Skarner : The other rework ?
#[- Skarner -]
##The Crystaline Agressor.
skar-skar-skarner
Thinking about making his own rework for months I finally gave it a shot on the forums to see if my ideas where good or not. I have been playing him since season 4 and have always liked playing him and at first I hand no problems with him at all. He was my first in top and first in jungle and I've even played him support. I quickly found out that flash and sheen where almost mandatory on him and the best way to gank is to flash over the wall near enemy turret and ult them out of turret range so you could finish it off together with your laner. When ohmwrecker came out I never used that tactic anymore because I could just go under it , stop the turret for 2 sec and go pluck the enemy from under it. But playing for so long and seeing so many new champions come out and so many champions reworked it started to feel alienated with him. First of all his kit was turning very outdated and second. with all the mobility and CC added in the game over the recent years he has become a very weak champion if you donn't know how to play him or use his kit effectively. The reworks where also complete and utter useless in my honest opinion because they lacked ... identity I geuss. I'm not saying that he is weak but he needs to be updated according to said added CC and mobility because a scorpion needs to stay on target once he is on his target so let me begin with his passive.
A scorpion is a very deadly creature that , once he hit you with his stinger , you knew that escape was very hard so I loaded his passive with just that fear. Every third AA animation should be his stinger stinging you to make it vissually appealing because every third AA will insert some poison into your body. slowly crystalizing into an immobile lunch for our lovely little scorpion. I also wanted to create a certain fear that would rather have you run from skarner than try to fight him so I aplied stacks to it. Only 10% slow on the first 3rd AA and after the fifth 3rd AA you get slowed for a whopping 50%. So much joy and fun.
I left his Q as it is because it does what it supposed to do , do more damage after subsequent use just like a with a real scorpion , you don't let yourself get snipped more than once by a scorpion yourself no ? Unless you like the pain ? then be my geust and facetank our lovely little snipping machine. I also left his W instact because well ... there was nothing wrong with it but I do lowered the values because slowing your opponent with the passive and having massive movementspeed is a no go and I increased the defense values of it because he's a goddamn CRYSTAL SCORPION. no mere sword spear or arrow can just easily dent his exoskeleton , this aint skyrim
His E and his R are changed because I think these 2 abilities will define him as a scorpion. Instead of firing kuch energy kuch I made him fire his goddamn stinger , his crystal fucking stinger ready to fuck up everyone in his path.Bitch you better watch the fuck out because when it hits you or near you you will not go anywhere anymore. Making the stinger supress you and injecting the crystal poison into you makes him feel more like a scorpion in my opinion that what he currently has. giving the stinger a small radius but a decent range will not make it too OP I hope. I'm also still trying to figure out if I want it to root or supress but I'll keep it to supressing at the moment unless you all find it too OP.
And now for the piece de resistance ... his ultimate ... after some research and reading comment on other skarner reworks I found out people would like a burrow mechanic but not like rek'sais so I made my little spinoff on it. Once you gain the ult you can burrow yourself by remaining still untill you either attack with your stinger or move by yourself. while kjeeping his ult the same in unburrow mode I added extra damage in burrowed state to make the enemy fear wich hole they should aproach.
Everything is still subject to change and nothing is final. If you think something is too op or is too loaded with power , let me know in the comments so I can adjust properly because I have no knowledge about balancing properly :D
If you like this kit I'll do much more like writing tactics and how to use him properly. a lore update and if desired also a visual update description since I can't draw.
##Passive : crystal corrosion >With every AA you apply a bit of poison that crystalizes and slows down the enemy target. Every third AA you make slows the opponent down for 10% for 0.50 stacking up to 5 times for a total of 50% for 2.5 seconds.[ Does not scale ][ Resets after 3 seconds if the enemy target has not been attacked ]
Q : Crystal slash
[Effect radius] 400 [Cost] 10-11-12-13-14 mana [Cooldown] 3.50 - 3.25 - 3.00 - 2.75 - 2.50
Active : Skarner deals physical damage to all enemies within range, also causing subsequent uses of Crystal Slash within 4 seconds to deal bonus magic damage if he hits an enemy.Basic attacks reduce Crystal Slash's cooldown by 0.25 seconds, quadrupled to 1 against enemy champions.
--Physical damage-- 33% -- 36% -- 39% -- 42% -- 45% AD --Bonus Magical damage-- 33% -- 36% -- 39% -- 42% -- 45% (+30 AP)
W : Crystalline exoskeleton
[Cost] 60 mana at all ranks [Cooldown] 14.00 - 13.50 - 13.00 - 12.50 - 12.00
Active : Skarner shields himself for up to 6 seconds, gaining bonus movement speed that increases by an additional 10% over 3 seconds while the shield holds.
--Shield strenght-- 12% -- 14% -- 16% -- 18% -- 20% maximum health (+ 80% AP) --Initial movementspeed bonus-- 0% -- 4% -- 8% -- 12% -- 16% --Maximum movementspeed bonus-- 10% -- 14% -- 18% -- 22% -- 26%
E : Fracture
[Target range] 1000 [Collision radius] 35 [Effect radius] 125 [Cost] 75 mana [Cooldown] 15 - 14 - 13 - 12 - 11 [Stinger pickup range] 100
Active : Skarner fires his stinger at the enemy dealing magic damage to all enemies struck applying , applying crystal corrosion. When hit , the pinned down champion is supressed for 1.5 seconds. The stinger will remain on the ground untill picked up by skarner and will remain on cooldown untill picked up
Passive : When no enemy champions or creatures have been hit , the landing zone of the stinger will crystalize the area for a a total radius of 250 and will actively slow down all enemy movement for 20%. As long as the stinger is in the ground , the area will keep being crystalized. The stinger will remain on the ground untill picked up by skarner and will remain on cooldown untill picked up
--Stinger speed-- 1000 units/1.00 sec --Physical damage-- 10% - 15% - 20% - 25% - 30% AD (+ 25% AP)
R : Impale
[Target range] 400 [Cost] 100 mana [Cooldown] 120 - 100 - 80
Active : Skarner rears his stinger and brings it down , rooting the target enemy for 0.25 seconds, dealing 80% AD physical damage, magic damage , and suppressing them for 1.75 seconds. At the end of the duration , the target takes the same damage again. For the duration , Skarner can move freely and drag his victim around with him but cannot attack them. When burrowed you impale your target for 2.5 seconds supressing them for 1.5 seconds aplying 25% bonus AD damage. Cannot be used when the stinger is on the ground.
Passive: When remained still for 1.5sec you burrow yourself into a hole and when you want to unborrow you move or use your ult. Every time you burrow and unburrow yourself you leave a hole behind for 80sec. In burrowed state you can only use your ultimate as a way to attack or defend. the hole can be removed prematurely if stepped on by enemy champions
--Magical damage unborrowed-- 20 - 60 - 100 AP (+50% AP)(+80% AD) --Magical damage burrowed-- 20 - 60 - 100 AP (+50% AP)(+25% bonus AD )