I currently have a 60% winrate on Skarner in ranked, playing him primarily in top lane.
Current Skarner vs Pre-juggernaut Skarner:
Pros(Juggernaut Skarner):
- His stun proc became easier, as it only requires you to hit with your E, instead of needing 3 spells to hit.
- His CC chain became rediculous (the only thing keeping him viable) since he doesn't gain ult dmg for stacks. Land E for slow, Ult, drag, Stun, E is almost off cooldown again because of the cooldown reduction you get for stunning targets with its proc.
- Doesn't need blue buff for early jungle clears.
- Shield scales with Health AND AP.
- You get your Passive speed boost while ulting people, free drag distance.
Cons(Juggernaut Skarner):
- Q is no longer your bread and butter skill. Your Tail laser is (E) and it is overloaded. pretty much your entire kit right there. (1 second of mana regen/speed buff from passive, bonus damage, 1 second stun, cooldown reduction on proc, base damage, AP scaling (:P), and a decent slow... one skill to rule them all)
- Passive is a completely deniable asset. On release, it gave too many free stats, and now it pretty much doesn't matter. Either way, you can be completely denied your passive at any point in the game, and when you get behind, its pretty much always going to be denied.
- Outside of your passive zones (where 90% of the game is being played) you have only a ramp-up speed boost and no gap closer. The speed boost can be ended prematurely if you take too much damage while running at them.
- Thematically weak. Just being an ult and laser bot does not feel good on him. "Limb from limb!" I expect a ravaging duelist, not a full tank kidnapper.
Pros(Pre-jugger-Skarner):
- Q was your bread and butter skill, and stacking it made you move and attack faster. This felt really good, and made you pick your engages a bit more carefully.
- W still had a ramp up speed bonus, but coupled with the speed buff you got from Q, it was fine. Gave him a distinct weakness when running away since he wasn't usually stacking Q.
- Having the choice to either stun your opponent with the 3 crystal energy charges or detonate them as bonus damage on your ult felt like a meaningful choice.
Cons(Pre-jugger-Skarner):
- Mana was a major issue in jungle for the first 1 to 3 clears.
- Counter jungling completely screwed you in that role, turning you into an Ult bot tank.
- Shield was weaker as it only scaled with AP, making your speed boost from W even more unreliable.
- E was a pretty useless skill overall. You basically fired it when ganking and that was the end of it.
- You didn't really have an actual passive... You could have tagged it on to his E as a passive (which they did in the juggernaut version) and made E a slightly more useful 1 point wonder.
Basically, pre-juggernaut and post-juggernaut Skarner are about the same in overall power. The biggest problem with post Juggernaut Skarner is the fact that:
A) He isn't a juggernaut. Riot has even come out and said this themselves that they mislabeled him. I think they believe he is still some version of a tank, but I honestly feel like he should be a fighter variant.
B) His E is overloaded. See post above, there is so much going on with his E that it pretty well overshadows the entire rest of his kit. It does NOT feel fun maxing my long range laser beam over my other abilities as a melee fighter. If you aren't doing it yet, start. It makes a big difference.
C) He is still the "same old Skarner" in the sense that his biggest problems were never really addressed in my opinion. That being, he is very feast or famine, and that is determined by how well he gets cash. Unlike some folks like Darius or Renekton (as extreme examples) who can do a decent amount of damage even before they have a bunch of items, Skarner requires a sheen item, tier 2 boots, and at least 1 defensive item to be a real threat. Darius and Renekton just need Black Cleaver. Skarner isn't an early game champ, or a late game champ... hes a 3 item champ, which makes his early game weak, his mid game REALLY strong IF HE GETS HIS ITEMES and his late game weak. HIs power curve looks like a single heart beat on the monitor. It flat lines, then if you get your items, (if you aren't already dead) there is that one short spike of opportunity. If the game goes on too far beyond that, you go back to flat lining.
Just my personal assessment.