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1 Growth 18 1 Growth 18
Health 615 (+85) 2060 Attack damage 58 (+4.5) 134.5
Health regen. 8 (+0.5) 16.5 Attack speed 0.625 (+3%) 51.6%
No Resource   Armor 28 (+3) 79
    Magic resist. 32.1 (+1.25) 53.4
Attack range 175 Mov. speed 340

This is a tentative rework for Garen, the Might of Demacia. Like a lot of older fighters, Garen suffers from a fair bit of short-sighted gameplay: he's a good lane bully, but otherwise contributes very little to his team that is unique, and struggles to make an impact after the laning phase. His playstyle also doesn't really allow for a high level of mastery, and as such locks him out of higher elo levels where he gets constantly outplayed by other champions. His rework during the Juggernaut Update also did little to address this: he still doesn't have much room for mastery, doesn't really have outplay potential for or against his enemies, and despite the addition of his Villain mechanic, he still doesn't really make a unique and valuable contribution, since the effect is unreliable at best. In fact, more so than any other Juggernaut, Garen has particular trouble contributing anything at all, as his extremely short effective range means there is literally nothing he can do against an opponent out of his reach.

Despite this, there are many aspects to Garen that are fun and could give him an awesome niche, were he allowed to function properly. His silence makes him great at dealing with casters, if he ever gets to them, and his ult is the game's most iconic execution ability. The idea behind these changes is to extend Garen's reach in certain specific repects: while he is ultimately meant to be as short-ranged as any other Juggernaut, Garen should have a means to contribute reliably to his team, and never turn completely into dead weight even against a very kite-heavy comp.

Abilities

Judgment
RANGE: 300
COOLDOWN: 10
Judgment

Garen's next basic attack initiates Judgment for 5 seconds, causing him to Disarm icon no longer use basic attacks but instead spin his sword at a rate of 「 1 spin per 1 − 0.5 (based on level) seconds 」「 1 − 2 (based on level) spins per second 」, dealing 100% AD physical damage to all nearby enemies with each spin.

Judgment ends once Garen's Fury depletes completely, going on cooldown. Each of Garen's basic attacks reduces Judgment's cooldown by 1 second.

Info
Notes
  • No additional details.

Perseverance
COOLDOWN: 10
Courage

Active: Garen breaks free from all crowd control and gains bonus movement speed for 1.5 seconds, during which he is also immune to crowd control.

  • Bonus Movement Speed: 100 / 125 / 150 / 175 / 200

Info
Notes
  • No additional details.

Courage
STATIC COOLDOWN: 5
Perseverance

Passive: Garen stores a portion of the damage he takes as Grey Health.

  • Damage into Grey Health: 30 / 35 / 40 / 45 / 50%

Landing four spins of Judgment Judgment against enemy champions instantly heals Garen for all of his Grey Health, consuming it in the process.

Info
Notes
  • No additional details.

Verdict
RANGE: 1200
COOLDOWN: 10
Decisive Strike

Active: Garen casts an image of his sword along the target direction which detonates after 1 second, Silence icon silencing all enemies hit.

  • Silence Duration: 1 / 1.25 / 1.5 / 1.75 / 2

Info
Notes
  • No additional details.

Demacian Justice
RANGE: 1200
COOLDOWN: 150 / 125 / 100
Demacian Justice

Active: Garen calls down the might of Demacia upon the target enemy, dealing physical damage increased by 4% per 1% of target's missing health.

「 Physical Damage: 50 / 75 / 100 (+ 100% AD) 」「 Maximum Physical Damage: 250 / 375 / 500 (+ 500% AD) 」

An indicator appears on visible enemy champions that Demacian Justice can execute.

Info
Notes
  • No additional details.

What are your thoughts? What do you think of Garen: how good a spot do you think he is in-game, and what do you think his unique contributions are (or should be)? Do the above changes appeal to the role you think Garen fits into?

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