Suggestion for a skarner rework.
honestly current skarner is pretty unique, but there are a few things that should be changed
Passive- make those things defendable. preferably making them more like the towers on dominion where a target capturing them loses the ability to take any other actions without canceling the capture.
Q- make it work better with tri force, either special casing it to actively proc tri force on casts, or making its cooldown higher, as it stands the tri force will only proc on every third cast of q, which lowers his damage capacity a great deal.
W- is interesting, but it is weak, no need for buffs though.
E- should be fixed so as to apply the stun debuff sooner on close targets. I have died too many times casting e and then immediately auto attacking only for the stun to not go off. an easy way to fix it would just be to apply the stun to his auto attacks for .25 or .5 seconds right after he casts.
R- so many many things. Make it capable of dragging crystals around, honestly that capability probably doesn't even need a long cooldown, it should just be a thing happens, the crystals lose value as the game goes on, and they don't have a lot to begin with. Make it NEVER cancel. Lee and skarner both got that .25 second snare for their ults to help people get hit, but even with it people are still capable of jumping away. lee's ult always hits regardless though, but skarner's breaks. skarner has a harder than hell time getting to and locking down a target, so make his lockdown at least work when he manages to get into range.
and finally. Class skarner as a blasted unique playstyle. he plays nothing like anything else, not even remotely like anything else, and honestly he shouldn't be playing like anything else. he is a duelist/support style jungler that is too mobile to be jugger, is too aggressive to be a warden, and has too weak of an engage to be a vanguard.