A semi-regular "Rework Skarner pls" Thread

Shahamut··1 votes·646 views

Back again, as I am every so often, to say I miss playing my favorite champion in lane, and that even though I still do from time to time, its terrible.

REWORK FOR SKARNER:

Passive: [REMOVED] Crystal Spires [NEW] Crystal Venom- Every 6/5/4 (at levels 1/6/11) basic attacks, Skarner strikes down with his tail, dealing bonus magic damage equal to 3-54 (based on level) +3% of the targets max health and lowering their damage by 10% for 3 seconds. Hitting enemies with an empowered Crystal Slash will increase the duration by .5 seconds up to 1 second (4 seconds total).

THOUGHTS- Skarner's spires are too gimmicky, and do not add any REAL objective control to his kit. Objective control in a kit are things like Cho'Gath R, Nunu Q, Kalista E, and the like. Monster burst on top of smite is objective control. So, imho, the spires failed on that. They also lock Skarner out of lanes, unless you are some kind of dummy (like me) who will willing play with a handicap because you love the champion so much XD.

Skarner has a tail, but rarely ever uses it. I like the idea of it being a more regular part of his attack pattern.

Q: Crystal Slash [ITS BACK]- Skarner gathers energy as he is engrossed in combat, increasing his attack and movement speed. Each time he hits at least 1 enemy with crystal slash, he gains 3/6/9/12/15% attack speed and 1/2/3/4/5% increased movement speed, stacking up to 3 times. These stacks last up to 5 seconds, and are refreshed upon hitting an enemy with Crystal Slash.

[ALSO BACK] Damage: 40/50/60/70/80 (+80% bonus AD) Physical Damage----- Empowerd Adds 40/50/60/70/80 (+50%AP) Magic Damage.

THOUGHTS- Skarner's damage pattern has historically been dps. Since his update, it has moved more into burst with E being his best to max first skill, More base damage, plus bonus damage on stun/lower cooldown on said skill. Taking the burst of off E, making it a purely utility skill, will make his Q, once again, his bread and butter skill to max first and fight with.

W: Unchanged

THOUGHTS: His W is ok, the ramping movement speed is bad when it isn't coupled with the bonus move speed from Q.

E: Fracture Magic Damage: 60/80/100/120/140 (+80% AP) Magic Damage Slow: 50% at all ranks Slow Duration: 2 seconds.

[REMOVED] Bonus Damage on Procing stun. [CHANGED] Cooldown reduction is 1 second per stun proc'd. [NEW]: Procing the stun now restores a portion of Skarner's missing mana equal to 4/5/6/7/8% missing mana.

[REMOVED] Fracture no longer slows down as it passes through units.

THOUGHTS: No longer adding more damage to the stun proc, that has been moved elsewhere in his kit (new passive) as a more sustained damage amp, as opposed to burst. The mana restoration on stun proc will be more useful to Skarner, especially in lane, and scales into the later game when you will max it last.

R: Impale

[REMOVED] Spire bonuses [NEW] The second instance of damage from this ability procs his passive, Crystal Venom.

Would love to hear people's thoughts on the kit. In general, the goal was to move his damage pattern from bursty to sustained and give him back the sticky "chase you down" playstyle he once had.

Thanks for reading and good day!

1 Comments

Shahamut1 votes

bump

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