Make Skarner Great again!

Shahamut··2 votes·586 views

Skarner Base Stats:

Health: 601 (+90/lvl)______________Attack Damage: 57 (+4.53/lvl) H.Regen: 8.93 (+.851/lvl)___________Attack Speed: 0.625 (+2.1%/lvl)

Mana: 272 (+40/lvl)_______________Armor: 29.4 (+3.8/lvl) M.Regen: 7.21 (+.452/lvl)___________Magic Resist: 32.1 (+1.25 per level)

Melee: 125_____________________Movement Speed: 335

Changes: Base Health: 600>>>>Growth: +95/lvl) Base AD: 60 Base Mana: 280 Movespeed: 345

Abilities:

Passive: (revert, plus minor change) Crystal Venom 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 heals him for 20 - 105 (based on level)~~ (+ 100% AD) bonus magic damage~~ as well as stun the target for 0.5 / 0.75 / 1 second. Crystal Venom and Crystallizing Sting cannot affect the same target more than once every few seconds.

Q: Crystal Slash (Revert, plus minor change) RANGE: 350 COST: **10 / 11 / 12 / 13 / 14 **MANA COOLDOWN: 3.5

Hitting an enemy with Crystal Slash grants Skarner bonus attack speed and bonus movement speed for 5 seconds (stacks up to 3 times) Subsequent casts within the duration deal bonus magic damage. Basic attacks reduce Crystal Slash's cooldown by 0.5 seconds (doubled against enemy champions)

Attack Speed per stack: 10/12/14/16/18% (Max: 30/36/42/48/54%) Move Speed per stack: 1/2/3/4/5% (Max: 3/6/9/12/15%)

W: Same as Live (only difference was shield scales with health now)

E: Fracture (revert, plus minor change)** TARGET RANGE: 1000 COLLISION RADIUS: 35 SPEED: 1500 COST: 55 MANA COOLDOWN: 14 / 13.5 / 13 / 12.5 / 12**

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) 60/100/140/180/220 (+70%AP) Slow Amount: 45 / 50 / 55 / 60 / 65% 40/45/50/55/60%

R: Impale (revert, minor changes) RANGE: 350 COST: 100 / 125 / 150 MANA COOLDOWN: 120 / 100 / 80

ACTIVE: Skarner rears his stinger and brings it down, rooting the target enemy for 0.25 seconds, dealing 100% AD physical damage, magic damage, and suppressing them for 1.75 seconds. At the end of the duration, the target takes the magic damage again.

Impale consumes all active Crystal Venom stacks for bonus initial magic damage. This bonus damage is not taken again when the suppression ends.

Magic Damage: 50/100/150 (+50% AP) Bonus Damage per Crystal Venom Stack: 50/75/100

Maximum Potential Damage: 100%AD Physical, Plus 250/425/600(+100%AP) Magic

NEW: Passive: Crystal Stinger

Every 6/5/4th auto attack, Skarner strikes down with his tale, stinging the target for an additional 3/4/5% of the Target's max health as magic damage. If his tail attack procs his passive, it increases the passive heal and stun duration by 50%.

19 Comments

This Is Your Dad2 votes

Uh, I think Skarner's singing a different tune than el presidente. He imports people into your team.

Very Hard Engage1 votes

except blitz does the same thing on an ~9s cd.

Shahamut1 votes

except blitz does the same thing on a ~9s cd.

^^^^^^

This Is Your Dad1 votes

But you can dodge that.

Shahamut1 votes

But melee range?

This Is Your Dad1 votes

You get a space shield zoom zoom nascarner zoom zoom button.

Shahamut1 votes

Lol

Variks the Loyal1 votes

All he really needs is a reworked passive.

The rest of his abilities, especially Fracture, are a lot better than they used to be.

Get him a brand new passive and I'm good.

Shahamut1 votes

They could just revert the juggernaut changes and I would be happy.

The E is terribly overloaded atm. It fracture, plus his old passive (stun and bonus damage) plus a 1 second cooldown reduction per proc, PLUS a one second ms/as/mana then buff...

The only good change that came from the update is his shield being based off of his health.

He lost his movement speed (both base and consistent steroid) his attack speed steroid ( yes both of those are in his current passive... which can be 100% denied) and he lost the skill expression he had in trading your stun for bonus damage on ult.

He also lost a TON of damage. Even lost some base AD. Instead of keeping Skarner's identity in tac, they tried way too hard to change it. And failed. Making him simply a worse version of what we was before...

Shahamut1 votes

For the record also, W is better, E is only better because its overloaded AF, (basically all of his old venom passive was moved to one skill, and then they added cooldown reduction... wth)

Q is actually weaker. R is weaker, and yeah, we both agree on the passive needing done away with.

Very Hard Engage1 votes

skarners base stats are already really high, he wins out in almost all the auto wars except for those with innate sustain like maybe darius aatrox and fiora, everyone else hes amazing against in a 1v1 war.

the thing which just cripples skarner on a whole, is that he cant use his ult alone, he needs another damage carry to follow up on it.

Shahamut1 votes

Skarner can use his ult alone just fine. It's actually great in 1v1. Bigger problem is that he doesn't have a passive on the majority of the map.

TonsOfGains1 votes

What lol. According to LoLKing.net, Skarner has a winrate of 51.9%. Anything above 50% is significantly strong.

Personally, I have a 100% winrate with Skarner over 5 ranked games (4 losses from leavers out of a total of 9). I also believe that a factor is that Skarner is often misunderstood. Compared to maximal potency, he is often quite a misunderstood champion and that is reflected in his winrate in comparison to posts like these and tier lists.

Shahamut1 votes

His win rate has nothing to do with it. As a big fan of Skarner, I continue to play him and I do just fine. However, the juggernaut update changed all of the things that I (and many others) loved about Skarner. Skarner used to be this fast, Chase you down, duely scrapper. What I have now is a slower Skarner with an overloaded E and a gimmicky passive that is pretty well worthless. I make it a point not to jungle him as evidence of that point.

Skarner has a lot of power budget attached to those god forsaken spires. And it can be 100% denies if you aren't already the big bug on the block. And if your team feeds? Then it still doesn't matter.

TonsOfGains1 votes

{quoted}

His win rate has nothing to do with it. As a big fan of Skarner, I continue to play him and I do just fine. However, the juggernaut update changed all of the things that I (and many others) loved about Skarner. Skarner used to be this fast, Chase you down, duely scrapper. What I have now is a slower Skarner with an overloaded E and a gimmicky passive that is pretty well worthless. I make it a point not to jungle him as evidence of that point.

Skarner has a lot of power budget attached to those god forsaken spires. And it can be 100% denies if you aren't already the big bug on the block. And if your team feeds? Then it still doesn't matter.

Apologies, I wasn't fully aware of what you were trying to say as your original post seemed to just be a copy/paste of his kit with no explanation. However, as someone else has stated, opinions have little to do with the explicit and intrinsic numbers in his new kit. People just have a rough time understanding and learning the new Skarner, in comparison to the old one. Skarner actually received a massive buff in multiple ways.

The first was an explicit buff to Fracture (E). The original healed a flat amount upon consuming marks. This was quite ugly as the flat health was quite negligible and it provided an incentive to hit multiple targets while not rewarding that appropriately. The new Fracture not only slows enemies - allowing you to close the gap - but also stuns upon consuming marks. This provides an incentive to hit multiple targets AND rewards that. You can effectively slow then stun an entire team for 1 second each, which should happen frequently if played correctly.

Secondly, the tweak to Crystalline Exoskeleton (W) was an implicit buff when paired with the new kit. Let's analyze other movement-based gankers or junglers who gank by walking into a lane rather than using some displacement ability. Rammus, Hecarim and Udyr are probably the first ones to come to mind. All of them have something in common: a massive movement steroid followed by some way to lock down an enemy, disregarding Hecarim's ultimate. Previously, Skarner did not have a non-ultimate lock down. His movement steroid was and is still sub-par to other movement-based gankers. However, now that Skarner has been fitted with a reliable ranged slow, the gradually increasing steroid translates to the right amount of push in the final stretch for a stun.

Lastly, we get to the finicky passive. At a glance, I agree that the new passive is quite ugly. Let's analyze the components and repercussions separately. The most apparent gimp is being refined to the jungle or having a large portion of your power bound to the jungle. However, much like how many other champions are refined to one lane, role, or are unable to jungle, Skarner was never designed to excel outside of the jungle and there's no reason to not take advantage of the passive out of spite (lol?). Next, I find that the spires give Skarner unparalleled sustain in the jungle. They provide unlimited mana and a massive boost to attack speed which translates to ridiculous clears. In effect, from level 1 Skarner can clear the jungle indefinitely without having to return to base. The only other champion with this sort of jungle sustain is Warwick but even he runs out of mana, resulting in a pathetic clear speed. The final, subtle effect is the ability to recover mana and quickly travel between lanes.

Shahamut1 votes

A lot of these things can indeed be technically considered as buffs. No Skarner player (that I know of?) says that he was in a technical sense "nerfed" when these changes happened.

The complaint is that it was a complete divergence of what we believed the champion to be, and a removal of the playstyle/fantasy that we loved and enjoyed about him.

No one can deny that Skarner can sustain and clear jungle safer than before. Speed is actually about the same, but with more health and mana overall. It was MUCH faster upon initial release, but then RIOT nerfed the zones early game power immediately to where it was little difference if any.

Skarner used to be versatile in build paths, tank, bruiser, AP even :P Obviously not all builds were created equal, but they were fun and doable.

Skarner looks the same, but feels completely different, and a bunch of his power budget is wrapped up in a passive that: A) Doesn't exist on most of the map (so unless you are jungling, baron or dragon, you don't have it) and B) Is completely contestable. If the spires were supposed to bring about a "new identity" for Skarner, why would you make it so that it can be completely denied? Kindred can be denied their passive, but each time they get it, its theirs, and you can't take it away from them. They have to earn it, but its theirs to keep.

You may say, Skarner doesn't have to "earn it", so its contestable. The problem there, however, is it has less to do with the skill of the Skarner player and more about the skill of EVERYONE else. Skarner doesn't have a way to keep these things on his own, if his team feeds, or is just plain bad, he can't hold his zones. It gives very little in actual control over objectives, too (Nunu is a better option, double smite op).

So, he lost his identity/what us Skarner players really liked about him. He also, I would argue, lost an element of "skill expression". Skarner used to be able to choose a stun OR extra damage on his ultimate. There were definitely situations where you wanted the extra damage, but you had to make sure not to auto attack. Getting 3 stacks on someone and ulting, since your Q doesn't interrupt your auto attacks, was harder than it looked, and new Skarner players would often only get one or two stacks worth of bonus damage or just take the stun. The stun was obviously better in team fights, but the damage was better in 1v1s. Even if you don't personally think this was a true expression of skill, it was certainly a loss of options.

EDIT: TLDR- No one that I have talked to uses the term "nerfed" in reference to the juggernaut changes, just "ruined". That and his new passive doesn't actually add anything to him or the game, and is a waste of power budget. Skarner is not the same scorpion we loved playing.

My personal issue is that RIOT can't decide what he "is" (how many subclasses has he been in now) where as it seems painfully obvious to me what he was meant to be.

rtbf2216514121 votes

The biggest problem with Skarner isn't Skarner.

It's the intelligence of the people on his team.

Doodlzzz1 votes

Skarner item 3070 i wish i was viable

Hexs Fortune1 votes

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