Talk:Galio/@comment-29937253-20160910232818/@comment-26203093-20160911181642

I always max CDR on him, but you still play passive on him - he's got high durability, but no reason to go in. He's pretty much like a tank zigs in playstyle, but half the spam and damage. It places him in an awkward position where he pokes in teamfights and basically tries to peel like he's morgana when people come past him for the squishies, but I don't find such a passive waiting game to be good for an ult  - which are usually supposed to fun, high impact, and something to leverage and make you want to fight. But there's too many reasons not to go in to use. first and most obvious is it's interruptable, second is that you have no proper way of getting in the middle to have the impact you need unless, three, you flash in which leaves with no escape, and still isn't a guarantee it won't get interrupted.

So you sit in the backline with it in case of assassins who can't interrupt it. But then you're essentially taking on the role of support in all but lane. Which people don't seem to be able to rebuild the team around. In all honesty, he's tuned pretty highly, like karma, but has no proper focus, like karma. So karma has ridiculous siege damage, ridiculous shield, and a rope that when used clutch results in ridiculous baits. And Galio has ridiculous defenses, ridiculous poke, and an ult that can completely deny dives. I personally think both need to be reworked to some degree, because the only thing really fun with karma is landing a ridiculously strong Q, or counter people when they go in - which begs the question of what karma's counter is: You lose if you get sieged, and you lose if you go in because of CC and burst defense.