Skarner Rework Suggestion 1:
Going to start writing up a few different suggestions for Skarner rework ideas. This passive needs to go and RIOT is taking way too long to just do it.
So, for suggestion 1, I will start with what is probably(?) the easiest solution:
REVERT
Simply revert Skarner back to his pre-juggernaut kit. For those who don't remember:
Passive: Crystalizing Sting
Crystallizing Sting Crystal Slash and Fracture apply a Crystal Venom stack on the target enemy (up to 3 times)
At 3 stacks, Skarner consumes them and his next basic attack is enhanced to deal 20 − 105 (based on level) (+ 100% AD) bonus magic damage as well as stun the target for 0.5 / 0.75 / 1 (based on level) seconds.
Crystal Venom and Crystallizing Sting cannot affect the same target more than once every few seconds.
Q: Crystal Slash
Skarner deals physical damage to all enemies within range. 20 / 30 / 40 / 50 / 60 (+ 40% bonus AD) Hitting an enemy with Crystal Slash grants Skarner bonus attack speed (8 / 10 / 12 / 14 / 16%) and bonus movement speed (2 / 3 / 4 / 5 / 6%) for 5 seconds (stacks up to 3 times) Subsequent casts within the duration deal bonus magic damage (20 / 30 / 40 / 50 / 60 (+ 20% AP) ).
Basic attacks reduce Crystal Slash's cooldown by 0.5 seconds (doubled against enemy champions)
W: Crystalline Exoskeleton
ACTIVE: Skarner shields himself for up to 6 seconds, gaining bonus movement speed that increases by an additional 16% over 3 seconds while the shield holds.
Shield Strength: 80 / 135 / 190 / 245 / 300 (+ 80% AP) Move Speed Base Value: 0 / 4 / 8 / 12 / 16%
E: Fracture
ACTIVE: Skarner launches a blast of energy in the target direction, dealing magic damage and slowing all enemies hit for 2.5 seconds.
Magic Damage: 40 / 75 / 110 / 145 / 180 (+ 40% AP) Slow: 45 / 50 / 55 / 60 / 65%
R: Impale
ACTIVE: Skarner rears his stinger and brings it down on the target enemy, rooting them for 0.25 seconds, dealing magic damage, and suppressing them for 1.75 seconds, at the end of which the target takes the same magic damage again. For the duration, Skarner can both move freely and drag the target around with him (cannot attack them).
Impale consumes all active Crystallizing Sting stacks for bonus magic damage.
Magic Damage: 100 / 150 / 200 (+ 50% AP)
Bonus Magic Damage per Stack: 50 / 75 / 100
Only thing about this kit that I would LIKE to be different, would be that E has a slightly higher base damage so that it is useful for last hitting from range. something like 80/100/120/140/160 and a bigger AP ratio for those off meta days where you just want to blast someone with a crystal laser XD