How would you do it? : SKARNER

Sad Tyrant··2 votes·1,051 views

Here is an odd Duck who never fitted in, who never got his own spot, who riot never could balance properly my Favourite JG before his reworks. here is How I would do rework Skarner

Passive - Energize When Skarner Basic Attacks and hits abilities he gains 1 stack of energize, Skarner Gains 3.5%/5%/6.5%/8% Attack speed per stack of Energize at 1/5/9/13. At 8 stacks he gains ENERGISED

ENERGISED: empowers his abilities and Gives 10% AD on-Hit Magic damage on Basic attacks. last for 5/5.5/6 seconds and refreshes when a ability hits a champion and when W is activated

Q - CD 4/3.75/3.50/3.25/3 secs 30%/32.5%/35%/37.5%/40% AD (+15% AP) physical Damage in an Radius around him, applies on hit effects (Does not apply Spell effects)
Basic Attacks reduce CD by 1 second

Empowered

  • 30%/32.5%/35%/37.5%/40% AD (+15% AP) Magic Damage and Slows by 20% for 1 sec

W - CD 12 seconds 20/40/60/80/100 + 10%/10.5%/11%/11.5%/12% of Max Health Shield. Gain 8%/10%/12%/14%/16% movement speed doubles over 3 seconds to a total 16%/20%/24%/28%/32%. Lasts 6 seconds, if the shield holds.

Empowered gives Immunity to slows for 3/3.75/4.5/5.25/6 seconds

E - CD 14/13/12/11/10 40 / 75 / 110 / 145 / 180 (+ 40% AP) slows for 40 / 45 / 50 / 55 / 60% for 2.5

Empowered Stuns for 1.25 secs (for Clarity 2.5 secs total duration, stun is half the duration of the slow)

R Skarner rears his stinger, rooting his target for 0.25 seconds as he brings it down, and suppresses them for 1.75 seconds, dealing 60/80/100% AD physical damage, and 160/240/320 (+100% AP) magic damage over the duration (Applies damage as a separate debuff (20/30/40 magic damage per .25s).

Empowered Extends the Duration of suppresion and damage debuff by 0.5/0.75/1.0

(ALL numbers are placeholders to give the general Idea) What do you think?

How would you do it?

6 Comments

Nightmist Dark1 votes

IMO, they need to remake his Q to a flip, like Volibear and Singed, that will make him a monster CC machine, and put him in a better position as disruptive hard to run from monster. WE need to forget his Q spam.

Shahamut1 votes

This is a bad idea

Shahamut1 votes

Haven't typed this up in a while. Here is how I would do it:

Passive: Crystal Energy (max 100)

Skarner's resource is crystal energy. As he gathers it in combat, he becomes a more ferocious and terrifying combatant. Skarner gains 1% attack speed and .8% movement speed for every 2 points of crystal energy he has (max 50% increased attack speed and 40% increased movement speed). Skarner's crystal energy begins to fall off rapidly when out of combat. Skarner gains 1 point of Crystal Energy per basic attack against a foe, triple effect vs large minions, large monsters, and champions. Skarner does not gather Crystal Energy from tower's or other structures, but will still be considered "in combat" so as not to lose his current energy.

Q: Crystal Slash---------Cost: None-----------Cooldown: 4 seconds

Skarner lashes out and deals 20/25/30/35/40% total AD physical damage to enemies around him. As long as Skarner has at least 1 point of Crystal Energy, this attack is empowered and deals an additonal 20/25/30/35/40% total AD magic damage. Enemies hit by this attack grant crystal energy as though they were struck by Skarner's basic attack. Basic attacks reduce the cooldown of this ability by .5 seconds, double effect vs champions, and large monsters.

W: Crystalline Exoskeleton------Cost: 40 Crystal Energy------ Cooldown: 16/15/14/13/12 seconds

Passive: Skarner's skin is his armor, and is empowered by his Crystal Energy. As long as Skarner has at least 1 point of Crystal Energy, his armor and magic resist are increased by 10/10.5/11/11.5/12%.

Active: Skarner draws on his Crystal Energy to heal his wounds, regenerating 10/12/14/16/18% (+1% per 50 AP) of his missing health over 6 seconds.

E: Fracture---------Cost: 20 Crystal Energy----------Cooldown: 10 seconds

Skarner fires a blast of crystal energy in a bolt, dealing 60/90/120/150/180(+80% AP) Magic Damage to each target hit in its path. Targets struck are slowed by 40/45/50/55/60% for 2.5 seconds and are marked for 5 seconds. If Skarner lands a basic attack on a marked target, they are stunned for 1 second and Skarner gathers an additional 1/1/2/2/3 Crystal Energy from them.

R: Impale----------Cost: None------------Cooldown: 120/100/80 seconds

Passive: Every 6/5/4th basic attack from Skarner is a strike with his tail. This attack does not gather Crystal Energy, but instead deals bonus magic damage equal to 10/15/20% AD and slows the attack and movement speed of his victim by 5/6/7% for 3 seconds. This debuff can stack on a single target up to 3 times. Additionally, Skarner's Crystal Energy will not fall below 10/15/20 while out of combat.

Active: Skarner rears his stinger, rooting his target for 0.25 seconds as he brings it down, and suppresses them for 1.75 seconds, instantly gaining 10/20/30 Crystal Energy, and dealing 100% AD physical damage. The target also takes 100/150/200(+80% AP) magic damage over 1.75 seconds. While suppressed, Skarner can move his victim around and activate abilities, but he cannot basic attack.

Venowolf1 votes

His early game is pretty weak maybe he is suffering a crisis identity between Juggernaut and Vanguard, at the beginning of his last rework he starts performing as a Juggernaut but now is more effective as a Vanguard Tank, so is some kind of "crisis identity" In My Humble Opinion.

They need toa dd his passive a X amount of time after he procs cc on his enmies, for example if he stun or supress someone he gains his passive the next (3 seconds) so he can improve his fights and not depends a lot of being near of his shrines.

And î oop1 votes

[deleted]

And î oop1 votes

[{quoted}](name=mordred darktrop,realm=EUW,application-id=3ErqAdtq,discussion-id=lOKXk85F,comment-id=0003,timestamp=2017-12-12T11:54:18.492+0000)

he is supposed to be kind of a predator which hides and then jumps out to ult you and take you to his team, how about this for w ability: on first cast create crystal dust around you which makes enemies inside have nearsight to you and enemies outside dont see inside crystal dust at all, on second cast dig yourself in the ground which makes you invisible except if an enemy steps on you ( second cast can only be inside the crystal dust ) and finally on third cast jumps out dealing small aoe damage around and gains movement speed based on skill level ( this way you can hide and then jump out and ult the crucial targets, have nice escape tool and its good when ganking since enemies wont see anything around

his e and ult i like and would leave them only maybe extend ult duration by 0.5 sec on all ranks since we have much more devastating ults compared to his current one

his q is a bit boring... hmm... maybe deals aoe damage and shields based on the number of enemies hit ( since we removed the shield in w ) and deals extra damage to monsters ( his current jungle clear is really weak, i havent seen a skarner with higher cs than the enemy jungler ever in my life ) and after few seconds he can cast q again to empower his next auto to slow the enemy and reduce its armor and mr if that enemy has been hit by first q cast by 5-25% based on skill level.

passive: i like this passive but i would say that with every 7 mins of the game you get to place your crystal wherever you want. this way you can plan your strategy and wont be empowered on useless areas

I think that this rework would make him really have that character of a scorpion that plays with its pray before leaving his team to finish it.

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