- Aura radius decreased (700 -> 325)
- Potency increased (10% magic dmg++ -> 15% magic dmg++)
This is a big nerf especially on mid-range champions like Ryze and Cass. This item's passive range is pretty much the same as Sunfire
right now, which I think is not that big of a deal to Galio. This definitely would decrease your damage output when you are poking with your Q (since your Q range is significantly larger than this item's range), but it should not be a nerf if not, even a buff to Galio when going all-in, since during an all-in fight Galio is in melee range with his opponent(s).
(Q ) Winds of War
- Mana cost increased to 70/85/100/115/130 from 70/75/80/85/90
- Cooldown increased to 10/9.5/9/8.5/8 seconds from 10/9/8/7/6
This nerf in patch 8.5 increased Galio's Q mana cost by almost 50%, which really is a lot. Now you have to spend your mana more wisely and carefully, or you might find yourself some mana issues. Combine with the cooldown nerf (which is an increase in its CD), you might want to land your Q with more precision during fights or when clearing waves.
That passive nerf means you will deal less burst damage and weaker clear in mid-late game (since in lane is more about base dmg). However, the W buff does mean you will be able to output more damage when fighting champions. The 20%AP ratio from passive is shifted to W and W also has base damage and charging bonus. Definitely a buff to his damage output. As for E, since you can't really use Justice Punch to escape, that cooldown just means you can use this ability more often to clear or engage.
Preseason is here!
Runes and masteries become one giant monster...
Be ready :)
PS: 7.21 hotfix fixed Galio's Q. You [won't] be able to 1 shot someone with 1000 AP now lol.
OK! If you can reach 1200 AP, you will reach 100% MAGIC DMG REDUCTION on Galio when you use your W. Which is means you are unkillable against AP champions. AND, you can pretty much one shot everyone with a single Q due to this part: 3% max hp dmg per 100 AP per 0.5 seconds. When you have 1200 AP, you deal 36% max hp dmg per 0.5 seconds. That means you can pretty much one shot everyone including tanks. Even if you cannot, that dmg from 1 Q is still insane.
Now I am not saying that you should play AP Galio in every game. Galio can lower a backline's HP to half with 1 Q when he has >400 AP, that is powerful but not in every situation. Unless you have that crazy 1200 AP, you cannot kill enemy frontlines even with an AP build.
The point is, building AP is totally fine on Galio in this patch, but you do need to play like a back line, and only E in when you know you can kill and get out (like Ahri, Kass kind of playstyle).
WOW, Galio is receiving some serious nerfs this patch!
As what you all probably know by now, full tank Galio is the best Galio. He still can do tons of damage early on even with a full tank build. So basically, compare to the nerfs on his QWE, that 30%AP ratio buff onto his passive really is nothing.
Q base dmg is reduced, but AP ratio got buffed to 90%AP, that means AP Galio's Q can do A TON of damage right now. But, the base dmg at lv5 is quite low (only 170). That means before you have >= 200 AP, your Q does less damage than before the nerf. Again, 200 AP is not a small number. Yes, you can easily hit 600 AP with a full AP build, but Galio's kit is built around the idea of melee tank, so full AP really isn't the best option.
Looking at his W, Riot is trying really hard to make him a mage counter, so they reduced his W's physical damage reduction by 50%. WOW, now Galio is 100% more vulnerable against AD champions. This might have an effect on Galio's pick rate (especially in the top lane since most top fighters are AD). Also, the scaling part of the dmg reduction changed from bonus MR to bonus AP, which is hurting tank Galio even more. Maybe Galio should build towards AP-tank starting from this part (more like Swain or Vlad?), but I am NOT SURE. I will come back and revise this section when I know the answer.
The E nerf isn't that huge since you max E last on Galio, and the base dmg at lv1 is untouched; but a nerf is a nerf, 40 dmg nerf again means you will need >= 200 AP to undo/beat that nerf.
In conclusion, this nerf should do its job and really change Galio's build (or no changes at all if full tank Galio will still be strong). Maybe think twice if you have a better option than Galio when you are picking against an AD opponent.
Okay, more Galio nerfs! Pretty straight forward. Galio is supposed to be a tank mage, not a pure tank. The base damage nerf on Q and the AP ratio buff shows that Riot wants players to make choice: Massive full tank Galio with little dmg, or tanky enough Galio with some dmg.
Basically, when you hit roughly >230 AP, your Q does more dmg than before at spell level lv5. Early game is 100% a nerf.
Does it worth thou, to sacrifice the tankyness and build AP, (to be honest I am not sure) -> (100% NOT worthy! 230 AP is not a small number, and in order to reach 230 AP, you would have to sacrifice way too much tankyness. Although I do believe Riot wants Galio to be a tank mage instead of a full tank, it just seems like the best way to build Galio is full tank. Galio does not have a great range, and his kit just simply makes him a frontline champion instead of a sit back mage. Plus his late game damage (even with AP) compares to other mages is just not good enough. With a full tank build, Galio still can clear waves easily in the early game, and be extremely impactful later on during team fights.)
As for the ult, it is 100% a nerf because increasing the channel time means the window for the enemy team to stop your ult is larger, which means now you HAVE TO find a really good and large enough window to cast your ult during team fights (if you didn't use it to enter the fight).
Goodbye Lord of the Rings build!
still has incredible stats, but its passive no longer stack. That basically took away the super sustain power from the double, triple doran's ring build. Since the stats didn't get nerf, the build is still ok, but no longer OP. Maybe it is time for
No change to Galio but lots of changes that can effect Galio. The items! New items and item adjustments are really annoying!
Now it is a pure pushing power item. The dmg vs champions is nerfed + the burn radius. Which really lowers its early game combat power. That really the only reason why I would even buy this item. However, its pushing power still is great. If you want more pushing power, get it.
Again, I don't think Galio can put that heal passive into good use. Unless you have a heal heavy team comp which your allies can heal you very often.
More crit dmg reduction. Get if they are crit heavy (ADCs... Tryn + Yasuo + whatever...)
Even with the change, it still is Galio's core item (due to the passive: help your team + help yourself). Instead of increasing Galio' damage, it now increases his survivability, which is nice. The passive remains unchanged which has great synergy with Galio's kit and playstyle. The cost is 50g higher, thou... which is the same as SV.
I am thinking about removing it from Galio's core items. It really feels like a "support" (not referring to the role) item now or another choice for MR + HP. The thing that keeps it here is the passive. Tell me what you think if you have any suggestion.
Great item on full tank Galio. So much tank stats.
Great counter to machinegun mages. Otherwise really no point.
No longer a t1 choice for Galio. Galio doesn't need that extra AD + the removal of the MR hurts (Galio scales on MR). If the enemy team is full AD however, take it under consideration.
Cool shield, powerful and short CD, but the stats are... actually really similar to the old Abyssal! If you have an AP lane opponent, THEN YES THIS IS THE NW CORE ITEM!!!
Same cost, Spirit (SV) has +125 HP. 125 HP 100% matters! However, I believe the passive is more important since that is pretty much, an item's identity. Abyssal does have a better passive than SV (on Galio, might not be true on other tank champions). Therefore Abyssal > SV in most cases.
Let's start with his passive change. He's passive deals 20 less damage at lv18. 20 damage may seem less but it is actually a big deal since Galio can use his passives multiple times in a fight (cooldown reduction if he lands his other spells on champions). That 20 less damage is going to hurt you when you enemy lives with 70HP or 10HP.
Now moving on to his Q: the AP ratio goes up and the % max HP dmg goes down. That means AP becomes more important on Galio than before and tank Galio is going to deal less damage. Like what I have mentioned in the previous sections, Galio can build full tank and still deal a decent amount of damage thanks to that % max HP dmg on his Q. Now that damage is nerfed by 1/3, which can really hurt full tank Galio's damage output.
You might want to consider buy more AP items on Galio if you want to deal damage. However, I still recommend tank Galio simply because it is too hard to land his spells, and if he is too squishy, then he can't really tank all those damages from AD champions when he taunts his enemies.
Some good AP items would be "the Lord of the Rings" build (
is also great since it provides HP + AP plus a % HP burn dmg (see example build in items section).