Garen numbers, counterplays and all that other stuff.

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CerealBoxOfDoom

Senior Member

02-04-2013

Garen seems to be getting alot of **** recently. So I'm gonna have a look and analyze... and all that ****. I already have some counterstrategies but I'd like to flip the table and start over simply because I can do that unlike some of the whiney people around here.

Ill be updating this as I collect stuff. Feel free to post things about garen or youtube vids of garen doing something odd one might not normally be aware of or links to threads that tell of such things.

Just so you know, I don't believe he's OP and even if he was I have chesthair and have been able to overcome him anyways.

garens last patches were
V1.0.0.145: August 14, 2012 (7 days before the release of rengar)- Garen Rework
V1.0.0.143: July 19, 2012 (5 days before zyra was realeased)- QoL change to make the timer on his passive readable
V1.0.0.136: March 20, 2012 (lulu patch)- Demacian Justice bugfix that prevented leaving garens sight from canceling the cast

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Observations:
garen has bad armor but his W passive and active seems to more than make up for it... if he builds armor...
For those of you wanting to slap some math on it.
His actual armor is 1.2 times whatever he has built and his built armor is 5/6ths of what it appears to be, same for his MR. This matters because flat armor and MR shred do exist. 20 flat MR reduction from 30 MR hiemer leaves him with 10 MR. 20 from garen with 30 MR leaves him with 1.2*(30-(30*1/6)-20) = 6. Garen loses 24 MR. Garen loses an additional 16.67%
Here's a link supporting the math which claims that reduction has priority over penetration and flat mods have priority over % modifiers when it comes to reduction vs Garen's W passive.

Garen does seem to have some nice stats but compared to other champions given the same attributes he's actually rather lacking in many areas due to his defensive steroids I imagine. His defensive steroids are persistant and not easily or cheaply countered through builds but some champs, such as kayle or wukong, do have abilities that can take advantage of what does make his kit strong and use it to his disadvantage I imagine. However playing on his defense doesn't seem to be the easy road. He has no offensive steroids but his offensive stats are not exceptional. Whatever damage he is dealing is either coming from spells cast or items built which means anti-casters and counterbuilds should be very effective against garen and any champ that is particularily screwed by his kit or build may have no choice but to counterbuild him specifically.

He doesn't appear to be a strong initiation champ by any stretch of the imagination but he has a good kit for defending and chasing. This is supported by the fact that randuins omen is considered by many to be a staple item on him. If for some reason he didnt have to concern himself with being focused (tanky champ in a teamfight or skirmish) He would be great for eating tower aggro, chasing targets out of fights, and intercepting champions who wish to enter fights at oppourtune times and deal tons of damage and gtfo such as assassins, assassins, and perhaps even assassins especially considering assassins do assassin things which a large portion of garens kit says no to including disables.

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heres a link to some stuff I looked into regarding garens appearent teamrole vs itemization. Next I'll be looking into his rumored teamrole... tank garen????
http://na.leagueoflegends.com/board/....php?t=3089059

This is where I first asked about the subject to get anything I might miss
http://na.leagueoflegends.com/board/....php?t=3086989

Ill be adding more later


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CerealBoxOfDoom

Senior Member

02-04-2013

Base Attack Damage 52 (+3.5 / per level)
Base Health 455 (+96 / per level)
Mana 0 (+0 / per level)
Move Speed 345
Base Armor 19 (+2.7 / per level)
Base Magic Resist 30 (+1.25 / per level)
Health Regen 7.45 (+0.75 / per level)
Mana Regen 0 (+0 / per level)
Attack Speed: 0.625 (+2.9% / per level)


Perseverance - If Garen has not been struck by damage or enemy abilities for the last 9 seconds, Garen regenerates 0.5% of his maximum Health each second. Minion damage does not stop Perserverance.

notes:
The regeration is effected by regen modifiers. (buffs and debuffs)

Decisive Strike - All slows currently effecting Garen are removed and the next autoattack is enhanced and will deal bonus physical damage as well as silence the opponent.

His next basic attack will deal 30/55/80/105/130 (+1.4AD) physical damage and silences his target for 1.5/1.75/2/2.25/2.5 seconds.
Cost: No Cost
Silence Duration: 1.5/1.75/2/2.25/2.5
Cooldown: 8 seconds
Range: 0

notes:
Only 100% of your total AD can critical strike.
The speed buff and enhanced autoattack are independant of one another. What happens to one does not effect the other.
Garen can deal bonus damage to towers but cannot debuff them
Decisive strike is an attack modifier that adds an on-hit effect to his next autoattack.

Courage -
Passive: Garen's Armor and Magic Resist are increased by 20%.
Active: Garen gains a defensive shield for 2/3/4/5/6 seconds, reducing incoming damage by 30% and granting 30% Crowd Control Reduction.
Cost: No Cost
Duration: 2 / 3 / 4 / 5 / 6 seconds
Cooldown: 24 / 23 / 22 / 21 / 20 seconds
Range: 0

notes:
Courage being on cooldown does not effect the passive defense buff.
Courage has no effect on true damage


Judgment -
Garen rapidly spins his sword around his body for 3 seconds, dealing 20/45/70/95/120 (+0.7/0.8/0.9/1.0/1.1AD) as physical damage on average, in ticks, to nearby enemies every second. Garenignores unit collision while spinning but moves 20% slower through minions.

Judgment can critically strike dealing bonus damage.
Judgment deals 25% less damage to minions and monsters.

Cost: No Cost
Actual damage: 10/22.5/35/47.5/60 (+0.35/0.40/0.45/0.50/.55AD) every .5 seconds 5 times
Cooldown: 13 / 12 / 11 / 10 / 9 seconds
Range: 325

notes:
Only bonus damage provided by your total AD (ie: not base damage of judgment) can critical strike.
This is a point blank ability. (There is no channel or cast time)
Garen can cast other abilities while spinning
Garen cannot move while casting Demacian justice but will continue to spin
Garen can turn Judgement off but there is a .5 second delay before he can do so after activation.
CC will not stop the damage from Judgement. He will take the CC and continue to spin even if stunned or silenced though he will still have all the normal effects of the CC.
Judgment is subject to a linear crit bonus damage penalty of 50%. This means that if you have 100 damage from the ratio on Judgement, on a crit, you deal 50 more damage. For example, Infinity Edge increases the crit multiplier to 50% + 50% = 100% and Lethality increases it by 10%.
it does damage right from the instant the ability starts
It actually deals its damage in tics every 0.5 seconds, at the end of the ability's duration causes no damage.



Demacian Justice - Garen deals damage based upon how much Health his target has missing.
Deals 175/350/525 magic damage plus 1 damage for every 3.5/3/2.5 Flat HP the target is missing.
Cost No Cost
Cooldown: 160 / 120 / 80 seconds
Range 400
Channel time: .05 seconds

Base Magic Damage: 175 / 350 / 525
Additional 1 magic Damage per: 3.5 / 3 / 2.5 health missing


notes:
This is Garen's only targeted ability.
Procs On-Ability effects
Demacian Justice will hit its target even if it Flashes out of range, provided that the target was in range when it started its casting animation and provided that the target is within (sight?) range when it finishes. (I.e. If Ezreal, LeBlanc or Shaco double- Flashes after channeling begins or Recall finishes, Demacian Justice will not hit its target but will not go on cooldown either.

Analysis:
Base ranks:

Base Attack Damage: 22 (out of 53)
Base Attack Damage Per Level: Tied for 6th with 14 others (out of 23)
Base Health: Tied for 7th Highest with thrundle (out of approximately 55)
Base Health Per Level: Tied for 6th place with Skarner and Thrundle (out of 24)
Move Speed: Tied for 3rd with 25 others (out of 7)
Base Armor: Tied for 4th with Chogath, Skarner, and Thrundle (out of unknown)
Base Armor Per Level: Tied in 2nd to last with Thrundle (out of unknown)
Base Magic Resist: Same as all other champs
Base Magic Resist Per Level: same as all other melee champs with 2 exceptions
Health Regen: Tied for 6th with 5 other champs (out of 33)
Health Regen Per Level: tied for 5th with 12 others (out of approxamately 12)
Attack Speed: Tied for 3rd Slowest with 38 other champs (out of unknown)
Attack Speed Per Level: Tied for 18th with 6 others (out of 59)

Notes:
*He seems to have some generic stats given to melee champs or more specifically melee bruisers/fighters. Though often referred to as a tank his starting stats do not appear to match those of most tanks.
*Garen does not have very good armor per level scaling but does have the standard melee MR scaling.
*His Base AS starts out low and its growth is nonexceptional.
*At level 1, garen has 21.7 base armor same as thrundle. 8 others including 3 melee tanks and 5 melee fighters have more than he does.
*At level 18, He has 67.6 as does thrundle making him the 6th lowest level 18 base armor in the game 1 rank above sona, 5 above thresh, and beneath every carry attribute champion in the game.
*If he were to get his W at level 1 his level 1 armor becomes 26.04 up from 21.7 meaning that there is a difficult to see window of oppourtunity to deal better damage to garen before he puts a point in his W which will passively give him 20% bonus armor and magic resist. At level 1 this would place his armor above rammus's making his starting armor some of the strongest in the game. (rammus has the highest unaltered base armor at level 1 totaling to 24.8)
*At level 18 after factoring in his passive he gains 13.52 armor totaling to 81.12 putting him at the same armor level as ryze, one step above nami and one step below kennen. 28 champions have more armor than garen after considering his passive.(rammus has the 3rd highest at 89.4 just below maokai and poppy who both reach a flat 90)

Abilities:
Passive:
If he can last for 9 seconds without taking any damage from nonminion sources he will begin to heal .5% of his max HP per second.
His natural regen-
Health Regen 7.45 (+0.75 / per level)
Health Regen: Tied for 6th with 5 other champs (out of 33)
Health Regen Per Level: tied for 5th with 12 others (out of approxamately 12)

It is safe to say that even without his passive he has fairly good HP regen considering ALL champions. Only 13 champs have higher Base HP regen than garen at level 1. Amongst them are 3 tanks and 10 melee fighters. By level 18 this number increases to 21. Amongst them are 5 melee tanks, 1 melee carry, and 15 melee fighters.

The actual work his passive does is based off his max HP.
His base HP is
Base Health 455 (+96 / per level)
Base Health: Tied for 7th Highest with thrundle (out of approximately 55)
Base Health Per Level: Tied for 6th place with Skarner and Thrundle (out of 24)

Again he appears to have pretty good stats. The total HP/second his passive gives based purely off base stats when active at levels 1-9 is
2.755/ 3.235/ 3.715/ 4.195/ 4.675/ 5.155/ 5.635/ 6.115/ 6.595 HP per second.
Level 9 is where he can have maxed an ability out and you probably have more to worry about than how much time he's spending passively.

His passive provides an HP regen based defense steroid turning each second after 9 seconds into effective hp. Which is further empowered by the building of defense which is what his W does. The first point in his W increases the value of the hp regenerated as does any armor he has to empower that.

His passive does not provide offensive steroids but does turn trades that aren't lost into oppourtunities to most likely outsustain the opponent even without building sustain. This is likely a very important part of his laning phase. However due to his low armor scaling and normal magic resist scaling i'd have to say that this depending on this passive to lane is disadvantagious against other sustain champs who's main source of damage is physical and against champions who have a means of forcing him to take unwanted damage every so often. It doesnt have to be every 9 or less seconds since all damage isnt instantly healed at 9 seconds but the more frequent the more dangerous.

During combat his passive is unlikely to provide much help, overall his passive does not encourage teamfights or engagements of anykind as it loses its value when garen, who seems to be built to take a hit does in fact take a hit. On the otherhand, he has an ult that is really only of any use in combat since it can only target champions. In at least one sense this could be seen as something of a contradiction in his kit. All other abilities make his farming and pushing easier somehow.

randuins omen seems to be a staple item on garen and it's HP increase of 500 increases this by 2.5.



Q:So this gets rid of slows and enhances his next attack, makes him fast AND gives him a way to CC. Costs nothing. So lets see what this "does" though.
It can be activated during his spin to winbut can't proc unless its an autoattack and he can crit his normal damage on it but no bonus damage.
Its point blank
The speedboost is 35% at all levels Movement Speed Duration: 1.5 / 2.25 / 3 / 3.75 / 4.5 seconds
The silence is an onhit effect and duration scales with ability level. Silence Duration: 1.5 / 1.75 / 2 / 2.25 / 2.5 seconds
The bonus damage has some nice scaling. Total Physical Damage: 30 / 55 / 80 / 105 / 130 (+ 1.4 AD)
Its one of 2 abilities that scales with Offense, AD in particular.

The speedboost:
* This is his only ability that gives him movement speed, technically the only one that gives chasing power as well. His W does let him ignore collision but he goes 20% slower when going through minions which I believe is the most common thing collided with. This ability can give him the chance to get into close range and use items he's built to keep you in melee range which is something many melee champs tend to do.
* Actually all but 1 melee champs in the game have such an ability. (mordekaiser)
* There are at least 20 champs that can achieve the same movespeed bonus or more though the duration may be different and most cant get it at level 1 or without some sort of condition. Earlygame his boost is significan't, lategame most of the others get more than him.
* considering he has only defensive steroids I'd say this speedboost is more about delivering this silence and escaping than it is about dealing tons of damage despite the damage ratio.
* This can make the spin-to-win more effective during a chase but 1.0 speed * 1.35 * .8 = 1.08 or an 8% net speed boost through minions if it works how I think it does. At early levels this is still significant but later on not so much.
* When he uses his enhanced autoattack he keeps the bonus speed for the rest of its duration.

The MS debuff removal:
* Its point blank and can be seen plainly when activated.
* If slowed again he will be slowed again but he has a 35% MS buff, so he will be slightly resistant to the next slow and if he has the 15% slow reduction mastery he will be a bit faster. Long story short, garen is resistant to slows but not immune to them. Good slows, especially permaslows, will do well against him but wont do especially well since he's resitant to it. Generic slows that can't be renewed aren't much use.

The silence:
* So he has a way to get into range and a way to perhaps keep you in range. Unlike some other champs he doesnt have an easy way to keep you in range for a while if you have anyway out but he does have a silence which prevents flash and abilities. This will allow him to either trade quick and get away to heal with the speedboost or stick to you while your escapes and methods of retaliation are offline. This however does not prevent you from using passives or simply autoattacking, both of which can be just as lethal as ability use.
* Since he gets no range bonus nor a blink or dash of anysort you will get an oppourtunity to use your spells and abilities before he hits you.
* Like any other autoattack if he starts the AA animation while you're in range often times it will hit and trigger the effect.
* If he is blinded he should still silence you according to the wiki but the physical damage won't go through.
* There are currently 10 champions with a silence, garen's silence duration is 1 of 4 that can last 2.5 seconds or longer. He is the only nonmage that can silence for 2.5 seconds or more.

The damage:
I figure here it's best to compare the damage to other champs seeing as this is his only quick singlestrike, enhanced aa ability.
*** Garen - Decisive Strike- Total Physical Damage: 30 / 55 / 80 / 105 / 130 (+ 140% AD)
Has a silence. Pretty much combos with self as far as burst is concerned. Can be chained with other abilities but there is nothing extraordinary going on. He just deals damage and a silence, nothing else.
*** Wukong - Crushing Blow- Total Physical Damage: 30 / 60 / 90 / 120 / 150 (+ 110% AD)
Wukong has a 50 range advantage on most melee champs and gains 125 bonus range for a total of 175 range on garen for his next aa. His next attack will shread enemy armor by 30% which is actually something I've pointed out elsewhere is very effective against garen since that also effects his W, which in turn effects your ability to sustain against garen, which in turn effects his ability to rely on his passive sustain which takes 9 seconds to take advantage of whereas the cooldown, cost on Crushing blow is Cooldown: 9 / 8 / 7 / 6 / 5 Cost: 40 mana. 9 times wukongs level 1 mana regen is 9*7.75=69.75 meaning if garen does use his passive the same ability will be ready to hurt him in trades EVERY time unless it gets used up or doesnt get used for some reason.
*** Xin Xiao-Audacious Charge- Magic damage: 70 / 110 / 150 / 190 / 230 (+ 60% AP) Slow: 25% / 30% / 35% / 40% / 45%
He closes the gap and slows you to keep you in range. He won't typically build any AP but he has a heal that can be used during a fight, can slow deal additional dps with his steroid, and has a knockup and a way to lower his cooldowns as well. Xin also has a 50 range advantage on Garen.
*** Yorick- Omen of Famine- Magic Damage: 55 / 85 / 115 / 145 / 175 (+ 100% Bonus AD) Range: 550
Yorick has 40% less AD scaling but deals magic damage and has more base damage at all levels and a lingering ghoul that heals yorick and deals additional damage. This ability gives yorick a 325 range advantage on garen.
*** Darius- Crippling Strike- Range: 145 Total Physical Damage: 120% / 140% / 160% / 180% / 200% MS and AS Slow: 20% / 25% / 30% / 35% / 40%
Has no base damage but does slow attack speed and movement speed and apply stacks of hemmorage. Darius gains 20 range over garen. The cooldown is reduced by 1 second for every stack of hemmorage on the target. Max stacks is 5, cooldown is a flat 8 at all levels.
*** Nasus- Siphoning Strike- Physical Damage: 30 / 50 / 70 / 90 / 110 (+ 100% AD) (+3 [+6] per enemy killed by Siphoning Strike)
deals less damage until empowered from farming it. Afterwards it will deal much more damage. Nasus has a refreshing slow and a flat armor reduction which hurts a champ like garen alot.
*** Riven- Broken Wings- Range: 260 Physical damage: 30 / 55 / 80 / 105 / 130 (+ 70% bonus AD) Total damage: 90 / 165 / 240 / 315 / 390 (+ 210% bonus AD)
Has a small dash that can be used 3 times and is ground targeting. Can be combo'd with stuns, its own CC, and her AD steroid and her offensive steroid passive
***Vi- Excessive Force- Total Physical Damage: 5 / 20 / 35 / 50 / 65 (+115% AD) (+70% AP) Charge Reload Time: 14 / 12.5 / 11 / 9.5 / 8 seconds
The cooldown isnt as good but the damage is good considering it does the shockwave thing, can be used twice, applies her offensive steroid activating passive which shreds armor and makes garen cry, and resets AA. She has 2 gapclosers and offensive steroids.

Garen has some advantages over some champs but despite the great damage ratio on his Q, his Q is not something that's going to terrorize the countryside all day long. At least not much harder than the typical fighter unless you're playing a fighter who's heavily dependant on getting into melee range and spamming actives to survive or kill (that means you darius, nasus, and olaf) but even then the silence only lasts 2.5 seconds at max level (nasus and olaf lol'd, darius cries in a corner cause thats a long time for a guy like him not to be casting)


W:
E:
R:

Other Stuff:
Resources:
Melee:
Champion Type:

Strategies:

Sustain: His passive gives a significant amount of HP regen after not taking damage for 9 seconds. Combined with his W passive and active and the silence and bonus damage on his Q he can make quick trades and prevent many forms of retaliation from a single target. Earlier in the game, silence leaves you with damage which early on he is quite good at taking. He can force you to fight on his terms and

if things go well he may still have his speed boost or have it ready again 8 seconds later if he has to chase you
or
if things go badly he can use what little speedboost he has to run away and get his passive counter started. Even if The speed boost isnt there he is a melee champ and thus has decent MS and will probably make it to safety.

In either case if he can manage to sustain, which in his case doesnt require one to take risks such as pushing a lane, he may be able to either outsustain the enemy out of lane with both HP and manaless resources or he can just survive and play safe till later portions of the game. His sustain scales with any other sustain he builds.

Counterstrategies:
Sustain:
Garen may effectively use seconds as defense. But as the game goes on he becomes more reliant on built armor and general HP. His base armor is not very good as the game goes on but it achieves high levels early on. Until he gets his W his defense outside his HP are nothing spectacular however.

When a champion can sustain well through HP regeneration over periods of time there are a few options for handling it based off one's own resources.
1. battles of attrition
(rate of recovery - rate of damage dealt to you) = sustain
your sustain - garen's sustain = advantage

If advantage is positive you have the advantage.
If negative garen has the advantage

He who does not have advantage must either accept the hand theyve been dealt and hold out till the midgame at whatever cost may be associated (it may just be a passive, boring lane forever) or they can give up on the sustain strategy until they have the advantage. Its that simple.
If it is not a passive lane, use the battle of attrition to aquire objectives such as cs advantage and oppourtunites to push and leave lane for shopping and jungle buffs or to freeze lane or hit towers. Whatever brings the most profit.

2. burst
if you are reliant on having a safety net that works as slowly as HP regen then burst forces you to spend more time recovering and less time dealing much if any damage to the enemy. They may have no sustain whatsoever but if you can only chip them a bit at a time before you must pull away then you will lose large amounts of time especially if they have a way to evade your chip damage.

3. Damage evasion
if you pose a big enough threat and you can't be removed then sustain wont make a difference. Long range pokes, aggressive kiting, CC with burst attached, all of this and more can leave a sustain dependant champ hardpressed to gather resources or give up on gathering them until they have a new means of doing so which again will cost them precious time.

4. Excessive defense
One does not shove the ocean aside so that they may see what lies beneath. You gear up and explore for as long as your resources allow and when its time to resurface you resurface. When there is a champ that cannot be killed or forced out of lane due to heavy sustain strategies sometimes its best to just build a defense meant to be temporary from the very beginning especially if they have no particularily strong damage steroids. Its simple, put on your gear, go in with a clear exit plan, gather what you went there for, and get out when its time to go as planned. Get greedy and you will drown in a manner of speaking.

5. prize theft
Just go and get what you need. Avoid enemy like plague. They waste time, you get bonus gold. Harrass them if you get the chance but your goal is to get your CS or your dragon, or your baron, or your whatever and gtfo without a scratch.

6. sustain reduction
This is a bit harder but some champs have abilities or rush items that reduce sustain. Since Garen's sustain's effectiveness is dependant on many other factors one reduction effects another. Weakening his armor weakens his W which weakens his hp regen which weakens him depending on how you look at the math.


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ImJustEvan

Junior Member

02-04-2013

Garens probably the least op champ atm.... I mean if you think he's op now you should have seen him pre-nerf... people just dont know how to deal with a cd champ... being Wait till their cooldowns are blown to engage


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Glaœon

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Senior Member

02-04-2013

Wait... people are complaining about Garen...?

Never thought i'd see the day.

Considering hes outclassed by just about every common bruiser outside of the laning phase, im assuming its just babies who lost their lane to garen because theyre playing blind pick normals.


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GurkenMAN

Senior Member

02-04-2013

@ ImjustEvan: So you think he was stronger pre-rework? Thats wrong imo.

he is hard to deal with and has an icredible lanesustain bec no mana and his passive. Also hes strong 1v1 and nearly kills non-tankyppl in 1 combo.
Is he OP? I also guess not, although hes really hard to deal with- not speaking of kiling him^^.

Sure he has weak sides. No hard cc. vulnerable to pokechamps. Many can play against him in lane quite safely if they dont do mistakes.

Btw: I think the best very small tweak (if he would be considered OP by Riot) would be to scale his bonus MR/Ar on w like 8/11/14/17/20 (%) or even start with 4%+4/lv such. His tankyness and sustain (hp5 and no mana) make him so boring to lane againstand cutting other parts of his kit would make him "less Garen".

But the point that his strengh IS laning is right, sure. After that hes just some ordinary rightclicker.


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Banana Dragon

Senior Member

02-04-2013

if i were to tone anything down on him it would be his W passive armor to 10-15 % other than that he is fine


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Acanthus

Senior Member

02-04-2013

I kinda agree with Legacy. Or to make it bonus armor/mr. Figuring out my opponent in champ select so I can use the right runes, starting with a defense item, and then putting 1 point in w usually leads to me tearing the opponent a new one. Everything else about him is annoyingly balanced. And I say annoyingly because every skill has to have points in it to be useful (other than q damage, movement does require points though). The passive in w is the exception to the rule.


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CerealBoxOfDoom

Senior Member

02-04-2013

Just played a game against a tanky garen.
I barely paid him any mind. He didnt have much damage because I want playing a squishy. Of course I wasnt about to stand there and tank his damage for no reason either.

Unfortunately, jax and fiddle got a slight advantage on vi early when afk corki showed up and jax got fed some more. Jax was very well fed by the midgame but I had counterbuilt him successfully and we could take him as long as I was present... They did not wait for my and the cowards did not follow up on my initiations.

That said, garen was all but irrelevant this time around. He just ran around harrassing people who chased squishies and silencing every now and then.


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CerealBoxOfDoom

Senior Member

02-04-2013

Quote:
Originally Posted by Glaon View Post
Wait... people are complaining about Garen...?

Never thought i'd see the day.

Considering hes outclassed by just about every common bruiser outside of the laning phase, im assuming its just babies who lost their lane to garen because theyre playing blind pick normals.
so far he seems to be about your average bruiser fighter.


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Chaz5

Senior Member

02-04-2013

Quote:
Originally Posted by CerealBoxOfDoom View Post
Base Attack Damage 52 (+3.5 / per level)
Base Health 455 (+96 / per level)
Mana 0 (+0 / per level)
Move Speed 345
Base Armor 19 (+2.7 / per level)
Base Magic Resist 30 (+1.25 / per level)
Health Regen 7.45 (+0.75 / per level)
Mana Regen 0 (+0 / per level)
Attack Speed: 0.625 (+2.9% / per level)


Perseverance - If Garen has not been struck by damage or enemy abilities for the last 9 seconds, Garen regenerates 0.5% of his maximum Health each second. Minion damage does not stop Perserverance.

notes:
The regeration is effected by regen modifiers. (buffs and debuffs)

Decisive Strike - All slows currently effecting Garen are removed and the next autoattack is enhanced and will deal bonus physical damage as well as silence the opponent.

His next basic attack will deal 30/55/80/105/130 (+1.4AD) physical damage and silences his target for 1.5/1.75/2/2.25/2.5 seconds.
Cost: No Cost
Silence Duration: 1.5/1.75/2/2.25/2.5
Cooldown: 8 seconds
Range: 0

notes:
Only 100% of your total AD can critical strike.
The speed buff and enhanced autoattack are independant of one another. What happens to one does not effect the other.
Garen can deal bonus damage to towers but cannot debuff them
Decisive strike is an attack modifier that adds an on-hit effect to his next autoattack.

Courage -
Passive: Garen's Armor and Magic Resist are increased by 20%.
Active: Garen gains a defensive shield for 2/3/4/5/6 seconds, reducing incoming damage by 30% and granting 30% Crowd Control Reduction.
Cost: No Cost
Duration: 2 / 3 / 4 / 5 / 6 seconds
Cooldown: 24 / 23 / 22 / 21 / 20 seconds
Range: 0

notes:
Courage being on cooldown does not effect the passive defense buff.
Courage has no effect on true damage


Judgment -
Garen rapidly spins his sword around his body for 3 seconds, dealing 20/45/70/95/120 (+0.7/0.8/0.9/1.0/1.1AD) as physical damage on average, in ticks, to nearby enemies every second. Garenignores unit collision while spinning but moves 20% slower through minions.

Judgment can critically strike dealing bonus damage.
Judgment deals 25% less damage to minions and monsters.

Cost: No Cost
Actual damage: 10/22.5/35/47.5/60 (+0.35/0.40/0.45/0.50/.55AD) every .5 seconds 5 times
Cooldown: 13 / 12 / 11 / 10 / 9 seconds
Range: 325

notes:
Only bonus damage provided by your total AD (ie: not base damage of judgment) can critical strike.
This is a point blank ability. (There is no channel or cast time)
Garen can cast other abilities while spinning
Garen cannot move while casting Demacian justice but will continue to spin
Garen can turn Judgement off but there is a .5 second delay before he can do so after activation.
CC will not stop the damage from Judgement. He will take the CC and continue to spin even if stunned or silenced though he will still have all the normal effects of the CC.
Judgment is subject to a linear crit bonus damage penalty of 50%. This means that if you have 100 damage from the ratio on Judgement, on a crit, you deal 50 more damage. For example, Infinity Edge increases the crit multiplier to 50% + 50% = 100% and Lethality increases it by 10%.
it does damage right from the instant the ability starts
It actually deals its damage in tics every 0.5 seconds, at the end of the ability's duration causes no damage.



Demacian Justice - Garen deals damage based upon how much Health his target has missing.
Deals 175/350/525 magic damage plus 1 damage for every 3.5/3/2.5 Flat HP the target is missing.
Cost No Cost
Cooldown: 160 / 120 / 80 seconds
Range 400
Channel time: .05 seconds

Base Magic Damage: 175 / 350 / 525
Additional 1 magic Damage per: 3.5 / 3 / 2.5 health missing


notes:
This is Garen's only targeted ability.
Procs On-Ability effects
Demacian Justice will hit its target even if it Flashes out of range, provided that the target was in range when it started its casting animation and provided that the target is within (sight?) range when it finishes. (I.e. If Ezreal, LeBlanc or Shaco double- Flashes after channeling begins or Recall finishes, Demacian Justice will not hit its target but will not go on cooldown either.

Analysis:
Base ranks:

Base Attack Damage: 22 (out of 53)
Base Attack Damage Per Level: Tied for 6th with 14 others (out of 23)
Base Health: Tied for 7th Highest with thrundle (out of approximately 55)
Base Health Per Level: Tied for 6th place with Skarner and Thrundle (out of 24)
Move Speed: Tied for 3rd with 25 others (out of 7)
Base Armor: Tied for 4th with Chogath, Skarner, and Thrundle (out of unknown)
Base Armor Per Level: Tied in 2nd to last with Thrundle (out of unknown)
Base Magic Resist: Same as all other champs
Base Magic Resist Per Level: same as all other melee champs with 2 exceptions
Health Regen: Tied for 6th with 5 other champs (out of 33)
Health Regen Per Level:
Attack Speed: Tied for 3rd Slowest with 38 other champs (out of unknown)
Attack Speed Per Level: Tied for 18th with 6 others (out of 59)

Notes:
He seems to have some generic stats given to melee champs or more specifically melee bruisers/fighters. Though often referred to as a tank his starting stats do not appear to match those of most tanks.

Thank you for your in depth analysis. No one complained about him being overpowered after the rework, quite the opposite in fact, he lost overall damage on judgement, overall escape potential (seeing as judgement used to be able to be used as a method of escape independent from decisive strike [his initiator] ) and the cooldown of his ult early game was pounded (something they are apparently going to be doing with alot of bruisers seeing as the same thing happened to Riven), the two good things that came from his rework that allowed him to maintain his tier was the crit for decisive strike and the fact the minions no longer break his passive. So now, months later after the changes, a small influx of players who realize Garen can crit and play him properly (instead of the morons who build him as a tank) have gone and made everyone think Garen, of all people, his overpowered.

Thank you once again for your in depth analysis of my favorite champion, even if no one else reads it I find it nice knowing there are some people who can still look at the numbers and see reason.


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