Skarner : The Crystal Vanguard (reworked Crystal Spires)
The goal I have in mind is to help make his Crystal Spires more interactive, instead of just being there as a stat booster for him and free gold for the enemy team. The full idea is still a big WIP so input on good and bad points would be welcome.
Passive : Crystal Spires [Effect Radius: 115 (same as live)] CRYSTAL SPIRES: Skarner's presence causes a number of Crystal Spires to appear at set points on the battlefield, which can be captured by champions who stand near them for 2 seconds. Once captured, Crystal Spires are owned until contested and the defending team can stand on the spire to prevent the opposing team from capturing it. (same stuff as live) Crystal Spires grant 30 gold split among its captors upon being captured, or 15 gold if only a single champion participated in its capture, and provide Sight around them for 1.5 seconds upon being captured, becoming impossible to recapture for 15 seconds. (again the same)
CRYSTAL CHARGE: Skarner gains power with the more Crystal Spires your team controls. (benefits that require being near a Crystal Spire's range only occurs with controlled Crystal Spires, or while stunned or suppressed by Skarner's spells) (near meaning within its effect radius)
1 Spire: While a near a Crystal Spire, Skarner gains 43 - 160 (based on level)% bonus attack speed and restores 2% maximum mana every second.
2 Spire: Every 4 seconds Skarner's Crystal Spires pulse, sending energy outward, andnon-allied units inside of the pulse are detected (think Red Trinket, but blurs instead of actual champion outline). If an enemy champion is detected, Skarner and his allies are alerted (same kind of alert as Scryer's Bloom).
3 Spire: Basic attacks reduce Crystal Slash's cooldown by 0.375 seconds, quadrupled to 1.5 against enemy champions. While near a Crystal Spire, Skarner gains 80 - 130 (based on level) bonus movement speed.
4 Spire: Crystal Spires pulse every 3 seconds now. If Crystalline Exoskeleton is activated near a Crystal Spire, shield strength is increased by 50% (10/11/12/13/14% maximum health to 15/16.5/18/19.5/21% maximum heath) and bonus movement speed increases by 16% over 1.5 seconds (originally over 3 seconds).
5 Spire: Skarner's Impale suppresses its victim for 2.75 seconds (originally 1.75).
6 Spire: While near a Crystal Spire, Skarner is immune to all Crowd Control and remains immune for 1 second after leaving its range.
Let me know what you think, what seems broken and what seems unnecessary. Part of the goal here is to give Skarner real reasons to contest spires. Something to keep in mind though is that Skarner almost never has 4+ spires controlled at the same time, if he does it's not for very long unless his team has complete control of the map.