So Skarner's E, I think we need to talk about that (also changes to the rework ideas)

Goldenwolf14·8/8/2015, 7:12:23 PM·1 votes·610 views

I mean I have heard of overloaded kits but this is the first time I feel like I could use the term overloaded tool. For everyone that does not know this is some of the recently added effects to Skarner's E

Crystal Spires (Passive) movement speed bonus lowered to 100 from 150. Fracture (E) [NEW EFFECT] Crystalizing enemies with Fracture (E) or Impale (R) now grants Skarner Crystal Charge (the movespeed/attackspeed/mana restore buff from his passive ) for the duration of the disable and reduces the cooldown of FRACTURE by the duration of the disable. Note: This means when Skarner stuns with his E he gains 100 movespeed, [42% + 6% per level] attack speed, and 3% max mana restore per second for 1 second. Note: This means when Skarner uses his R he gains 100 movespeed, [42% + 6% per level] attack speed, and 3% max mana restore per second for 1.75 seconds. Note: This means an E stun reduces the cooldown of E by 1 second and using R reduces the CD of E by 1.75 seconds Cooldown increased to 13/12.5/12/11.5/11 from 12/11.5/11/10.5/10

Now if we count up how many things his E does now I count 6 different effects.

  1. Damage
  2. slows
  3. Puts a mark on people which gives him a stun
  4. movespeed
  5. attack speed
  6. mana restoration

That feels like there is just to much going on in just one ability for it to even be considered to stay. Also you want to know why this happened, it's because Skarner's E SUCKS. It has always been his worst ability, except when ap Skarner was a thing, but other than that it has just been a very weak slow and even weaker poke.

So I have an idea for it instead of putting all these bells and whistles and the kitchen sink on it to make it a useful move, I say you replace his E with his crystal spires. Obviously the crystal spires suck as a passive, so why not make them his E. You would probably have to get rid of the vision that it gives and maybe also the mana restoration but now the player of Skarner could have control over these attack speed and movespeed buffs instead of them being in very specific spots and easily contestable. Give the spires a 20-25 secs cooldown or somewhere around there and a cap of 6 spires on the map at a time like there is now and maybe even a delay of 1 sec when you try to put one up. Also it would keep its Rek'Sai tunnel quality of being able to be destroyed by an enemy standing on top of it for 1-1.5 secs. I believe this could fix the problems with this rework as well as giving him some more interesting ans useful potential as a champ.

Of course I can't just end it at that because we are back to square one of why he was getting a rework in the first place which is his passive. I think it's a pretty easy fix to his existing passive, the 3 ability hits then auto attack to stun, just change it so that any damage dealt from abilities or auto attacks applies 1 of the stun stacks and the stun can be triggered by either an auto attack or Q. This will make it a lot less clunky to stun a target which was the main problem that the old passive and now if you stay near multiple enemies you have the possibility to stun multiple targets because of Q being able too set off the stun as well, this will also be a small buff to his clear times.

I hope that you consider using these ideas and even more I hope that the fans of Skarner (like me) like these ideas as well. Skarner

1 Comments

Lugg8/8/2015, 8:07:37 PM1 votes

They have to give him power somewhere in his kit. His Q has been heavily nerfed. I like giving it to his E since he is melee and he won't be as gimped as bad against ranged champs.