Potential solution to the Skarner rework's #1 dilemma

Messaiga·8/12/2015, 5:33:42 PM·1 votes·440 views

So far the Skarner rework is shaping up to be fairly decent. He does more damage with his Q, he can tank more damage with his W, and his E has become a much more valuable ability (one you'd max second, even). Since he gains the movement speed from his passive during Impale, he also has the ability to cover larger distance when kidnapping someone. However, Riot reintroduced the same problem they did with his first rework by removing the movement speed off of his Q.

Skarner's sticking power was removed once more (just like when they removed his Q's slow in the 4.2 Skarner rework). Even if Skarner manages to close the distance with his target, if his enemy has a minor CC (like red buff) then they can probably escape Skarner's threat range with ease. This is exactly why Skarner mains are upset, because once more their champion's defining trait (sticking power) has been cast to the wind.

I used to also enjoy Skarner a lot and I can tell that Skarner will be exceptionally difficult to play without the sticking power he has had since 4.10. Even though Skarner does abysmal damage right now, he at least has enough time to deal damage. With the rework he can't really stay on a target long enough to deal damage. What he needs is a form of sticking power to be reintroduced to his kit, but it cannot be a movement speed buff (as that clashes with his nature as a Juggernaut). This eventually led me to a few ideas that would do exactly this for Skarner. (Keep in mind these are full tool-tips, new things and changes in comparison to PBE are bolded and listed).

Fracture - Cooldown: 12/11.5/11/10.5/10 seconds - Cost: 55 Mana - Range: 1000 Skarner launches a blast of energy forward in a line that deals magic damage (40/75/110/145/180 + 40% AP) and slows (45%/50%/55%/60%/65%) the first 6 enemies it hits for 2.5 seconds, as well as marking them with 5 stacks of Crystal Venom. Fracture's missile slows down every time it hits an enemy champion.
Basic attacks and Crystal Slashes on targets afflicted with Crystal Venom consume a stack of Crystal Venom, dealing bonus physical damage (10/15/20/25/30 + 10% Total AD), extending the duration of Fracture's slow by 0.5 seconds, and refreshing the debuff duration of Crystal Venom (until all stacks are consumed).

A summary of these changes are essentially the removal of his stun (in favor of potential to extend his slow up to a total 5 second duration) and the removal of his E's passive. His E passive reduced the cooldown of his E by one second (on stunning or suppressing an enemy), so by removing it his E should be reverted to it's current cooldown on live. The total bonus physical damage is slightly higher compared to it's iteration on PBE.

These changes are geared toward allowing him to stay on a target (with a much longer slow, potentially twice as long of a duration) and having a short down-time on his slow if he can get in melee range of the enemy he wants to attack. In this vein he is quite similar to a Nasus. The counter-play here (compared to his old old Q, with the perma-slow) is that this is attached to a skillshot. If it misses then Skarner will experience much more difficulty in staying on his target.

Impale - Cooldown: 120/100/80 seconds - Cost: 100 Mana - Range: 350 Skarner rears his stinger, rooting his target for 0.25 seconds as he brings it down, dealing 100% Total AD Physical Damage, Magic Damage (20/60/100 + 50% AP), and suppressing them for 1.75 seconds. At the end of the duration, the target takes the same damage again. For the duration, Skarner gains Crystal Charge, can move freely and drag his victim around with him but cannot attack them.

The only change to his ultimate here is that part of the E's PBE passive got moved onto Impale's cast (gaining Crystal Charge, his passive buff). While the passive was mostly unnoticed when activated by his E, gaining the movement speed during his R made it exceptionally stronger (100 bonus movement speed allows you to cover a fair amount of additional distance). Since this would only take effect when using your R on somebody, the attack speed boost would be null anyway (as you cannot AA while using Impale).

For clarification, Crystal Charge is the buff granted by his passive when near Crystal Spires.

TL;DR - Skarner needs sticking power to work properly, but it should not be additional movement speed. His E is a good place to put that power in as a long duration slow.

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