SUGGESTIONS FOR SKARNER PLS

Shahamut·8/22/2015, 7:03:22 PM·1 votes·532 views

Was wondering about what you think about this for a change for Skarner: (Bolding the changes)

Fracture----RANGE: 1000----COST: 55 MANA----COOLDOWN: 13 / 12.5 / 12 / 11.5 / 11 14 / 13 / 12 / 11 / 10

ACTIVE: Skarner launches a blast of energy forward in a line that deals magic damage and slows the first six enemies it hits for 2.5 seconds, as well as and marking them with Crystal Venom for 5 seconds. Fracture's missile slows down every time it hits an enemy champion.

Skarner's next basic attack against a target marked with Crystal Venom consumes the mark to deal them bonus physical damage heal Skarner and stun them for 1 second. The heal is increased by 50% vs monsters if Skarner is within range of a spire that his team controls.

Fracture's cooldown is reduced by 1 second .5 seconds whenever he stuns a target with Fracture and 1.75 seconds whenever he suppresses a target with Impale.

MAGIC DAMAGE: 40 / 75 / 110 / 145 / 180 (+ 40% AP) 60 / 70 / 80 / 90 / 100 (+100%AP)

BONUS PHYSICAL DAMAGE: 25 / 50 / 75 / 100 / 125 HEAL AMOUNT: 6 / 7 / 8 / 9 / 10% (+2% per 100AP) missing health [9/10.5/12/13.5/15 (+3% per 100AP vs Monsters)]

Then for W:

Crystalline Exoskeleton----COST: 60 MANA----COOLDOWN: 13 / 12.5 / 12 / 11.5 / 11

ACTIVE: Skarner shields himself for up to 6 seconds, gaining bonus movement speed that increases decays by an additional 16% over 3 seconds rapidly after 3 seconds while the shield holds** to a maximum decay of 16%**.

SHIELD: 12 / 13 / 14 / 15 / 16% maximum health (+ 80% AP) 10 / 11 / 12 / 13 / 14% maximum health (+50% AP)

INITIAL BONUS MOVEMENT SPEED: 0 / 4 / 8 / 12 / 16% 20 / 23 / 26 / 29 / 32%

Overall Thoughts:

Trim off a TON of free damage from E as well as % health AND ratio from his shield in favor of sustain, supporting his enduring fight style rather than upfront burst damage. The sustain will also make his jungle clears safer and allow him to be more active in the jungle especially in his zones. People wanting more damage will need to get Q leveled first for faster clears, but maxing E first will still mean a more reliable stun/slow.

Reverse the W mechanic for fear effect and to allow for outplay in the way of jukes. An intial boost in speed can allow a well timed W to move out of the way of dangerous spells or abilities, and makes his coming out of the bush much scarier. It will also make max range slows more reliable, rewarding Skarner for landing the shot.

Thoughts?

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