Fix Skarner's Fracture (E)

vain11··6 votes·757 views

Skarner's Fracture (E) is strait up unreliable. Would be nice if it wasn't.. Or if it would actually proc'd when Skarner auto attacks as it should.

Currently, immediately after an enemy is hit with Fracture, Skarner's auto attack will not proc it. To my understanding, this is due to the Crystal Venom auto attack using the crit animation and being all 'special' and whatever.. So if you start your auto attack before they have Crystal Venom, it won't proc it. And since Skarner's normal auto attacks take forever to hit regularly the 1st auto attack regularly doesn't proc Crystal Venom. But I'd much rather have a functional ability then one with a 'special' animation.

Additionally, due to Skarner's slow auto attack animation speed, his auto attacks can be flashed out of very easily.

Sub-par 'Special' Animations shouldn't come before the functionality of an ability.

5 Comments

khorney1 votes

he needs more then his fracture fixed my friend..... undo this rework with the crystals to how it was before. yah sure before it was a little harder to gank however the split push was op becuase hitting q on enemy buffed his attack speed but you needed to hit 3 aa or abilities for the stun now you just need to hit e but you recieve no attack speed

vain111 votes

{quoted}

he needs more then his fracture fixed my friend..... undo this rework with the crystals to how it was before. yah sure before it was a little harder to gank however the split push was op becuase hitting q on enemy buffed his attack speed but you needed to hit 3 aa or abilities for the stun now you just need to hit e but you recieve no attack speed

Agreed, but making him function consistently would be a step in the right direction. I also liked his old version better, but given what we have now.. it would be nice if it was coded in a functional manor, rather then a pretty one.

WoonStruck2 votes

Actually, Skarner would be completely fine if they returned his base attack speed to what it used to be, gave him a little more base MS, and cut out the passive completely in favor of something like Grave's original passive. No, it wouldn't be broken because he still consistently has issues getting to his target, which would be made a little less feast/famine by him becoming tankier the longer he's in combat.

The biggest thing that made this rework suck is how they gutted his base attack speed to an absurdly low level so they can force his spires to make/break him.

Everything else about his current kit is fantastic. The passive and related nerfs are the only true negatives.

If his clearing became too weak without the passive (it IS a massive jungle crutch atm), they could simply give his Q bonus damage to monsters. Its the only ability that scales with attack speed now, so it would be easy to keep the rest of his kit essentially the same in power, while also reaching similar clear speeds without boosting his damage vs champions too high like in the past.


His crit animation could simply be sped up, as Skarner will probably never have crit after Atma's removal and the removal of crit from Trinity Force. Hell, it could be sped up even if he still had access to crit. ** However, the true answer to his unreliable E stun is simply re-coding it like they did with blind. If its on them when the attack lands, its effects occur, rather than 'snap-shotting' the moment of attack wind-up to determine effects. **

khorney1 votes

he was much better before, clearing speed was alot higher the only thing was u needed to hit 3 aa or spells for stun. but you gained attack speed off your q and it increased or stacked now it doesnt you only gain attack speed off your e after hitting it and the spire passive is whack liek the enemy needs no wards when they can just look at the spire and there dumb for fighting you on them ..... so limited and its not liek he can take drag or baron ultra fast by himself ......im sorry i pretty much stopped playing him after the rework. no tto mention your split push ability was way way higher then you can possibily dream now. want to stun a whole team get rh aoe q for aoe stuns nonstop now i cant do that anymore....

WoonStruck1 votes

His clear speed was not better before. You have more attack speed to start out, more burst, more MS, and higher damage on your Q. Not to mention mana is not an issue.

You can easily build so that spires are a non-factor on Skarner as far as teamfight/engagement potential. Only an absurd bonus if you happen to have them.

You don't need to stun a whole team. Gibbing the carry and continuing to fight works well enough. The biggest issue is that there's no downside to grabbing Quicksilver Sash anymore.

As far as dragon/baron...Skarner has one of the highest objective control potentials in the game. That's a part of why he's strong. Only the junglers with harder engage (who often have much worse baron/dragon potential, excepting Vi), or huge nukes (cho/nunu, who are uncommon) have noticeably higher.

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