash high amounts of dmg within a very narrow time window, usually by comboing multiple of their abilities. Plus they usually own some sort of gap-closer or cloaking to both get in and out (excluding ). has neither, his and  are defense tools, his  provides DPS instead of burst. That leaves you with only 2 burst abilities, including one AA reset, and that just is not enough. Plus 's scaling only with enemies' missing greatly incentivizes to build him tanky (it'll do tons of damage anyway so why not, right). In conclusion, assassins are slippery burst guys with massive / scalings.. definitely not, even if he admittedly has a bit of slipperiness.

Fighter is how is he usually built. Even full-tank arguably works (even though sometimes looking quite pathetically/uselessly). Nothing against innovative approach, but assassin just sounds like a tad too much :p

One thing that might be confusing to you, is scaling of his. It honestly sounds like an anti-pattern to me, implying that one'd wish to build the guy in the exactly opposite way how is it usually done.

Regarding the late game, his cliché juggernaut build sounds most stable to me, but I really am no main (and will never be honestly), so someone else might provide you with better answers. However, the guy should be able to pull out the triple AA reset that even  gains AoE with as the core juggernaut item. That is usually the best approach for front-line fighters in late-game teamfights- soaking up the damage while providing high multitarget damage. You don't do a lot to any particular enemy, but your overall damage is very contributive for the team. After all, it's the job of team carries to be able to finish off the enemies and take the gold.

Yes, and  will be the two separate buffs, their percents sum up additively, and then multiply with flat MS.

The images are the templates/plug-ins of this wiki, one just needs to know the syntax, e.g. the simple ability template usually looks like: