Skarner: the rework already
http://ddragon.leagueoflegends.com/cdn/img/champion/splash/Skarner_0.jpg
Introduction:
Intro TLDR: Rework to make him more jungle scorpion and less of a random hodgepodge thingamajig; and no, I'm not some crazy scorpion afficionado.
Sure. Skarner's current concept might be useful and interesting to some, but I believe his core concept is way off. We have a scorpion which somehow got matched up with things that have little real value (looks at crystal pillars), and a stinger that doesn't even sting.
Can we just take a step back and really give him his proper due?
How is Skarner generally used? As a jungler. But he's not even listed as a jungler! He's listed as a fighter/tank. All things considered, his current load out makes him more appropriate as a top laner, which I've almost never seen in practice. If he is a top laner, then why does he have crystals scattered around the map. He would have no business going bot, especially early game.
Now let's look at his characteristics: He is a scorpion with claws, hard shell armor, and a stinger, not to mention that scorpions are fast.
He should be able to capture his prey - with his claws. That should be one of his primary abilities. His hard shell armor should grant him armor characteristics similar to that of Rammus. His stinger should obviously utilize a scorpion's most prominent feature, poison. Speed should be included as one of his advantages.
I recommend reading Skarner's lore before contributing information.
Skarner Concept
Here's the rework concept. I welcome any other ideas interested in converting the above information into a workable character.
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Passive: Skarner's Passion Every jungle camp will grant one stack of "Recovered Crystals" when Skarner kills its large monster for the first time. Killing or assisting at Epic monster pits will always grant two stacks of "Recovered Crystals" to Skarner. Champion kills and assists grant Skarner one stack of "Recovered Crystals". Skarner's armor and magic resist increase by 0.6% with each stack of "Recovered Crystals".
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Q: Snare for the Guilty A short (melee) range skillshot that on collision, roots target for 1.5 seconds. Skarner gets a second chance to cast it again within a 2 second time limit onto any enemy target he chooses -- even if it's the same target. The projectile is really Skarner's right claw on the first attempt, then his left claw on the second attempt. 20 second cooldown. Projectile. Single target skill shot.
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W: Swift Vengeance Skarner gains 6 seconds of 30% movement speed and attack speed. This ability can only be activated if Skarner is within visible range of an enemy. 20 second cooldown.
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E: Song of Death Skarner strikes with his tail and stinger. Targets struck are dealt poison damage for 6 seconds and are slowed for 2 seconds. Poison does 12% AP + (1% for every 10 stacks of "Recovered Crystals") per second. 20 second cooldown. 350 range. Projectile. Targeted single target.
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R: Heritage of the Brackern Skarner causes crystals to erupt from the ground around him doing 400 AP + (2 per stack of "Recovered Crystals"). Skarner heals for 10 life per stack of "Recovered Crystals". 60 second cooldown. Range 480. AoE.