[Champion Rework Rough Draft] Skarner, the Crystal Vanguard

TakaDama··8 votes·1,114 views
Skarner | League of Legends

All of the Below: No more AP Scaling, or if so, a minor amount.

P - Crystal Spires Wisdom of the Brackern: While Skarner is under the effects of W - Crystalline Exoskeleton or an non-structure enemy or neutral monster is Crystallized with E - Fracture or R - Impale, Skarner gains bonus Attack Speed, Movement Speed, and Mana Regeneration

Q - Crystal Slash: Scales with total AD when both charged and uncharged to work better with Sheen items and encourage defensive builds. Consumes Crystal Venom from Fracture so AoE stun is possible (making it easier to initiate and separate). If under the effects of Wisdom of the Brackern, this is considered charged; otherwise it is uncharged.

W - Crystalline Exoskeleton: No longer directly increases movement speed, but duration scales with level. Increased health scaling on shield. Works with P differently.

E - Fracture: Fires three crystals in a 60 degree cone up to 425 770 units (pass through). Works with P and Q differently. [EDIT: Forgot ability distances are measured differently than AA distances]

R - Impale: No direct changes, though now works with P and Q differently.

So, about this rough draft: the idea is to help reinforce Skarner's gameplay identity as a Vanguard hybrid-Juggernaut Jungler while distinguishing him from some of the more similar cast members (cough Lee Sin cough).

The straight to the point scrapping of the Crystal Spires for his P in favor of the more portable, yet less reliable Wisdom of the Brackern is to help Skarner be able to farm and gank fairly effectively as Jungler without pigeon-holing him into just a jungler. Cooldowns on his abilities, as well as the buffs granted by WotB, may have to be tweaked, but I am not a numbers guy when it comes to overall balance of the roster.

The only real change to his Q is the total AD scaling from bonus AD scaling (which, why Riot? He has to go into melee to do anything, damage or otherwise). That and a more reliable tool to clear the jungle/waves with when partnered with the new E.

No real changes to W either except more synergy with Passive (and will probably be the best ability to get at champion level 1).

His E I felt needed to be changed from a line skillshot to a 3-way cone skill shot to make engaging the enemy team safer to an extent, especially when partnered with the new Q.

And alas no real changes to R either.

So, I hope my rambling here has made some sense and that this may in fact be the direction Riot will be heading in (or close to it) when they decide to try reworking Skarner again.


Alternatively, there is this idea I'm brewing right now, based a bit on Kindred's zoning and Skarner's various kits.

P - Crystal Spires Crystal Venom: Skarner applies a stack of Crystal Venom when he deals spell damage with Q and R, up to 3 stacks max. A unit with 3 stacks of Crystal Venom with a basic attack or on-hit effect (such as Tiamat or Iceborn Gauntlet), Skarner consumes all the stacks, deals 25/50/75 additional physical damage to that unit, and stuns that unit for 0.5 seconds.

Q - Crystal Slash: Scales with total AD when both charged and uncharged to work better with Sheen items and encourage defensive builds. If under the effects of E, this is considered charged; otherwise it is uncharged.

W - Crystalline Exoskeleton: Duration scales with level. Increased health scaling on shield. [Changes may be unnecessary here]

E - Fracture Fractured Spire: Skarner excavates a fragment of a crystal spire centered on his current location, creating a zone that lasts until Skarner leaves its vicinity. While in the zone with a hostile unit or Rift Scuttler, Skarner gains increased attack speed, movement speed, and mana regen.

R - Impale: Skarner can no longer use Q while using R, but R deals three ticks of spell damage over 1.5 seconds (0, 0.75, 1.5), releasing after 1.5 seconds [Note: this causes the Crystal Venom to stun the target for 0.5 seconds after being Impaled if Skarner attacks them right away.]

9 Comments

khorney2 votes

I would rather have prerwork skarner back.... before the spire rework nerf

TakaDama1 votes

I mained jg Skarner in his all three of his major iterations, so I have to ask whether you are referring to flat CDR on all abilities with each basic attack, or the Crystal Venom stack passive that just dealt extra damage but made stunning the target much more difficult?

The reasoning behind why I do not favor either is that Skarner has the best peeling ability in my opinion with both his ultimate and his fracture, but not the ability to engage and separate. In this way he suffers a case of Warwick syndrome in that he is expected to suppress somebody, but, being melee with limited mobilty, he doesn't have many options of doing so safely in teamfights.

khorney2 votes

I did as well and the chyrstal venom one was 10 times better yah sure u had to hit 3 times to stun but that's the only drtawback to that version of him. when your looking at the fact that he can clear waves faster stun a awhole team if u had rh. Killing towers faster due to his q having a attack speed increase with every hit on it.... this rework sure u can gank a little better and I mean a little better. But clearing slower then before being super limited on th espires as a stupid map object...I could carry games as skarner before... not so much now because he cant duel for shyt unless ur in the spires that's like hey there is aquaman let me jump in the ocean and fight him.....

TakaDama1 votes

Ironically, Aquaman has always been able to fight fairly well outside of the ocean: it's just a common trend to mock him due to his piss-poor representation in Justice Friends and the like.

Anyhow, now that I see where you're coming from, I believe we have opposing view on the direction a Skarner rework or revert needs to take while still agreeing that he does need a rework or revert.

You seem to like Skarner as more of Diver hybrid-Juggernaut than an actual Tank, and when I mained him when he was like that, I was always going ham on everything.

I, on the other hand, prefer to encourage use of his abilities as a Vanguard hybrid-Juggernaut so he make the most of being a melee champion with lots of CC but limited mobility.

Is it wrong for me to assume that a quality of life tweak to his Q to trigger multiple Venom stacks (in either your version or mine), combined with a passive rework/revert and possibly changes to his E would suffice as a foundation for the changes necessary for Skarner's gameplay?

khorney1 votes

there is a reason I would get rh, this was before titanic hydra and what that did was allow me to double strike on my q and basically make me do aoe stuns nonstop. Not a lot of people did that but I did on account of the power.

TakaDama1 votes

Do the Hydras/Tiamat proc on-hit effects with the splash damage? Or at least with Skarner's venom (then again not sure what the wording on venom passive was, or if this was a bug previously, as nonstop AoE stun sounds like a bad idea balance-wise)

khorney1 votes

itdoes. it was mroe effiecient before then it is now becuase u have to hit e in order to get ur passive. before it was qqqqqqqq

TakaDama1 votes

Ok ... I just tested this (albeit on Howling Abyss against minions), and . . . it does not work as you describe.

However, it would not be a bad idea to implement in terms of itemization, and I believe I have a better idea for the passive and E anyhow. Will update OP shortly.

khorney1 votes

No before his rework not thus rework. Before the spires you could do what I said... because his stun was on his q .... now he it's constricted to his e..... trust me he is immensely weaker now then he was before

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