Fixing Skarner
With his resurgence into the lowest tiers of the game, I thought it was time to discuss this champion in more detail. While his kit flows somewhat in areas, I thought it was time to bring out his best once more. First off, a description of who Skarner is:
Skarner is a beastly, carnivorous fellow who charges at enemies full-speed without fluffy gimmicks like insta-dashes or hard crowd control. Why not hard crowd control? Well, because he is meant to tank, of course. Tanks don't stun, they slow, as any Malphite player ever realizes. Sure, he has that stun, but after that's gone, you better have more power in the tank, or else enemies will walk completely around you. Sure, his ultimate is a bit of a gimmick, but with its limited scope. He has to use the rest to keep effective aside from power-sapping CC. He HAS to stay in melee range to work his magic, but on the bright side, should he keep working around in the battle, he may never fall.
So, how do we help him?
<Fracture (E)>: Ranged slowing missile.
Brilliant at first look. Except there's a glaring problem. If he has ranged CC, how does he keep an enemy right there? Oh yeah, Impale and Crystalizing Sting. Well, let's take a peek at those.
<Impale (R)>: no auto-attacks, consumes Crystalizing Sting marks
Well, that's a pretty bad idea. Afterall, how do you even deal the damage you have? Counter-synergy, if you ask me.
<Crystalizing Sting (Passive)>: Melee stun after 3 spell-hits and an autoattack.
Okay, better. Still, you just range-slowed a dude, and you have to both catch up to him and proc 3 spells and an AA? They better be trapped on a plate next to some green beans and taters.
He's melee, for crying out loud. He's already situational enough. He needs some actual synergy with his kit.
<Crystal Slash (Q)>: Melee AoE skill with a boost to attack speed, movement speed, low cooldown, the majority of damage on his kit, and a passive that drops his cooldown on it even further.
... What? Seriously, did you just give a skill synergy with itself? Why even have a kit? Pretty sure this IS the kit. Movement speed like his <Crystalline Exoskeleton (W)> has. 2 of the 3 procs on Crystalizing Sting, if not all 3 (Seriously, why is that not his Q passive?). All his damage AND steroids rolled into one. What else is his kit?
Well, let's find out. We showed Fracture earlier. Now...
Crystalline Exoskeleton - Accelerating speed boost (that both Rammus and new Sion now have... woot.) that comes with a handy dandy shield. Speed boost dies when the shield does.
... A piddly shield? I mean, you could say it's movement too, but his Crystal Slash has that. I don't get it.
So, moving on. How do we fix it?
Well, he's meant to be the master of working without gimmicks, so let's start there. No insta-dash, limited hard CC. However, to counter the lack of these two, he will need a highly bolstered teamfight presence, as chasing is his game. How does he cope with it? Tankiness. However, he can't simply be a brick wall. He needs to build his wall, and keep it formed with his work in the teamfight. This is why I propose:
- Skarner gets cooldown reduction on his Crystalline Exoskeleton on successful autoattack. Afterall, in the fray, where it's detrimental, he can still be CC'd into submission, but if he isn't, he holds his beefy presence as a staple to give him a teamfighting presence.
But, that's not enough. Yeah, he's mega-beef and all, but what good is the beef if the enemy can't even attack him? I'll tolerate it on the Impale, but seriously,
- Crystalizing Sting - Goodbye, buddy, and don't let the door hit ya.
But what about his melee presence? Even super beef-lords have a ranged presence with insta-dashes. So clearly, it makes sense that some damage should happen at a range, and so
- Fracture - Get some real damage. and drop that slow, it distracts from the damage it should do to keep him sane.
But then there's a problem. He's a rock in a teamfight. That's good and all, but this rock has problems being a rock. Sure, his shield is nice, but he has AoE skills that mostly lack compatibility with Spell Vamp, and we don't want to make him overly Life Steal reliant when he also needs movement speed, attack speed, damages, manas, defenses, tenacity, etc. Well,
- Fracture - Okay, you can heal me, but ONLY if you get into melee range and take it from them. And of course cooldown reduction on autoattack for the further synergy with survival.
Alrighty. Good so far. But still, how do I stay in melee range? Autoattackers need super-hyper-mega-movement-speed to make autoattacking worthwhile without CC. Or, considering his extreme melee needs, a light CC is hardly out of order...
- Crystal Slash - Now slows movement on hit, but he loses all those random buffs that overloaded the skill. And keep it low, like 20% slow; don't give him a friggin' free Mallet AoE at level 9.
Okay, working steadily now. Where do we put that steroid, though? Does it need to come back? Well... why not? The movement speed buff was kinda nice as it was on Crystalline Exoskeleton, but that wasn't enough to make his shield feel like a shield anyways. It needs more to be attractive as an object to keep alive, and have more negative effect if you can't bring it back up. That way Skarner can become a monster, but only if he doesn't get in over his head.
- Crystalline Exoskeleton - Attack speed buff placed on shield, as long as you keep it up, to make it feel like it means something in battle. Reduce its cooldown on autoattack in order to make CC really crush down on him. And finally, lose the ramp-up business. Skarner wants his speed now, not later. That's what he sacrificed his insta-dash and extreme mobility for in the first place.
So, you should try out a few of these ideas, Riot. Or maybe all. All's I know is that you're trying to make a beef-master tank dude that goes mega CC, but not so much CC so that teamfights are still annoyingly stupid to play, so you can only reasonably stun one guy. Even Malphite is laughing at him, insta-dash and all. A melee with limited team-worth in fights will never live in a healthy way.
TL;DR: Put Skarner back to permaslow. It's not OP when controlled (see Gangplank/Ashe), and it's far less feast-or-famine than a character who is somewhat forced to ride team CC to be of any use at all.
Also, at very least give him the possibility to use his Q steroid on towers... That's the only steroid that can't be used on them to the best of my knowledge, at least as long as enemy minions aren't there, and it's too distracting to grab them. Not fun.