Skarner Rework Idea

Stacona·4/5/2017, 6:53:39 AM·2 votes·274 views

Get right into what I want out of Skarner, for the most part at least:

~ Return to form as a tank that peels and protects his team, so a support-esq gameplay without being an actual support, more emphasis as a hyper tank ~ Spammy Crystal Slash / spammy abilities I like as Skarner, not some weird hard hitting juggernaut (he doesn't look like a juggernaut nor thematically fits into this class; scorpions slowly poison their targets to death not kill their prey with a single swing of a claw) ~ Make his gameplay feel like the scorpion trap; so emphasis on laying in wait to pull people in and murder there faces to death! Rather than mindlessly running at the target, this fits his aspect as a strong peeling hyper tank and getting picks by laying in wait both adding to his uniqueness ~ Expect something to where Skarner used to be, less mobility, but a greater emphasis on crowd control - the perma-slow adds to the laying in wait and slowly poison the enemy to death as a scorpion; slow and painful death rather than a quick and merciful one ~ Skarner's ultimate is so unique to Skarner.


Crystal Poison (Passive): Ranks: @levels 1/5/9/13/17 Skarner's abilities slow enemies down by 6/7/8/9/10% for 2 seconds stacking up to 5 times for 30/35/40/45/50% slow.

Every other basic attack reduces the cooldown of Skarner's basic abilities by 1.5 seconds, 3 seconds against champions and epic monsters.

Crystal Slash (Q): Cooldown: 5 seconds; Cost: 22/24/26/28/30 mana; Range: 350 units Skarner slashes the area around him dealing 50/75/100/125/150(+40%AP) magic damage. If this damages a monster or champion then Skarner's next two basic attacks gain 80/90/100/110/120% bonus attack speed.

50% of the mana cost is refunded if Crystal Slash damages a monster.

Crystalline Exoskeleton (W): Cooldown: 20/19.5/19/18.5/18 seconds; Cost: 60/70/80/90/100 mana Skarner shields himself for 120/150/180/210/240(+80%AP) health for 6 seconds and grants himself enemy knock-up and displacement immunity while the shield still holds.

C. Sting (E): Cooldown: 30/28/26/24/22 seconds; Cost: 85 mana; Range: 1200 units Skarner blasts crystal energy in the target direction dealing 9/10/11/12/13%(+3% per 100AP) of the target's maximum health as magic damage (max 400/450/500/550/600 vs monsters) and silence it for 2 seconds against the first enemy struck. C. Sting applies 2 stacks of Crystal Poison.

Impale (R): Cooldown: 120/100/80 seconds; Cost: 100 Mana; Range: 350 units Impale can only be cast against champions inflicted by Crystal Poison.

Skarner impales the target enemy champion with his rear stinger dealing 100/150/200(+50%AP) magic damage and suppressing it for 1.75 seconds. Skarner can move freely and cast Crystal Slash and Crystalline Exoskeleton. At the end of the duration the target is dealt a further 100/150/200(+50%AP) magic damage.


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